The Stag Clan (Family Mon and Creeds)

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

The Stag Clan

The Stag Clan was a project born from my first game of Legend of the Five Rings. Based off of the Owl Clan from Imperial Histories II, the Stag was the clan of Hantei, founded from the heroic actions of my players over several years of gaming. I've ironed out their history (which was far, far more messy during our gaming), and created their schools. Perhaps I'll compile all this in a PDF someday, if I ever learn how. For now, I'll just leave it as posts with links set in this table of contents.

Table of Contents

1. The History of the Stag

2. Lands of the Stag

3. Families of the Stag and Vassal families

4. Family Mon and Creeds

5. Schools of the Stag (Clan Paths pending)

6. Magic of the Stag

7. Advantages & Disadvantages

Edited by Samurai Fox

History of the Stag

Beginnings

After the fall of the Hantei dynasty, the name and line of the first Emperor was considered extinct. While the dynasty had indeed met its end, the name of Hantei was not destined to merely fade away into obscurity. Hantei was a Kami, the favorite child of Lady Sun, and founder of the Empire; Heaven would not allow him to be cast aside and forgotten. While Toturi the Black had earned the Favor of Heaven and was named Emperor of Rokugan, Tengoku had decided that a Great Clan should be founded in Hantei's name. The Kami agreed to this plan, and the Celestial Wheel waited and prepared for a time when Hantei's name might be remembered again.

Such an opportunity presented itself during the "War Against Shadow". After Oblivion's Gate was opened and the spirits of the departed walked amongst the living once again, Tengoku saw its chance to set the stage for the rise of Hantei's clan. Several spirits of the Hantei bloodline were filled with Heaven's will and compelled to rejoin the living through the Gate. Some were Emperors from Tengoku, like Hantei Yogozohime or Hantei X, others were heroes from Yomi, like Hantei Yamato or Otomo Madoko. Others still were tragic figures of the bloodline, such as Hantei XXIX of Hantei Fujiwa, or even heartless villains, such as Hantei XX or even Hantei XVI, the Steel Chrysanthemum.

Unknown to all, Amaterasu and Onnotangu, the Lady Sun and Lord Moon, also pass through the gate. Having been slain and replaced by mortals due to Onnotangu's unknowing support of the Lying Darkness, the old Sun and Moon decided to give mortal life a chance and support Heaven's plan to create a Hantei Clan. The two take on identities as powerful Shugenja in the land of the living, using the Naka title (the name of the Master of Elements), and journey through the Empire in its troubled time, offering aid and vanishing soon after.

After the events of Oblivion's Gate, the Returned Spirits felt a mixture of anger, confusion, and frustration at the new state of the Empire. The dynasty they had all served under was replaced by the Toturi line, led by an ex-ronin, and many of the traditions and ideals they had lived under were now changed or ignored even. Hantei XVI, sensing their disgust at the Toturi, rallied most of the Returned Spirits under the Hantei Banner, sparking the civil war that would be called "The War of Spirits." Most of the returned Hantei fell in line under the Steel Chrysanthemum, who's force of personality, strength of will, and dominate nature made him a natural leader. However, as the war goes on and atrocities Hantei XVI is willing to commit start to mount higher and higher, the other Hantei Spirits begin to turn against him. Many switch sides or divert the Spirit army's strengths. Finally, the spirits were defeated by the Living Empire. To the surprise of many, however, Toturi does not execute the Steel Chrysanthemum or his followers. Instead, they are made an Imperial family, like the Otomo or the Seppun. Publicly, Toturi's actions are to ensure a lasting peace between the factions, and to honor the founders of the Empire. In truth, the emperor received a vision from Heaven foretelling the rise of Hantei's clan. Toturi's wished to protect as many Hantei family members as possible for when the time came for the clan to finally appear.

( For a more in-depth take on the War of Spirits, go here. )

Founding

However, it would not be a returned Spirit that would found Hantei's clan; they had all lived their lives already, and were too connected to the past to be able to lead a clan to the future. Instead, it would be their children's generation that would do so.

Hantei Mikazuki was the daughter of the Steel Chrysanthemum and Hantei Yugozohime. Much of the empire expected her to turn out like her father; power-hungry, cruel, and treacherous. Instead, she followed in her mother's footsteps, being honorable, kind, and driven to help the Empire. Mikazuki lead a difficult early life, being blamed for her father's actions and help to impossible standards by her peers. A weaker soul would have broke under such pressure. Instead, Mikazuki let it make her stronger. Her father's sudden death lead to Mikazuki taking control of the family at the tender age of 15, followed only a year later by the Empire being plunged into conflict during the succession crisis known later as the "Four Winds Era." Lady Mikazuki through the Hantei into stabilizing the empire during this time of conflict, acting as peacekeepers and diplomats. She even reached out to the nonhuman members of the Empire, especially the Naga and the Nezumi, for aid in such a troubled hour.

Her efforts, and the heroic actions of the Hantei family, won over many samurai, and the shame of her line's actions during the War of Spirits was largely washed away. Finally, Mikazuki's heroism reached its climax during the Dark Lord Daigotsu's attack on Otosan Uchi. Lady Mikazui faced the Horde's leader in personal combat and slew him in a single stroke, much to the Dark Lord's shock. Leaderless, the Horde was defeated and driven from the city.

It was then that Toturi unveiled Tengoku's will, and decreed that Hantei Mikazuki was the Champion of the Rokugan's newest Great Clan. Choosing the Stag as her people's symbol, Lady Mikazuki decreed that Hantei's Clan would follow in the example of their Kami. They would be a force of harmony the Empire, ever working to push all to the greatness Hantei first saw when he looked at the mortal world.

Gathering Followers

When the Stag was officially founded, it mostly consisted of the returned spirits and their children. However, many Otomo, Seppun were willing to swear loyalty to the Stag, due either to ancient blood-ties with the Hantei or because of alliances born from their brief stent as an Imperial family.

The first family of the Stag outside of the Hantei, however, was a ronin group called the Kyona. The Kyona was made up of a mixture of non-Hantei Returned Spirits, those Living samurai who had been swayed to follow him, a number of desperate souls that sought shelter during the civil war, and finally a large number of simple ronin that ended up in the group after the War of Spirits. The Kyona had continued to serve the Hantei even after the War of Spirits ended, as bodyguards and administrators of their lands, and were more than happy to join the Stag.

Likewise, the Tsi family of smiths were quick to swear loyalty to the Hantei. In the past, they had been the one vassal family of the Hantei line itself; after the Hantei Dynasty ended, the Tsi had drifted aimlessly for a time. Joining with their original benefactors was fitting not only to honor the original agreement between the Tsi and the Hantei, but also to help them find direction again.

Once founded, the Stag was gifted with the Shinomen Mori forest as their lands. But they were also granted the Golden Sun Plains, along with leave to use them as they see fit. Originally named sycophant by Hantei Genji, the Golden Sun Plains as the most fertile, beautiful patch of land in the Empire. To ensure it remained untouched, the tiny Sparrow clan was charged with its protection. After control of the plains was transferred to the Stag, they offered the Sparrow the chance to join the clan as a family and continue their duty. The Sparrow accepted, becoming the Suzume family. Soon after this, it was a Suzume samurai who convinced the Kenku, who were fatalistically drifting to oblivion, to rejoin the Empire and retake interest in the modern world. For this, the Suzume were trained by the Kenku in their ways, becoming the only humans allowed to train and teach others the ways of the Kenku bushi. To symbolize both their new begging and their transformation from Sparrow to Stag, the Suzume renamed themselves the Kozue family.

To the shock of many, it was soon after the Stag's founding that the reborn Amaterasu and Onnotangu made themselves known, going by the names of Naka Tsukuyomi and Amateru. The pair offered their services as the Stag's Shugenja, and Lady Mikazuki accepted. The two chose Tenchi for the name of their family (Naka was given only to the Master of Elements, chosen by the Elemental Dragons). When it was learned that Amateru was actually Amaterasu's mortal self, a large number of pious Shugenja offered their loyalty to the Stag, chief amongst which was the vast majority of the Moshi family. When the Mantis clan first rose to importance, the Moshi had joined them largely because they felt lost. The Lady Sun, their patron was dead, and their heiress had married Yoritomo. The Moshi feared they would die without a direction, and felt perhaps their piety would do the worldly Mantis some good. Instead, their own identity was slowly being erased, their worship of the Sun replaced with a worship of Thunder and the Sea. Upon hearing of Lady Amaterasu's return, the Moshi leadership saw it as a second chance to be the family they were meant to be, and chose to leave the Mantis. A vast majority of the Moshi followed, taking the Tenchi name. Those that remained kept the Moshi, turning the family entirely to the ways of Thunder and the Sea. This would create a rift between the two clans not unlike that created from the Tamori and Agasha families of the Dragon and Phoenix, and would be something to haunt the Stag for generations to come.

Edited by Samurai Fox

Lands of the Stag

When the Stag was formed, the Emperor granted them authority over the Shinomen Mori, the enormous sprawling forest of mysteries. Dangerous and largely unexplored, the Shinomen is closely aligned to all the spirit realms, and contains at least one place of passage to each. Over the years, the Stag have done their best to map out at least the basics of the forest, though the heart of the Shinomen remains a mystery. Covering hundreds of miles across multiple environments, the small Stag clan could never hope to truly tame their home, but they have managed to adapt to it. Trails and roads have been created across the safest sections of the Shinomen to connect their most important holdings, meticulously maintained and patrolled. Due both to their limited numbers and the overall dangers of their homeland, the Stag' population remain mostly on the outskirts of the forest in a few key holdings, rather than spread out all across the land. Even small villages and towns are normally not too far from a major holding, for security's sake.

The Shinomen Mori is not only the Stag's, however. Both the Naga and a number of Nezumi tribes called it home long before it was 'given' to the Stag. Luckily, the Empire was on good terms with both groups when the Stag was founded, and Lady Mikazuki was eager to make friends with her new neighbors. The Naga, especially, proved too be invaluable allies to the Stag, aiding them not only in understanding the mysteries of the forest, but also in braving its dangers. Meanwhile, the Nezumi proved to stalwart allies, loyal and easy to please, once the Stag understood their ways. Due to the natural animosity between the two non-humans (the Naga see the Nezumi as pets/food), the Stag have also continued to this friendship by protecting both groups from one another, and providing them with a connection to the Emerald Empire.

Outside of their forested heartland, the Stag have a surprisingly large number of extra-territorial holdings, rivaled only by the Mantis in this regard. When the Kozue family joined the Stag, the clan gained control of the Suzume Hills, a poor province of little worth in and of itself, as well as the neighboring Golden Sun Plain, who's incredibly rich lands would provide the Stag with much needed rice. Meanwhile, the Tenchi family, when it broke off from the Mantis-loyal Moshi, were allowed to keep control of the Valley of the Centipede and Mountain of the Sun Goddess by decree of the Emperor himself. As such, Kyuden Moshi no Machi, renamed Kyuden Tenchi no Machi, and Amaterasu Seido act as the seat of the Tenchi family. A section of the northernmost TwilightMountains are also under Stag authority, mined for metal resources, or more rarely, crystal. The Tsi family consider this area their holding (though their tiny size means the Kyona oversee its protection), but the Tsi's ancestral holding remains Kyuden Tsi*, located southwest of Otosan Uchi.

( *In my cannon, Kyuden Tsi was build by the Emperor for the Tsi shortly after naming them as his vassals.)

Lastly, some of Lady Hantei Mikazuki's earliest actions as the Stag's first champion were to make overturns of friendship with her clan's neighbors to the north and south, the Unicorn and Crab Clans. Aside from her personal admiration and friendships with both, the Lady of the Stag realized that both clans, mighty in military but lacking in courtly affairs, could spell the success or doom of the Stag's mission of harmony. Likewise, she saw the inherit similarities they had with one another; the Stag and Crab would both have to deal with many non-human threats, while the Unicorn and Stag both saw it as their duty to explore that which others would see as strange. Her efforts for friendship were met with great success, with both clans granting gifts of land and aid to the nascent clan. The Crab granted the Stag with Maemikake and Kyuden Toketsu, both of which technically fell within the Stag's new lands, but officially gifting them cemented an alliance with the Stag, and gained the Crab the approval of the Emperor. Meanwhile the Unicorn Champion wished to outdo all the other clans vying for the Stag's favor and ensure an everlasting friendship. As such, he not only arranged Hantei Mikazuki's marriage to the Shinjo family's heir, Shinjo Sora, but at their wedding, he gave the couple the greatest a bride-price the Empire has and probably ever will see: The Seikitsu Pass, and the City of Night hidden within it, along with a legion of bushi to help protect it.

The Stag are not the poorest clan (that dubious honor belongs to the Dragon), but their economy has never been a point of power, to say the least. They have a some farms and rice patties around the edge and outskirts of the Shinomen Mori, but most of their food comes from the forest itself. Hunting game and foraging are major food sources for most of the clan, though in the southern sections of the forest, the Stag make use of the many naturally appearing fruit trees. Also, a few especially ferial areas have been carefully cleared away and replanted as orchards, especially apples and peaches. The Stag have become the major provider of fruit in the Empire, though demand has never been very high, and most business is to the nearby Crab provinces. On the other hand, because orchard harvests and hunting-gathering are not affected by the same elements as rice farming, the Stag can endure the traditional times of famine* with far greater ease than almost any other clan (save the sea-bound Mantis). The Stag's greatest resource, however, is the Golden Sun Plain, a seemly blessed province that is said to be so fertile and rich it could feed a Great Clan on its own. While this is an exaggeration, the plain has always been a enormous boon to the clan.

(* With rice farming, famine is normally caused by torrential rains over-flooding rice paddies, rather than a lack of rain. )

The Stag have few natural resources. Lumber is an obvious source of income, but the Stag are hesitant to harvest more than select quantities of wood at any given time, for fear of angering the forest's spirits; as such, lumber harvesting is a reliable but small enterprise. The Stag have found a few crystal mines within both the Shinomen and their parts of the Twilight Mountains, but both are far too sacred and important to the Stag to sell; crystal is often the only weapon against the nonhuman enemies of the Stag. The Stag's major source of disposable income comes from, ironically, trade. Because they sit between the Crab and Unicorn (and next to the Scorpion), the Stag have found themselves centered between two of the most powerful merchant families in the Empire: the Yasuki and the Ide. Tariffs from trade the two are always steady and dependable, and both are willing to pay to ensure Stag guilds lead their caravans through Shinomen Mori safe and quick. Because the Stag value their friendship with the Crab and Unicorn, however, they have never truly exploited the full potential of this situation. Rather, they just maintain their own economy, and help their friends do the same.

Important Holdings

Shiro Okucheo/Shiro Kiku - Fortress of the Steel Chrysanthemum

Built by the Crab for Hantei XVI just before the start of the War of the Spirits, Shiro Okucheo was officially supposed to house the returned spirits. Given the birth name of the Steel Chrysanthemum, the castle became the fortress and home base for the Returned Spirits. Situated at the edge of Crab lands just below the Shinomen Mori, Shiro Okucheo was in a defensible position, and made in the true Crab style, made from stone with high walls and all the military innovations available at the time. More importantly, the stone of the fortress was enchanted by Kuni Osaku, a Returned Spirit and hero of the Crab clan. Osaku's spells caused the castle to take on the appearance of steel, as well as gaining some of the metal's properties. This made the fortress truly difficult castle to siege, and more than one individual pointed to the similarities between it and the Forbidden City of the Emperor, which was also surrounded by enchanted walls. After the Hantei's defeat, the castle was largely abandoned until the Stag clan's rise. However, even the Stag were hesitant to make use of the ominous fortress, which they renamed Shiro Kiku (meaning chrysanthemum). The stigma behind the shiro's history remains to this day. While the castle remains a fairly important holding, and very close to the Stag's Crab allies, it is a quiet place, somber place.

Kyuden Hantei - Shining Light Castle

Home of the Hantei family and seat of the Stag clan's court, Kyuden Hantei is a largle castle that rivals the finest of the Crane or Scorpion's, commissioned by the Emperor and overseen by the finest Kaiu architects. Located at the edge of the Shinomen near the Plains of Thunder, the castle is built on a great cliff-side waterfall and lake, in three parts. The first keep is built on the top of the cliff, the second on a large outcropping on the cliff's side, and the last level is built next to the lake at the cliff's bottom. This unique setup has an impressive, breathtaking effect on visitors, and the courtly castle itself is very beautiful, with the unique aspect of utilizing large windows, glass, and skylights, allowing it to always be brightly lit. This has resulted in Kyuden Hantei's nickname, 'Shining Light Castle.' Kyuden Hantei has hosted a number of Imperial Winter Courts, and is favored by the Emperor when he wishes for a peaceful season of conflict resolution.

Treetop Warren - Heart of the Nezumi-Stag alliance

A holding that goes deep into the Shinomen, Treetop Warren is an unique oddity - a village built among the treetops. Consisting of a series of large tree-houses connected together with bridges (with safety nets underneath it all), Treetop Warren is actually home to a great Nezumi tribe living in its own section of the village as well. Here, Nezumi representing all the tribes in alliance with the Stag can be found, and the village is the single largest population of ratlings in the empire. While many in the Empire give the city a wide breadth, none can say that Treetop Warren is an uninteresting place.

Shiro Kyona - Apple Blossom Keep

Home of the Kyona family and one of the few true military holdings of the Stag, Shiro Kyona is built for practical purposes in mind. The keep was built west of the River of Gold, close to the northern parts of the Shinomen Mori. This puts Shiro Kyona between the Stag's heartlands and most points of invasion coming from the east or north, especially from Shiro no Shosuro or the City of Lies. Considering Scorpion-Stag relations have been stressed at the best of times, and the special dislike the Kyona have for Bayushi's clan in particular, this makes perfect sense. The main castle is large and sprawling, consisting of 3 low keeps of stone surrounding a greater fortress, built to house the clan's largest family (the Kyona are far larger than twice of both the Kozue and Tsi families combined, and are double the size of the Hantei). Shiro Kyona was built in the style of a Hida fortress, and while it does not compare to the greatest holdings of the Stag's southern neighbors, it is more than capable of enduring all but the most dedicated of attacks. Several apple orchards are at the back of the keep, toward the Shinomen Mori. While tree are normally cleared around fortresses so enemy troops cannot have the protection of cover, the Kyona understand the clan's need to use as much productive land as possible (this is one of the few fruit orchards they have that is away from the forest and the most productive). Besides, considering the only thing to the west of Shiro Kyona is the Shinomen Mori, there is no danger is having the cover of tress between them- any threats coming from there don't come marching in armies. Because of the orchards, Shiro Kyona actually has a fairly beautiful landscape in spring, when the trees all in full blossom. Because of this, visitors have given it many romantic names, such as 'Apple Blossom Keep' or 'Castle of Spring's Celebration.'

Kyuden Kurogane-Kana - Iron Flower Castle

A holding far older than the Stag clan, Iron Flower Castle's full history can be found in "The Book of Air," pg 134. Located on the northern bank of the Lake of Cherry Blossom Snow, Kyuden Kurogane-Kana has spent most of its history trading hands between many of the clans, having little value outside of being the burial place of an Emperor and the home of the Temple of Emma-O. A strange blend of both military and courtly aspects of a castle, the Kyuden fits much of what the Stag clan must be to achieve their goals. Overseen by the Kyona as their one 'courtly' holding, Iron Flower Castle has become the clan's Ancestral Hall, a sacred place of family and worship. Because an Emperor was entombed here, the castle is safe from attack by who revere Imperial Authority, and it is the one place the Kyona are willing to host Winter Court for the Emperor, when he wishes to have a thoughtful, quiet court.

Shojikina Shigoto Toshi - City of Honest Work

The independent city of Zakyo Toshi found itself under Stag control when the clan was granted its lands. Originally run by merchants as a city of vice, the Kyona cracked down hard on crime, smuggling, and especially the opium trade, slowly transforming it from Pleasure City to a center of honest and hard work, the main trading hub of the clan. Fittingly, it was renamed the City of Honest Work. Still, the Kyona allow the merchant counsel to run much of the city's activities, provided all remains lawful and honorable.

Kyuden Tenchi - Kyuden Moshi, Ancestral Home of the Centipede, Temple of the Sun

The home of the Tenchi family and their Moshi ancestors, Kyuden Tenchi is a holy site of Sun Worship. Because it is so far from the Stag heartlands, the castle is ideal for keeping contact with the northern clans, and is the Tenchi's traditional site for Shugenja training and the occasional Winter Court. Still, because of its distance from the Shinomen Mori, much of the Tenchi family's numbers instead are found in Shiden Tenchi.

Shinden Tenchi - Temple of the Celestial Bodies

A center of worship amongst the Stag, Shinden Tenchi was the original site where Naka Tsukuyomi and Amateru made their home after joining the mortal world. Originally just a humble shack and shrine in the Shinomen Mori where they could have privacy, the Tenchi family expanded it to a great temple complex and the center of the family's activities in the Stag's heartland. Shinden Tenchi is said to be particularly close to a portals to Yomi and Tengoku, and is set on a very tall hill (more like a very small mountain) at the center of a low valley. The valley is often filled with a strange, could-like mist, giving Shinden Tenchi the illusion of floating in mid-air. The valley is also home to a sacred crystal mine, and the Tenchi commit great resources towards both its harvest and researching crystal magic. There are many stories of people meeting spirits or ghosts of the dead in the strange valley of the mist; these ghosts are just as often guiding ancestors as they are departed enemies looking for revenge.

Kyuden Hinata - Castle of True Love

A beautiful, courtly castle and home to the Hinata, vassal family of Tenchi. Located in the northern Stag provinces, the palace is surrounded by flower gardens, fountains, ponds, and other such romantic things, very fitting for the Hinata, who are the clan's nakodo. The castle always host a large number of samurai from other clans seeking alliances and marriages with the Stag, resulting in Kyuden Hinata becoming one of the clan's most important courts, behind Kyuden Hantei. The castle has been host to a fair number of Winter Courts, though not nearly as many as Kyuden Hantei.

Ebisu Seido

The largest shrine dedicated to the Fortune of Honest Work in the Empire, Ebisu Seido was built by the Stag as a reminder that their duty to bring harmony and peace required not only a connection to the samurai of the empire, but also to the lower castes. It is located in the northernmost provinces of the Stag, just outside of the Seikitsu Pass. Because of their closeness to the heimin, the Unicorn consider the temple just as sacred as the Stag do, and make regular pilgrimages there. The shrine itself is fairly large, but humble and completely without decoration. A simple wooden statue of the Fortune, depicted as an unremarkable heimin is its only real decoration; even then, the fact that the statue is unprotected wood means that the weather naturally wears it down, requiring it to be replaced. As such, the local monks regularly commission a simple heimin craftsman to replace the statue. On such occasions, they do not tell the craftsman the statue's purpose. Rather, the monks simple commission a humble statue of a male member of the artist's family at work, as is befitting a humble Fortune like Ebisu. The lands around the Seido are worked as a farm, unlike with most shrines, where the lands are considered sycophant. The profit from the harvests are not given to the Stag, but instead distributed by the Order of Ebisu as they see fit.

Kyuden Tsi - Home of Heaven's Forge

The ancestral home of the Tsi family, Kyuden Tsi was given to the Tsi by a Hantei Emperor when shortly after the ronin smiths became his personal vassals. Ascetically pleasing in the way of the Kakita or Isawa families, but humble like the Tsi themselves, the palace has been expanded upon and improved over the years though gifts and favors granted by the Tsi's patrons. Now it incorporates some of the virtues of a military holding, such as a fortified wall, and hosts a great hall and shrine dedicated to the Fortune of Steel, Tsi Wenfu. Ironically, less than half of the residents of the castle are member of the Tsi family. The Tsi are already a tiny family, and a good portion of their numbers are needed in other parts of Stag territory. More so, the castle hosts Kyona yojimbo and soldiers to protect the treasured holding and the Tsi family itself, Hantei courtiers to deal with those wanting to petition the Tsi's craftsmanship, Tenchi shugenja whom lend their spells to the Tsi in experimental smiting arts, and even a good number of Kozue swordsmasters to aid the smiths in understanding the full nature of the sword. The Tsi must also host the many, many samurai who hope to somehow gain a legendary Tsi blade. In the past, the Tsi had little problem just turning unwanted guests away, but now, as Stag, there is too much political potential let such an opportunity go to waste. As such, the Tsi leave the politicking with guests to their Hantei cousins, and just focus on their work

(* In this cannon, the Kyuden Tsi was built at the order of Hantei Genji, and Tsi Wenfu was named the Fortune of Steel after his death .)

Shiro Tamahagane - Kyuden Toketsu, Hall of Magnificent Steel

Originally called Kyuden Toketsu and under Crab control, this holding was gifted to the Stag by the Crab Champion to solidify an alliance with them. While it was of little real value to the Clan of Hida, Kyuden Toketsu proved much more useful to the Stag, as one of their earliest holdings. Because of is proximity to the Stag's mountain provinces and most abundant mines, Kyuden Toketsu was given to Tsi, who made it their center of distribution for the rest of the clan's holdings in the Shinomen Forest. Many great forges were set up (none nearly as grand as that in Kyuden Tsi, however), and the castle was re-purposed for more practical use. The occasional attack from monsters of the mysterious Twilight Mountains or Oni from the Plains Above Evil caused the Stag to steadily shift the castle from a pleasant palace to a fortified keep, not able to stand a true siege but safe enough. With this change, the castle was renamed Shiro Tamahagane, Folded Steel Keep. While it is technically owned by the Tsi, the castle is largely overseen by the Kyona and Hantei, letting the Tsi work in peace. The castle also houses a large bushi dojo.

Kyuden Suzume - Old Sparrow Castle

The ancestral home of the Suzume family and their Kozue successors, though it was named a 'kyuden' due to the Emperor's respect for the family's piety rather than actually being a castle capable of supporting a Winter Court. The 'castle' is little more than a pair of one-story buildings so humble they were often mistaken for storage houses by outsiders. While their duties have moved the Kozue to Kyuden Kozue, Kyuden Suzume remains an important center of the traditions of honorable poverty still practiced by many Suzume at least for a time in the lives. The area is of great spiritual importance to the Suzume, a reminder of their humble, simple origins.

Kyuden Kozue - Castle of the Golden Crow

The new home of the Kozue family, Kyuden Kozue was built on the outskirts of the Golden Sun Plains, placed to cut off any possible attacks from the Scorpion clan. Even so, the castle is neither a courtly palace nor truly a military holding. Instead, it is an academy of learning, and the only human home of the Kenku bushi school. It also houses the most dedicated school of Iaijutsu of the Stag; while most bushi schools of the Stag teach the basics of dueling (as is important for a clan so connected to the courts), only the students of the Golden Crow dojo can claim to be masters of Iaijutsu. The castle is very ascetic and simple in design, befitting the Kozue family's nature, but the surrounding Golden Sun Plains give it a spectacular view.

Edited by Samurai Fox

Families of the Stag

Hantei : +1 Void

Decedents from the first dynasty of Rokugan, the Hantei seem to retain their ancestral Kami's touch of heavenliness, naturally talented and excellent at anything they put their minds to. As a whole, the Hantei seem to mix the qualities of other clans, being honorable, social, and inquisitive, along with the Stag's signature sense of harmoniousness and approachability. They also to have a strong sense of responsibility, to the point of needing to solve any problem they come across. Many are also secretly full of doubt and worry, constantly seeking to live up to the impossible standards of the first Hantei.

Vassal Families of the Hantei :

Hokoda : The first vassal of the Hantei, the Hokoda were founded by an Otomo scholar and lorekeeper of the same name who was part of the first generation that joined the Hantei. Lowborn and having no traceable connection to the first dynasty of Rokugan, Hokoda wished to join the Stag out of fascination for the Nonhuman races the Stag were sworn to protect and interact with. His eagerness, earnestness, and impressive knowledge on the subject won him not only a place amongst the Stag, but the right to found his own vassal house. It has been suggested the Hokoda also served to 'funnel' away those Otomo that wished to join the family but had no blood connection, and would thereby would 'pollute' the main line, however, there is no proof to this, and many non-bloodline Otomo were able to join the main house. The Hokoda maintain the Stag's public libraries of lore on their Nonhuman allies, as well the organizing and funding of research projects regarding Nonhumans. They are almost all trained as courtiers, and are known to be enthusiastic and cheerful in their duties.

Ino : Magistrates and protectors, the Ino have strong connections to both the Hantei and Kyona. Founded by the samurai-ko Hantei Ino, daughter of a ronin who joined the Kyona soon after the Stag's founding and a Seppun of Hantei blood, Ino faithfully guarded a seemingly minor shrine from desecration at the hands of Maho-Tsuki, only for the Stag to later find the shrine was in fact, the Lost Heaven Shrine, a place of legend. Since then, the Ino family has protected the Stag's many shrines and holy sights, from threats both human and beyond. Due to the Ino's duty keeping them within the more obscure reaches of the Stag's forested lands, they tend to marry within the Stag (something most Hantei, being of such creditable stalk, need not worry about), often to the dutiful Kyona family. In fact, once so many members were wed to the Kyona that the family actually shifted to Kyona patronage for a generation before returning to the Hantei. While this would be seen as troubling and insulting to any other clan, the Stag site it as an example of how concordant their families are, and how inter-clan cooperation only improves the clan as a whole.

Kyona : +1 Stamina

Born of a mixture of heroes, villains, and everything in-between (including a few peasants even), the Kyona was a ronin group of Hantei Loyalists from the War of Spirits that remained devoted even after the war had ended. With the Stag's rise as a Great Clan, the Kyona abandoned their devotion to any ideas of reinstalling the old dynasty, but remained ever loyal to the Hantei family. A popular saying is that a Kyona has a Matsu's heart, a Shinjo's smile, and Hida's strength (not to mention bluntness). If the Hantei are the head and face of the clan, then the Kyona are its strong arms and broad shoulders, the Stag's defenders from everyday threats and protectors of their lands. In many ways the Kyona are the opposite of the Hantei, as their mixed origins have left them with a humble, practical worldview. They tend to be practical and frank, valuing hard work and effort, and are honest to the point of bluntness. While they were ronin, the Kyona often had to wed peasants to simply survive to the next generation. As such, they are protective of their Heimin, and are quicker than most clans to offer Ronin a place in their ranks should they prove honorable.

Vassal Families of the Kyona :

Yotsu : Originally a heroic Ronin group, and indeed older than the Kyona, the Yotsu were formed in the 12th century under circumstances surprisingly similar to that of the Kyona themselves. After the Stag's rise, the Yotsu eventually offered their loyalty to the Clan of Hantei (Hantei XXXVIII was the one who gave them their name in the first place). They joined the Kyona in order to avoid any insult by suggesting that a line as noble as the Hantei should be joined to a mere Ronin group. The Yotsu's main duty is the protection of the Stag's holdings outside of the ShinomenForest; due to the long and rich history the Stag's individual families have that predate the clan, the Stag have many more extra-territorial holdings than any other great clan, and as such, the Yotsu are never for want of duty. Due to their relatively large size, it has been suggested by some that the Yotsu should be considered for full family status.

Kofuko : Pragmatic, practical, and worldly even by Kyona standards, the Kofuko are responsible for maintaining the Stag Clan's economy. Founded originally by a Kyona samurai-ko who had been tasked in maintaining the integrity of Zakyo Toshi, a place of vice that was unfortunately the clan's most important trade hub at the time, the Kyona succeeded not only in cleaning up the city, but in eliminating by and large its criminal underbelly (especially the opium trade, which had worried the Stag greatly). For her diligence, she was granted leave to found her own house within the Kyona. The samurai-ko chose the name Kofuko (from Kofu, the key unit of the Rokugani monetary system) and had her family devote itself to overseeing and maintaining trade and commerce for the Stag, a duty that is essential and necessary, but seen as unsavory at best to most samurai. The Kofuko estates are located in Zakyo Toshi (today, renamed Shojikina Shigoto Toshi, or the City of Honest Work), but they also spread out to each of the Stag's economic centers, rarely achieving acclaim but always fulfilling their vital duty.

Momojiro : The Stag must regularly recruit ronin to supplement their limited numbers. The Momojiro family was founded to deal with such a duty. The Momojiro family maintains the clan's militia, especially in settlements too small or out-of-the-way to warrant more than a handful of samurai defenders; the Stag know such villages attract the attention of spirits who are smart enough to avoid larger cities. As such, the Momojiro have only one 'estate' (in truth, it is just a large and plain dojo), but migrate in groups in each quadrant of the Shinomen at a time, training troops in all of the Stag's holdings. The Kyona have adopted a similar practice of the Crab's "20 Goblin Winter", the "Spirit-Slaying Season," in which those who wish to join the clan are assigned to a holding and must help protect it from the vicious monsters of the Shinomen for a season. Should their commander be pleased with them, they are made members of the Kyona, no question asked; most who join the clan this way end up as members of the Momojiro vassal family, more often than not.

Tenchi : +1 Intelligence

The Shugenja family of the clan, the Tenchi have mixed, somewhat controversial origin. While some come from the Seppun or other shugenja that swore loyalty to Lady Mikazuki, they largely are descended from the Moshi family members that left the Mantis (a wound the Mantis have never forgiven the Stag for). Unlike their Moshi ancestors, the Tenchi refuse to treat male members any differently than females, and men are allowed to positions of authority. The Tenchi are a deeply harmonious people, and unlike many Shugenja families, non-Shugenja members are seen with the same value as Shugenja. The Tenchi maintain two shugenja traditions, the 'standard' school that specializes in fire magic to fight dangerous spirits directly, and the Seeker tradition, Air specialists who are trained to hunt and expose shape-shifters and the like. The Tenchi also have not one, but two daimyo, sharing power evenly between them (this also allows for one of them to be trained as a Courtier, though they are often both trained in the two Shugenja schools).

Vassal Families of the Tenchi :

Hinata : The universe must have a great sense of irony, for it was the actions of the mighty and infamous Moto Chagatai, one of the controversial Khans in Unicorn history, that led to the birth of one of the gentlest and sweetest vassal families in the Empire. Amongst samurai, marriage is a foundation of duty, not love (though it is normal for arranged matches to find their own happiness, provided the two involved do not actively resent one-another). Arranged marriages, lacking in any form of happiness or love, are considered acceptable and even somewhat normal amongst the more courtly clans. In spite of this, the Stag's founder, Lady Mikazuki, put great personal hope in making her clan one where marriages, and by extension families, would be happy and whole. She believed that that loving marriages would produce more morally minded and honorable children, and strengthen the clan's bonds to one another (clan infighting, she observed, was the greatest hindrance toward the Phoenix's success in maintaining peace). As such, she ordered her clan's nakodo (matchmakers) to do their best to arrange peaceful, if not happy, marriages. This led to only limited success at first, as other clans sought the aid of the more connected and skillful Crane and Otomo families. It was then that Moto Chagatai saw an opportunity, and announced that he would only allow the Stag's nakado to arrange marriages for the Unicorn, and then shocked the court a second time by naming the Stag's newest and youngest nakado as being responsible for the marriages of the Unicorn's ruling families! In truth, while the Khan wished to support his new allies, his actions were actually a calculated gambit; supporting the Stag in their time of weakness would only endear them to the Unicorn for generations to come. The nakado given the amazing task was Tenchi Hinata, a girl who had only just out of her gempukku who had been named a nakado only as a favor from a distant relative. Still, she threw herself into her duty with all her heart, and arranged a number of successful, happy matches, including Lady Mikazuki's marriage to the heir of the Shinjo, Shinjo Sora. For her great success, Hinata was allowed to found her own family, with the duty of being the Stag's finest matchmakers. While not as successful as the Otomo or the Crane, the Hinata are sought out by many, especially by lords who see the practical value of happy matches. The Unicorn and Crab, of course, are their most frequent external-clan employers.

Tsi : +1 Strength

After the founding of the Stag, the Tsi family offered to join merely a week later. The Tsi believed their duty was to serve the Hantei, just as they had done before the family fell. Today, the Tsi are, of course, the Stag's the Juhin-Kenzoku*; however, while they are the blacksmiths and armorers of the clan, they also act as artisans of other crafts, too. They remain dedicated to the art of the smith, but unlike the Tsi of old, they have long realized the Stag need weapons to defend themselves (even as peaceful as they are), and have largely abandoned the view that their swords are gifts that are never to be used. They craft the sacred Shining Blades, which are prized by both the Stag and as gifts to other clans.

*Vassals that serve as the clan's quartermasters and smiths.

Kozue : +1 Awareness

Heirs to the Sparrow Clan, the Suzume changed their name to Kozue (after the great Kenku teacher) when the Kenku gave them the duty of studying the ways of the Kenku. Like their Suzume ancestors, the Kozue are very humble and worldly; part of their training is spending a year in honorable poverty so they remember their roots. The Kozue also model themselves after their Kenku teachers, being wanders who could pass as ronin as they study the ascetic ways of the sword. Even so, the Kozue still value many of the same things as their Suzume predecessors, such a storytelling and the teachings of the Tao.

Vassal Families of the Suzume :

Edakumi : Vassals of the Suzume from when they were still the Sparrow family, the Edakumi are performers dedicated to brining joy to life through their art. When the Suzume joined the Stag and became the Kozue, the Edakumi were further tasked with continuing the oral histories and storytelling traditions of their ancestors. Focusing not only upon the Sparrow tradition of each story having a lesson behind them, but also making their stories joyous and entertaining, the Edakumi's performances have become iconic to Stag court. Similar to the Ikoma, their storytelling tend to invoke powerful emotions in their audience, but the focus of their tales are always upon a moral theme rather than an inspiring historical account. They favor positive messages and happy endings, with tragic stories being very rare. This has led a number of people to write off the Edakumi's performances as pleasant but childishly idealistic. However, the Stag would respectfully disagree. While the Crane have always focused upon the beauty of art, the Phoenix upon it's spiritual side, the Scorpion upon its power to reflect the soul's true self, and the Lion upon its ability to glorify the worthy, the Stag see art as the language of the heart, a method of teaching understanding.

Edited by Samurai Fox

Schools of the Stag

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Footnote - Enemies of the Stag

One duty of the Stag's is to deal with nonhuman races and rebel otherworldly threats from the Empire. While the Crab clan specializes in dealing with the forces of Jigoku and those bare the Taint, the Stag instead are trained to deal with forces from all the spirit realms.

For School Techniques, Nonhumans refer to any honhuman race of Ningen-do (excluding those that are naturally Tainted, such as goblins), Undead enemies, and all creatures from one the Spirit Realms, including the Oni from Jigoku. Likewise, the Lore (any Nonhuman) option allows the player to take the Lore skill of any of the 5 Races, Lore: Spirit Realms, Lore: Undead, or any other Lore focusing on Nonhumans.

Hantei Bushi School

Hantei-no-Kami never shared the sacred techniques he learned from the Celestial Dragons. However, some of his descendents seemed to instinctively know echoes of the celestial techniques. One such descendent was Hantei Fujiwa, the Fifth Emperor of Rokugan, a fighting man who favored the Crab clan over the Lion. After his death, Fujiwa's anger and frustration over his failed rule lead him to an afterlife in Gaki-do, Realm of the Hungry Dead. Rather than succumb to the will of the realm, Fujiwa fought against the Hungry Ghosts for over a thousand years. After his escape through Oblivion's Gate, Fujiwa shared the techniques he mastered over the millennia with his fellow Returned Spirits. His techniques became the basis of the Hantei Bushi school,

While the Hantei Bushi specialize mostly in dealing with nonhuman enemies, they are not completely helpless against other enemies.

*This School is taken from the Imperial Histories II Hantei Bushi School, pg.27, with some edits.

Hantei Bushi

  • Benefit : +1 Agility
  • Starting Honor : 6.5
  • School Skills : Athletics, Defense, Etiquette, Kenjutsu (Katana), Kyujutsu, Lore (any Nonhuman), Sincerity, any one High or Bugei Skill
  • Outfit : Sturdy Clothing, Light Armor, Daisho, any one Weapon, Traveling Pack, 5 koku
  • Techniques

Rank 1 : The Blessings of Heaven

The basic lesson of Hantei is to call on the favor of the Celestial Realms to oppose those who stand against Heaven. When facing a "nonhuman" opponent, you may add either your Earth or your Honor whichever is higher) to your Armor TN. You gain +1k0 bonus to all your attack rolls with Samurai weapons.

Rank 2 : Wrath of the Earth Dragon

The power of Celestial Favor can overcome any who presume to trouble Ningen-do or the Empire. At the tart of your Turn, as a Free Action you may spend a Void point to let your attacks ignore all the Reduction of "nonhuman" opponents.

Rank 3 : Speed of the Air Dragon

The Celestial Dragons strike with speed beyond thought, and you seek to emulate them as well as any mortal may do so. You may attack as a Simple Action when you are wielding Samurai weapons or when attacking a "nonhuman" opponent.

Rank 4 : Courage of the Thunder Dragon

Those who serve the Celestial Heavens care not who their opponent may be, for the strength of Heaven's favor cannot be withstood. After striking an opponent, you may spend a Void Point as a Free Action to ignore any one of the opponent's Techniques, armor effects, spells, special qualities, or creature abilities.

Rank 5 : Judgment of the Celestial Dragon

The Final lesson of the Hantei School is that the divine strike of the Celestial Favor may defeat any foe, even one so powerful as Lord Moon himself. Once per skirmish, after hitting your opponent, you may spend Four Void Points to automatically kill your opponent, ignoring any forms of damage mitigation or immunities (you may instead choose to reduce them to Down or Out instead if you wish). IF your opponent is "nonhuman" you only need to spend three Void Points.

It is the GM's discretion whether this Technique can defeat exceptionally powerful foes such as Fortunes or the like. As an option, the GM may allow this Technique to be activated on such foes if you voluntarily choose to die in order to activate it.

Tenchi Shugenja Schools

Founded by the mortal incarnations of of Amaterasu and Onnotangu, the two Shugenja traditions of the Stag reflect their connection to both the Sun and Moon. The worship of the Tengoku and the Celestial Bodies is central to their training, of course, but they also are learn about nonhumans and crystal magic, to better aid the Stag in dealing with the many dangers of the Shinomen Mori.

The 'standard' Shugenja of the Tenchi are trained to deal directly with the supernatural, using their magic both to bring down the dangerous monsters of their homeland and to aid their nonhuman allies. Meanwhile, the Seeker tradition instead focuses finding and dealing with hidden threats, especially supernatural ones. They also have an affinity for crystal magic.

Tenchi Shugenja School

  • Benefit : +1 Intelligence
  • Starting Honor : 6.5
  • School Skills : Calligraphy, Etiquette, Lore (Any Nonhuman, with Any Emphasis), Lore: Theology, Meditation, Spellcraft, any one High skill
  • Outfit : Robes, Wakizashi, knife, Scroll Satchel, Calligraphy Set, Traveling Pack, 5 koku
  • Affinity/Deficiency : Fire/Water

Technique : Cleansing Light of the Sun

The Tenchi Shugenja excel both at aiding friendly nonhumans, or defending the Empire against hostile ones. You gain a Free Raise on any spell which targets a nonhuman. When casting a spell which inflicts damage on others, you may expend an additional spell slot of the same Element or of Void to have the spell ignore Reduction on the target(s) equal to twice your Void Ring. If the target is a non-human, this technique also ignores all damage mitigation effects from creature abilities (other than Invulnerability).

Tenchi Seeker School (Shugenja)

  • Benefit : +1 Intelligence
  • Starting Honor : 6.5
  • School Skills : Calligraphy (Cipher), Investigation, Lore (any Nonhuman), Lore: Theology, Meditation, Spellcraft, any one High or Bugei skill
  • Outfit : Robes, Wakizashi, any one Weapon, Scroll Satchel, Calligraphy Set, Traveling Pack, 5 koku
  • Affinity/Deficiency : Air/Earth

Technique : Revealing Light of the Moon

The Tenchi Seekers are charged with protecting the Stag from hidden threats, a duty they excel at. As a Complex Action, you may spend a Void Point to make a Spell Casting Roll (as if casting a Water Spell) against a target's Willpower x 5. If you are successful, you reveal the target's true self for one Round. All magical disguises are temporarily suspended. The disguise is not actually destroyed, but rather the kami are showing everyone the target as it truly is. You gain a Free Raise on any spell with the Crystal Keyword.

Hantei Diplomat School

The Hantei Diplomat school was founded by Hantei Madoko (better known as Otomo Madoko in her last life), a Returned Spirit and one of the most important courtiers of her time. Madoko was a peaceful soul who had seen the dangers of disharmony in the Empire during her own lifetime with the horrors of the Great Famine. The HanteiDiplomatSchool reflects this viewpoint. The diplomats excels at both making alliances and diffusing difficult situations, and in such cases, they are second to none. While they no longer rule the Empire, the divine authority of Hantei-no-Kami still echoes inside the diplomats, who are still able to call upon his authority, in a manner similar to how the Otomo can call upon the Emperor's authority.

Hantei Diplomat ( Courtier )

  • Benefit : +1 Awareness
  • Starting Honor : 6.5
  • School Skills : Courtier (Rhetoric), Etiquette (Courtesy), Intimidation, Lore: Heraldry, Lore (any Nonhuman), Sincerity, any one High or Merchant Skill
  • Outfit : Traditional Clothing, Court Kimono, Wakizashi, Calligraphy Set, Fan, Traveling Pack, 5 kofu

Techniques

Rank 1 : Voice of the Stag

You treat Intimidation as a High Skill rather than a Low skill, and you gain +1k0 to your Etiquette rolls. As a Free Action when socially interacting with a target, you may roll Lore: Heraldry/Intelligence at TN 20 to remember an important aspect about the target's family or history that will be useful to you (the GM chooses the specific fact, but it will always be useful toward the situation). You may call Raises to remember more obscure or useful information.

*At the GM's discretion, when interacting with Nonhumans, you may instead use a more appropriate Lore skill in place of Heraldry.

Rank 2 : Children of the Sun

Because the Diplomats specialize in negotiating with the samurai in order to maintain a peaceful, virtuous empire, they have many friends, allies, and contacts who seek to help them uphold this ideal. At any social encounter when you are interacting with someone who's goals are complementary with your own, you may make Courtier (Rhetoric)/Awareness check at TN 25. With success, you may treat them as an Ally with 1 Rank of Devotion for the remainder of the encounter (unless you actively do something to threaten or harm them or their goals). At the end of the encounter, the GM may allow you to spend a Void Point to keep them as an Ally.

Rank 3 : Radiant Authority

While the Hantei may no longer sit on the throne, the legacy of Emperors still runs in their blood. With practice, the Hantei learn to draw upon their Kami's authority and grace, managing the most difficult situations easily. In a social setting, if the scene unfolding starts to become unfavorable to you or your goals (i.e. a rival attempts to reignite hostilities during a peace talk), you can take a simple action to defuse the situation. Make a Courtier (Rhetoric)/Awareness roll; the GM can either set a TN to meet (normally at 25 or 30), or if the situation is being caused by a single target, they roll a Etiquette (Courtesy)/Willpower. In either case, bonus Raises can be awarded by the GM if the situation is easier or harder for one side to argue for. If your roll succeeds, you shut down the attempted disruption, and any attempts at similar disruptions are considered a Breach of Etiquette for the rest of the scene.

Rank 4 : To Guild with Light

During a negotiation or similar diplomatic situation, you can attempt to shift someone's feelings and goals closer to your own through the use of rhetoric and general likability. You must spend an appropriate amount of time conversing with the target (the exact amount of time spent is up to the GM's, though more hostile targets take longer than friendlier ones), after which you roll Courtier (Rhetoric)/Awareness against your opponent's Etiquette (Courtesy)/Willpower (situational bonus Raises to resist, or outright immunity, can be granted by the GM due to the situation's tension). With a success, the target's stance shifts to be more favorable to your own. Also, after successfully using this Technique, you can also take the target as an Ally with 1-Point of Devotion by spending a Void Point (this is basically a use of your Rank 2 Technique). No target can be affected by this technique more than once per month (failed uses do not count). This technique does not force the target to make decisions or choices counter to his own goals and loyalties, nor will it force them into dishonorable or illegal action. Aside from that, however, the target's new perspective should be a significant boon to your diplomatic efforts, as it is genuine change of stance on the target's part.

Rank 5 : Light of Heaven

The final lesson the Hantei learns is how to let their words shine like sunlight, burning away the darkness. A number of times per session equal to your School Rank, you may attempt to suppress or even remove a Social Disadvantage from a target ally (the GM is allowed to rule a Disadvantage cannot be removed this way). To do so, you must speak publicly in Court for 1 hour, then make a Courtier (Rhetoric)/Awareness against a TN of 20 + 5 times the Disadvantage's cost. If successful, the Disadvantage is suppressed for one month. By calling 2 raises on your roll, the Disadvantage can be removed entirely, should the GM allow it. If an enemy of your target is actively attempting to prevent your success, you instead make a Contested roll against theirs. At the GM's allowance, you may use this Technique to suppress/remove your own Social Disadvantages, though some might be more difficult, requiring Raises.

Kyona Bushi School

While the Hantei may lead the Stag in both court and in dealing with their supernatural enemies, it is the Kyona who protect the clan from day-to-day threats. The Kyona's methods are amongst the most pragmatic and simple of any bushi school, devoid of any frills whatsoever. While clans like the Crane or the Scorpion may decry the Kyona bushi as crude or even barbaric, pragmatic warriors like the Crab have complemented its efficient simplicity. The Kyona bushi focuses on the vary basics of combat, sacrificing style for adaptability and practicality. They also learn how to rob an enemy of their advantages and even punish them attempting to use fancy techniques.

Kyona Bushi School

  • Benefit : +1 Willpower
  • Starting Honor : 5.5
  • School Skills : Athletics, Battle, Defense, Kenjutsu (Katana), Kyujutsu, any Bugei skill, any non-Low skill
  • Outfit : Light or Heavy Armor, Sturdy Clothing, Daisho, Any one Weapon, Traveling Pack, 5 koku

Techniques

Rank 1 : Way of the Stag

The Kyona bushi knows perhaps the surest route to victory is simply by being tougher and hitting harder than their enemies. You gain bonus Wounds per Would Rank equal to your Willpower, and may add +1k0 to all Melee Damage Rolls. Once per Encounter, you may move 5 feet as a Free Action; this counts towards your total amount of Movement per Turn.

Rank 2: Unfailing Vanguard

The Kyona are the Stag's vanguard, trained to fight in any situation, shifting from tactics to as needed. Once per Round, when an opponent attacks you in melee, you may spend a Void Point as a Free Action to switch from the Defense Stance to the Attack Stance or vice versa. You may choose to switch stances before the attack, or after it is completed. Once you've switched Stances, you lose all the benefits of your previous Stance, but gain the benefits of the new one.

Rank 3 : Antlers and Hooves

A Kyona learns that strength must be tempered with grace and speed. You may make Melee Attacks as a Standard Action.

Rank 4 : Bulwark of the Forest

To a Kyona Bushi, no tactic is too great to overcome; the Kakita's speed, the Hida's brutality, and the Bayushi's trickery can all fail to the dogged will of the Kyona.

Anytime an opponent in a skirmish declares a Maneuver against you (including the Increased Damage Maneuver), you may choose to immediately take a Free Action to spend a Void Point and negate the beneficial effects of the Maneuver (the opponent must still make his Raises in order to hit you, but no longer gains any benefit from them). In addition, at all times you may ignore the penalty to your Armor TN from being Grappled.

Rank 5 : Stampede of the Stag

Failure is luxury the Kyona cannot afford . Three times per Session you take a Full Round Action to make a Melee Attack that automatically succeeds and ignores both the target's Damage Reduction, and any penalties you are currently suffering. You cannot use this Technique if you are bound, grappled or otherwise unable to physically act.

Tsi Smith School

Tsi is a name associated with the greatest blacksmiths and metalworkers in the Empire. Only the Kaiu of the Crab can rival their mastery of the craft, and even they will often cede that the Tsi are generally the more skilled swordsmiths. The Tsi smith focuses on the perfecting of their craft, pure and simple. They quickly learn to push the limits of their skills to new heights, creating incredible works from simple materials. The greatest Tsi are able to imbue their crafts with a touch of heavenliness, even.

*Note: This school is a remake of the Tsi Smith from the Core book, using the Crafting rules from the Secrets of the Empire book, pg. 240.

Tsi Smith School (Artisan)

  • Benefit : +1 Intelligence
  • Skills : Artisan (any), Commerce, two ranks in any one Craft Skill, Defense, Kenjutsu, any Non-low Skill
  • Honor : 5.5
  • Outfit : Practical Clothing, Daisho, Calligraphy Set, Traveling Pack, all tools required for starting Artisan/Craft skills, 5 koku

Techniques

Rank 1 : Tools of the Fortunes

The Tsi Smith dedicates his life to reaching perfection in the heat of the furnace. All Craft Skills are considered School Skills for you for the purpose of effects that target School Skills. You gain a Free Raise on all School Skills, and on Craft Skills, your Raises are limited up to your rank in that Skill instead of your Void Ring if your Skill Rank is higher than your Void Ring.

Rank 2 : Heirs of Steel

The Tsi name is not passed down by blood; only those who possess the skill worthy of the name may bear it. Whenever you call a Raise on a Craft Skill, you gain the benefit of two Raises; this Technique does activate for Free Raises, and does not allow you go above your maximum number of Raises.

Rank 3 : Gift of Steel

A true Tsi does not gain acclimation with his family's name, but instead he brings his name glory with his skill. Whenever you use Craft Skill Roll to create something, you gain one point of Glory upon succeeding, and one additional point for every increment of 5 which you exceeded the TN. When you give someone one of your creations as a gift, if they accept it, they must make a Etiquette (Courtesy)/Willpower Roll against a TN equal to the Craft Skill Roll of your creation. Should they fail, you gain them as an Ally with 1 rank of Devotion. Both of these effects only apply when your creations are made against a TN equal to 10 plus 5 times your School Rank or higher.

Rank 4 : Tsi Winfu's Blessing

It is the goal of every Tsi smith to follow the example of the first Tsi. When crafting, the cost of creating an object is half of what it normally is, as is the time it takes to create it; likewise, when creating an item of Excellent Quality*, the cost is only doubled (rather than tripled), and the time spent crafting it is what is normal for the item. You may Spend as many Void Points as you like when making Craft Skill rolls.

Rank 5 : Star-filled Steel

Tsi-made weapons are rivaled only by the masterful creations of the Kaiu Forge. Once per Session, when creating an Excellent Quality Weapon, your Raises are not limited in any way, and you may automatically grant the Weapon one of the Special Qualities listed in the Excellent Quality rules without calling any Raises. Once you are done crafting the weapon, all of your unspent Void Points are lost, and you cannot recover Void Points for one week. In addition, as per the Excellent Quality Weapon Rules, you can grant a unique Special Quality to weapons, known only to the Tsi: Shining - This weapon counts as Crystal; requires 6 Raises.

Kenku Swordsman School (Kozue Family variant)

The Kenku were a distant and enigmatic group for most of the Empire's history; often, only one human a generation would be trained in the ways of the Kenku Swordsman. When a Suzume samurai played a key part in reintroducing the Kenku into the Empire and bringing the dying race off of its downwards spiral, the Kenku decided to honor the humble family by teaching them way of Kenku. The Kenku Swordsman is considered amongst the most elite Kenjutsu schools in the empire. Moving like the wind and air, the Kenku Swordman overwhelms his enemies with superior speed and striking with the decisiveness of a thunderbolt.
Note: Unlike any other School, the Kenku Swordsman is normally not available to those outside of the Stag. The Kozue were given right only to train their own in the Kenku's art, and they honor that oath. As such, it cannot be taken with the Different School Advantage. However, the Kenku still also train individual samurai as they see fit, and seeing as they are far more active in the Empire than in the past, it is not impossible for almost anyone to be trained as a Kenku Swordsman. Normally, there is no mechanical way to reflect this outside of Role Play, but both a player and the GM can come to an agreement if the player wishes to be a 'traditional' Kenku recruit.
Kenku SwordsmanSchool (Bushi)

  • Benefit : +1 Reflexes
  • Starting Honor : 6.5
  • School Skills : Defense, Hunting, Iaijutsu Kenjutsu (Katana), Meditation, any one Lore skill, any one Bugei Skill
  • Outfit : Light, Simple Clothing, Daisho, Traveling Pack, 3 koku

Techniques

Rank 1 : Wing of Thunder

The Kenku bushi has learned to harness the speed of the wind itself, and draw that element into himself. You may add the total of your Reflexes and School Rank to your ArmorTN against any enemy with a lower Initiative. You gain a +5 bonus to your Initiative.

Rank 2: Heaven's Claw

The bush's training allows him to tap the power of the thunderbolt, striking hard at his enemy's weaknesses. Any time you inflict more than 10 points of Damage with a Samurai weapon in a single attack, your opponent loses one Void Point. Against opponents without a Void Ring or with no Void Points remaining, you may instead re-roll a single damage die and take the better result.

Rank 3 : Lightning Kiss

The Kenku bushi has captured the swift fury of lightning. You may attack as a Simple Action when using Samurai Weapons

Rank 4 : Churning Skies

The Kenku bushi has learned to patiently build his energies, only to strike with thunderous power. If you choose to delay your Turn during a Round until after all your opponents have acted, you may ignore the effects of all Wound Penalties (including Down or Out) and you spend any amount of your Void Points on your damage rolls during this Round.

Rank 5 : The Same Breeze

Even two leaves carries on the same breeze may take quite different paths. This is the final lesson of the KenkuSchool. At the beginning of your Turn, you may take a Free Action and spend a Void Point to copy one bushi Technique of any other character (human or otherwise) within 20' for a number of rounds equal t your Air. You must abide by whatever costs and restrictions apply to the copied Technique (Void Point cost, specific armor or weapons, etc).

Edited by Samurai Fox

Magic of the Stag Clan

While most of the Empire simply treats crystal as a variation of jade, the Tenchi instead focused on it's origins in their studies. Crystal was supposed to be an element of purity, created from the tears of Lady Sun, a Fortune associated strongest with Fire, that took solid from while in the Air, before they touched the Earth. The Tenchi reasoned, thereby, that crystal's true magical potential lay not with the Earth, which is strongly associated with crystal's cousin jade, but rather with the elements of Fire and Air. Their research lead to a greater understanding of crystal's uses, as well as the invention of several new spells.

Crystal Strike

  • Ring/Mastery : Fire 1 (Crystal, Thunder)
  • Range : 100'
  • Area of Effect : One target
  • Duration : Instantaneous
  • Raises : Damage (+1k0), Range (+10'), Targets (+1 target, maximum of 5 total targets)

Based off the more popular Jade Strike spell, this spell calls on the purifying kami of fire to create a dazzling blast of multicolored light. Like Jade Strike, Crystal Strike unerringly strikes its chosen target, and cannot be intercepted or deflected (Magic Resistance or other magical defenses can still thwart it). Against beings from the Spirit Realms, or targets that possess a natural vulnerability to Crystal, this spell deals 3k3 points of damage, leaving angry red burns. Against any other targets, however, the spell is perfectly harmless and causes no pain. Like Jade Strike, casting Crystal Strike on an invalid target is considered a grievous insult. Even so, many Kuni and even some Tenchi Shugenja that deal with infiltrators regularly see it as a sensible precaution.

Blast of the Sun's Tears

  • Ring/Mastery : Fire 4 (Crystal, Jade)
  • Range : Self
  • Area of Effect : Cone 50' long and 30' wide at its end
  • Duration : Instantaneous
  • Raises : Area of Effect (+5' to cone's width or length), Damage (+1k0, maximum of 2 Raises), Special (2 Raises to make the damage Jade)

Dazzling to behold, the caster of this spell creates a rainbow-hued storm of crystal light. All "nonhumans" in the cone take damage with a DR equal to the caster's Fire Ring; anyone else in the area is completely unaffected. The blast is considered Crystal for purposes of bypassing Reduction and Invulnerability; a skilled caster can also infuse the power of Jade into the spell, giving it a more green hue.

Mandate of Ningen-do

  • Ring/Mastery : Air 2 (Crystal, Illusion)
  • Range : 50'
  • Area of Effect: One targeted Spirit
  • Duration : 3 Rounds
  • Raises : Range (+10'), Targets (+1 target, maximum of 3 total targets), Duration (+1 Round per 2 Raises)

A defensive spell, Mandate of Ningen-do calls upon the kami's preference of natives to the realm of mortals over invaders in a simple but effective rebuke. The caster targets a creature from one of the Spirit Realms and makes an Opposed Air roll against them, typically punctuated by shouting something along the lines of "Foolish spirit, be gone!". If the caster succeeds, the kami of air fill the spirit with their rejection of its presence, and it flees from the caster as quickly as possible for the duration of the spell. While panicked, the target is not without free will, and will protect itself to the best of its ability. Attacking the target disrupts and ends the spell.

Truth Found In Light

  • Ring/Mastery : Air 3 (Crystal, Wards)
  • Range : Personal
  • Area of Effect: 50'
  • Duration : 10 Minutes
  • Raises : Area of effect (+5'), Duration (+1 Minute)

A favorite of the Tenchi Seekers, this spell has nonetheless found popularity among the Yogo and Kuni families as well. The caster raises their arms up to heaven in a prayer to Yomi, causing the entire area to be bathed in light for a moment before fading. All "nonhumans" in the area, however, are cloaked in an aura of light that only others can perceive for the Duration of the spell. The color of the light is based on the target's nature- for example, members of the 5 Races are bathed in white light, beings from Yomi or Tengoku are cloaked in golden light, while Oni and creatures from the Shadowlands glow a sinister purple-green. Those who know this spell's function can make a Lore: Spirit Realms check at TN 20 to identity the basic nature of a creature based on the light it gives.

Edited by Samurai Fox

That's awesome work right there!

I wonder what the Stag mon and colors are though...

Also, what is the Kozue family school? :)

2 hours ago, emmerlaus said:

That's awesome work right there!

I wonder what the Stag mon and colors are though...

Also, what is the Kozue family school? :)

Ah, I forgot about the Stag's mon. Their clan colors are white and black, and sunshine yellow and midnight blue to a lesser extent, symbolizing both their desire for harmony and in the duality of the world.
As for their mon, I have not fully decided fully on them yet. Some, like the Hantei and the Kyona's, will be fairly easy. However, I have no idea what the Tsi's mon would be (they never were Oriole Clan, so that mon would not work for them). Likewise, the Kozue's symbol would have to reflect their new life and duty, and be different from the Suzume's mon.
The Kozue family school is the Kenku bushi from Enemies of the Empire; I'll post it here with some slight adjustments to reflect the Kozue's personalized training.

Advantages & Disadvantages

Stag Clan characters may purchase the following Advantages for 1 Point less: Blissful Betrothal, Classical Beauty, Higher Purpose, Ishiken-do, Paragon of Bushido, Peacekeeper, Seven Fortunes' Blessing (Hotei or Ebisu), Touch of the Spirit Realms

The following Disadvantages are worth 1 point more for Stag Clan characters: Bad Fortune, Contrary, Cursed by the Realm, Doubt, Haunted, Idealistic, Softhearted, Touch of the Void, True Love

New Advantages

Classical Beauty [Physical] (4 Points)

You are an ideal example of the Empire's traditional beauty, the Yamato Nadeshiko, possessing beauty in body and soul alike. Members of the opposite sex feel apprehension when attemping to push your purity to dishonor, causing them to take a -1k0 penalty on all Social rolls of Cohesive or Dishonorable nature. No character can have both this Advantage and Dangerous Beauty. Crane and Stag character make purchase this Advantage for 1 point less.

Peacekeeper [Social] (4 Points)

Your placid and peaceful nature puts others at ease. Whenever you inadvertently cause someone to possibly lose control of themselves or become hostile (such as through the Brash Disadvantage or possibly the manipulations of an Otomo Courtier), they gain a Free Raise on all rolls to retain control of themselves; this bonus is not granted against those you purposefully provoke to wrath. Unicorn, Phoenix, and Stag characters may purchase this Advantage for 1 Point less.

Sacred Weapon: Stag - Shining Blade [Material] (6)

The Sacred Weapon of the Stag clan, a Shining Blade is a 4k2 Katana that counts as Crystal for purposes of overcoming Immunity and Damage Reduction. Crafted by the greatest of the Tsi Smiths, it is believed that the creation process of each Shining Blade is unique to the smith that creates them.

Topaz Champion [Mental] (12 Points)

The year of your gempukku, you proved your great talent by winning the Topaz Championship. You also gain a number of bonus Void Points per day equal to your highest Ring. You may spend these just like normal Void Points (with all the normal restrictions), but they may only be used to enhance your School Skill Rolls. This Advantage replaces the Topaz Champion path, thought it is only available to the Topaz Champion.

*Credit where it's due: this Advantage comes from Marie Brennan's "Togashi Dynasty: Expanded Version" PDF.

New Disadvantages

Competitive [Mental] (3 Points)

You simply cannot pass on any opportunity to prove yourself. If you come across a challenge or contest involving a skill which you pride yourself in, you must make a Willpower roll against a TN 20 or accept the challenge. You also lose 1 additional Point of Glory each time you are defeated in such challenges. This Disadvantage is worth 4 points to members of the Mantis and Lion Clans.

Meek [Mental] (4 Points)

You are naturally submissive and passive, so much so that others tend to walk all over you, even when you possess a higher social status. Other characters treat you as though your Status was 0.1 points lower than it actually is; your equals view you as an inferior, while those beneath you show only the respect demanded of them, deferring to your peers over you. It is only when forced to (often by someone of higher Status) that they grudging treat you as your actual Status dictates. In addition, you have trouble exerting your authority, and any Social roll you make to do so must be done at Raise. This Disadvantage is worth 5 points to members of the Minor Clans.

Rivalry [Social](3 points)

There is one particular person whom you consider your rival, someone you both dream of defeating and surpassing and who you are deeply protective of. This rivalry might be one of legendary bitterness, unspoken mutual attrition, deep friendship and admiration, or even be entirely one-sided on your part with the other party completely oblivious. You are constantly seeking any opportunity to test yourself against your rival, and must succeed a Willpower roll against TN 20 to resist rising to any insult or challenge issued by them. At the same time, you feel very possesses of your rival; you alone are allowed to defeat them. Any time someone threatens your rival, again you must succeed a Willpower Roll against TN 20, to jump to your rival's defense. Normally your rival is the same Insight rank, but for each Insight Rank your rival is above you, increase the value of this Disadvantage by 1. For 2 additional points, your rival is also your Kharmic Nemesis, and you may not spend Void Points against them. For 2 additional points, your rival can also be a Sworn Enemy, causing them to seek your death and/or disgrace (you may not gain the Sworn Enemy Disadvantage itself against your rival). Members of the Matsu, Kakita, and Mirumoto families gain 1 additional point for this Disadvantage.

Romantic [Social] (2 Points)

You believe in the ideals of romance, love and passion to the extreme; possibly even over Bushido. You fall in and out of love easily, often with “unsavory” types (generally, this means people who your clan or family wouldn’t approve of). Once per session, the GM may select another character that your character has fallen for. The TNs of all Social Skill Rolls made by the that character against you are reduced by 10 for the remainder of the session.

*Credit where it's due: this Advantage comes from Sean C. Riley's "Little Truths" PDF.

Edited by Samurai Fox

Oh? Nice advantage and flaws... I cant tell if they are balanced but they sure look nice to roleplay with!

And why selecting Stag instead of the Owl, like in the books?

On 5/19/2017 at 6:54 PM, emmerlaus said:

Oh? Nice advantage and flaws... I cant tell if they are balanced but they sure look nice to roleplay with!

And why selecting Stag instead of the Owl, like in the books?

I used the Stag as the symbol for Hantei's clan because the Hantei line is actually strongly associated with them in cannon. To quote the Wiki:

Quote

The Hantei Dynasty were oftenly associated with a white stag. The first Hantei was with his brothers and sisters on a hunt when they spotted the stag. They hunted it all day without success. Only when Hantei rode alone did he find the beast. Some said a promise was spoken between them, but what manner of promise, none could say. [4]

This is also why the "Battle of the White Stag" is named so, as it was a climatic even in Rokugan's history that defined much about the Hantei Rule: it was the first time an Emperor (or Empress, in this case) was killed in battle, the first contact with Gaijin that end with the Hantei banishing them all from Rokugan, and it lead to a number of minor changes as well (it was the technical first time the line of the Emperor had to 'backtrack' to find the next Emperor, as the new one was uncle to the Empress that died).
I never understood why Hantei's Clan in the "Togashi Empire" setting used the Owl for their symbol. Owls have no association with him, and while I love them personally, it should be noted that owls don't really have symbolize linking to Hantei's duty in Togashi's empire. They're considered omens of death and fatalism in Japanese lore (and in most other cultures as well), which is kind of counter to the Clan of Hantei's goal of being peacekeepers between the Empire and the nonhumans/spirits so common in Togashi's empire. I remember one person suggesting that the owl's dominance over the night symbolizing Hantei's victory over Onnotangu (owls are pretty much alpha predators with few natural enemies and unmatched senses at night).
Anyway, the Stag was a natural choice to me for Hantei's symbol.
On a side note, does anyone have any suggestions for mons of the Stag's individual families?

This is messy, and perhaps I should reverse the black and white on the stag, but you get the idea:

zYAtzuV.png

Edit: This is still rather rough, but better, I think:

VGsOUh9.png

Edited by Togashi Gao Shan

We use the attached image for the Stag Minor Clan in our homebrew.

The space above/between the antlers is empty for the reason: it is reserved for personal symbols (in this case, it can be something for the individual families).

Stag_Clan_Mon.png

On 5/21/2017 at 3:38 AM, Togashi Gao Shan said:

This is messy, and perhaps I should reverse the black and white on the stag, but you get the idea:

zYAtzuV.png

Edit: This is still rather rough, but better, I think:

VGsOUh9.png

On 5/21/2017 at 6:32 AM, AtoMaki said:

We use the attached image for the Stag Minor Clan in our homebrew.

The space above/between the antlers is empty for the reason: it is reserved for personal symbols (in this case, it can be something for the individual families).

Stag_Clan_Mon.png

Bless you both, dear friends!
HAHAHA, I was aiming for some ideas, rather than actual mons. Thank you vary much for these.

Edited by Samurai Fox

Very cool!

Included a link to the War of Spirits in the Stag's history, as it is directly connected to the Stag's rise. Will try and submit more on the Stag themselves soon.

Stag Family Mon and Creeds

Hantei Mon : The face and upper body of a white stag facing forward, in front of a ten-petal chrysanthemum that serves as the background. The stag is kneeling forward, kissing a smaller golden chrysanthemum in the foreground.

Meaning : The background chrysanthemum symbolizes the 10 Kami (the 8 that founded Rokugan, Ryoshun, and Yoritomo, who was granted Kami status), and the white stag is obviously the symbol of the stag clan itself. The golden chrysanthemum represents the Toturi Emperors, rightful emperors of Rokugan. The stag kisses the chrysanthemum, showing respect and reverence for the new dynasty while hinting at their past as emperors. A few detectors of the Hantei (most notably the Scorpion) claim the stag is actually preparing to eat the chrysanthemum, showing the family's secret ambition to one day seize the throne.

Hantei Family Creed : Turn Darkness to Light .

Kyona Mon : A plain brown stag guarding a white tree, heavily stylized, baring a single red apple.

Meaning : Like the Kyona themselves, their mon is simple and direct. The brown stag symboizes the Kyona themselves, simple and humble, yet always vigilant and ready to defend the Hantei. The white tree symbolizes the whole Stag Clan as the Kyona see them: beautiful and graceful. The apple is both an important crop for the Stag's economy and a precious treasure for the stag in the mon; the treasure it protects.

Kyona Family Creed : Many Leaves, One Tree .

Tenchi Mon : A golden stag and a midnight blue doe standing, crossed together, the stag's antlers stylized with a white moon and doe has a yellow sun her head like a halo.

Meaning :

Tenchi Family Creed : The light of day is met by shade of night, the sun's brilliance by the moon's calmness. Together, they give life; alone, they bring death.

Tsi Mon : A tsuba shaped like the symbol of Void, but the lowest, smallest circle of the symbol is replaced with a chrysanthemum.

Meaning : A katana is considered to be the only ojbect that is a perfect balance of all the elements, including Void, and the Tsi codified the creation of the metals used in katana-crafting. Likewise, the Tsi were originally ronin vassals to the Hantei Dynasty. Their mon symbolizes their past and present, as well as their art and duty.

Tsi Family Creed : A fine blade requires a fine soul.

Kozue Mon : A raven resting on a young stag's antlers. The raven looks down at the stag in curiosity while the stag looks up at the raven with respect.

Meaning : The raven obviously references the Kozue's kenku sensei. However, to the Kozue, the stag actually resents their own family, looking up to the kenku as their sensei. The curiosity the raven displays also references the Kozue's constant quest for greater learning.

Kozue Family Creed : Honor is a duty, virtue is a choice. Your actions are a reflection of who you are.

On 5/21/2017 at 9:03 PM, Mirumoto Saito said:

Very cool!

Thanks, though some more constructive input would be helpful too, haha.

15 hours ago, Samurai Fox said:

Thanks, though some more constructive input would be helpful too, haha.

Sorry I didn't have much to say. I legitimately liked how your version of the Stag turned out to be, so I don't have much to add. I specially liked the Dis/Advantages and the Tenchi Seeker shugenja, I will certainly add it to the Falcon in my own games! ^_^

Edited by Mirumoto Saito

I like how dedicated you are in making such lore!

I wish they would hire you to make the lore. You are so dedicated and well versed in Rokugan lore and culture!

I just wish they didn't decided of the lore with the card games tournament results. It messed up so much the original lore after a while.

If i were Crane i might call this ...perfect.

I had serious love for the Owl, and this is better.

The Yotsu are another old favorite of mine, so now we have a chocolate and peanut buttter situation.

Also,Kyona bushi is very good.

I would happily use every bit of this

still getting through WoS, will have more to say over there

On 6/7/2017 at 9:08 AM, Mirumoto Saito said:

Sorry I didn't have much to say. I legitimately liked how your version of the Stag turned out to be, so I don't have much to add. I specially liked the Dis/Advantages and the Tenchi Seeker shugenja, I will certainly add it to the Falcon in my own games! ^_^

Feel Free to do so. Are the Falcon independent of the Crab in your game?

On 6/8/2017 at 1:56 AM, emmerlaus said:

I like how dedicated you are in making such lore!

I wish they would hire you to make the lore. You are so dedicated and well versed in Rokugan lore and culture!

I just wish they didn't decided of the lore with the card games tournament results. It messed up so much the original lore after a while.

You're too flattening, friend.

On 6/10/2017 at 9:23 PM, Kuni Katsuyoshi said:

If i were Crane i might call this ...perfect.

I had serious love for the Owl, and this is better.

The Yotsu are another old favorite of mine, so now we have a chocolate and peanut buttter situation.

Also,Kyona bushi is very good.

I would happily use every bit of this

still getting through WoS, will have more to say over there

Thanks. I'm glad people are liking this.

I'm working on Paths right now, though only slowly. Any ideas would be appreciated.