Spirit Realms Knowledge
(based on Fortunes & Winds)
|Access to this page requires DM permission and starts with at least 1 rank in Knowledge (Local History, Rokugan) and at least 5 ranks in Knowledge (the Shadowlands) or at least 5 ranks in Knowledge (the Planes) earned while in Rokugan.|
|Passages: It is possible to travel between spirit realms by divine intervention (from the Dragons of the Fortunes), by spells, or by traveling though passageways that exist in the realms between the Spirit Realms. Either known, or detected by the spell detect passage or by accident.|
|Jealously: All the Spirit Realms exercise their control over their inhabitants. Protection is often earned from crystal and jade, but this corrupts them so they soften and are destroyed as they absorb the magic from the jealous nature of the realm. In some realms the jealously can give the affected creature bonuses like Jigoku grants maho spells. There are 5 levels of control, usually by the 5th level the character is lost to that realm and becomes a NPC.|
|Control Points||Control Modifier*||Bonus Spells (1)|
|* This modifier applies to certain rolls, saves, or checks
(this varies by the Spirit Realm)
(1) Some realms may/may not offer bonus spells to a spellcaster (this varies by the Sprit Realm and stacks with the bonus from high ability scores).
the realm of evil
Close Realms: Gaki-do as it shares much in common with the Hungry Realms, Sakkaku is also close, and in the Shadowlands Ningen-do is close.
Distant from: Chikushudo and Toshigoku
Barred Realms: Meido and Tengoku
Death: only those who have embraced the evil of the Shadowlands end up here.
Passages: The pit of Fu Leng
Jealousy: very jealous with a contagious touch
1: It is subtle and first manifests in control over your temper, you must make a Will save (DC 12) to avoid reacting to any slight to your honor violently.
2: You acquire a taste for raw meat and receive a -5 to all saves to resist dishonorable behavior.
3: Your mind is still yours, but the influence on it is becoming impossible to ignore. You must make a Will save (DC 20) to avoid answering any stressful situation with violence.
4: Your bestial instincts become stronger, and your sense of self weakens. The DC to remain in control in a stressful situation rises to 30. Once per point of Taint Modifier each week you lose control over your character for a number of hours in game equal to your Taint Modifier and can't remember what happened, although you know it will not be nice.
5: You are lost to the Taint, any sense of self is last as is the character. You must pass a DC 45 Willpower check to maintain control any time the DM decides it happens, however Jigoku is an intelligent cunning force for evil, so rather than blindly kill the character is more likely to perform depraved acts that will alienate them from friends, family and clan.
Protection with crystal (double the time for Jade, it turns black and softens, in 5 days it crumbles).
|1 unit = 15 minutes||3 units = 30 minutes||5 units = 33 minutes|
|2 units = 25 minutes||4 units = 32 minutes||each additional unit = +1 minute|
|Note this differs from the time granted in the
Shadowlands since the character is not totally inside the realm of Jigoku.
Corrupted jade can be carried by residents of Jigoku to protect themselves from the influence of other realms. It also increases the creature's ability to protect themselves from being identified increasing the DC to detect them by 10+2 per additional finger of corrupted jade. Each corrupted sliver of jade allows the target to resist 30 points of damage from spells that specifically harm only tainted creatures.
Powers offered are covered in the article on Taint-advanced.
Magic: All divine spells cast in Jigoku requires the caster to make a spellcraft check, DC 25+ the spell level. If the check is not passed then the spell fails and the caster gains 2 points of taint by which the check is failed. All maho spells have the Empower Spell and Maximize Spell feats applied to them.
the Realm of Hungry Ghosts
Close Realms: Jigoku and Toshigoku, some of the hungry ghosts actually bear taint, also nigen-do is close. Ghosts can haunt nigen-do if they have unfinished tasks in the mortal realm.
Distant Realms: Tengoku and Meido, the ghosts shun Emma-O and take great care to make sure that travel to Gaki-do is one-way and final
Barred Realms: None
Passages: Death, since Emma-O sends unworthy souls to Gaki-do. There is also a passage inside the great volcano known as Amaterasu's Furnace. There has never been a case of spontaneous transition to Gaki-do.
Jealousy: each hour the spirit must make a Will save DC 25 (+5 to the roll for each rank of honor) save to avoid control of the plane.
Control: Each time they fail a Jealousy roll they gain 1 Control Point.
Protection with crystal
|1 unit = 24 hours||3 units = 42 hours||5 units = 46 hours|
|2 units = 36 hours||4 units = 45 hours||Each additional unit = +1 hour|
|Those of Gaki-do are condemned there by the Celestial
Order to suffer for their sins and so are immune to control by other realms.
If they have taint they prior to entry into Gaki-do they keep it.
Magic is unaffected by this realm.
The realm of Mischief
Close Realms: Ningen-do, Chikushudo, Jigoku and Youme-Do, the first 3 are frequently visited.
Distant Realms: Tengoku, Meido and Yomi
Barred Realsm: None
Death: no one goes to Sakkaku upon their death.
Known Passages: A cave in the Twilight Mountians. Sakkaku is littered with passages to all other realms so those from Sakkaku can travel to other realms to torment those residents. There are no cases of spontaneous transitions.
Jealousy is random. It's control is called chame and it doesn't harm those affected in any way nor does it prevent them from leaving Sakkaku, in fact its effects are undetectable. Natives of Sakkaku don't have chame, it only affects visitors from other realms. The daily roll to avoid getting chame is a Will save DC 15 +10 for each day the roll is failed and the character remains. When the roll is failed they gain 1d10 points of chame.
The Will roll to restrain from plotting and executing some mischief must be made each day and depends on the level of chame you have.
|Level 1 = DC 10||Level 3 = DC 30||Level 5 = DC 50|
|Level 2 = DC 20||Level 4 = DC 40|
|The chame modifier is applied as a penalty
to Will saves, but the roll to resist getting it, the roll to restrain yourself
and the roll for withdrawal are not affected by this penalty.
Protection from smooth rounded stones approximately the size of a man's fist from Ningen-do. The stone crumbles to dust when it can protect no more.
|1 Unit = 1 day||3 Units = 3 days||5 units = 5 days|
|2 Units = 2 days||4 units = 4 days||Each additional unit = +1 day|
|Creatures from Sakkaku have a natural resistance
to the control of other realms, the only control that can affect them is
the Taint, but mujina and kappa are immune. When lost pekkle become pekkle
no oni. Only jade protects the residents of Sakkaku, but if the Taint is
less than a day old it can be cured if the creature returns to Sakkaku for
1 day per point of Taint.
Sakkaku doesn't grant abilities to those within its control, it merely mocks them.
the realm of waiting, a flat colorless plain with only the endless souls
waiting, the plains itself, and the gate that stands 60' tall and 60' wide
to which the souls are inexorably drawn. Its frame is a coiled serpent of
stone that intertwines with itself to form a circle. The Fortune of Death
stands by the gate judging each soul one-by-one. When he pronounces his
judgment the soul passes on to the proper realm through the gate, which
leads to a nexus of similar portals all with stone dragons and each leading
to a different plane. The 10th Kami, Rysohun, stands guard to insure each
sould is drawn into the realm Emma-O has assigned it.
Close Realms: Ningen-do is very close as is Youme-Do, people often slip between the realm of dreams and Meido. Meido ferries the bulk of its judged souls to either Yomi or Toshigoku.
Distant Realms: Chikushudo and Sakkaku, Meido sends some souls to Gaki-do, but Emma-O keeps her realm at a respectful distance from Gaki-do.
Only the dead belong in Meido and even them are just waiting for passage to another realm.
Known Passages: Oblivion's Gate was a great portal. The passage of a soul of a particularly powerful being such as a Kami or the Emperor can create one, otherwise death is the easiest way to travel there. The only time a soul travels to Meido is upon death, so there is no way to spontaneously travel to Meido.
Jealousy: Those affected by control of other realms lose that when they did and pass on to Meido, except for Fu Leng who maintained his Taint while in Emma'-O's domain. It is very hard for a soul to build up the desire to leave until their fate is decided by Emma-O.
Control: Emma-O's domain has absolute control over all its inhabitants and any soul from the moment of its death. It is a realm of waiting with almost no other feelings except the infinite patience that is required for the endless task of sorting souls.
Protection: There is none, except for that allowed by Emma-O. Souls from Meido have no way to protect themselves from control by other planes, this is intentional because when Emma-O sends them to one of those planes they will remain there. It grants no abilities to those under its influence.
Magic: It is a magically dead realm where the kami don't answer a shugenja's call, only 0 level spells work. The essence of magic is almost completely gone from Meido
the realm of the blessed ancestors it is the ultimate destination
of most of the souls.
Close Realms: Ningen-do, Jigoku, and Meido.
Distant Realms: Sakkaku and Chikushudo
Barred Realms: none, the blessed guard tirelessly patrols the edges of the realm eliminating any incursion by other realms.
Death: is the most common way to journey there, each arrival of a new soul is celebrated like a new birth.
Known passages: the Sacred Hall of Ancestors in the Lion Clan's lands, created by the careful attention of the Lion Clan and their ancestor shrines. Oblivions Gate used to be a passage from Ningen-do.
Jealousy: Yomi is not a jealous realm and the guiding intelligence behind the plane is a benevolent one. For each full day spent inside Yomi the DC for any attempt to find a pathway out increases by +5, or +5% chance for spell failure. Each day spent in Yomi an individual must make a Will save, DC honor x10 or gain 1level of control, an individual may forgo this roll if they want.
1: You gain a dim aura, not bright enough to see by. Your honor is less than 2 is increased to 2 and you must make a Will save (DC 10) to take any action that would cause you to lose honor. You may add a +1 insight bonus to any attack, or skill check once per character level. If you are honorable with a honor ranking of 3 or higher you gain an additional number of Void points equal to their honor ranking. With a honor ranking of 3 or higher gain the feat Void Use, if they already have that feat they gain the Depths of the Void Use.
2: Your aura is strong enough to be seen in low-light, like torch light. Your honor if less than 3 is raised to 3. You must make a Will save (DC 20) to take any action that would cause you to lose honor. You may add a +2 insight bonus to any attack or skill check once per character level.
3: Your aura becomes visible under normal lighting conditions, it is faint in daylight. Your honor, if less than 3, is increased to 3. You must make a Will save (DC 30) to take any action that would cause you to lose honor. You may add a +3 insight bonus to any attack or skill check once per character level.
4: Your aura is unmistakable and readily apparent, in low light it illuminates an inch or so around your body. If your honor is less than 5 it is increased to 5. You must make a Will save (DC 40) to take any action that would cause you to lose honor. You may add a +4 insight bonus to any attack or skill check once per character level.
5: Your aura is a brilliant light as per a standard torch or lantern. Your alignment changes to lawful, but you retain your neutral, evil or good component. A number of times each day per your character level you can use a +5 insight bonus to any attack or skill check. You honor can't be reduced less than 5, you are unable to commit any dishonorable action that would do so.
Those under Yomi's control have an innate protection from the Control of other Spirit Realms, as their aura resists those Realms' jealous grasp. You gain a +5 bonus per level of Control to save against acquiring the Control of another realm.
The occupants of Yomi are proponents of and adherents to the Celestial Order, and the real they occupy. Even those who only visit Yomi are, for the duration of their visit, deeply connected to and in harmony with the universe, granting them a more innate connection with the mysterious quantity known as the Void.
The kami are more likely to act for a shugenja, granting divine spellcasters a +1 level bonus to all their spells (but not to the length of gaining new spells).
the Celestial Heavens
Close Realms: Youme-Do since the heroes of Tengoku often travel to the dreams of heroes to spur them to great deeds.
Distant Realms: Ningen-do, Sakkaku, and Gaki-do
Barred Realms: the same law that keeps Jigoku from affecting the Heavens keeps Tengoku from affecting Jigoku, but conflicts on other planes is common.
Death: most dead heroes retire to youmi, but the Emperor and a few are offered the honor of an endless existence of further duty for enforcing the will of the Realm of Good.
Passages: the only constant passage is located in the City of the Emperor, Otosan Uchi. The ancestral dojo of the Seppun Miharu is suffused with the essence of the Celestial Heavens. Any of the Elemental Oracles may create a passage for those they deem worthy, but such a favor is rare. There is no case of spontaneous transition to the Celestial Heavens.
Jealousy: The least jealous of the Spirit Realms. Visiting Tengoku is a honor and a privilege, it doesn't attempt to maintain a hold on those who would discard its gifts. If without a Celestial Patron a creature can remain up to 1 day per rank of honor. Each hour spent in Tengoku negates 1 full rank of another Realms Control. Those not under control by any other realm may raise their stats by 1 point permanently for each day spent in Tengoku (max 25), it is up to the DM if these points remain when the character leaves Tengoku.
Control: the longer one remains in the influence of the Celestial Heavens, the more mortal concern and indecision are swept away from both mind and spirit. For every two points of ability score increase the Celestial Heavens grants to a creature the creature's alignment moves 1 step closer to Lawful Neutral or 1 Honor Rank closer to 5. These changes are permanent unless the creature leaves Tengoku, in which case their alignment or honor moves 1 step closer to their original status every 2 days.
There is no protection for those from the Celestial Heavens against the influence of other Realms save their nature. Those that bear an ability score or honor increase must first have those abilities stripped away before another realm can take control over them.
Protection: there is no protection against Tengoku's influence. Those of the Celestial Heavens must take careful preparation before leaving their home realm or they can lose their immortality and be imprisoned outside of Tengoku. If they do so they will be forced to live out a mortal (and extended) lifetime and return to their home only after death.
Tengoku doesn't grant its residents any powers, but a large percentage of the beings who live there are powerful ones and have no need for additional powers.
Magic: The entire realm is saturated with the with the essence of Rokugani magic. Shugenja don't need their offa to cast spells and divine casters have their effective level increased by +2, they also don't require material components or a divine focus, though the other components are still required.
The 7 Fortunes, some lesser Fortunes, and the Elemental Dragons are discussed further in the book Fortunes & Winds as are their curses (their stats are not given though, since they are not locked in their power levels).
There are only two constant features in the realm of Tengoku; the Celestial Palace where all the natives reside and a great courtyard known as the Celestial Court, where the immortal beings hold proceedings not unlike those held in court in the Empire. These two landmarks are at the center of Tengoku anything else can be changed on a whim. The Celestial Palace is a gigantic structure with a building as wide as the city of Otosan Uchi itelf and it appears to stretch on with clouds obscuring its upper reaches. The great gates around the building are guarded by eternally vigilant servants of Heavens. There is no ends to its gardens and fountains outside of the palace just as the halls are endless and the rooms can never be counted. The Court is located outside the grand walls of the Palace, but is encircled by great gardens and verandas where more immortal guardians watch over their home. At the center of the great Court are 2 empty thrones for the Sun and Moon, but the seats are largely symbolic as a formal court is only held when a new Fortune is welcomed into Tengoku or the Celestial Dragons brings the soul of a worthy mortal to stay in the Heavens.
the realm of animals holds an important spot on the karmic wheel because
this is where the spirits of those who offended the Celestial Order go to
be reincarnated and so, hopefully, to work their way forward. A very beautiful
realm with great landscapes that enthrall almost anyone who visits.
Close Realms: It is possible to travel to Chikushudo from Ningen-do without knowing it in some wilderness areas. Sakkaku is also close allowing tanki and kitsune to travel between the realms with ease.
Distant Realms: Gaki-do, Jigoku, Meido and Tonshigoku
Barred Realms: Tengoku is so far about the realm of animals that it is impossible to reach it from Chikushudo.
Death and Chikushudo: hengeyoku, tanuki and kitsune view themselves as stepping stones between animals and humans.
Passages: In Kitsune Morie the Fox Clan forest at the heart of the forest. Another exists in a copse of trees outside of Kyuden Doji, but it is unknown to humans. There are even tales of spontaneous transitions between the Realms. Kitsune are also known for leading people into Chikushudo.
Jealousy: Chikushudo is mildly jealous. For every full day spent in Chikushudo a character must make a Fort save (DC 15+ number of days spent in Chikushudo) or accrue 1d10 points of Hitsu. After leaving a character's accumulated Hitsu points go away at the rate of 1d10 points per day. Any levels of Control and any transformations diminish along with the Hitsu.
Control: you gain one animalist trait and it becomes more noticeable the longer you stay in Chikushudo.
1: Suffer a temporary loss of 1d2 Int to a minimum of 10 and 1d2 Cha to a minimum of 4. Your "fight or flight" instinct is heightened. Whenever faced with a potentially violent or dangerous situation, you must make a Will save DC 12 to avoid reacting in one of these two ways chosen at random: Fight--you respond with hostility or Flight--you experience fear and suffer a -1 morale penalty to all attacks, saves and checks for the duration of the encounter. You must flee, if possible and can only fight if cornered and unable to flee. The "flight" effects are not canceled by feats or abilities that render a character immune to fear, but they do grant the character a +4 moral bonus vs. fear; translating into a +4 bonus on the roll to retain control.
2: You suffer a further 1d3 Int loss to a minimum of 8 and another 1d2 loss of Cha to a minimum of 4. All your Bluff, Diplomacy, Perform and Sense Motive checks are subject to a -4 circumstance penalty. Your "fight or flight" reflex is heightened increasing your Will save to DC 15. Fight--you respond with hostility. Flight--your suffer a -2 penalty to all attacks, saves, and checks.
3: Your "fight or flight" instinct is further heightened. You suffer a further 1d4 temporary loss of Int to a minimum of 6, and another lost of 1d2 Cha to a minimum of 4. You gain Darkvision 60'. All Bluff, Diplomacy, Perform and Sense Motive checks are subject to a further -4 penalty (-8 total) to all checks, but you gain a +4 circumstance bonus to all Intimidation checks. Once per day you must make a Will save DC 18 or throw away your armor, clothing, equipment and weapons. Your "fight or flight" instinct is heightened and the Will save DC is raised to 18. Fight--your respond with murderous fury and attack the nearest enemy. Flight--you become frightened, suffering a -2 moral penalty on attacks, weapon damage and saving rolls, you flee from any enemies you are aware of and if unable to flee you must fight with the stated penalties.
$: Your sense of self is diminishing and you have developed a taste for raw meat. You gain another animalist feature and your previous animal trait becomes more pronounced. A number of times per week equal to the character's Hitsu Rank the DM can require a Will save (DC 20) in any situation. If this save is failed, the character falls under the DM's control for a number of hours equal to their Hitsu Rank and they can't remember what happened. They also suffer a further loss of 1d4 Int to a minimum of 4. Your senses become sharper giving you a +4 competence bonus to all Listen, Spot and Survival checks. You have little use for civilization, once per day you must make a Will save (DC 21) or throw away your armor, clothing, equipment and weapons. Your "fight or flight" instinct is barely controllable with a Will save DC of 21. Fight--you become enraged and throw yourself into battle with the nearest enemy with no regard for tactics, strategy or personal safety; identical to a barbarian's Rage special ability, but you receive no bonus to Str, Con or Will saves (you suffer the weaknesses, but don't gain the strengths of Rage). This rage doesn't end until all enemies in sight are dead. Flight--you become panicked, dropping anything that you hold and fleeing at top speed from any threat, as well as from any dangers you encounter along the way. If cornered you cower and do not attack, though you may use the total defense action. Your suffer a -2 moral penalty on all saving throws. You suffer the penalties for being frightened as under level 3.
5: You have succumbed to your animalist urges, and take on a number of bestial traits, civilization becomes meaningless to you. The Realm's hold on you is so strong that you have practically become an animal. The scent of fresh meat and blood makes your stomach growl and your mouth water. You gain another animalistic trait, and the previous traits become more pronounced. Your senses and natural instincts become razor sharp. A number of times per week equal to you Hitsu Rank the DM can require a Will save (DC 25) in any situation. If this save is failed, you fall under the DM's control for a number of hours equal to your Hitsu Rank and can't remember what occurred during that lost time. Any attempt to leave Chikushudo requires you to first make a Will save DC 20, if you fail you refuse to leave and resist any attempt to force you to leave by whatever means necessary, possibly even triggering your "fight or flight" instinct. You suffer a further 1d4 Int loss to a minimum of 3 and another 1d2 Cha loss to a minimum of 2. You gain another +4 competence bonus to all Listen, Spot and Survival checks. Civilization and honor have no meaning for you, once per day you must make a Will save DC 25 or throw away armor, clothing, equipment and weapons. Your instincts are that of a wild beast, your Will save to avoid resorting to your "fight or flight" instinct increases to 25. Fight--you fly into a mindless rage identical to a barbarians Rage, and the rage doesn't end until all enemies in sight are dead. Flight--As described under level 4, except that the morale penalties to saving rolls, attack rolls, and weapon damage rolled are doubled (total -4).
the jealousy and control of Chikushudo is not intelligent or manipulative, it is merely a force of nature.
Protection: granted by possessing something made by the hands of mortals or a substance that can't be found naturally within Chikushudo. One unit of protection is considered to be any steel item the size of an aiguchi or larger (larger weapons are still considered to be 1 unit), a suit of heavy armor is considered to be 3 units, while a suit of light armor is 2 units. Steel objects are not affected physically by the influence of Chikushudo, but their ability to protect the wearer gradually becomes ineffective. That ability is restored anytime these objects leave Chikushudo.
|1 unit = 1 day||3 units = 3 days||5 Units = 5 days|
|2 units = 2 days||4 Units = 4 days||Each additional unit = +1 day|
|Animal spirits of Chikushudo can protect themselves
from the control of other Realms by carrying a sprig of cherry or maple
wood grown in Chikushudo. Each sprig is at least 6" long and counts
as 1 unit. A single sprig can protect its bearer for a maximum of 5 days.
At the end of its duration of protection, the sprig has completely dried
up, becoming nothing more than a useless stick.
Abilities granted by the Realm of Animals are described under the levels of Control.
Magic: functions just like it does on Ningen-do, the elemental kami generally do not distinguish between the 2 Realms. Maho is weaker here, because of the natural beauty and purity of its Realm. The power of the Realm of Evil holds less sway where the concept of evil is alien. Any maho spell cast in Chikushudo requires the caster to make a Spellcraft check against DC 15+level of the spell. If the check fails the spell counts as if it had been cast that day, but doesn't work.
the Realm of Slaughter.
Toshigoku is a horrible place as unnatural as a samurai without a master. The unfortunate spirits trapped here must suffer through an eternity of carnage with no hope of reincarnation, it is a dead end on the karmic cycle. The spirits here are mindless killing machines so consumed by bloodlust that they fail to recognize old friends, comrades, or family members. They perpetually form armies hurling themselves at each other. Each morning they regenerate and rejoin their legions to fight again.
Close Realms: Gaki-do has much in common, Meido is also near.
Distant Realms: Jigoku, Ningen-do and Yume-do (because the spirits there don't sleep)
Death: Ending up in Toshigoku is one of the most horrible fates that can be imagined. Mortals who die with thoughts of revenge or slaughter in their hearts may end up here, forever trapped, their spirits doomed. Death is not final here since the dead regenerate at the start of each day.
Passages: Near Toshi Ranbo wo Shein Shite, or Violence Behind Courtliness City, in the early days of the conflict between the Lion and the Crane, just before the outbreak of the Clan War the barrier was nearly breached by the efforts of an evil Kitsu sodan-senzo. A horde of Toshigoku spirits known as the Legacy of the Forge were allowed through and they possessed the armies of both sides. Battles with tremendous bloodshed arte thought to be areas that border on Toshigoku. Some think that there might be passages from Gaki-do and Meido, but no spirit cast into Toshigoku have ever escaped of their own volition. The Realms border so closely that a spontaneous transition could be possible, but the vast multitudes of spirits trapped in Toshigoku are too caught up in their torture to seek these passages.
Jealousy: Toshigoku is a jealous Realm quickly stripping away the minds and personalities of the souls trapped there, any non-native creature killed in Toshigoku is automatically lost to its control. After each hour spent in Toshigoku creatures must make a Will save, DC 12, or they accrue 1d10 points of Satsugai. Every hour thereafter the DC is increased by +1, if the roll is successful or not. If at any time a character is killed while in Toshigoku they immediately accrue the maximum amount of Satsugai and become lost.
Control: Satsugai is an expression of Toshigoku's control; it is the essence of mindless, bloodthirsty violence and it immediately makes its presence felt when entering the Realm of Slaughter, however unlike the Taint this is not permanent those who leave the Realm feel the influence gradually drain away.
1: The desire to fight becomes your first response to any situation, however, with effort, you can still control yourself. You must make a Will save (DC 12) to avoid reacting with violence to any adverse situation. You also take great offense to any slight to your honor and must make this same save or respond with violence.
2: Your flesh grows pallid, your eyes sunken and dark, as your mind turns more to violence. You must make the same Will save as in level 1 but with a DC 17.
3: As with level 1, but the Will save DC is now 22. You must make this Will save once per hour, or you will immediately attack the nearest individual; friend or foe. If this individual is a friend, you may make this test at the end of each round to cease your attack.
4: As with level 3, but the Will save DC is now 27. Any attempt to leave Toshigoku requires a Will save DC 30, or you will resist the attempt by whatever means necessary.
5: You become 1 with the barbaric horde of Toshigoku, your body becomes shriveled like a long-dead corpse, but it doesn't decay. Your skin becomes pale gray, your eyes are covered with a yellow film. Toshigoku is in complete control of your character. If you are killed here you simply rejuvenate the next day to join battle once again. However, you now have some control over the Legacy of Spirits; each day you may attempt a Will save DC 25 to control 1d10 Legacy Spirits. Acts committed under the influence of Satsugai may have serious effects on a character's Honor. Luckily, for those who escape, the memory of their time there slips away along with accumulated Satsugai at the rate of 1d10 points per day.
Protection: only with crystal, a unit is the size of one adult finger. As the crystal becomes saturated with the influence of Satsugai it turns opaque; the color of congealed blood. After the crystal's protection is spent it becomes a lump or reddish-purple stone.
|1 unit = 1 hour||3 units = 3 hours||5 units = 5 hours|
|2 units = 2 hours||4 units = 4 hours||Each additional unit = +1 hour|
|There is no known way for spirits from Toshigoku
to protect themselves from the influence of other Realms, and they don't
Abilities: For each level of Satsugai Control a character gains a +1 bonus to Str and Con and a -1 penalty to AC. These bonuses and penalties accrue at +1 to Str and Con and -1 to AC for each level so that by Control Level 5 you have a +5 bonus to Str and Con and suffer a -5 penalty to AC.
Magic: both Ningen-do and Jigoku are far from Toshigoku so elemental and maho magic are weaker. A spellcaster trying to cast a maho or elemental spell in Toshigoku must make a Spellcraft Check vs. DC15+spell level or the spell is not cast and it is lost for the day. In addition if the spell fails then the caster suffers one point of Satsugai for every point that they fail the roll by. The Tsuno (as in Tsuno Soultwisters) are natives of this Realm.
DM Knowledge: The Tsuno have diverged from the Kitsu race to form their own race. Tsuno Nintai, the current leader of the Order of Tsuno, is the son of Tsuno Kishenku, and he has engineered an alliance with the Shadowlands. As a result all Tsuno who have entered Ningen-do have the ShadowlandsTaint, they have generally been mistaken for a new race of oni. Something was barring the return of the Tsuno, but it no longer holds true. Tsuno accept Control from other Realms easily, but suffer no disadvantage or gain any advantages. Only when targeted by outside effects do a Tsuno's accumulated ranks of Control come into play. For example a Tsuno with Taint would be harmed by a Jade weapon. While a Tsuno with ranks of Satsugai would register to a sense spirit spell as a Toshigoku spirit. Tsuno Soultwisters are capable of extraordinary feats of magic involving manipulation of the Spirit Realm.
The Realm of Dreams, the land where everything and yet nothing permanent
exists. It is visited by all those who sleep, including animal spirits and
those from other Realms (except for Toshigoku), yet the fog filled Realm
is large enough to encompass all. Yume-do is nearly infinite, and larger
than any other Realm. It is a Realm of concept and thought. Time passes
differently in Yume-do; it is relative.
Close Realms: Ningen-do, Tengoku, Meido, and Sakkaku are all close.
Distant Realms: Toshiqoku; since the spirits there do not dream.
Death: Only those humans who spend their lives dreaming are sent here, and few at that, most are those who have gone mad with hallucinations. Most Nezumi and Naga go here upon their death. Naga find themselves attracted to the great city Akasha, deep in Yume-do. Nezumi join the Transcendent of their race, their spirits don't have eternity they only survive for as long as they are remembered by the living.
Passages: The Shinomen Forest is full of millions of sleeping Naga. Yume-do also hovers on the edge of the Empire, including a patch of forest known as the "Forest of Dreamers." A shrine to Yume-do exists near an underground lake under Kyuden Hitomi, there is a shrine to Yume-do on the Mantis isles in an Opium Den. Plus every living creature dreams at some point.
Jealousy: It is not a jealous Realm, but it is a secret one, it doesn't leave any trace or taint on those who travel there, however it is protected by the Veil of Sleep. When ever someone wakens or falls asleep they pass through the Veil of Sleep, those passing through the Veil on the way to waking up tend to not remember their dreams. Things created in Yume-do stay there, held back by the Veil of Sleep. Even the Fortunes dream so it is better that Yume-do holds back the stuff of dreams and isn't a jealous Realm or all of us would all succumb to its power.
Piercing the Veil: Water kami can press through the Veil with little effort, so Water magic is good with communicating between the Realms close to it. Powerful maho magic can tear through the Veil, luckily Yume-do's nature prevents the Taint from spreading, but the energy of Jigoku are highly disruptive. Maho can't permanently harm the Veil of Sleep, it can damage it enough though to allow material and creatures both native and non to escape, even if they have yumei.
Kitsu creatures are adapt at this and may make a Will save DC 15 upon waking to recall the night's events without the Veil's interference.
Dreaming: All who live dream, it is the act of passing one's mind through the Veil of Sleep and into Yume-do, creating a small pocket for themselves. A sleeping mind generates baku to populate their dreams, these baku act as appropriate to the dream, but cannot escape. While dreaming the sleeper is not fully in Yume-do, even if an Ashura or Baku no Oni were to enter the dream and torture, main and finally kill a dreamer, no harm would come to him--he would simply awaken early as from any nightmare. Only Nezumi believe that if you die in a dream you will suffer a horrible fate within a day of awakening, through this tradition seems unique to them.
Life and Yume-do: Yume-do is a cornerstone of live, every living creature outside of Toshigoku makes the journey countless times. Each time, the dreamer passes through the Veil of Sleep they leave a bit of themselves behind, but they never fully enter the Realm either.
Control: Yume-do's Control is known as yumeji, the more yumeji accrued the harder it is to pass through the Veil of Dreams, but those who remain in their dreams can exercise more control.
1: This is the most yumeji that someone can collect and still live a normal life. Characters awaken from this level of sleep are groggy (treat as staggered unable to take a full round action, being forced to chose between taking a move or a standard action; also nonlethal hits equal to your hit points) and not able to function at their optimum level. All natives of Yume-do have at least this level of Control over them. You are under the influence and protection of Yume-do giving you a +10 yumeji bonus to any roll to resist Control from another Realm (including Taint). This also includes actions that grant Control as a side effect--casting maho is now difficult. You must pass a Spellcraft Check DC 20+ 5x your yumeji rank each time you wish to cast a maho spell or else it automatically fails. While in Yume-do time passes at 1/10th the normal rate.
2: You have developed an affinity for dreams, with this rank natives of Yume-do have sentience, characters with this level of yumeji require twice the normal amount of sleep (at least 6 hours; for a total of 12 hours each night). At this level you become immune to Control from any other Realm, but crossing the Veil of Dreams is hard; you must first pass a Will save DC 25 and when leaving Yume-do you become groggy (treat as staggered unable to take a full round action, being forced to chose between taking a move or a standard action; also nonlethal hits equal to your hit points). Characters can try shaking off the grogginess every 1/4 hour with a Will save (DC 25).
3: Characters with this level of yumeji can't function properly in other Realms, they constantly sleep if left to their own devices and are groggy if forcibly awakened, as the Veil refuses to let them go. Also at this level you start to shed other Realm's Control. Your senses in Yume-do are expanded; halving the DC to locate creatures and objects in Yume-do. Every week that you remain in Yume-do you lose 1 level of Control from another Realm (or 5 points of Taint). Characters with this level of yemji have the ability to see in the past or future, but only in Yume-do; gaining useful information requires a successful Scry Check. For a week (into the past or future) the DC is 25, for a month the DC is 40, for a year the DC is 55, for 10 years the DC is 70 and for beyond that the DC is 90. A failed roll confuses the perceptions of the character and the ability may not be used for a full day afterwards.
4: You can't leave Yume-do, your mortal body dissipates and henceforth you are merely a dream in other Realms. Those with this level of Yume-do speak in cryptic puzzles, saying little that they do not have to. You may cast a scrying spell on any creature that has less yumeji than you do as a spell-like ability with your caster level equal to your effective character level. You don't need a pool of water, but can use the foggy backdrop of Yume-do. You may control baku with your voice, they can't disobey you and must follow your commands, even self destructive ones. If a baku is given contradictory orders by another with this level of yumeji it may decide for itself what to do. One can see the Realm more precisely, twice as far into the past or future. Seeing events outside of Yume-do is tough and at only 1/10th the normal range, but now possible.
5: You are a near god in Yume-do, but out of Yume-do you barely exist. Characters this tied to Yume-do are barely comprehensible by those without significant amounts of yumeji. This level is extremely rare, the only known way to attain this is through the reality-defining power of Name magic, the exclusive province of the Nezumi race. Other methods exist, but no one who knows them is willing to share them. The true power is that all living beings possess--creation. You can create baku with your thoughts and they can be anything you wish, but they can't exist outside of your presence unless they develop yumeji on their own and only baku you create with personality traits and ideals similar to yours have a chance of developing independence. The GM should treat yemji as a reward. Those who possesses it are both chosen and cursed by the Realm of Dreams. Yemji is difficult to acquire, some magic can grant yemji; Nezumi name magic or Naga pearl magic. Because there is no consistent method for humans to acquire yemji few live in Yume-do. The DM should only allow PCs to acquire a level or two of yemji and yemji level 5 can't be accumulated, it must be earned. Characters with high yemji will become NPCs just like those lost to the Taint. Those with yemji at this level allows one to affect times other than the present. On a Spellcraft Check (DC 35) the character can attempt to reach though with any Name spell (any spell cast by a Nezumi sorcerer or shaman) or Water spells he may possess. These spells may no cause direct harm to any object or creature. The target must be first perceived as per the scrying rules above. If the Spellcraft Check fails the spell is still considered cast though it has no effect.
No protection is needed from yemji. Those who do not wish its Control can simply will it away, but for the willing even jade can't stop them from gaining yemji.
Yemji doesn't allow another Realm's Control even Taint can't be spread or increased (except voluntarily) by those under Yume-do's sway. Natives to Yume-do are immune to Control by other Realms and those with only 1 level of yemji are protected from any other Realm. Baku are the exception since they are formed out of dreams they carry many of the qualities of the Realm with them. Baku (except for Baku no oni) are vulnerable to the Control of other Realms and may use jade as normal, but there is no substance that exists to protect Yume-do natives in particular.
Abilities: Yumeji grants many abilities to those who have taken within themselves some of Dream. Command over baku, protection from other forms of Control, and even the ability to alter time lies within yemji. These abilities are detailed under the Control section.
Magic: The magic of all races, except for that of Nezumi, are typically unaffected. Human, Naga and other non-Nezumi races cast their spells in Yume-do without any changes, but a spell that would put someone to sleep won't work in Yume-do. In Yume-do all spells cast by a Nezumi sorcerer or ratling shaman gain the effect of 4 levels of metamagic feats without penalty.
Nezumi Transcendent have 5 levels of yemji and are the Nezumi equivalent of gods with power comparable to that of the Fortunes. Unsurprisingly, the Transcendent favor the Nezumi. They have bent reality to extreme lengths for the Nezumi. All Nezumi carry a little yemji with them rending them immune to the Taint.
Within Yume-do there are different worlds, almost all have an Empire and an Emperor, but with some subtle variations. Finding these world is a DC 45 check as per the traveling rules given above. Finding Akasha is a DC 28 Check as per the traveling rules given above. It lies deep in Yume-do and the racial soul, the Akasha, is stored in the Qatol's Palace. All Naga return to the Akasha upon death and are reborn. The Akasha itself has yemji, which has manifested as infertility of the majority of the Naga in other Realms (especially Ningen-do) Without a way to leave Yume-do, this could be the end of the Naga living in other Realms, as a scant percentage of the populace can reproduced each generation.
the mortal Realm (the Prime Material Plane). It is the physical world where
the empire of Rokugan is located. It stands at the center of the Spirit
Realms, it serves as a testing ground for souls and the primary buffer against
the evil of Jigoku. When the immortals fell from heaven they landed in Ningen-do
and lost their immortality (Fu Leng ripped a hole through Ningen-do and
ended up in Jigoku).
Close Realms: Chikushudo, Gaki-do, Meido, Sakkaku, Yomi, Yume-do and Jigoku.
Distant Realms: Tengoku the only known passage from Ningen-do to Tengoku is in the throne room of the Imperial Palace. Toshigoku is also distant from Ningen-do.
Barred Realms: None
Death and Ningen-do: Those who did well in life but didn't fulfill their destiny are often reincarnated in Ningen-do as humans. Those who did badly might end up in Chikushudo and those who sinned greatly could end up in Jigoku, Gaki-do, or Toshigoku, but all souls from Ningen-do go to Meido first where Emma-O determines their fate.
There are several other passages from other Realms to Ningen-do, there have been no cases of spontaneous transition from another Spirit Realm to Ningen-do.
Jealousy: Ningen-do is very jealous. After 10 minutes spent in Ningen-do a creature must make a Fort save or accrue 10 points of Mortality. The DC starts at 15, but increases by 5 for every ten minutes, regardless of the results of the Fort save. All human, Nezumi, Naga characters and most creatures in Ningen-do are assumed to have at least 5 levels of mortality. Only spirits need protect themselves from Mortality, and they often go to great lengths to do so. Dead spirits such as gaki, Toshigoku and the blessed ancestors are immune to Mortality. Some Fortunes and certain Elemental Dragons seem to have discovered a way to ignore Ningen-do's Mortality for short periods allowing them to visit unhampered. The only known cure for Mortality is death and reincarnation.
5: You are now a native of Ningen-do losing any ranks of Control from other Realms, except for the Taint of the Shadowlands. If you have the spirit subtype you lose this as well.
|1 Unit = 15 minutes||3 Units = 30 minutes||5 Units = 33 minutes|
|2 Units = 25 minutes||4 Units = 32 minutes||Each additional Unit = +1 minute|
|Deniznes of Ningen-do protect themselves from
control by other Realms by carrying slivers of jade. A sliver at least 1"
long and 1/2" thick is considered to be 1 Unit.
Abilities: Each hour spent outside the Realm of Ningen-do you must make a Will save DC 10 or immediately be dragged back to the mortal realm. Each hour the DC drops by -2. This save can be failed voluntarily. While useful for finding one's way home it can make protracted exploration of the Spirit Realms difficult (certain powerful magic may permanently remove this ability).
Oriental Table of Contents
Oriental Table of Contents