# Legend of the Golden Soul > [!warning]- > This page is a work in progress. Information on this page is subject to change. %% - [ ] Add new spells - [ ] Soulbinder class - [ ] Circle of the soul druid subclass - [ ] Finish illnesses and diseases - [ ] Religious influence on lands - [ ] Faction maps %% # _Legend of the Golden Soul_ ## Geography _Yanis Chronicles: Legend of the Golden Soul_ primarily takes place in the realm of [[Wayan]]; but may occasionally tap into the surrounding realms of [[Lei-Sheng]], [[Remora]], and [[Yavel]]. There are three major regions within the realm of Wayan: - [[Gohyanggun]], a large island group of nations which is home to the people of the far north. - [[Inazuma]], which lies southeast of Gohyanggun, is the largest island body (often considered the main lands of Wayan). Inazuma holds several domains that will be the main focus of this campaign—see detailed information for each nation below. - [[Mami]], is the third region of Wayan and is a small archipelago located southwest of Inazuma. ### Inazuma Domains During _**The Age of The Golden Dawn**_, Inazuma split into 5 distinct nations or domains: 4 outer domains called _the cardinal domains_ and one central domain housing the capital city where the empress reigns. All 5 domains serve [[Hoshitama Uraka]], the empress of the [[Hoshitama Dynasty|Hoshitama (星魂) Dynasty]]. #### Yamagame To the north, lies the nation of [[Yamagame]]. Yamagame is the most remote of the four cardinal domains and is made up of massive island prefectures. It is home to cold and quiet forests, sacred mountains, fog-cloaked island valleys, and pristine lakes and is known as the dragon’s “head" or "crown" of Inazuma. Much of Yamagame is untamed and many wild beasts and monsters roam much of the northern lands. Few venture north without a guide. Yamagame is the most 'detached' domain of the four cardinal domains with no direct land-route connecting it to Gojinmuji or the empress. #### Fudaija [[Fudaija]] is the vast eastern domain of Inazuma which curves out into the [[Yearning Sea]]. It boasts rocky, cliff-laden, and storm-lashed shores, vast bamboo forests, lush river valleys, remote monastic retreats, and quaint tea-growing villages. Despite being storm-stricken nation, there are many regions of Fudaija that are developed due to the early pilgrimage of the [[Pavoni]] people. The eastern domain gradually calms as it reaches Gojinmuji. The empress clan and [[Urachi]] are represented by the golden kirin crest. A crest which depicts the mythical kirin surrounded by stars. #### Kumomeko The western territory of [[Kumomeko]] is a land which stretches into the [[Dawn Sea]], and is lined with green coasts and bustling ports. It also holds a number of lush jungles, volcanic hot springs, orchards, and several pristine lakes. It is also said that this domain is often filled with dense, lingering fog and mist. Kumomeko shares an eastern border with Gojinmuji and a northeastern boarder with Yamagame. #### Honofuou Last of the four cardinal domains, to the south, lies the winding tail of Inazuma, the domain of [[Honofuou]]. Honofuou is known for it's coastal mountains and steep, rocky plateaus deeper south as well as its dense forests, and misty river and lake laden valleys to the north. This winding mountain-laden domain is also rich with volcanic activity. Honofuou shares a northern border with Gojinmuji. #### Gojinmuji The final domain of Inazuma, the domain of the golden beast, Gojinmuji sits at the center of the other four cardinal nations. This central nation is comprised of very little land when compared to the other domains. Most of the land in this domain circles the massive [[Lake of Light]]. In Gojinmuji, you will find picturesque mountains, verdant forests, and tranquil island landscapes. It is a peaceful land, protected from most storms but is subject to earthquakes time and again. Within this domain sits the empress. Despite being the home to the empress, and despite having the imperial house and subservient clans residing within its borders, Gojimuji is held to the same laws and standards as the surrounding domains. ## History ### The Age of Tranquility (700 – 1211 NY) Inazuma functioned with little to no rulership or government oversight. Townships and settlements across Inazuma handled disputes at local levels—with rarer, grander disputes evolving into intense conflicts or brief civil skirmishes. This age was a relatively peaceful time for most across the realm and life prospered—hence the name, Age of Tranquility. The Age of Tranquility is also the age when art, poetry, and religion flourished. Epic quests and adventures during this time would later become myths and would drive many of the morals and principles shared by the people of Inazuma. However, The Age of Tranquility eventually unraveled as the number of large disputes between neighboring clans grew. Disputes over land, power, beliefs, and ancient relics eventually became commonplace and Inazuma was thrown into a brief age of chaos. ### The Age of Disunity (1211–1442 NY) After generations of in-fighting, a grand divide developed between the people of Inazuma. Three families fought diligently to seize control of the island during this time. First, there was the northern-based [[Wagenji]] family. The Wagenji descended from Inazuma aborigines called the [[Uijin]]—the first native people to walk the islands of Inazuma. The Wagenji believed the Uijin to be the rightful leaders and rulers of Inazuma as they were the first people to inhabit the land. Second, the Hoshitama family. The Hoshitama the newcomers. They were wealthy and powerful family that originally hailed from lands far to the east of Inazuma, across the [[Pavonine Ocean]]. The Hositama family was a family of elves who traveled to Inazuma with the intention of assimilating. Their past was unknown and mysterious but they showed great kindness and compassion to the natives. They aimed to unite the people of Inazuma through their desire to end all violence and needless death. The final family, the [[Heiwani]] family, began as peasant farmers in the south, but became skilled with blades and other make-shift weapons. The Heiwani family eventually became a powerful force of warriors who challenged the Wagenji and Hoshitama family for leadership and control. With cunning, resolve, and compassion, the Hoshitama family were able to hire and sway ronin from notable regions across Inazuma and leveraged their talents to win several battles. Eventually, the fighting yielded under the leadership of the Hoshitama family and the Age of Golden Dawn began with the first empress, [[Hoshitama Senni]]. ### The Age of Golden Dawn (1442–1969 NY) Hoshitama Senni ruled Inazuma from the former capital Hajimechi for nearly 450 years before dying during a raid on the capital. Most of the capital was burned and eventually, Senni's sister, [[Hoshitama Uraka]], was anointed empress. Many speculate that one of Hoshitama Senni's shogun planned the attack—most accused being Honofuou Himeka—though no evidence of confessions have surfaced to back these accusations. Now, The Age of Golden Dawn is in danger of returning to a period of violence. With the shogun at each other's throats over the death of Empress Senni, will Uraka be able to maintain peace? The campaign kicks off on Ifril 17, 1969 NY—roughly 1200 years prior to the events of Yanis Chronicles: Origins. ## Illnesses ### Tasmia The horrific, arcane disease, tasmia spreads through eastern and northern Inazuma. ## Factions & Figureheads ### Inazuma Factions #### The Yamagame Clan The Black Tortoise Clan of the North is led by Lord [[Yamagame Genbushi]]. He is an older shogun and is rarely seen in Gojinmuji. Making the journey has been difficult for him in his later years; and so, he send his twin heirs, [[Yamagame Moro|Moro]] and [[Yamagame Kana|Kana]] in his stead. The Yamagame family and region are represented by a black crest depicting a tortoise and a mountain. The Yamagame clan is very reclusive. They struggle with the surviving [[Wagenji]] clan and the local [[Uijin]] people since Empress [[Hoshitama Senni]] put the Yamagame in power. Houses which serve the Yamagame clan are: - House Sakura-no-miya (cherry blossom) - House Shikanami (deer) - House Nishikigawa (koi) - House Momo-ya (peach blossom) #### The Fudaija Clan The Blue Wind Serpent Clan of the East's ruling shogun who presides over all of Fudaija is [[Fudaija Ryosho]]—a stern, reclusive, master swordsman. The clan crest depicts a blue sky serpent. Most of the Fudaija clan and their respective houses are comprised of [[Pavoni]] people who ventured to Inazuma over one thousand years ago. Houses which serve the Fudaija clan are: - House Kaede-Take (bamboo) - House Tsuruya (crane) - House Kani-sho (crab) - House Renge-ji (lotus) #### The Kumomeko Clan The White Tigeress Clan of the West's ruling shogun is Lady [[Kumomeko Tomoe]], a renown duelist and expert martial artist. Tomoe is known for her war tactics and strategy. Her husband, and shikken, [[Kumomeko Shira]], is a fierce martial artist. The Kumomeko family and regional crest is that of a white tigeress nestled in a grove of trees. Houses which serve the Kumomeko clan are: - House Shirakashi (white oak leaves) - House Kogane-mushi (horned beetle) - House Tonbo-giri (dragonfly) - House Saru-jima (monkey) #### The Honofuou Clan The Vermillion Bird Clan of the South has shogun Lady [[Honofuou Himeka]]. She is a ruthless warrior and is fiercely loyal to the empress. Her clan is represented by a vermillion firebird wreathed in flame. The Honofuou clan and subservient houses both clash and are made up of some Heiwani descendants. Empress Hoshitama Senni knew Honofuou Himeka would be able to quell the unrest in the south—so she appointed her fiercest shogun for the task. Houses which serve the Honofuou clan are: - House Kamezato (snapping turtle) - House Kaeru-no-shi (frog) - House Icho-sen (gingko leaf) - House Unagira (eel) #### The Hoshitama Clan The Hoshitama Clan was one of the first families to seize power during The Age of Disunity. Not much is known about their time before that age. Despite their mysterious lineage, their kindness and grace has seemingly won the hearts of many across Inazuma. With Empress Hoshitama Senni's death, her sister Hoshitama Uraka must take the mantle and lead the Hoshitama Clan. Very few houses hold the honor of serving the Hoshitama clan directly. Here are the notable few: - House Harushin (halcyon) ## Faiths & Pantheons #### Soul of Amatsura Sometimes referred to as _The Radiant Soul of Amatsura_, or _Radiant Amatsura_—if mentioned casually—followers of Amatsura believe in [[Owa]]: the pure lands or original lands. It is said that Amatsura will guide their followers to Owa where they may all live eternal in peace and harmony—beyond the reaches of greed, hunger, corruption, and desire. #### Sutras of the Scarlet Sky Monks and warriors who follow Sutras of the Scarlet Sky (S-S-S) act as though they are an extension of nature. They train to be as fierce and devastating as the lighting they worship. S-S-S followers are seen as zealots. Like lighting, they act quickly without a second thought and never reflect upon their past. They are to move forward and strike with ferocity—action is life, hesitation: death. #### Creed of Harmony (All-Children) A pacifistic and peaceful religion, all-children are practitioners and worshipers of zen. Above all else, they believe in the principles of Zen-Yana: bringing zen and balance into one's soul. Practitioners of the Creed of Harmony also belief that all are connected both by their actions, and their beliefs. %% Inspired by Zen Buddhism. %% #### The Virtuous (Those of Five Virtues) The Virtuous are a group that teeters between school and religion. They are seen as philosophical monks who practice abide by _the five heavenly virtues_: - benevolence - propriety - righteousness - sincerity - wisdom %% [Inspired by Confucianism.](https://en.wikipedia.org/wiki/Confucianism) %% #### Veilstriders A religion brought to Inazuma by the Pavoni people who hail from across the Pavonine Ocean. Veilstriders worship the _Sacrament of the Old Ways_ and preach about reprieve and reverence. They wear strange, black robes and look somewhat alien to the rest of the figures in this setting. Tenets from 'The Old Ways' - Basic beliefs (the faith itself) - How to live (morality) - How Veilstriders worship (liturgy) - Prayer %% Veil of Amnesty Venerate: to regard or treat with reverence; revere. vehement %% ## Societal Hierarchy There are strict roles within Wayan society. Your role is determined by your character's background, backstory, class, and species. 1. **Shogun & Bakufu (Military Government)**: At the very top was the Shogun, establishing a military government (Bakufu) in Kamakura, distinct from the Imperial Court in Kyoto. 2. **Samurai (Warrior Class)**: The ruling elite, granted land (fiefs) by the Shogun for military service, forming a powerful lord-vassal system. 3. **Farmers (Peasants)**: Considered vital and ranked above artisans/merchants because they produced food, though often impoverished by taxes. 4. **Artisans**: Craftsmen producing necessary goods, ranked below farmers. 5. **Merchants**: Traders and moneylenders, viewed as lowly because they profited from others' work. 6. **Burakumin**: An outcaste group performing undesirable tasks, excluded from the main hierarchy. ## Rules ### Character Options #### Character Name Options There are several options for naming your characters in this setting, but your character's name should be inspired by Japanese names. Here are several resources to help you name your character so that they fit in with the setting of the story: - Information regarding Japanese names: [Sengoku Daimyo Names](https://sengokudaimyo.com/japanese-names) - You may optionally roll for a name using one of these tables: - [[Japanese Names#Female Names|Female Japanese Names]] - [[Japanese Names#Male Names|Male Japanese Names]] - Use Fantasy Name Generator for inspiration: - [Edo Period names](https://www.fantasynamegenerators.com/edo-japanese-names.php) - [General Japanese names](https://www.fantasynamegenerators.com/japanese-names.php) Your character may alternatively have a foreign name or species-centric name if they come from another realm or are from a family with a strong sense of species-centric culture. #### Hit Point Growth **⚠ You may not change your hit point growth method once chosen.** At the start of the campaign, you may choose either _**manual**_ or _**fixed**_ hit points. Regardless of your choice, all players will automatically receive max hit points for the first two character levels. #### Leveling Up _**In addition**_ to meeting the GM's set XP requirement for each hero, the party will _**also**_ need to complete a number of missions and quests to advance to their next level. See the level advancement requirement table below: | **Levels** | **Requirements** | | ---------- | ------------------------------------------------------------- | | Level 1 | — | | Level 2 | 10 Quests + 900 XP per Hero + Milestone Story Achievement | | Level 3 | 15 Quests + 2,700 XP per Hero + Milestone Story Achievement | | Level 4 | 15 Quests + 6,500 XP per Hero + Milestone Story Achievement | | Level 5 | 20 Quests + 14,000 XP per Hero + Milestone Story Achievement | | Level 6 | 20 Quests + 23,000 XP per Hero + Milestone Story Achievement | | Level 7 | 20 Quests + 34,000 XP per Hero + Milestone Story Achievement | | Level 8 | 20 Quests + 48,000 XP per Hero + Milestone Story Achievement | | Level 9 | 25 Quests + 64,000 XP per Hero + Milestone Story Achievement | | Level 10 | 25 Quests + 85,000 XP per Hero + Milestone Story Achievement | | Level 11 | 25 Quests + 100,000 XP per Hero + Milestone Story Achievement | | Level 12 | 25 Quests + 120,000 XP per Hero + Milestone Story Achievement | | Level 13 | 30 Quests + 140,000 XP per Hero + Milestone Story Achievement | | Level 14 | 30 Quests + 165,000 XP per Hero + Milestone Story Achievement | | Level 15 | 30 Quests + 195,000 XP per Hero + Milestone Story Achievement | | Level 16 | 30 Quests + 225,000 XP per Hero + Milestone Story Achievement | | Level 17 | 35 Quests + 265,000 XP per Hero + Milestone Story Achievement | | Level 18 | 40 Quests + 305,000 XP per Hero + Milestone Story Achievement | | Level 19 | 45 Quests + 355,000 XP per Hero + Milestone Story Achievement | | Level 20 | 50 Quests + 475,000 XP per Hero + Milestone Story Achievement | #### Multiclassing Multiclassing is available and optional (must follow prerequisites). #### Starting Ability Score Options You may either choose _**standard array**_ or _**point buy**_ for your characters starting ability scores. #### Starting Equipment Standard starting equipment only—no _**gold buy**_. ### Combat & Damage #### Called Shots A character must elect to make a _called shot_ before they roll to hit or do damage. The DM will have the player roll an additional check before they roll to hit. #### Critical Hits Characters cannot roll 1s on a critical hit—all 1s must be re-rolled. The total of rolled damage is doubled upon a critical hit. #### Fall Damage Fall damage is now 1d6+6 bludgeoning damage per 10 feet and does not cap at 20d6. #### Glancing Blows When an attack of any kind meets a defending creature's AC score, the attack becomes a glancing blow and the defending creature takes half damage instead. This rule applies to spell saving throws as well. #### Lingering Injuries Lingering Injuries are potentially long-term injuries. A creature might sustain a lingering injury under the following circumstances: - a creature suffers a critical hit; and/or, - a creature suffers [[#Massive Damage|massive damage]] and fails its [[Abilities#Constitution|constitution saving throw]]. - See the lists for potential [[Lingering Injury Tables|lingering injuries]] by damage type. #### Massive Damage When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw or suffer a [[Lingering Injury Tables|lingering injury]]. If the creature rolls a natural one on its saving throw, it suffers from _system shock_ and must also roll on the [[#System Shock|system shock]] table. #### System Shock When a creature takes **_massive damage_**, and rolls a natural one on its [[Abilities#Constitution|constitution]] saving throw, it suffers a random effect determined by a roll on the System Shock table (seen below). ##### **System Shock Table** | **d10** | **Effect** | | ------- | ------------------------------------------------------------------------------------------------------------------------- | | 1 | The creature drops to 0 hit points. | | 2–3 | The creature drops to 0 hit points but is stable. | | 4–5 | The creature is stunned until the end of its next turn. | | 6–7 | The creature can’t take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn. | | 8–10 | The creature can’t take reactions until the end of its next turn. | ### Downtime Activities Characters may engage in downtime activities while they rest if: - they are not afflicted with [[Conditions|status conditions]]; and, - they are not afflicted with a [[#lingering injury]] that impedes them. Downtime activities can be performed over an 8 hour period meaning: - 1 check can be made on a short rest; and, - a maximum of 10 checks can be made on a long rest. - In order to succeed on a downtime activity check, you must meet or beat the set DC. You may roll with advantage if one party member contributes to the roll by providing the help action (effectively forfeiting one of their own downtime activity rolls). ##### Example Downtime Activities - Acts (clearing debris, mining, delivering goods, etc.) - Crafting ([[Alchemy|alchemy]], tinkering, smithing, etc.) - Identifying items (requires a DC 13 Arcana check and consumes one roll) - Researching (geography, religion, history, etc.) - Skill training (language study, tool proficiencies, etc.) ### Honor Honor measures not only a character’s devotion to a code but also the character’s understanding of it. The Honor score can also reflect how others perceive a character’s honor. A character with a high Honor usually has a reputation that others know about, especially those who have high Honor scores themselves. Unlike other abilities, Honor can’t be raised with normal ability score increases. Instead, the GM can award increases to Honor—or impose reductions—based on a character’s actions. At the end of an adventure, if the GM thinks a character’s actions in the adventure reflected well or poorly on his or her understanding of the code, they can increase or decrease the character’s Honor by 1. As with other ability scores, a character’s Honor can’t exceed 20 nor can it fall below 1. **_Honor Checks._** Honor checks can be used in social situations, much as Charisma would, when a character’s understanding of a code of conduct is the most defining factor in the way a social interaction will play out. You might also call for an Honor check when a character is in one of the following situations: - Being unsure how to act with honor - Surrendering while trying to save face - Trying to determine another character’s Honor score - Trying to use the proper etiquette in a delicate social situation - Using his or her honorable or dishonorable reputation to influence someone else **_Honor Saving Throws._** An Honor saving throw comes into play when you want to determine whether a character might inadvertently do something dishonorable. You might call for an Honor saving throw in the following situations: - Avoiding an accidental breach of honor or etiquette - Resisting the urge to respond to goading or insults from an enemy - Recognizing when an enemy attempts to trick a character into a breach of honor ### Resting During rest, a character may spend adequate time recovering or tending to their wounds. For all rest types, it is important that characters aren't interrupted. If characters spend 1/8th of their total rest time performing ***strenuous activity*** (such as walking, fighting, casting spells, or similar adventuring activity), they must restart the rest cycle to gain benefits from it. Additionally, a character must have at least 1 hit point at the start of the rest to gain its benefits. #### Recovery Actions During any length of rest, a character may perform one ***recovery action***. Regardless of the action chosen, a character may recover 1d4 plus their constitution modifier as hit points upon expending the physical materials to successfully perform said action. For example, if a character wishes to eat a meal as a recovery action, they'd expend at least 🅢5 worth of food and successfully complete their recovery action. For recovery actions that require skill checks, such as a [[Abilities#Wisdom Checks|medicine check]], the DC is always 10—meaning there is the potential to fail the recovery action and loose the materials offered. However, on a natural 20, the character will be rewarded as if a critical and will reroll 1s and double the final roll's value. Additionally, the character will receive ***inspiration***. ##### Example Recovery Actions Eating a meal. - Requires at least 🅢5 worth of food. Tending to wounds with a successful [[Abilities#Wisdom Checks|medicine check]]. - Requires at least 🅢5 worth of bandages, medicinal herbs, or first aid supplies. Meditating, communing with nature, praying, etc. - Requires at least 🅢5 worth of incense, trinkets, totems, offerings, etc. #### Quick Rests A period of downtime lasting at least 1 hour. Characters may benefit from two quick rests per short or long rest. #### Short Rests A period of downtime lasting at least 8 consecutive hours where a character must sleep for at least 6 hours but may perform no more than 2 hours of light activity (such as reading, talking, eating, or standing watch). Characters may benefit from one short rest in a 24-hour period. Upon completing a short rest, a character recovers spells, up to their proficiency bonus in spell slots, and can spend one or more Hit Dice, up to the character's maximum number of Hit Dice (which is equal to the character's level). > [!info]- Rolling Hit Die/Dice > - For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). > - The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a ***long rest***, as explained below. > [!info]- Recovering Spell Slots > - You automatically recover spell slots equal to your proficiency bonus. > - For example, if your proficiency bonus equals 3, you may choose to recover one third-level spell slot, a second-level spell slot and a first-level spell slot, or three first-level spell slots. #### Long Rests A period of downtime lasting at least 5 consecutive days where a character avoids ***strenuous activity*** (mentioned above). Characters may benefit from two long rests per month. Upon successful completion of a long rest, characters regain 1d4 plus their constitution modifier per day of long rest. At the end of a long rest, a character regains all Hit Dice. ### Weapon Names #### Replacement Weapon Names | **Weapon** | **Japanese alternatives** | | ------------ | ------------------------- | | Battleaxe | _masakari_ | | Club | _tonfa_ | | Dagger | _kozuka_, _tanto_ | | Dart | _shuriken_ | | Flail | _nunchaku_ | | Glaive | _bisento_, _naginata_ | | Greatclub | _tetsubo_ | | Greatsword | _nodachi_, _uchigatana_ | | Halberd | _kamayari_ | | Handaxe | _ono_ | | Javelin | _uchi-ne_ | | Lance | _umayari_ | | Longbow | _daikyu_ | | Longsword | _katana_ | | Mace | _kanabo_ | | Pike | _nagaeyari_ | | Quarterstaff | _bo_ | | Scimitar | _wakizashi_ | | Shortbow | _hankyu_ | | Shortsword | _wakizashi_ | | Sickle | _kama_ | | Spear | _yari_ | | Trident | _magariyari_ | | War pick | _kuwa_ | %% DM NOTES 電光 稲妻 幽鬼 霊 龍 Inazuma: 稲妻 Gendoki-han 玄土龜藩 Kadora-han 霞虎藩 Aokiba Suchou-han 朱鳥藩 Shuzakuba Kurabekko Aokiba Kumotora Yokotori Aokiba, The Blue Serpent Clan of the East Kumotora, The White Tiger Clan of the West Kurabekko, The Black Tortoise Clan of the North Shuzakuba, The Vermillion Bird Clan of the South Urachi Yamagame 山龍亀 Fudaija 風大蛇 Kumomeko 雲雌虝 Honofuou 炎鳳凰 Gojinmuji 光神夢地 %%