The core rules — abilities, combat, the Three Ways and Six Hearts, and the Spirit Realm.
A small domain drifts into the Spirit Realm — the flagship five-chapter campaign.
Schools, techniques, backgrounds, and traits — a sweeping expansion of character builds.
Play in the Edo era — factions, classes, a bestiary, and campaign frames.
A gazetteer that reads the Sengoku world, its people, and its yokai as pure flavor.
One foreign traveler's record of the provinces: land, roads, customs, and rumors.
Identity sets and depleted resources for people spirited from the present into Sengoku Japan.
Scene tools for reading Sengoku castles as assault, defense, infiltration, and ruin-exploration zones.
The gods of Japanese myth and a five-tier divinity system.
Four centuries of Heian elegance — and its shadowed underside.
Confucian, Buddhist, Zen, and Daoist thought — a guide to the heart of the Three Ways.
The dark side of the Three Ways — playing villains and the path of corruption.
The nature of yokai, ghost-story lore, enhanced data, and yokai PCs.
Chronicles of historical sword masters and new swordsmanship schools.
Famous arms and their bearers, curses and devotions.
A ready-to-use Sengoku NPC register and build-verification harness.
People on the Stage
Those who prevent in advance
Name, blood, and roof
Outlander arms
Kaguya-hime and the five treasures
Wildlander supplement
Composing waka, renga, haiku, and jisei
Prayers and hymns
The road beyond 10th dan
The one-ma duel