#Faction Map (勢力圖, Factions)
Contents
The concrete factions of the Sengoku age. Each faction has its own name, leader, philosophy, and troops.
Related Entries: World Overview · Unit Grades · Yoma Bestiary
#Faction Trait Rules (陣營基盤, Faction Traits)
#Scent
Even if they carry the same spear, a Kagura spearman and a Hiei warrior monk are different. Even if it is the same oni club, one from Shuten Mountain is different from one carried by a wandering oni. A Faction Trait is the fundamental trait shared by every unit belonging to a faction: the form that faction's philosophy takes on the battlefield.
#Law
| Item | Rule |
|---|---|
| Definition | A passive trait of the [aptitude] type held by each faction. Minion through Elite units have it built in as a unique trait; lord-grade units treat it as a technique. |
| Minion~Elite | The Faction Trait is a unique trait of units from that faction. No separate slot required. Always active. |
| Lord-Grade NPC | Place the Faction Trait in 1 regular technique slot. Treat it as an aptitude. |
| PC Acquisition | On joining a faction, acquire it by replacing 1 regular technique or background technique slot. |
| Acquisition Timing | At character creation, or when joining a faction on rank-up (odd-numbered dan). |
| Limit | A character may have only 1 Faction Trait at the same time. On changing factions, lose the old Faction Trait and acquire the new faction's Faction Trait (replaced without spending another slot). |
| Leaving | On leaving the faction, lose the Faction Trait. The spent technique slot does not return (empty slot). |
#Faction Relationship Map
Muhyeon Band ─── Biu Mountain (tension)
(neutral/judgment) │(smuggling)
│ │
Hiei League ◄── hostile ──► Kagura Domain ◄── allied ──► Sakai Guild
(sealing/purification) (military hegemony) (funding/supply)
│ │ ╲ │
│allied hired│ ╲requests smuggling│
▼ ▼ ╲ │
Ikko-ikki Fuma Band Kunitomo Guild │
(popular uprising) (espionage/assassination) (arms production)
│
═══════════════ humans ═══════════════════════════════════╪═══
═══════════════ yoma ═════════════════════════════════════╪═══
│
Shuten Mountain ──── hostile ──── Hiei League Biu Mountain ◄┘
(oni host) (yoko/deception)
│ │
│ domination disruption │
▼ ▼
Ibuki Garden Hannya Altar human society
(poison/spiders) (onryo/curses)
│
Throne of the Spirit Realm
(world erosion)
#Human Factions
#Kagura Domain (神樂藩)
#Scent — Land of Blades and Drums
The strongest military power in the Sengoku age. The domain lord, Kagura Nobutsuna (神樂信綱), declares that "destroying yoma is the legitimacy of unifying the realm," and expands his territory under the banner of an exorcism war. Kagura ashigaru truly are elite among elites, and no one matches them in battle-line tactics.
Yet whether the lord's true purpose is exorcism or hegemony is something even his closest retainers do not know. Under the grand cause that "if yoma are destroyed, the realm will know peace," he is annexing one daimyo house after another.
#Law
- Three Ways and Six Hearts: Way of Rites (禮道) — surface Loyalty (the cause of exorcism), underside Hegemony (territorial expansion). "They believe they fight for justice, but that justice is turning toward hegemony."
- Base: Kagura Castle (mountain castle, 5-story keep)
- Leader: Kagura Nobutsuna — lord-grade. Courage +3, Wisdom +2, Presence +1. Samurai/scholar dual build. "A man who holds both blade and book."
#Faction Trait
[Aptitude] Regular Military Discipline (正規軍律)
Kagura Domain soldiers boast the finest discipline in the Sengoku age. Their lines do not break, and they do not retreat without orders.
Effect: When an allied squad in the same zone suffers a Cohesion reduction effect, reduce that reduction by -1 (minimum 0 reduction). Applies to all Cohesion loss, including roars, fear, and morale reduction.
Additional Effect (Standard-Bearer Built In): Kagura Domain squads innately have the standard-bearer squad effect. Cohesion remains uniform across squads of the same army, and the army functions without external morale support. For that reason, Kagura Domain does not operate separate standard-bearer squads. Discipline itself is the banner.
When Acquired by a PC: Applies to the entire squad you command. "Military discipline is in your bones."
#Unique Troops
| Unit Name | Grade | Wounds | Defense | Weapon | Special |
|---|---|---|---|---|---|
| Kagura Elite Spearman (神樂精銳) | Minion | 1 | 12 | yari (2 Energy) | Defense is higher than ordinary ashigaru. Cohesion 4 (ordinary 3). |
| Kagura Cavalry (神樂騎馬) | Veteran | 3 | 14 | katana (2 Energy) | Mounted movement 1 Energy. Charge (3 Energy, Domination -2). Extra breakthrough on a critical — move through to the zone behind the enemy you hit. |
| Kagura Teppo Squad (神樂鐵砲) | Minion | 1 | 11 | teppo (2+2 Energy) | Three-rank firing: when ordered as a squad, fire 2 times by paying Energy cost (ignore reload 1 time). |
| Kagemusha (影武者) | Elite | 3 | 15 | katana (2 Energy) | Energy 10. Courage +2, Wisdom +1. Can command squads. "The lord's shadow." |
Formation Style: The height of regular military order. A trinity of spearmen, cavalry, and teppo. Its weakness is lack of flexibility: irregular warfare (shinobi, yoma infiltration) is dangerous.
Plot Hook: What is the lord's real intent? Ambition hidden under the cause of yoma extermination. If the players are hired by Kagura, and the next "extermination" target is an innocent village, what then?
#Hiei League (比叡連)
#Scent — Alliance of Flame and Sutras
A temple coalition centered on Mount Hiei (比叡山). Its head, Grand Sojo Rennyo (蓮如), defines yoma as "the product of karma (業) that must not exist in this world," and aims for the complete sealing of yoma. Its warrior monks possess the strongest exorcism capability in the Sengoku age, and many onmyoji and esoteric monks skilled in barrier arts are stationed among them.
The Hiei League rejects any compromise with yoma. Hanyo are targets for "purification," merchants who trade with yoma are targets for excommunication, and even arahitogami are watched as "false faith." This extreme purism creates powerful cohesion, but it also creates many enemies.
#Law
- Three Ways and Six Hearts: Way of Emptiness (空道). Surface: Compassion (protecting the Dharma, saving sentient beings). Reality: sliding toward Hegemony of the Way of Rites (suppressing heresy, ruling by force). The Faction Trait uses the Way of Emptiness. "They cry out for Buddha's mercy while hunting yoma without mercy."
- Base: Hiei-zan head temple (mountain temple fortress)
- Leader: Grand Sojo Rennyo — lord-grade. Wisdom +3, Presence +2, Physique +1. Pure Land monk. "Namu Amida Butsu is the only answer."
#Faction Trait
[Aptitude] Protection of Dharma Power (法力加護)
Hiei League soldiers fight under the protection of scripture. The terror and seduction of yoma cannot invade their hearts.
Effect: +2 to resistance checks against yoma fear/charm/mental attack effects. Does not apply to negotiation/intimidation by non-yoma humans.
When Acquired by a PC: Applies to you + allied squads in the same zone. "The sutra becomes a shield."
#Unique Troops
| Unit Name | Grade | Wounds | Defense | Weapon | Special |
|---|---|---|---|---|---|
| Hiei Warrior Monk (比叡僧兵) | Minion | 1 | 11 | naginata (2 Energy) | Attack +1 against yoma. Fear immunity (no prayer monk required). Cohesion 5 (fanatical). |
| Hiei Elite Monk (比叡精銳) | Veteran | 3 | 14 | naginata (2 Energy) | Attack +2 against yoma. Fear immunity. Exorcism sutra: adjacent yoma Defense -1 (debuff). |
| Sealer (封印師) | Elite | 3 | 12 | talisman (2 Energy, ranged) | Energy 10. Wisdom +3. Set barrier (2 Energy, 2 Wounds when yoma enter). Sealing art (3 Energy, yoma cannot act for 1 round). |
| Direct Retainer of Lord Rennyo (法主直屬) | Elite | 4 | 13 | vajra (2 Energy) | Energy 11. Exorcism specialist. On hitting a yoma, always deals 2 Wounds. |
Formation Style: The strongest anti-yoma force. A triple structure of barriers + exorcism + warrior monks. Its weaknesses are that exorcism bonuses mean nothing against humans, and that extremism leaves it diplomatically isolated.
Plot Hook: The Hiei League declares it will "purify" a hanyo PC. If it sends warrior monks against a village trying to coexist with yoma, calling that village "corrupt," how far can righteous fanaticism be allowed to go?
#Sakai Guild (堺座)
#Scent — Republic of Gold
A merchant coalition based in the port city of Sakai (堺). It is an autonomous city-state belonging to no daimyo. Its guildmaster, Ebisuya Gin'emon (恵比寿屋金右衛門), lives by the creed that "war is the best business," selling weapons and food to both sides and piling up wealth.
What truly makes the Sakai Guild frightening is that it smuggles with the yoko of Biu Mountain (尾羽山). It circulates yoma materials (yoma cores, spirit medicine ingredients) in human markets, and in exchange passes human-world intelligence to yoko. If the Hiei League learned of it, war would follow, but as long as gold flows, no one opens their mouth.
#Law
- Three Ways and Six Hearts: No Heart. It leans toward no Way. Gold alone is the compass. "Kami and Buddha both bow before gold."
- Base: Sakai Port (autonomous city surrounded by moats and merchant walls)
- Leader: Ebisuya Gin'emon — lord-grade. Presence +3, Wisdom +2, Fate +1. Merchant. "There are no enemies before money."
#Faction Trait
[Aptitude] Lubrication of Gold (金の潤滑)
Sakai Guild soldiers move on gold. When money flows, morale rises; when money stops, the line collapses.
Effect: During a lull phase, pay 1 gold to give 1 allied squad Cohesion +1 (maximum 5). If short on gold, instead suffer Cohesion -1 (minimum 0).
When Acquired by a PC: When issuing a squad order, spend 1 additional gold to give the squad +1 attack bonus. "Gold sharpens the blade."
#Unique Troops
| Unit Name | Grade | Wounds | Defense | Weapon | Special |
|---|---|---|---|---|---|
| Sakai Mercenary Company (堺傭兵) | Minion | 1 | 11 | katana (2 Energy) | Cohesion 2 (hired with gold). Spend 1 gold → immediately Cohesion +2. |
| Nanban Trade Ship Sailors | Veteran | 2 | 13 | teppo (2+2 Energy) | Skilled sailors. Attack +2 in water combat. |
| Sakai Information Broker (情報商) | Elite | 2 | 11 | dagger (1 Energy) | Energy 9. Presence +2. Bribe (2 Energy + gold → enemy Domination -3). Information Network: reveal the deployment of all enemy units at battle start. |
| Ebisuya Bodyguards (親衛隊) | Veteran | 3 | 14 | katana (2 Energy) | Guard: when the guildmaster is hit, take the hit instead. Cohesion 4 (high pay). |
Formation Style: Solve it with money. Mercenaries are weak, but can be temporarily strengthened by spending gold. Information superiority. Weakness: when the gold runs out, the mercenaries flee.
Plot Hook: The party finds proof that Sakai Guild trades with yoko. Expose it, and the entire Sengoku economy trembles. Ignore it, and yoma burrow deeper into human society.
#Fuma Band (風魔衆)
#Scent — Shadows of the Wind
A shinobi group based in the Kanto (關東) region. Its boss, Fuma Kotaro (風魔小太郎), is a legendary figure whose very existence is uncertain. Its philosophy is "we serve no lord; we move for what we want," and it carries out the requests of whoever names the highest price — but only when the request is "interesting."
The oddity of the Fuma Band is that it does not fear yoma. It treats battle with yoma as "the greatest trial," and some jonin imitate yoma techniques or use equipment made from yoma materials.
#Law
- Three Ways and Six Hearts: No Heart or Demon. It follows no Way (道). Free and cruel. "The wind owes no loyalty."
- Base: unknown (somewhere in the Kanto mountains)
- Leader: Fuma Kotaro — lord-grade? Elite? No one has seen the real one. Some say "Fuma Kotaro is not a person, but a title."
#Faction Trait
[Aptitude] Afterimage (殘影)
Fuma ninja move like the wind. No shadow remains.
Effect: Movement Energy in the Flank Zone/Outside Zone -1 (minimum 1). +2 to ambush checks in the Flank Zone.
When Acquired by a PC: In addition, at battle start you may choose to deploy in the Flank Zone/Outside Zone (normally only Front Zone/Rear Zone).
#Unique Troops
| Unit Name | Grade | Wounds | Defense | Weapon | Special |
|---|---|---|---|---|---|
| Fuma Genin (風魔下忍) | Minion | 1 | 10 | shuriken (1 Energy) | Infiltration deployment. Yoma-material shuriken: on hitting a yoma, add "fear" (inflicts fear on yoma). |
| Fuma Chunin (風魔中忍) | Veteran | 2 | 13 | kusarigama (2 Energy) | Chain sickle. On hit, "bind" (target cannot move for 1 round). Poison (1 Wound each round, Physique>=11). |
| Fuma Jonin (風魔上忍) | Elite | 3 | 15 | dagger (1 Energy) | Energy 12. Finesse +3, Fate +1. Outside Zone ↔ anywhere for 0 Energy. First attack from infiltration is an automatic critical. "Shadow Step": unseen by enemies while moving. |
| "Fuma Kotaro" | lord-grade | 5 | 17 | poisoned-claw kusarigama (2 Energy) | Energy 13. Finesse +4, Fate +2. All movement costs 0 Energy. First attack from infiltration is an automatic critical for 3 Wounds. Doubles: 3 times per battle, negate a hit. "No one knows where the real one is." |
Formation Style: Maximum use of the Outside Zone. Infiltrate → ambush → withdraw, again and again. Weak in frontal combat. Its weakness is low Domination contribution, making zone control difficult.
Plot Hook: The Fuma Band brings a request: "Infiltrate the oni mountain and steal the great oni's kanabo." The reward is extraordinary. Is it a trap?
#Ikko-ikki (一向一揆)
#Scent — Spear of the People
Not lords and not samurai, but an uprising of peasants and common folk. Inspired by the teaching of the Pure Land monk Honganji Shonin (本願寺上人), "anyone who calls upon Amida Buddha goes to paradise," the people have taken up arms. They are a great wave of people exhausted by lordly exploitation, yoma terror, and the devastation of war.
Ikko-ikki soldiers are not trained. Their armor is poor. Yet their numbers are overwhelming, and they do not fear death. Before thousands of peasants charging while crying "Namu Amida Butsu," even elite samurai are pushed back.
#Law
- Three Ways and Six Hearts: Way of Emptiness (空道). Surface: Compassion (saving the people, rebirth in paradise). Reality: wavering with Hegemony of the Way of Rites (the madness of holy war). The Faction Trait uses the Way of Emptiness. "Amida's mercy is infinite, but there are times when one must take up the blade for mercy."
- Base: Honganji (Ishiyama Hongan-ji, riverside fortress temple)
- Leader: Honganji Shonin — lord-grade. Presence +4, Physique +1, Fate +2. Pure Land monk/arahitogami dual build. "Faith itself is a weapon."
#Faction Trait
[Aptitude] Unretreating Faith (不退信仰)
Ikko-ikki soldiers do not fear death. Even if they fall crying "Namu Amida Butsu," their certainty of paradise rebuilds the broken line.
Effect: When Cohesion reaches 0, instead of automatic collapse, it automatically returns to Cohesion 1 in the next lull phase. Limited to 2 times per battle.
When Acquired by a PC: Applies to the squad you command. In addition, when your Wounds are 1, you are immune to fear.
#Unique Troops
| Unit Name | Grade | Wounds | Defense | Weapon | Special |
|---|---|---|---|---|---|
| Ikki Peasant (一揆農民) | Mob | 0 | — | — | Dies instantly, but has Domination 1 (2 times the ordinary Mob value of 0.5). Power of faith. Operate in groups of 20~50. |
| Ikki Spearman (一揆槍兵) | Minion | 1 | 9 | bamboo spear (2 Energy) | Low Defense. But squad has 8 members (ordinary 5). Cohesion 5 (fanatical). Even after collapse, automatically returns during a lull. |
| Nembutsu Monk (念佛僧) | Minion | 1 | 9 | none | All Ikki squads in the same zone gain fear immunity + prevent Cohesion collapse. When defeated, Cohesion -2 (spiritual pillar). |
| Honganji Guardian (本願寺護法) | Elite | 4 | 13 | naginata (2 Energy) | Energy 10. Presence +2, Courage +2. Amida's Shield (prevents squad collapse in the same zone) + agitation (2 Energy, enemy squad Cohesion -2). |
Formation Style: Mass. Push Domination with overwhelming numbers of Mobs and Minions. Individual combat power is weak, but Cohesion does not break. Weakness: lack of Elites/Lords. If the leadership falls, they become a disorganized rabble.
Plot Hook: The Ikko-ikki has come to liberate a village suffering under yoma. But if that village's lord, affiliated with Kagura Domain, is the players' employer, which side do they take?
#Kunitomo Guild (國友座)
#Scent — Artisans of Iron and Powder
A group of teppo artisans from Kunitomo village in Omi (近江). The guildmaster, Kunitomo Zenbee (國友善兵衛), is the greatest firearms engineer in the Sengoku age and the creator of autonomous karakuri dolls. His creed is, "A blade cannot defeat yoma. Only technology is the answer."
The Kunitomo Guild makes and sells weapons, but never releases its most dangerous prototypes. Things secretly developed in the underground workshops — autonomous machine people, repeating guns, gunpowder cannons, and even machines powered by yoma spirit cores — are forbidden technologies coveted by every faction in the realm.
#Law
Three Ways and Six Hearts: Way of Mystery (玄道) — Truth (眞), inquiry into the laws of nature. "Understanding the world is what changes the world."
#Faction Trait
[Aptitude] Technological Innovation (技術革新)
Kunitomo Guild artisans make everything more efficient. Barricades, positions, equipment: anything touched by an artisan's hand changes.
Effect: Energy -1 when building barricades/positions. Energy -1 when repairing equipment. Elite armament cost for squads, gold -1.
When Acquired by a PC: +1 to Disable checks related to crafting or repair. During combat, immediately craft 1 consumable for 0 gold (1 time per round).
- Base: Kunitomo village (underground workshop complex)
- Leader: Kunitomo Zenbee — lord-grade. Wisdom +3, Physique +2, Finesse +1. Artisan/scholar dual build. "There is nothing that cannot be made."
#Unique Troops
| Unit Name | Grade | Wounds | Defense | Weapon | Special |
|---|---|---|---|---|---|
| Kunitomo Artisan (國友職人) | Minion | 1 | 10 | hammer (2 Energy) | Build barricade for 2 Energy (ordinary 3 Energy). Repair weapon for 1 Energy. |
| Karakuri Infantry (機巧兵) | Veteran | 3 | 15 | built-in blade (2 Energy) | Machine. Poison/fear immunity. Automatic attack (1 time per round, 0 Energy). Can only be repaired. |
| Prototype Autonomous Machine Person (試作型) | Elite | 4 | 16 | built-in teppo (2 Energy) + built-in blade (2 Energy) | Energy 10. Machine. Immune to all. Built-in teppo 3 shots. Runaway Risk: every lull, d100; on 01~10, attacks regardless of friend or foe for 1 round. |
| Kunitomo Zenbee Himself | lord-grade | 3 | 12 | dagger (1 Energy) | Energy 12. Weak combat power, but Instant Invention (3 Energy): 1 time during combat, "create" any equipment/consumable. Discuss with the GM. |
Formation Style: Centered on machine units. Durable, but repair-dependent. The prototype's runaway behavior is both a risk and the fun. Weakness: lack of personnel.
Plot Hook: The Kunitomo Guild needs the core of a living yoma to complete a "yoma-core-powered autonomous machine person." It hires the party to hunt one. But what if that yoma is an intelligent being?
#Enryokan (遠慮館)
#Scent — School of Coexistence
A heretic of the Sengoku age. A private school founded by the scholar Ashikaga Yoshihiko (足利義彦), where the forbidden idea that "yoma and humans can coexist" is studied. To the Hiei League it is heresy; to Kagura Domain it is dangerous thought. Yet Enryokan is visited not only by human scholars, but also by yoma researchers, hanyo, and even some moderate yoma.
Enryokan's military power is weak. But the knowledge of yoma it has accumulated is the finest in the realm, and it has precedents for solving yoma problems through "negotiation" rather than sealing.
#Law
Three Ways and Six Hearts: Way of Mystery (玄道) — the purest form of Truth. "Only those who seek to understand all things can coexist with all things."
#Faction Trait
[Aptitude] Understanding of All Things (萬物理解)
Enryokan students see yoma not as objects of fear, but as objects of understanding. Knowledge is power.
Effect: +3 to negotiation checks targeting yoma. At battle start, the GM automatically reveals the weakness of 1 enemy yoma.
When Acquired by a PC: In addition, when yoma negotiation succeeds, you can turn that yoma into an ally for 1 battle only (Presence contest required).
- Base: Enryokan (secluded mountain school)
- Leader: Ashikaga Yoshihiko — lord-grade. Wisdom +4, Presence +1. Scholar. "People only fear what they do not understand."
#Unique Troops
| Unit Name | Grade | Wounds | Defense | Weapon | Special |
|---|---|---|---|---|---|
| Enryokan Student (書生) | Minion | 1 | 9 | none | Combat power 0. But if a yoma is in the same zone, can attempt yoma negotiation (Presence contest). On success, yoma stops acting for 1 round. |
| Hanyo Researcher | Veteran | 2 | 12 | claws (2 Energy) | Hanyo. Detect yoma. Attack +1 against yoma. No allied Cohesion penalty (Enryokan is tolerant toward hanyo). |
| Yoshihiko's Disciple | Elite | 3 | 12 | none | Energy 11. Wisdom +3, Presence +2. Almost no combat power. However: Universal Learning (萬學) — 3 times during combat, grant "knowledge" to 1 ally (next check +4). Yoma Encyclopedia (妖魔百科) — reveal a yoma weakness to the team (all allies gain attack +2 against yoma during that battle). |
Formation Style: Not a combat faction. It changes the battlefield through knowledge and diplomacy. In joint operations with other factions, it serves as "staff officer." The weakness is obvious: no combat power.
Plot Hook: Enryokan claims to have discovered a method not to "close" the Gate to the Spirit Realm, but to stabilize it. The Hiei League is about to attack as heresy. Who is right?
#Yoma Factions
#Shuten Mountain (酒天山)
#Scent — Mountain of Wine and Blood
A mountain fortress ruled by the oni king Shuten-doji (酒吞童子). Shuten-doji likes human wine, and likes human blood even more. His subordinate oni descend from the mountain to raid villages, drag humans away, and make them the "snacks" of their feasts.
The oni of Shuten Mountain are not unintelligent. Shuten-doji himself is startlingly cultivated, knows human etiquette, recites poetry (詩), and then twists off a human head. "Civilized savagery" is the essence of Shuten Mountain.
#Law
- Three Ways and Six Hearts: Way of Mystery (玄道) — Demon. Follow instinct. The strong eating the weak is the law of nature. "The strong eat, the weak are eaten. What is wrong with that?"
- Base: Shuten Mountain (mountain fortress carved out with a great kanabo)
- Leader: Shuten-doji — lord-grade. Wounds 8, Defense 17, Energy 14. Courage +4, Physique +3, Presence +2. Great kanabo (3 Energy, critical 4 Wounds). "Care for a drink, human?"
#Faction Trait
[Aptitude] Berserker Blood (狂戰士の血)
Shuten Mountain oni grow stronger as their blood boils. The more wounds pile up, the more their rage explodes.
Effect: When Wounds are at half maximum or less, all attack checks +1. At Wounds 1, +2.
When Acquired by a PC: In addition, at Wounds 1, make a Courage >= 13 check each round. On failure, attack regardless of friend or foe for 1 breath (frenzy). "Oni blood is too strong for humans."
#Unique Troops
| Unit Name | Grade | Wounds | Defense | Weapon | Special |
|---|---|---|---|---|---|
| Foothill Ko-oni (山下小鬼) | Minion | 1 | 10 | club (2 Energy) | Ko-oni affiliated with Shuten Mountain. Drunk, so fear immune, but accuracy -1. |
| Oni Gate Guard (鬼番兵) | Veteran | 3 | 14 | kanabo (3 Energy) | Guards the main gate of Shuten Mountain. Breakthrough Target Number +2 (territorial defense). |
| Ibaraki-doji (茨木童子) | Elite | 5 | 15 | claws (1 Energy) | Energy 11. Courage +3, Finesse +2. Shuten-doji's right hand. One-Armed: claws 1 Energy, 3 Wounds on a critical. "The severed arm regenerates" — at Wounds 2 or less, recover 1 each lull. |
| Shuten-doji (酒吞童子) | Lord | 8 | 17 | great kanabo (3 Energy) | Energy 14. Roar (lull: all squads on the battlefield Cohesion -2). Sake Poison (3 Energy, all in zone who fail Physique>=13 cannot attack/move next round). Immortal Feast: at Wounds 0, drink sake and revive at Wounds 4 (1 time). |
Encounter Style: Raid → battle → feast. An assault on Shuten Mountain is a 3-stage scenario: break through the mountain road → enter the fortress → defeat Shuten-doji.
#Biu Mountain (尾羽山)
#Scent — Court of Foxes
The hidden court of yoko (妖狐). Its head, Tamamo-no-Mae (玉藻前), is a thousand-year-old nine-tailed fox who has infiltrated deep into human society and manipulates it. There are rumors of smuggling with the Sakai Guild, agents planted in daimyo houses, and even yoko spies inside the Hiei League.
The yoko of Biu Mountain do not "kill" humans. Instead, they use them. They deceive, charm, and manipulate humans into fighting one another. Biu Mountain's true weapon is not violence, but information and deception.
#Law
- Three Ways and Six Hearts: Way of Mystery (玄道) — between Demon and No Heart. It is part of nature, yet tries to surpass nature. "A fox does not deceive. It hides the truth."
- Base: Biu Mountain (an illusory mountain hiding its true form. Only yoko know the entrance.)
- Leader: Tamamo-no-Mae — lord-grade. Wounds 7, Defense 17, Energy 13. Presence +5, Wisdom +3, Fate +2. "Oh my, you are the one who was fooled."
#Faction Trait
[Aptitude] Mist of Illusion (幻術の霧)
Biu Mountain yoko are born in mist that hides the truth. Pretending to be allies, pretending to be enemies, pretending not to exist: deception is instinct.
Effect: At battle start, 1 Biu Mountain unit may be disguised and deployed in the enemy faction (detected on Perception>=13). When discovered, enemy squad Cohesion -1 in that zone.
When Acquired by a PC: At battle start, you or 1 squad you command may be disguised and deployed in the enemy faction. When the disguise is dropped, make 1 ambush attack (basic ambush applies, +2 bonus to the check).
#Unique Troops
| Unit Name | Grade | Wounds | Defense | Weapon | Special |
|---|---|---|---|---|---|
| Kanko (管狐) | Mob | 0 | — | — | Familiar. Information relay. Does not contribute Domination, but can scout an enemy zone (reveal unit information in that zone). |
| Yoko Operative (妖狐工作員) | Minion | 1 | 11 | claws (2 Energy) | Disguise (ally disguise, Perception>=13). Can be disguised and deployed in the enemy faction at battle start. When identity is exposed, enemy squad Cohesion -2. |
| White Fox (白狐) | Elite | 3 | 14 | foxfire (2 Energy, ranged) | Energy 10. Presence +3. Disguise (automatic success). Foxfire (2 Energy, all in zone Perception -4). Charm (2 Energy, Presence contest → on failure, turns ally for 1 round). |
| Tamamo-no-Mae (玉藻前) | Lord | 7 | 17 | sorcery (2 Energy, [Incorporeal]) | Energy 13. Great Charm (3 Energy, all in zone Presence contest, failures turn for 2 rounds). 3 doubles (minion-grade). Tails of the Nine-Tailed Fox: of 9 Wounds, the last 2 are "tail seals" and can only be reduced by exorcism/barriers. |
Encounter Style: It has already begun before battle starts. At battle start, yoko operatives may already be mixed among allies. The central question is: "Where is the enemy?"
#Hannya Altar (般若祭壇)
#Scent — Altar of Grudges
A collective consciousness formed from the condensed grudges of those who died in war. Its de facto leader, Hannya (般若), was once a human woman, but betrayal and rage made her into a vengeful spirit. Now she absorbs and amplifies every grudge on the battlefield.
What makes the Hannya Altar terrifying is that it grows stronger as war continues. The more dead, the more onryo; the deeper the grudges, the greater Hannya's power. War between humans is the finest nourishment for Hannya.
#Law
- Three Ways and Six Hearts: Way of Emptiness (空道) — the limit of Void. "All is suffering, and suffering does not end. Then let suffering be eternal."
- Base: Hannya Altar (a spiritual altar built on battlefield ruins. Its location is not fixed.)
- Leader: Hannya — lord-grade. Wounds 6, Defense 16, Energy 12. Presence +4 (beauty of terror), Wisdom +3. Incorporeal.
#Faction Trait
[Aptitude] Lingering Grudge (怨恨殘留)
The onryo of the Hannya Altar leave grudges even when they fall. Death is not the end, but the beginning.
Effect: When a unit of this faction becomes incapacitated, automatically inflict "grudge" on 1 enemy in the same zone (nearest target). At the next lull, Wounds 1 decrease. Remove with Exorcism>=13.
When Acquired by a PC: When you become incapacitated, inflict grudge on 1 enemy in the same zone + "will to revive" (at Wounds 0, if Physique>=15 succeeds, return at Wounds 1; 1 time per battle).
#Unique Troops
| Unit Name | Grade | Wounds | Defense | Weapon | Special |
|---|---|---|---|---|---|
| Floating Onryo (浮遊怨靈) | Minion | 1 | 13 | cold (2 Energy) | Incorporeal (50% physical nullification, exorcism exemption). |
| Armored Onryo (甲冑怨靈) | Veteran | 3 | 15 | grudge spear (2 Energy) | Incorporeal. "Memory of life": yari Front Zone bonus applies (an onryo, but maintaining the formation from life). |
| Armed Vengeful Spirit (怨鬼武裝) | Elite | 4 | 16 | grudge blade (2 Energy, [Incorporeal]) | Energy 10. Incorporeal. Additional effect on hit: target "grudge infection" (1 Wound each lull, remove with Exorcism>=13). |
| Hannya (般若) | Lord | 6 | 16 | scream (3 Energy, all zones) | Energy 12. Incorporeal. Scream: all enemies on battlefield make Courage >= 15 checks; on failure, unguarded + Cohesion -2. Absorb Grudges: each lull, recover Wounds equal to "number of units that fell in this battle x 0.5." Weakness: only exorcism/barriers work. On successful sealing (>=17), incorporeal is removed → Defense 12, physical attacks work. |
Encounter Style: Long battles favor the enemy. The more units fall, the stronger Hannya becomes. Rapid defeat is essential. Without exorcism/esoteric monks, defeating it is practically impossible.
#Muhyeon Band (霧幻衆)
#Scent — Judges of the Mist
A secret council of tengu. Its head, Sojobo (僧正坊), is the oldest daitengu and sees human wars as "the fighting of foolish children." The Muhyeon Band is not hostile to humans, but it judges the arrogant: daimyo who call themselves masters of the realm, arahitogami who falsely claim the name of gods, and exorcists who boast that they will destroy all yoma. They become targets of "trials."
The Muhyeon Band is basically neutral. If asked for help, it may respond conditionally, or it may look the other way. But it will never become a "servant." Tengu pride is as high as the sky.
#Law
- Three Ways and Six Hearts: Way of Mystery (玄道) — Truth. Judges who protect the order of nature. "The sky does not forgive the arrogant."
- Base: Mount Kurama (鞍馬山, the mist-wrapped tengu mountain)
- Leader: Sojobo — lord-grade. Wounds 6, Defense 17, Energy 13. Finesse +3, Wisdom +3, Presence +2. Flight.
#Faction Trait
[Aptitude] Protection of the Wind (風の加護)
The tengu of the Muhyeon Band are with the wind. Arrows and bullets alike are scattered by the wind.
Effect: Flying units, when hit by ranged attacks (bows/guns), d100 01~50 evasion (the wind twists the trajectory). Does not apply to non-flying units.
When Acquired by a PC: Requires Lightfoot acquisition (2 points)+. Even without flight, when hit by a ranged attack outdoors, 25% evasion (01~25). "The wind is on your side."
#Unique Troops
| Unit Name | Grade | Wounds | Defense | Weapon | Special |
|---|---|---|---|---|---|
| Karasu Tengu (烏天狗) | Minion | 1 | 11 | claws (2 Energy) | Flight. Outside Zone ↔ anywhere for 1 Energy. Scout: automatically reveal information on the deployed zone. |
| Kotengu (小天狗) | Veteran | 2 | 13 | tengu fan (2 Energy) | Flight. Wind (2 Energy, negate ranged attacks in zone for 1 round). |
| Daitengu (大天狗) | Elite | 4 | 15 | hauchiwa (3 Energy) | Energy 11. Finesse +3. Flight. Charm (2 Energy, Presence contest). Illusion (place illusion in zone, enemy movement +2 Energy). Judgment (3 Energy, opposed check: loser takes 3 Wounds). |
| Sojobo (僧正坊) | Lord | 6 | 17 | great hauchiwa (3 Energy) | Energy 13. Rule of Wind (3 Energy, forced movement of units in all zones). Great Judgment (4 Energy, loser of opposed check becomes incapacitated regardless of Wounds: "punishment for arrogance"). Weakness: does not attack humble targets (attack -3 against characters with Presence 0 or less). |
Encounter Style: Negotiable. Tengu impose "trials"; they are not trying to exterminate everyone. If one passes the trial, they grant rewards (secret teachings, training, treasures). Even on failure, they may send the challengers away with "return stronger next time."
#Ibuki Garden (伊吹園)
#Scent — Garden of Poison and Silk
The domain of spiders (giant spiders) hidden deep in Mount Ibuki (伊吹山). The mistress, Yogumo-hime (妖蜘蛛姬), is a spider yoma who has lived for hundreds of years and "collects" humans. She does not kill them, but wraps them in spider silk and stores them. She has a strange aesthetic: "pretty things, strong things, interesting things are to be collected."
Ibuki Garden's spider silk is not only physical. Spiritual spider silk wraps the entire mountain, and those who enter lose their sense of direction and wander. Poison mist is always spread through the area, and the mountain itself is one enormous trap.
#Law
- Three Ways and Six Hearts: Way of Mystery (玄道) — Demon. Instinctive urge to collect. "Beautiful things must be gathered. That is the principle of nature."
- Base: Deep Mount Ibuki (cave maze covered in spider silk)
- Leader: Yogumo-hime — lord-grade. Wounds 6, Defense 15, Energy 12. Finesse +3, Wisdom +2.
#Faction Trait
[Aptitude] Domain of Poison (毒の領域)
Ibuki Garden spiders scatter poison through their own territory. Everything that steps there slowly dies.
Effect: An enemy entering a zone controlled by this faction immediately makes a Physique>=11 check. On failure, poisoned (each lull, Wounds decrease by 1; remove with Physique>=13).
When Acquired by a PC: Apply the same effect to enemies entering a zone you control (allied Domination advantage). However, allies are also affected (they have resistance to poison, not immunity: Physique>=10 check).
#Unique Troops
| Unit Name | Grade | Wounds | Defense | Weapon | Special |
|---|---|---|---|---|---|
| Kogumo (小蜘蛛) | Mob | 0 | — | — | Dies instantly. But when defeated, poison burst: everyone in the same zone takes 1 Wound unless Physique>=11. |
| Ogumo (大蜘蛛) | Veteran | 3 | 13 | poison fang (1 Energy) | Poison (1 Wound each round, Physique>=13). Spider silk (2 Energy, target cannot move for 2 rounds). |
| Ibuki Spider Miko (蜘蛛巫女) | Elite | 3 | 14 | poison snake (2 Energy) + spider silk (2 Energy) | Energy 10. Wisdom +2. Barrier (spider-silk barrier: entering zone costs movement +3 Energy). Poison mist (lull; everyone in zone takes 1 Wound unless Physique>=11). |
| Yogumo-hime (妖蜘蛛姬) | Lord | 6 | 15 | poison fang (1 Energy) + great spider silk (3 Energy) | Energy 12. Capture (3 Energy, target 2d10+Finesse vs target 2d10+Physique; on success, "bound" — escape requires 4 Energy+Physique>=15). Poison Queen: everyone in same zone is automatically poisoned each round (1 Wound, Physique>=13). Collection: captured targets are stored instead of killed. They may be released through negotiation after combat. |
Encounter Style: Mount Ibuki itself is a dungeon. Spider silk (movement restriction) + poison (ongoing damage) + capture (action lockdown), a triple hardship. Deadly to characters with low Physique (體). Yogumo-hime can be negotiated with: "Show me something interesting and I will let you go."
#Throne of the Spirit Realm (靈界の王座)
#Scent — Darkness that Devours the World
An unknown faction existing deep in the Spirit Realm (靈界). Its so-called leader, Konryu (混流), is less an individual and closer to the will of the Spirit Realm itself. It tries to break the boundary between the human world and the Spirit Realm and make the two worlds one. For humans, that is annihilation; for yoma, it is "homecoming."
Other yoma factions fear the Throne of the Spirit Realm too. Shuten-doji does not want to lose the wine and pleasures of the human world, and Tamamo-no-Mae does not want the human society she controls to disappear. The Throne of the Spirit Realm can become the common enemy of every faction.
#Law
Three Ways and Six Hearts: outside the Three Ways. It cannot be classified by the human system of Ways (道). It has only the single purpose of "erasing the boundary between worlds." Neither No Heart nor Demon: "the phenomenon itself."
#Faction Trait
[Aptitude] World Erosion (世界侵蝕)
The mere existence of a Throne of the Spirit Realm unit gnaws at the world. The laws of reality shake.
Effect: The "Spirit Realm erosion" of a zone containing a unit of this faction increases by +1 each lull. Erosion 3 or higher: humans suffer Defense -1 (debuff). Erosion 5 or higher: each lull, 1 Konryu fragment appears automatically.
Spirit Realm Erosion: An environmental accumulation value by zone. It is a different concept from spiritual pollution attached to individuals; the higher the erosion, the more the zone itself turns into the Spirit Realm.
Cannot Be Acquired by PCs: PCs cannot acquire this Faction Trait. A human cannot become a "phenomenon."
- Base: deep Spirit Realm (a place humans cannot reach. It exerts influence only through the Gate to the Spirit Realm.)
- Leader: Konryu (混流) — more "environment" than individual. It does not fight directly; it opens the Gate to the Spirit Realm and pours its servants through.
#Unique Troops
| Unit Name | Grade | Wounds | Defense | Weapon | Special |
|---|---|---|---|---|---|
| Konryu Fragment (混流の破片) | Minion | 1 | 12 | erosion (2 Energy) | On hit, 1 Wound + spiritual pollution (when that unit falls, generate 1 additional Konryu fragment in the same place). |
| Boundary Fissure (境界の龜裂) | Veteran | 3 | 15 | spatial distortion (2 Energy) | On hit, target is forcibly moved (random adjacent zone). Incorporeal. When defeated, that zone's "Spirit Realm erosion" -1. |
| Gatekeeper of the Spirit Realm (門番) | Elite | 5 | 16 | absorption (2 Energy, [Incorporeal]) | Energy 10. On hit, 1 Wound + target Energy -2 (soul absorption). Maintain the Spirit Realm Gate: as long as this Elite lives, 1~3 Konryu fragments (GM decision) appear automatically in that zone each lull. |
| Konryu Avatar (混流の化身) | Lord | 10 | 19 | hand of eternity (2 Energy, [Incorporeal], 2 Wounds) | Energy 15. Spirit Realm Control: convert the battlefield into the Spirit Realm (humans suffer Defense -2 debuff, yoma Wounds +2). Immortal: Wounds 0 → retreats to the Spirit Realm. True Defeat: the avatar vanishes only if the Gate to the Spirit Realm is sealed (Barrier>=17 or Exorcism>=19). Without sealing the gate, it reappears after 3 rounds with full Wounds restored. |
Encounter Style: Final campaign enemy. It does not end with a single battle. A quest to find and seal the Gate to the Spirit Realm must come first before the avatar can be permanently defeated. Sealing may require the Hiei League's sealers + Enryokan's knowledge + Kunitomo Guild technology all together: a scenario where even hostile factions must cooperate.
#Summary of Inter-Faction Relationships
| Faction A | Faction B | Relationship | Notes |
|---|---|---|---|
| Kagura Domain | Hiei League | hostile | Kagura wants control over temple powers. Hiei distrusts secular power. |
| Kagura Domain | Sakai Guild | allied | Weapons supply and funding. Suspected hidden deals. |
| Kagura Domain | Fuma Band | hired | Espionage/assassination requests. Loyalty not guaranteed. |
| Hiei League | Ikko-ikki | hostile | Both Buddhist, but divided by sect. Hiei=authority, Ikki=people. |
| Hiei League | Enryokan | hostile | "Coexistence with yoma" is heresy. Extermination target. |
| Sakai Guild | Biu Mountain | smuggling | Yoma material trade. If exposed, both sides are finished. |
| Kunitomo Guild | Kagura Domain | supply | Teppo/karakuri deliveries. Secret weapons undisclosed. |
| Shuten Mountain | Hiei League | hostile | Exorcism vs raiding. Centuries of war. |
| Shuten Mountain | Biu Mountain | competition | Yoma do not necessarily get along. Violence vs cunning. |
| Muhyeon Band | everyone | neutral | Judges. Punishes only the arrogant. |
| Hannya Altar | everyone | hostile | Feeds on war itself. Enemy of all factions. |
| Throne of the Spirit Realm | everyone | common enemy | Threatens the world itself. A trigger for human+yoma alliance. |
#Encounter Packages by Grade
#Easy (1~2 rounds)
| Package | Faction | Composition |
|---|---|---|
| Shuten Mountain Scouts | Shuten Mountain | ko-oni squad (5) + 6 minor spirits |
| Yoko Mischief | Biu Mountain | yoko operative squad (3, disguised) + 4 kanko |
| Ikki Vanguard | Ikko-ikki | 10 Ikki peasants + Ikki spearman squad (6) |
| Spider Nest | Ibuki Garden | 1 ogumo + 8 kogumo |
#Moderate (3~5 rounds)
| Package | Faction | Composition |
|---|---|---|
| Kagura Advance | Kagura Domain | 1 Kagemusha + Kagura elite spearmen (5) + cavalry squad (3) |
| Hiei Exorcism Team | Hiei League | 1 sealer + Hiei elite monk squad (4) + warrior monk squad (5) |
| Shuten Mountain Raid | Shuten Mountain | oni gate guard squad (3) + ko-oni squad (5)x2 + 8 minor spirits |
| Biu Mountain Operation | Biu Mountain | 1 white fox + yoko operative squad (4, ally disguise) + 6 kanko |
| Muhyeon Band Trial | Muhyeon Band | 1 daitengu + 3 kotengu + karasu tengu squad (4) |
#Hard (5~7 rounds)
| Package | Faction | Composition |
|---|---|---|
| Kagura Main Force | Kagura Domain | 2 Kagemusha + mixed Kagura troop types |
| Shuten Mountain Fortress | Shuten Mountain | 1 Ibaraki-doji + oni gate guards (3)x2 + ko-oni (6)x2 |
| Hannya's Altar | Hannya Altar | 2 armed vengeful spirits + armored onryo squad (3) + floating onryo squad (5)x2 |
| Deep Ibuki | Ibuki Garden | 1 spider miko + 3 ogumo + 12 kogumo |
| Konryu Invasion | Throne of the Spirit Realm | 1 gatekeeper + 3 boundary fissures + Konryu fragment squad (5)x2 |
#Deadly (lord-grade battle)
| Package | Faction | Composition |
|---|---|---|
| Extermination of Shuten-doji | Shuten Mountain | Shuten-doji + Ibaraki-doji + oni gate guards (3)x2 + ko-oni (5)x3 |
| Tamamo-no-Mae Revealed | Biu Mountain | Tamamo-no-Mae + 3 white foxes + yoko squad (4)x3 + 10 kanko |
| Sealing Hannya | Hannya Altar | Hannya + 3 armed vengeful spirits + armored onryo (3)x2 + floating onryo (5)x3 |
| Sojobo's Judgment | Muhyeon Band | Sojobo + 3 daitengu + 6 kotengu + karasu tengu (4)x3 |
| Spirit Realm Final Battle | Throne of the Spirit Realm | Konryu avatar + 2 gatekeepers + 4 boundary fissures + Konryu fragments (5)x4 + 20 minor spirits |
#Support Squad Distribution (補助部隊配付)
The 4 types of support squads (supply/military music/medical/standard-bearer) are not distributed evenly across all factions. Whether a faction has them depends on that faction's character and operating style.
Related Entry: Unit Operations §Support Squads
| Support Squad | Suitable Factions | Unsuitable Factions |
|---|---|---|
| Supply Team | Kagura Domain, Sakai Guild, Kunitomo Guild, Ikko-ikki, Enryokan | Fuma Band, Shuten Mountain, Biu Mountain (guerrilla/yoma) |
| Military Band | Ikko-ikki (nembutsu chorus), Hiei League (sutras) | Fuma Band, shinobi types (stealth) |
| Medical Team | Hiei League (herb monks), Enryokan, Kagura Domain | Shuten Mountain, Hannya Altar (uninterested in healing) |
| Standard-Bearer Team | Ikko-ikki (uprising banner), Shuten Mountain (oni war banner) | Kagura Domain (unneeded), Fuma Band, Biu Mountain |
#Kagura Domain Special Case (Regular Military Discipline)
Kagura Domain does not operate separate standard-bearer teams. Its Faction Trait [Regular Military Discipline] already performs the standard-bearer effects itself (uniform Cohesion maintenance, morale stabilization).
"Kagura Domain units are uniform even without banners. Military discipline itself is the banner."
This strengthens Kagura Domain's identity. Other factions need a standard-bearer team to gain a similar morale effect, but Kagura Domain's army functions without external morale support. Kagura Domain operates only Supply Team + Medical Team, 2 types total (Military Band is decided by the GM depending on the scenario).
#Standard Support Squad Composition by Faction
| Faction | Standard Support Composition | Notes |
|---|---|---|
| Kagura Domain | Supply Team + Medical Team | Typical regular army. Standard-bearers are absorbed into the Faction Trait. |
| Ikko-ikki | Military Band + Standard-Bearer Team (+ Supply Team) | Peasant uprising + fanatical morale. |
| Hiei League | Military Band + Medical Team | Warrior monks + herb monks. |
| Enryokan | Supply Team + Medical Team | Spiritual administration + medicine. |
| Sakai Guild | Supply Team only | Merchant guild. Supply is its main work. |
| Kunitomo Guild | Supply Team only | Teppo makers. Gunpowder supply is central. |
| Shuten Mountain | Standard-Bearer Team only (oni war banner) | Huge banner. Strong morale effect, but if it is grabbed and knocked down, the army collapses. |
| Hannya Altar | none | Vengeful spirits need no support. |
| Biu Mountain | none | Illusions/yoko. Its own illusions serve the support role. |
| Fuma Band | none | Stealth. Support squads expose their identity. |
| Muhyeon Band | none | Tengu skirmishers. Their own flight replaces support. |
| Throne of the Spirit Realm | none | Spiritual beings. Human support is irrelevant. |
The factions of the Sengoku age are tangled together. Today's enemy becomes tomorrow's ally, and the true enemy seeks to devour the world itself.
