English edition v1.3.3

#What This Supplement Is

Contents

Expansion supplement / Adventure Path / campaign box layered on top of the core book.

Core References

- Required(prerequisite for understanding this document): Core Introduction · Basic Axioms

- Reference: Core Index


#In One Line

One small rural domain has fallen into the Spirit Realm. One Barrier, one dying onmyoji. And you.


#What This Supplement Is

Drift of the Spirit Realm(靈界漂流記, Konsei-Reiyotan) is an expansion supplement for the core Konsei Reiyotan. It is a long campaign setting intended only for groups that fully know the core rules, setting, and tone.

Inspired by Paizo's Pathfinder Adventure Path series, it consists of a 5-chapter Adventure Path in which each chapter is an independent adventure, plus a broad surrounding body of open-world, side, school, dungeon, and romance content.


#Who This Supplement Is For

This supplement is for play groups that satisfy all of the following conditions.

  • [ ] They understand and agree with the core 9 axioms
  • [ ] They have played the core Tutorial, Basic Scenario 1, and Scenario 2 at least 1 time
  • [ ] They can run rounds, Energy, zones, squads, and maneuvers without explanation
  • [ ] They are willing to run a long campaign of 4~8 months or more (20 sessions for the main story alone)
  • [ ] They can enjoy the designed pressure of the campaign's middle stretch(Barrier collapse countdown and accumulating victims)
  • [ ] They can use the premise "we cannot return" as fuel for drama

#Relationship To The Core

ItemCoreThis supplement
Locationwiki/wiki/ex1/
IndexCore IndexThis Supplement Index — not linked from the core
Versioncore VERSIONThis supplement VERSION — independent SemVer
Change recordcore change recordthis supplement's change record — independently preserved outside the public body
Canonall core rulesrules inside this supplement are layered on top of core Canon
On conflictcore takes prioritydo not modify the core; this supplement follows it

#Devices Unique To This Supplement (Not In The Core)

  1. Barrier HP system — quantitative management of the long-term Barrier around the domain. Maintained by injecting cores.
  2. Yoma core economy — a resource system for harvesting, storing, and processing cores from captured yoma.
  3. Buddhist 8 Great Hells motif Spirit Realm — each chapter is set in one hell.
  4. Life depletion of a 10th-dan onmyoji — a ticking-time-bomb NPC. Their weakening becomes visible every session.
  5. Long-term growth from 1st dan — compresses 1 → 9 dan into 20 sessions.
  6. 2-slot squad limit — makes the brutal manpower shortage of a small domain tangible.
  7. Parallel operation of open-world events and the main arc — player autonomy.
  8. 5 hell schools — special schools that can be added beyond the core's 18 schools.
  9. Romance affection system — 5 human and 4 yoma partners, 9 partners total.
  10. 3 endings (return, settlement, transformation) — the choice in Chapter 5.

#The Tone Of This Supplement

Scent(香) laid over the color of hell. The weight of the core's Sengoku era overlaps with the slow cruelty of Buddhist hell.

  • There is blood, fire, and boiling water, but no action-movie exhilaration
  • Yoma are not evil(惡), but products of karma(業) — many can be negotiated with
  • PCs are not heroes, but the last support — the domain can fall at any time
  • Victory is not "every resident returns alive," but "the choice of whom to lose and whom to protect"

"There are times when peace is sweeter than truth — but truth comes in the end."

— An extension of the motif from the core 09-12 Village of Biwa and Moon.


#Expected Play Scale

ItemValue
Main story20 sessions (4 sessions × 5 chapters)
Main + major sides30~35 sessions
Full content (including romance, schools, and mega-dungeons)50~70 sessions
Time per session3~4 hours
Total play time60~280 hours
Campaign length4~18 months

#What To Read First

GM:

  1. Premise — the night of the domain's drift
  2. Campaign Loop — how to run it
  3. Design Notes — why it was designed this way
  4. Barrier System · Core Economy · Squad Limitations
  5. Young Lord · Retired Onmyoji

Players:

  1. Only the publicly available parts of Premise (specified by the GM)
  2. 1st-dan PC Templates
  3. If they have not yet read the core Tutorial, read that first

Newcomers (not yet familiar with the core): Do not open this supplement immediately. Read the core first, then return.


#Reading Time

ScopeTime
Overview of this supplement(00-meta 5 files)1 hour
Domain, NPCs, and Spirit Realm environment(01·02·03)3 hours
All of Chapter 1 (preparing sessions 1~4)2 hours
Chapters 2~5 (sequential, preparing sessions 5~20)1.5 hours each
Optional use of side, open-world, school, and dungeon materialas needed
Shortest first-session prepabout 6 hours

"From the place where you fell, once more."