#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
| Item | Core | This supplement |
|---|---|---|
| Location | wiki/ | wiki/ex1/ |
| Index | Core Index | This Supplement Index — not linked from the core |
| Version | core VERSION | This supplement VERSION — independent SemVer |
| Change record | core change record | this supplement's change record — independently preserved outside the public body |
| Canon | all core rules | rules inside this supplement are layered on top of core Canon |
| On conflict | core takes priority | do not modify the core; this supplement follows it |
#Devices Unique To This Supplement (Not In The Core)
- Barrier HP system — quantitative management of the long-term Barrier around the domain. Maintained by injecting cores.
- Yoma core economy — a resource system for harvesting, storing, and processing cores from captured yoma.
- Buddhist 8 Great Hells motif Spirit Realm — each chapter is set in one hell.
- Life depletion of a 10th-dan onmyoji — a ticking-time-bomb NPC. Their weakening becomes visible every session.
- Long-term growth from 1st dan — compresses 1 → 9 dan into 20 sessions.
- 2-slot squad limit — makes the brutal manpower shortage of a small domain tangible.
- Parallel operation of open-world events and the main arc — player autonomy.
- 5 hell schools — special schools that can be added beyond the core's 18 schools.
- Romance affection system — 5 human and 4 yoma partners, 9 partners total.
- 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
| Item | Value |
|---|---|
| Main story | 20 sessions (4 sessions × 5 chapters) |
| Main + major sides | 30~35 sessions |
| Full content (including romance, schools, and mega-dungeons) | 50~70 sessions |
| Time per session | 3~4 hours |
| Total play time | 60~280 hours |
| Campaign length | 4~18 months |
#What To Read First
GM:
- Premise — the night of the domain's drift
- Campaign Loop — how to run it
- Design Notes — why it was designed this way
- Barrier System · Core Economy · Squad Limitations
- Young Lord · Retired Onmyoji
Players:
- Only the publicly available parts of Premise (specified by the GM)
- 1st-dan PC Templates
- 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
| Scope | Time |
|---|---|
| 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 material | as needed |
| Shortest first-session prep | about 6 hours |
"From the place where you fell, once more."