#8 Spirit Realm Intelligences — Negotiable Others
Contents
The Spirit Realm is not only a land of hostile yoma. Negotiable intelligences live in their own hells and borders. They are neither enemies nor allies. They are outsiders who trade when interests align, and cut down those who do not align.
Core References
- Required: Three Ways and Six Hearts · Yoma Bestiary and Domination Conversion Formula · Noncombat Checks
- Reference: 5 Hell-Chapter Guide · Zone Gimmicks · Exorcism
- In this supplement: 5 Hell-Chapter Details · 5 Outsiders
[New Rule] Spirit Realm Diplomatic Negotiation
Spirit Realm intelligences expand the core Negotiation check(
2d10 + Presence + Negotiation >= target resistance). Each intelligence lists a target resistance 13~17. On success, the PCs conclude a contract. A contract binds both sides, and violation causes immediate hostility (use that yoma stat block in combat). The degree of negotiation success is proportional to the value of the offered price.
#Composition Overview
| NPC | Kanji | Rank | Hell Affiliation | Negotiation Target Number | Domination | Risk |
|---|---|---|---|---|---|---|
| Senmangu | 千万苦 | Elite (incorporeal) | Reviving Hell | Presence opposed Target Number 15 | +3 | medium |
| Hakario | 秤王 | Elite | Black Rope Hell | Presence opposed Target Number 13 | +4 | medium |
| Kirenu | 切嘆 | Elite (incorporeal) | Screaming Hell | Presence opposed Target Number 15 | +3 | high | | Honoome | 炎女 | Lord-grade | Scorching Heat Hell | Presence opposed Target Number 17 | +6 | high |
| Otonashi | 音無 | Lord-grade (incorporeal) | Avici Hell | Presence opposed Target Number 19 | +7 | extreme | | Mizukagami | 水鏡 | Elite | Borderlands (neutral) | Presence opposed Target Number 13 | +4 | low |
| Ayaka | 綾香 | Elite (incorporeal) | Reviving-Black Rope border | Presence opposed Target Number 13 | +3 | low |
| Isoragimi | 磯良神 | Lord-grade | coastal sanctuary | Presence opposed Target Number 15 | +5 | medium~high |
Rank distribution: Elite 5 / Lord-grade 3. Incorporeal 4 (50% physical negation, exempted by Exorcism Novice (1 point)+).
Check formula: All combat checks use
2d10 + attribute(number) + proficiency >= Defense. Negotiation is Presence opposed.
[Incorporeal]attacks: All[Incorporeal]attacks apply the core §Exorcism exemption table by rank — no Exorcism is effectively auto-hit, Novice (1 point) -2, Licensed (3 points)+ uses completely normal Defense.
#Spirit Realm Diplomatic Negotiation — Rule Details
#Contract NPC Common Template
For Spirit Realm intelligences, contract NPCs who are not romance candidates, and one-off spirit contacts, fill only the fields below to use this document's negotiation rules. Even when an individual NPC has more detailed combat stats, contract adjudication uses this template first.
| Item | Entry |
|---|---|
| Access Condition | Meeting place, rite, offering, prerequisite event |
| Negotiation Target Number | Base 2d10 + Presence + Negotiation >= Target Number; 13 easy, 15 standard, 17 hard, 19 extreme |
| Wants | Cores, records, memories, passes, domain measures, a PC's promise, etc. |
| Gives | Information, passage, refinement, return aid, relics, combat avoidance, etc. |
| Contract Taboo | Conditions that cause immediate hostility or trigger a curse if violated |
| Violation Handling | Hostility, 1 [Incorporeal] attack, withdrawal of passage rights, Exposure increase, etc. |
Use Principles:
- A contract is not a reward list. It is a two-way binding.
- Do not repeatedly negotiate the same agenda with one NPC. After failure, renegotiation is allowed only 1/session or when a new price is offered.
- When applying this template to a romance candidate, do not replace Affinity rewards with contract rewards. A contract is a transaction; Affinity is a relationship.
#Negotiation Check Structure (Core Expansion)
- Meet the access condition: Each intelligence has access conditions (rite, offering, specific place, etc.).
- Negotiation check:
2d10 + Presence + Negotiation >= Target Number(core Noncombat). Modifiers:
- GM judgment +1~+3 based on the value of the price
- Holder of knowledge about that hell (Sorcery or Exorcism trained↑): +1
- Renown 4+ (Hero or higher): +1
- Three Ways and Six Hearts match: +2
- Three Ways and Six Hearts conflict: -2
- Result:
- Margin -5 or less: immediate hostility, enter combat using the yoma stat block
- Failure: refusal, no renegotiation (1/session)
- Success: contract concluded, basic reward
- Margin +5 or more: favorable relationship, additional reward
#Binding Force of Contracts
When a contract is concluded, both sides become subject to a 2d10 + Wisdom resistance check. When a party intends violation:
- The Spirit Realm intelligence notices immediately
- If a PC violates it: immediate hostility + possible curse (automatically apply that yoma's Attack B 1 time,
[Incorporeal]) - If the Spirit Realm intelligence violates it: mocked by other spirits (honor culture)
#Renegotiation Conditions
- Faithful contract performance: next negotiation +2
- Contract violation: permanent hostility with that intelligence
- Proxy negotiation: indirect negotiation through another intelligence is allowed (Target Number +4)
#1. Senmangu, Lord of Reviving Hell (千万苦)
#Dwelling and Appearance (Scent)
The administrative office on the top layer of Reviving Hell. Reviving Hell is the first hell the PCs approach. Senmangu's office is a hall filled with endlessly long rows of wooden desks and record scrolls.
Appearance: About 3m tall. Its body is a tangle of dozens of scrolls. Its face is an old-fashioned official's mask, and its eyes are three pairs (six eyes). It has eight arms, each holding a scroll and brush. Its voice is low and slow, with the blank expression peculiar to bureaucracy.
#Culture and Disposition
- Bureaucratic: Records, classifies, and approves everything.
- Principled: By regulation. No exceptions.
- No mercy: Yet not cruel. Closer to indifference.
- Three Ways and Six Hearts: 忠 (Ritual Way — fidelity to regulation)
#Law — Stat Block (Elite, incorporeal)
Senmangu (千万苦) — Elite
Wounds 3, Defense 15, Energy 9
Courage+0, Finesse+1, Physique+1, Wisdom+3, Presence+2, Fate+0
Domination +3 (lowered from the Elite baseline +4 because it is incorporeal)
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Record Brush (記錄筆) | Attack A (Wisdom) | 2 | 2d10 + Wisdom(3) [Incorporeal] | 1 Wound. [Incorporeal]. On hit, the target's name is recorded on a scroll — next negotiation -2. | — |
| Eight-Arm Adjudication (八腕裁決) | Attack B (Presence) | 3 | Presence opposed (2d10 + Presence(2) vs enemy 2d10+Courage) | Everyone in the same zone. On failure, cannot act for 1 round (form error judgment). | 1/round |
| Scroll Barrier (卷障壁) | Defense | reservation 1/improvised 2 | automatic | Negates a hit. Negates physical attacks on d10 1~5 (incorporeal). Exorcism exemption. | — |
| [Licensed] Soul Recalculation (靈魂再計算) | Kata | 5 | 2d10 + Wisdom(3)+2 >= 19 | Reopen and recalculate the death record of 1 person on the battlefield. Return is possible when the price is fixed. | 1/combat |
Special:
- Incorporeal: Negates physical attacks on d10 1~5 (50%). Exorcism skill holders are exempt.
- Office Holding: In the Reviving Hell office zone, Wounds +2 and Energy +3. Weakened outside the office.
- Negotiable: Requires a petition in proper form. Negotiation Target Number 15 (Three Ways and Six Hearts 忠 +2, 虛/魔 -2).
#Negotiation Conditions
Access: Submit an official petition to the Reviving Hell office. The petition must be written by 1 of Minako (kanji), Lorenzo (Latin), or Myoen (Sanskrit).
Modifiers:
- Petition in proper form: +2
- Offering (1 soul-record scroll): +2
- Hasty demand or rudeness: -3
#Negotiable Agendas
| Agenda | Price | Reward |
|---|---|---|
| View a resident death record | 1 soul-record scroll | Death cause and current location of the deceased |
| Request return recalculation for the dead | 3 soul-record scrolls + one price | Return of 1 person (postmortem application) — use [Licensed] |
| Reviving Hell route permission | 1 record | Pass (7 days) |
| Record alteration (vile) | 5 records + adjust 1 PC's Three Ways and Six Hearts | Death record deletion (taboo) |
What can be traded: Information (death records, death causes, hell locations), passes, record alteration (vile; permanent hostility on violation).
#Dialogue Examples
First audience:
(Blinking its six eyes at once) "... This petition is... Form 3-C, correct. Accepted. The price is... 1 soul record. Does it match? Answer."
On great success:
"Record confirmed. The deceased is registered on Reviving Hell Layer 3. Recalculation is... possible. However, when one record is erased, another is written. Whose name is written in the new record is... your problem."
On violation (hostility):
(Eight arms unfurl scrolls at once) "Record violation. Record violation. Record violation. Violator name — recorded."
(From this round, enter combat using the yoma stat block)
#Relationships and Hooks
- Akihisa: Senmangu recognizes the lord as the registered "Kagamiyama Domain administrator." Official conversation is possible.
- Gensho: Mutual professional respect. Gensho is a 10th-dan Onmyoji, so Senmangu treats him as an equal.
- Hook 1 — Return of the Dead: Returning 1 deceased resident is the greatest reward. The price is high. A serious moral choice.
- Hook 2 — Temptation of Record Alteration: The worst agenda. A PC with Heart 魔 may covet it.
- Hook 3 — Domain Registration Change: A long-term project to remove the domain from Reviving Hell jurisdiction.
#2. Hakario, Scale Keeper of Black Rope (秤王)
#Dwelling and Appearance (Scent)
At the center of Black Rope Hell. A single scale with no visible end. On one side are black stones; on the other, souls are lined up.
Appearance: A tall woman-shaped figure standing blindfolded. Her skin is black-stained, like the grain of ink. Both palms are huge and flat — the palms are the plates of the scale. She wears a long black garment, with several measuring tools on her belt. Her voice is clear and cold.
#Culture and Disposition
- Neutral: Takes no side. When the scale tilts, it stops.
- Honest: Detects lies immediately.
- Record-focused: Senmangu's colleague and division-of-labor partner.
- Three Ways and Six Hearts: 眞 (Manifest Way — the truth of measurement)
#Law — Stat Block (Elite)
Hakario (秤王) — Elite
Wounds 4, Defense 14, Energy 10
Courage+1, Finesse+2, Physique+2, Wisdom+2, Presence+3, Fate+0
Domination +4
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Scale Strike (秤打) | Attack A (Presence) | 2 | 2d10 + Presence(3) >= Defense | 1 Wound. On hit, measures and reveals the target's Heart (GM declaration). | — |
| Weight of Truth and Falsehood (眞僞錘) | Attack B (Wisdom) | 3 | Presence opposed (2d10 + Presence(3) vs enemy 2d10+Wisdom) | Everyone in the same zone. Forcibly exposes lies and intent to conceal. | 1/round |
| Black Rope (黑繩) | Defense | reservation 2/improvised 3 | 2d10 + Finesse(2) >= enemy attack | Negates a hit. On success, marks the attacker with a resentment mark (1 Wound each lull, Exorcism>=13 removes). | — |
| [Licensed] Judgment of the Scale (秤の判決) | Kata | 5 | Presence opposed (2d10 + Presence(3)+2 vs enemy 2d10+Courage), Target Number 17 | Reveals the hidden sin of 1 target to everyone + 2 Wounds mental harm. | 1/combat |
Special:
- Truth Detection: Automatically detects all lies. On a false statement, negotiation immediately fails + hostility.
- Scale Center: In the Black Rope Hell scale zone, Wounds +1 and Energy +2.
- Negotiable: Negotiation Target Number 13. Three Ways and Six Hearts 眞 +2, 虛 -2.
#Negotiation Conditions
Access: Before the central scale of Black Rope Hell. A religious guarantee from Myoen or Lorenzo gives +1.
Modifiers:
- Only truthful statements: +3 (lie detection causes critical failure)
- Offering (measuring tool, such as a brass ruler): +1
- PC with Three Ways and Six Hearts 眞: +2
- PC with Three Ways and Six Hearts 虛: -2
#Negotiable Agendas
| Agenda | Price | Reward |
|---|---|---|
| Measure an NPC's Three Ways and Six Hearts | 1 ruler | Definitively reveal the target's current Heart |
| Judge contract fairness | contract document | Evaluate the contract's traps and fairness |
| Measure a PC's hidden sin | confess one PC secret | Relieve psychological burden (support fixing Three Ways and Six Hearts) |
| Predict domain future | a handful of domain soil + one glass of water | Outline of next chapter's danger |
What can be traded: Information (Hearts, sins, contract fairness, future fragments). Contract notarization.
#Dialogue Examples
First audience:
(Tilting her head slightly under the blindfold) "Oh, you have come. What will you place on the scale? A soul, or a question? I measure both."
On great success:
"It tilted. Slightly to the right(右). This person's Heart is 慈. However, the aura of 虛 stands behind it. They know it too. Hiding it does not mean the scale is unaware."
On lie detection:
(A cold smile beneath the blindfold) "... A lie. The scale did not tilt. If your words failed to move the scale, it means your words have no weight. This audience is over."
#Relationships and Hooks
- Gensho: A 10th-dan Onmyoji once stood on the scale. Hakario has measured Gensho's Heart, according to rumor.
- Komachi: Hakario's most dangerous counterpart. If Komachi's secret is measured, it risks public exposure.
- Hook 1 — Hidden Sin Measurement: A chance for a PC confession and self-understanding during the campaign. Psychological drama.
- Hook 2 — Fix the Lord's Heart: Request measurement of Akihisa's current Heart state. Ending-branch information.
- Hook 3 — Domain Future Prediction: Useful just before a chapter transition. The prediction is not certain.
#3. Kirenu, Singer of Screaming Hell (切嘆)
#Dwelling and Appearance (Scent)
The northern border of Screaming Hell. A figure standing alone on a cliff.
Appearance: Its whole body is wrapped in silk-like white cloth — face and limbs are unseen. About 2m tall. The cloth has many red spots like stains. Its voice is feminine, but it communicates not by speech, only by song. Each syllable evokes emotion — sorrow, regret, anger.
#Culture and Disposition
- Emotion-centered: Every judgment turns on the truth of emotion.
- Tragic: It is a tragedy, and a witness to tragedy.
- Unstable: Emotions can surge during negotiation.
- Three Ways and Six Hearts: 虛 (Public Way — grief that could not be spoken)
#Law — Stat Block (Elite, incorporeal)
Kirenu (切嘆) — Elite
Wounds 3, Defense 15, Energy 10
Courage+0, Finesse+2, Physique+0, Wisdom+1, Presence+3, Fate+1
Domination +3 (lowered from the Elite baseline +4 because it is incorporeal)
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Lament (哀歌) | Attack A (Presence) | 2 | 2d10 + Presence(3) [Incorporeal] | 1 Wound + target Mental Save (Courage >= 13; on failure, checks -2 for 1 round). [Incorporeal]. | — |
| Scream Wave (悲鳴波) | Attack B (Presence) | 3 | — (automatic) [Incorporeal] | Everyone in the same zone takes 2 Wounds ([Incorporeal]). Exorcism holders take half damage. | 1/round |
| Veil of Sorrow (悲幕) | Defense | reservation 1/improvised 2 | automatic | The silk cloth is hit instead. Negates damage. Physical d10 1~5 negated. Exorcism exemption. | — |
| [Licensed] Nameless Requiem (無名鎭魂歌) | Kata | 6 | Presence opposed (2d10 + Presence(3)+3 vs all enemies 2d10+Courage), Target Number 17 | Everyone on the battlefield (foe and ally). Failures cannot act for 2 rounds + 1 Wound. Successes recover 1 Wound. | 1/combat |
Special:
- Incorporeal: Negates physical attacks on d10 1~5. Exorcism exemption.
- Communicates only by song: PCs without a music or song skill take -3 to negotiation checks.
- Emotional Deception Detection: Immediately recognizes performed emotion. Deception enrages it → hostility.
- Negotiable: Negotiation Target Number 15. Three Ways and Six Hearts 慈/虛 +2.
#Negotiation Conditions
Access: Northern cliff of Screaming Hell. Speak by song. Requires Myoen's horagai or a PC with a music-related livelihood.
Modifiers:
- Skilled+ in a music or song livelihood: +2
- Genuine emotional expression: +3 (cannot be acted)
- Myoen's horagai support: +2
- Unmoved attitude: -5
#Negotiable Agendas
| Agenda | Price | Reward |
|---|---|---|
| Learn the song of sorrow | 1 hour of empathy | Learn a song — can comfort spirits |
| Hear the voice of the dead | Confess a PC's deepest regret | The last words of 1 deceased resident, once |
| Pacify Screaming Hell | Continue mourning rites for one season | Domain Barrier HP +5/permanent |
| Extend Myoen's practice | Myoen's horagai | Myoen's weakening speed -50% (but horagai is lost) |
What can be traded: Requiem, words of the dead, Barrier HP enhancement, life extension.
#Dialogue Examples
First audience (song):
(The cloth flutters without wind, in song)
... Come, living ones ... why have you come seeking sorrow ... sorrow is not bread ... will you eat sorrow ...
On great success (switches to speech):
(Low female voice, the cloth opening slightly) "... I heard it. Your sincerity. I will give you one of the songs of Screaming Hell. When sung, this song lets a weary spirit rest briefly. In return, promise me. Do not use this song for commerce. Use it only for compassion."
On emotional deception (hostility):
(The song suddenly sharpens) "... Lies... your emotions are empty shells... leave... leave!"
(Scream Wave triggers automatically. Then combat begins using the yoma stat block)
#Relationships and Hooks
- Ryozan: Ryozan mentions that he met Kirenu during old ascetic practice — unofficial.
- Myoen: The key to Myoen's practice-extension route. Requires the decision to offer the horagai.
- Ume (resident): Connects to the quest to hear Ume's husband's voice.
- Hook 1 — Dead Resident Voices: Healing or further loss for Ume, Genbe, and other bereaved NPCs.
- Hook 2 — Screaming Hell Pacification Project: Long-term quest. A major route to increasing domain defense.
- Hook 3 — Kirenu's Identity: Kirenu may have been a past domain resident. A victim of an earlier drift. Revealed in Chapter 5.
#4. Honoome, Ash Maiden of Scorching Heat (炎女)
#Dwelling and Appearance (Scent)
At the center of the sea of flame in Scorching Heat Hell. A woman-shaped figure sitting on a huge rock.
Appearance: Her skin has the texture of black-charred ash(灰). Her hair is living, moving flame. She wears no clothing — only an ash shell like a garment. About 2.5m tall. Her eyes are deep red — staring can cause burns. Her voice is dry and hot.
#Culture and Disposition
- Craftsmanship: Deep love for tools, fire, and making.
- Solitude: Only works. Speaks little.
- Faith in repayment: A true offering receives a true repayment.
- Three Ways and Six Hearts: 覇 (Ritual Way — ruler of one's own domain)
#Law — Stat Block (Lord-grade)
Honoome (炎女) — Lord-grade
Wounds 6, Defense 16, Energy 13
Courage+3, Finesse+1, Physique+3, Wisdom+2, Presence+3, Fate+0
Domination +4.5 (+1.5 base + Presence aura)
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Ash Fist (灰拳) | Attack A (Courage) | 3 | 2d10 + Courage(3) >= Defense | 2 Wounds + burn (1 Wound each lull, Physique>=13 removes). On Critical Hit, 3 Wounds. | — |
| Flame Hair (焰髮) | Attack B (Presence) | 4 | 2d10 + Presence(3) [Incorporeal] | Everyone in the same zone takes 1 Wound + Fear. Exorcism holders use normal Defense. | 1/round |
| Furnace Wall (爐壁) | Defense | reservation 2/improvised 3 | 2d10 + Physique(3) >= enemy attack | Negates a hit. Burns the physical attacker (automatic, 1 Wound). | — |
| [Licensed] Tempering of Scorching Heat (焦熱の鍛え) | Kata | 5 | 2d10 + Presence(3)+2 >= Defense | 1 target takes 3 Wounds + target weapon durability -2. Burns with the artisan's fire. | 1/combat |
Special:
- Flame Aura: Enemies in the same zone take 1 Wound each breath on Courage >= 13 failure (burn).
- Sea of Flame Dwelling: In Scorching Heat Hell flame zones, Wounds +2 and Energy +3.
- Artisan's Repayment: Repayment for crafted offerings must be fulfilled. Promises are absolute.
- Negotiable: Negotiation Target Number 17. Three Ways and Six Hearts 覇 +2. If Yukichi (artisan) accompanies, +3.
#Negotiation Conditions
Access: The rock in Scorching Heat Hell. A flame-resistance rite is required — a protection spell from 1 of Ryozan, Myoen, or Gensho.
Modifiers:
- Yukichi's hammer accompanying: +3 (respect between artisans)
- Blacksmithing-related offering: +2
- Godai's teppo demonstration: +2 (curiosity)
- Disrespect toward fire: -5
#Negotiable Agendas
| Agenda | Price | Reward |
|---|---|---|
| Bless Yukichi's fire | 1 craftwork | Yukichi's Livelihood:Blacksmithing checks +1 permanent |
| Smelt Spirit Realm iron | Spirit Realm material + furnace ash | Sword of Scorching Heat (attack +2, fire attribute, masterwork standard) |
| Enhance Godai's teppo | 1 teppo | 5 Scorching Heat teppo rounds |
| Pass through Scorching Heat Hell | Part of one's body (hair, blood, etc.) | Pass + immunity to heat wounds |
What can be traded: Weapon enhancement (temporary masterwork-standard performance), pass, artisan blessing, special ammunition.
#Dialogue Examples
First audience:
(Slowly raising her head in the flames) "... A human has come. Come before fire. If you do not fear fire... speak. What can fire do? My fire wants one thing — something well made."
When accompanied by Yukichi:
(Rising) "... That hammer sound. That person's hands. A smith has come. Sit, smith. This ash maiden can bless your hammer. The price is — one work you treasure most. Which one?"
On great success:
"Good. Hand your hammer to this flame. I will hold it myself. I will bury it in fire, place it in ash, and give it back to you. From the next tempering, it will be different. I promise you — this blessing will pass to your son as well."
#Relationships and Hooks
- Yukichi: Respect between artisans. A major route to improving Yukichi's smithy ability.
- Godai: Teppo technology sharing. Scorching Heat rounds.
- Ryozan: Access through protection spells — Ryozan's burden.
- Hook 1 — Yukichi's Blessing: Give Yukichi's 3rd-generation hammer to Honoome. Short-term sacrifice.
- Hook 2 — Forge the Sword of Scorching Heat: Spirit Realm material + Honoome's cooperation. Route to a masterwork sword.
- Hook 3 — Honoome's Past: A hint that she too was once human. A blacksmith's daughter.
#5. Otonashi, Silent One of Avici (音無)
#Dwelling and Appearance (Scent)
The deepest part of Avici Hell. A formless void.
Appearance: A black shadow. No fixed form. At times it shrinks into a person wearing a cloak; at times it is the entire space. It has no height. No eyes or mouth. Communication is intent transmitted through silence — PCs intuit the meaning.
#Culture and Disposition
- Absolute silence: Does not speak. But makes itself understood.
- Highest authority: One of the highest intelligences in the Spirit Realm.
- Detached: No interest in individual humans. Yet it answers questions — even if the answer is silence.
- Three Ways and Six Hearts: 虛 (Public Way — a realm beyond the 6 Hearts, GM judgment)
#Law — Stat Block (Lord-grade, incorporeal, highest rank)
Otonashi (音無) — Lord-grade
Wounds 8, Defense 19, Energy 15
Courage+2, Finesse+3, Physique+2, Wisdom+5, Presence+4, Fate+0
Domination +6.5 (+1.5 base + Presence aura + highest-rank correction +1)
Attribute Cap Exceeded Warning: The core attribute cap is +3. Otonashi has +4/+5 as a Spirit Realm intelligence exception (see the precedent of the sealed great archfiend Enmadoji). A human PC cannot reach this state.
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Hand of Silence (靜寂の手) | Attack A (Wisdom) | 3 | 2d10 + Wisdom(5) [Incorporeal] | 2 Wounds. [Incorporeal]. On hit, target is "silenced" — cannot speak or make sound next round (cannot use Sorcery or mantra). | — |
| Erasure of Meaning (意味の消滅) | Attack B (Presence) | 4 | Presence opposed (2d10 + Presence(4) vs enemy 2d10+Wisdom), Target Number 17 | Everyone in the same zone. On failure, loses 1 memory fragment (GM selects) + 2 Wounds. | 1/round |
| Void (空虛) | Defense | automatic | — | Negates physical attacks on d10 1~7 (70%, superior incorporeal). Exorcism exemption. Also negates [Incorporeal] attacks on d10 1~3. | — |
| [Licensed] Judgment of Avici (無間の判決) | Kata | 6 | 2d10 + Wisdom(5)+3 >= Defense | Temporarily removes all memories from 1 person on the battlefield (combat only). The target cannot use any traits or skills during that combat. | 1/combat |
Special:
- Superior Incorporeal: Negates physical attacks on d10 1~7 (70%). Even Exorcism holders face Defense +2.
[Incorporeal]attacks are also negated on d10 1~3. - Avici Hell Dwelling: Anywhere inside Avici Hell, Wounds recovery +1/round.
- Contract of Silence: On contract, one "forbidden utterance" must be permanently obeyed. Violation causes immediate hostility + curse.
- Negotiable: Negotiation Target Number 19. Accessible only in Chapter 5, Act 4. Three Ways and Six Hearts do not matter (responds equally to all Hearts).
#Negotiation Conditions
Access: Deepest part of Avici Hell. Reaching it is the campaign's greatest obstacle. Requires a joint rite by Akihisa, Gensho, and all PCs. Possible only in Chapter 5, Act 4.
Modifiers:
- Renown 10+ (Legend): +3
- Gensho's final prayer: +2 (one-time)
- Akihisa's final Heart decision: +2
- Rashness: -5
#Negotiable Agendas
| Agenda | Price | Reward |
|---|---|---|
| Ask about returning the domain to the core world | The question itself is the price | Truth of the return condition |
| Path to reaching Renown Title | All memories of one PC | Secure a narrative milestone for reaching 10th dan and choosing a Renown Title |
| Ask the cause of the drift | Lifespan of 1 domain person | Reveal the drift's root |
| Contract of Silence | Permanently obey one forbidden utterance | 1 protection from Avici Hell |
What can be traded: Final information (return condition, drift root), a narrative milestone for choosing a Renown Title, Avici protection.
#Dialogue Examples — (No Dialogue)
At the first audience:
(The PCs standing before Otonashi hear nothing. Yet meaning rises inside their minds.)
Otonashi's intent (delivered to the PCs simultaneously):
"... ... I know that you have come ..."
"... ... I know that you wish to ask a question ..."
"... ... What price have you prepared ..."
How a PC may respond:
- Speak aloud (possible)
- Think inwardly (possible; Otonashi reads it)
- Remain silent (the most courteous method)
When the contract is concluded:
(Light disappears. Space closes for an instant. When it opens again, one sentence is carved into the PCs' hearts.)
"... Agreed ..."
On violation (hostility):
(Without sound, the world's sounds vanish one by one. Birdsong. Wind. Heartbeat. Then the PC's own breathing.)
(Hand of Silence triggers automatically. On Wisdom resistance Target Number 17 failure, 1-session "curse of silence" — cannot speak. Then combat begins using the yoma stat block)
#Relationships and Hooks
- Gensho: Gensho knows Otonashi's name, but has never met it directly.
- Previous drifters: A past drifter may have contracted with Otonashi. That person's will may be somewhere in the domain.
- Hook 1 — Truth of Return: The only source that can reveal the conditions for returning the domain. Core of Chapter 5, Act 4.
- Hook 2 — Reaching Renown Title: One PC can gain a narrative milestone that justifies choosing a Renown Title by paying with memories. A character-level narrative sacrifice.
- Hook 3 — Otonashi's Identity: Rumored to have been the supreme head of the Onmyoryo. Transformed by silence over a long time. Connected to Gensho's past?
#6. Mizukagami, Ancient Spirit (水鏡) — Neutral
#Dwelling and Appearance (Scent)
A lake in the borderlands outside the 5 hell chapters. One of the Spirit Realm places closest to the domain.
Appearance: An elegant woman-shaped figure standing in the middle of the lake. Skin, hair, and clothing are all made of water — flowing transparency. Medium height. In her hand is a polished mirror — the lake mirror. Her voice is clear, like splashing droplets.
#Culture and Disposition
- Neutral: Belongs to no hell.
- Wise: A storehouse of ancient knowledge.
- Capricious: Like water. Reactions change with mood.
- Three Ways and Six Hearts: 眞 (Manifest Way — the truth of reflection)
#Law — Stat Block (Elite)
Mizukagami (水鏡) — Elite
Wounds 4, Defense 14, Energy 11
Courage+0, Finesse+3, Physique+1, Wisdom+3, Presence+3, Fate+1
Domination +4
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Water Whip (水鞭) | Attack A (Finesse) | 2 | 2d10 + Finesse(3) >= Defense | 1 Wound + forced movement (adjacent zone). | — |
| Mirror Return (鏡返) | Attack B (Wisdom) | 3 | Presence opposed (2d10 + Wisdom(3) vs enemy 2d10+Presence) | The target's own technique is returned directly to them (next attack). No damage, self-harm. | 1/round |
| Water-Surface Wall (水面壁) | Defense | reservation 1/improvised 2 | 2d10 + Finesse(3) >= enemy attack | Negates a hit. Converts enemy attack technique into a ranged attack (against another enemy in the same zone). | — |
| [Licensed] Memory Reflection (記憶反射) | Kata | 4 | 2d10 + Wisdom(3)+2 >= 15 | Restore 1 forgotten memory of 1 target, or remove 1 recent memory. Useful in noncombat. | 1/session |
Special:
- Lake Dwelling: At the borderland lake, Wounds +1 and Energy +2. Outside the lake, Domination -1.
- Fond of Children: Always negotiation +2 when a domain child accompanies the PCs.
- Caprice: Roll d10 each session to shift disposition (1~3 cold / 4~7 normal / 8~10 generous).
- Negotiable: Negotiation Target Number 13. Three Ways and Six Hearts 眞 +2, 覇 -2.
#Negotiation Conditions
Access: The lake at the domain border. Accessible from Chapter 1 — the earliest contact among Spirit Realm intelligences.
Modifiers:
- Domain child accompanies: +2 (likes children)
- Water or mirror-related offering: +1
- Truthful question: +1
- Selfish intent: -2
#Negotiable Agendas
| Agenda | Price | Reward |
|---|---|---|
| Restore forgotten memory | Hold a hand in the water for one hour | Recall 1 forgotten memory — use [Licensed] |
| Glimpse a window to the core world | Provide the smile of 1 domain child | Observe 1 specific core-world place once (no sound) |
| Future hint | Drink one glass of water (Physique>=11; on failure, 1 Wound) | 1 keyword for next chapter |
| Communicate through the mirror | one memory fragment | Safe indirect conversation with another Spirit Realm intelligence |
What can be traded: Memories (restore/remove), observation window, future hint, Spirit Realm communication.
#Dialogue Examples
First audience:
(Water droplets splash) "Oh my, living people have come this far. This lake has not seen humans in a long time. What do you wish to know? There is much that water can answer. Still... water has no shape of its own. My answer may not be exact."
With a child accompanying:
(Smiles) "Ah, this little guest. Hello, child. This grandmother will give you one stone from the bottom of the lake. Make one wish. Wishes... sometimes water grants them."
On great success:
(Tilting the mirror) "I can see your mother in this mirror. When you were 3 years old, she held you and smiled. This memory is one you forgot. I will return it. Carry it carefully. Memories are heavy."
#Relationships and Hooks
- Children (residents): Mizukagami likes children. May connect to Mari's doll.
- Otone: Route to restore Otone's forgotten memory.
- Hook 1 — Glimpse the Core World: Can combine with Tobe's contact-network recovery. Another source of core-world information.
- Hook 2 — Danger of Forgotten Memories: A restored memory may be trauma. PC choice.
- Hook 3 — Mizukagami's Request: Request to prevent lake pollution. Simple side quest.
#7. Ayaka, Ghost Princess (綾香)
#Dwelling and Appearance (Scent)
An old mansion site on the Reviving-Black Rope border. Daughter of a local noble family destroyed about 300 years ago.
Appearance: A 17-year-old girl. Pale, with a translucent body. Long loose hair, old-fashioned hair ornaments. Clothing is a fine robe in 300-year-old style. Old fans in both hands. Her voice is only a little louder than a whisper — an empty resonance.
#Culture and Disposition
- Old-fashioned: Speech and etiquette from 300 years ago.
- Lonely: Longs for someone to talk to.
- No grudge: Has moved beyond resentment over her family's fall. Now wants only stories.
- Three Ways and Six Hearts: 慈 (Public Way — longing for warmth)
#Law — Stat Block (Elite, incorporeal)
Ayaka (綾香) — Elite
Wounds 3, Defense 14, Energy 9
Courage+0, Finesse+2, Physique+0, Wisdom+2, Presence+3, Fate+1
Domination +3 (lowered from the Elite baseline +4 because it is incorporeal)
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Fan Cut (扇斬) | Attack A (Finesse) | 2 | 2d10 + Finesse(2) [Incorporeal] | 1 Wound. [Incorporeal]. The fan edge is like a blade. | — |
| Ring of Story (物語輪) | Attack B (Presence) | 3 | Presence opposed (2d10 + Presence(3) vs enemy 2d10+Courage) | Everyone in the same zone is charmed — cannot take hostile action against Ayaka for 1 round. No damage. | 1/round |
| Ghostly Robe (幽衣) | Defense | reservation 1/improvised 2 | automatic | Incorporeal. Physical d10 1~5 negated. Exorcism exemption. On success, attacker zone movement +1 Energy. | — |
Special:
- Incorporeal: Negates physical attacks on d10 1~5 (50%). Exorcism exemption.
- Night Only: Appears only at night. Cannot use techniques during the day (does not appear).
- No Grudge: No preemptive attacks. Defensive combat only if PCs attack or act rudely.
- Peaceful Passing Possible: Voluntarily vanishes after completing her story. Result: spiritual pressure near the domain -1 permanent.
- Negotiable: Negotiation Target Number 13. Three Ways and Six Hearts 慈 +2. Knowledge of 300-year-old customs +2.
#Negotiation Conditions
Access: Ruins in the borderlands. Appears only at night.
Modifiers:
- Knows old tales or classical anecdotes: +3
- Introduction by Otone: +2
- Knowledge of 300-year-old customs: +2
- Rude attitude: -3
#Negotiable Agendas
| Agenda | Price | Reward |
|---|---|---|
| Story of previous drifters | Converse through the night (3 hours) | Narrative fragment of previous drifters |
| Ancient domain place names | Sing one old song for her | Ancient terrain information around the domain |
| Location of treasure in the ruins | one bouquet | Information on hidden famed swords and scrolls |
| Request peaceful passing | Complete her story (3 sessions) | Reduce spirits near the domain by one (permanent) |
What can be traded: Past information (previous drifters, ancient place names, treasure), peaceful passing (permanent reduction of spiritual pressure).
#Dialogue Examples
First audience:
(Slightly hiding her face with a fan) "... Oh my. Living people... in these poor ruins. That you would seek out this insignificant Ayaka... I am humbled. If you have time... would you sit a moment and share stories?"
Story of previous drifters:
"... I also saw this land drift away once more. No, I did not experience it myself — it was 200 years after my death. The drifters of that time... all chose transformation. They became our domain folk. One of them placed this flower in my hand..."
Just before peaceful passing:
(Quietly) "... Thank you. For 300 years, I have not had this much warmth. I... will go now. I miss those who have gone. Please... take care of this old land."
#Relationships and Hooks
- Otone: Connected to Otone's old stories. Otone may subconsciously know that Ayaka exists.
- Children: Children accidentally find Ayaka's toy ghost(?).
- Hook 1 — Previous Drifter Narrative: One of the most important information sources in this campaign. Reveals success and failure cases from previous drifters.
- Hook 2 — Peaceful Passing Route: A 3-session route to let Ayaka pass on. Large Heart 慈 reward.
- Hook 3 — Treasure in the Ruins: Discover famed swords and spellbooks left by Ayaka's family. Item route.
#8. Isoragimi, Forgotten Deity (磯良神) — Practical Deity
#Dwelling and Appearance (Scent)
The sanctuary on the domain coast (Spirit Realm side). Currently ruined.
Appearance: Originally a sea god of abundance. Now a half-erased being. A half-human, half-fish body wearing a coral crown — male upper body, fish-tail lower body. The outline of the body sometimes vanishes and returns. The voice is a mix of surf and a low human tone.
#Culture and Disposition
- Loneliness of the forgotten: Vanishes if residents do not remember it.
- No vengeance: Merely wants to be remembered.
- Tolerant: Grateful even for small worship.
- Three Ways and Six Hearts: 慈 (Public Way — warmth being forgotten)
#Law — Stat Block (Lord-grade)
Isoragimi (磯良神) — Lord-grade
Wounds 5, Defense 15, Energy 12
Courage+2, Finesse+2, Physique+3, Wisdom+2, Presence+3, Fate+0
Domination +4.5 (+1.5 base + Presence aura. Weakened state before revival)
Revival Level (復活度) 0~5: Isoragimi's abilities change with how well it is remembered. It starts at revival level 0. Each level gives Wounds +1, Energy +1, Domination +1. At full revival (revival level 5), it becomes a special Lord-grade being (domain guardian deity) around Wounds 10, Energy 17, Domination +10.
Techniques (revival level 0 baseline):
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Wave Trident (浪三叉) | Attack A (Courage) | 3 | 2d10 + Courage(2) >= Defense | 2 Wounds + forced movement (adjacent zone). +1 Wound in underwater zones. | — |
| Summon Sea Current (海流召喚) | Attack B (Wisdom) | 3 | — (automatic) | Everyone in the same zone moves +2 Energy (1 round). In underwater zones, everyone takes 1 Wound. | 1/round |
| Coral Shield (珊瑚盾) | Defense | reservation 2/improvised 3 | 2d10 + Physique(3) >= enemy attack | Negates a hit. +2 in coastal zones. | — |
| [Licensed] Recalling the Forgotten Name (忘名復唱) | Kata | 5 | 2d10 + Presence(3)+2 >= Defense | Targets everyone on the battlefield (foe and ally) for 2 Wounds + Isoragimi revival level +1 (applied after combat). | 1/combat |
Special:
- Coast and Underwater Only: Wounds +2 and Energy +3 in coastal/underwater zones. Weakened inland (Wounds -2).
- Forgotten One: Currently being erased. At each session start, roll d10: on 1~3, Wounds -1 (memory loss). Exempt if the domain holds regular worship.
- Full Revival Conditions: Sanctuary restoration + dedication rite + fisherman Genbe leading. Completed across 3 sessions.
- Negotiable: Negotiation Target Number 15. Three Ways and Six Hearts 慈 +2, 虛 -2. Fisherman Genbe accompanying +2.
#Negotiation Conditions
Access: Ruined coastal sanctuary. Requires a rite from 1 of Myoen, Lorenzo, or Ryozan.
Modifiers:
- Sanctuary restoration begun: +3
- Formal dedication rite: +2
- Fisherman Genbe accompanying: +2 (god of fishers)
- Indifferent attitude: -4
#Negotiable Agendas
| Agenda | Price | Reward |
|---|---|---|
| Partial sanctuary restoration | 7 days of labor + 3 craftworks | Coastal Defense +2, abundant fishing |
| Sea access permission (Spirit Realm) | formal dedication rite (led by Ryozan) | Spirit Realm sea passage + underwater hiding |
| Restore lost knowledge | willingness of 1 PC to learn an ancient language | Learn 1 ancient fishing spell |
| Full revival rite | long-term project (across 3 chapters) | Secure 1 domain guardian deity (permanent) — special Lord-grade |
What can be traded: Coastal Defense reinforcement, Spirit Realm sea passage rights, ancient fishing spell, domain guardian deity (final).
#Dialogue Examples
First audience:
(In the sound of waves) "... Long... long... no one has called. ... The name... do you remember it? ... Isoragimi... do you remember?"
When the name is remembered:
(Body becoming clear) "Ah, ah... this old god gains form again. I thank you. You — humans. Guard this land's coast. Do not forget the coast. Those who forget are forgotten. That is my teaching."
When the revival rite is completed:
(Waves surge up, voice complete) "This coast is now under my jurisdiction. Outside yoma cannot enter. My forgotten power has returned, and I shall guard those who remembered me — Kagamiyama Domain."
#Relationships and Hooks
- Genbe (resident): To fishers, the "forgotten god of fishing." Can be revived through Genbe's rite.
- Lorenzo: Lorenzo is open to polytheism. Can assist rites.
- Hook 1 — Sanctuary Restoration Project: Medium-to-long side quest. Greatly improves domain defense.
- Hook 2 — Full Revival: Game changer level. Gaining a domain guardian deity = long-term support for Barrier maintenance.
- Hook 3 — Coastal Exploration Unlock: Once the revival rite is completed, Spirit Realm sea exploration becomes possible. Unlocks a new region.
#Spirit Realm Intelligence Diplomatic Matrix
#Mutual Relationships
[Otonashi] (Avici)
│ (respect)
[Senmangu] ── [Hakario] (Black Rope)
(Reviving) │
│ │ (cooperation)
│ │
[Kirenu] ── [Honoome]
(Screaming) (Scorching Heat)
│ │
│ │
[Mizukagami] [Ayaka]
(border) (border)
│
[Isoragimi]
(coast)
- Senmangu and Hakario: bureaucratic colleagues (cooperation)
- Kirenu and Honoome: tragic artisans (mutual understanding)
- Mizukagami and Ayaka: hermits of the border (friends)
- Isoragimi: isolated (forgotten one)
- Otonashi: transcendent (revered by all)
#Recommended Diplomatic Order
| Chapter | Recommended Contact |
|---|---|
| Chapter 1 | Mizukagami (low-risk introduction, Target Number 13) |
| Chapter 2 | Ayaka (Target Number 13), Hakario (Target Number 13) |
| Chapter 3 | Senmangu (Target Number 15), Isoragimi (Target Number 15, coast) |
| Chapter 4 | Kirenu (Target Number 15), Honoome (Target Number 17) |
| Chapter 5 | Otonashi (Target Number 19, final) |
#When Combat Occurs
Each intelligence's yoma stat block is used only for contract violation or hostility. During negotiation, keep the stat block hidden. Even after combat begins, the GM should consider the narrative weight of the intelligence and allow a renegotiation attempt at Wounds 0.
#GM Operation Tips
#RP Principles for Spirit Realm Intelligences
- Maintain inhumanity: Each has norms different from human logic. None are pure good or evil.
- Emphasize contracts: Enforce concluded contracts. On both sides.
- Reinterpret the value of offerings: The Spirit Realm is a world of meaning. Memory, emotion, and relationships matter more than silver and gold.
- Sensory expression: Describe each dwelling, appearance, and voice sensually — players should feel that they stand before something strange.
#Negotiation Operation
- Make first contact dramatic: Recommended to spend one session from arrival through the end of negotiation.
- Keep later contact short: From the second contact onward, 10~20 minutes is enough.
- Make failure meaningful: A critical failure is always a remembered enemy. Material for later quests.
- Make players feel the price: Memory loss, lifespan reduction, and similar prices should apply actual rules.
#Combat Transition Notes
- Holders of the incorporeal tag (Senmangu, Kirenu, Otonashi, Ayaka): Physical attacks are 50% negated (70% for Otonashi). Exorcism skill is essential.
- Incorporeal Domination: Lowered by -1 from the Elite baseline +4 (precedent: core armored onryo).
- Lord-grade Domination: +1.5 + Presence aura. Aura radius is the whole relevant zone.
#Easy Mistakes
- Overusing stacked agendas: Asking several questions of the same intelligence at once — dilutes value.
- Being lenient with contract violations: Spirit Realm intelligences are never lenient. Violation is lethal.
- Overusing Otonashi: If Otonashi appears before Chapter 5, Act 4, it loses weight.
- Treating Mizukagami as an easy NPC: She seems the most familiar, but caprice is lethal.
- Ignoring Ayaka's peaceful passing: Peaceful passing is dramatic narrative. Give it care across 3 sessions.
#Player Experience Design
- First encounters with Spirit Realm intelligences should be scenes remembered across the entire campaign.
- The price of negotiation should demand real player judgment — value, not numbers.
- The consequences of a contract appear over the long term — the price of one session ripples into the next chapter.
#Connected Documents
- Yoma Bestiary — core yoma standards
- Noncombat Checks — core negotiation rules
- 5 Hell-Chapter Guide — core hell rules
- Hell Details — this supplement's hell details
- Zone Gimmicks — hell zone effects
- Chapter 3 — Senmangu and Isoragimi contact
- Chapter 4 — Kirenu and Honoome
- Chapter 5 — Otonashi
- Side Quests — Spirit Realm intelligence-related quests
- 5 Outsiders — assistants for intelligence negotiation
"They are not enemies. But they are not friends either. They live by laws different from ours; respect those laws, and dialogue is possible. Fail to respect them, and their laws will be executed upon us." — Hoshino Gensho to Akihisa, the night before the first Spirit Realm negotiation mission.





