English edition v1.3.3

#Spirit Realm Loot — d100 Picked Up in Hell

Contents

What this document is. A d100 loot table rolled after winning combat in the Spirit Realm. Follows the format of the main 11-06 Loot Table. All 100 entries are Spirit Realm–specific.

Main Book References

- Required: Loot Table (main) · Detailed Economy · Yoma Bestiary

- Reference: Weapons & Equipment · Masterwork Catalog · Divine Treasures

- Within this supplement: Table Index · Core Economy · Special Core Variants · Spirit Realm Index


#Scent — Things Picked Up in Hell

After Spirit Realm combat, there is ash.

The ash is gray. Small things are mixed into the ash. Bone fragments of yoma. Melted weapons. Pieces of chain. Buttons from clothing someone once wore. An unrecognizable token. A talisman that someone held while still alive.

There is no gold brought from a domain. Gold does not flow in the Spirit Realm. Instead there are cores. There are souls. There are nameless objects.

This table is those 100 things.

Unlike the main loot table, this table is Spirit Realm–only. Cores, crystals, and talismans instead of gold. Yoma materials and Spirit Realm fragments instead of equipment. Otherworldly favor and spiritual clues instead of faction rewards.

Many things cannot be brought back and used. Things that crumble when crossing a Domain Barrier. Things too contaminated for a domain to accept. Things that frighten the inhabitants. Those too are mixed into the 100.

Spirit Realm combat is a place where blade meets blade, but it is also a moment that decides what you pick up afterward.


#Law — Roll Rules

#Basic Roll

  • Die: d100
  • Timing: After Spirit Realm combat ends, 1 leader from the victorious side rolls
  • Open Roll: Open rolls are preferred. However, 99·00 may be kept private.

#Combat Scale Modifiers

Combat ScaleModifier
Small (Minion combat)No modifier
Medium (includes Veteran/Elite)+10
Large (multiple Elite or a Lord-grade omen)+20
Lord-grade combat+30 (Lord-grade only after a chapter event ends)

#Economy Tier Note

Same principle as the main loot table:

  • This table is a supplementary reward table for Spirit Realm combat tiers.
  • Prioritize clues, materials, and crafting rights over immediate grants.
  • Full acquisition of masterworks, Divine Treasures, and Exotic Sacred Objects goes through scenario rewards or follow-up hooks.

#Domain Import Limit

Spirit Realm loot requires a check when passing through the Barrier:

  • Target Number 11 (standard loot)
  • Target Number 13 (contaminated loot)
  • Target Number 15 (Lord-grade loot)

Failure: crumbles away. No retry.


#Table — Spirit Realm Loot d100

#No Recovery (01–12)

d100LootEffect
01Nothing but ashThe battlefield is covered in ash. Nothing can be salvaged.
02Broken weapon fragmentA rusted sword, one blade. Crumbles away. Narrative trace only.
03Blood-stained bannerAn old battle standard. Whose, unknown. Narrative trace.
04Burned talisman ashA talisman with its seal broken. Only ash remains.
05Shattered armor fragmentIron shards mixed into ash. Narrative.
06Torn cloth scrapA bloodstained scrap of clothing. Narrative.
07Broken helmetA nameless helmet. Crumbles away.
08Bone fragmentWhose, unknown. Narrative clue.
09Chipped speartipUseless. Narrative.
10A single link of rusted chainCommon near the Black Rope boundary. Narrative.
11A handful of gray ashCommon near the Reviving Hell boundary. Narrative.
12A handful of smoldering ashCommon near the Shonetsu boundary. No change to Spirit Realm Exposure.

#Cores & Crystals (13–30)

d100LootEffect
13Minion cores, d10Yield: d10 cores. Standard processing possible.
14Minion cores, manyd10+3 cores. Generous harvest.
15High-purity Minion core, 1High-quality Minion core ×1. Processing Target Number -1.
16Veteran core, 1Veteran core ×1. Standard.
17Veteran cores, 2Veteran cores ×2. Generous.
18High-purity Veteran core, 1High quality. Processing Target Number -1.
19Veteran core + Minion coresVeteran ×1 + Minion d10. Mixed.
20Corrupted cores, d10Minion cores d10 + Spirit Realm Exposure +1/core. See 30-02.
21Variant core seedMay become a variant when processed. Can roll on 30-02.
22Elite core, 1Elite core ×1. Requires major processing.
23High-purity Elite coreHigh-quality Elite core. Processing Target Number -1.
24Half-processed coreA core already mid-processing. Immediately usable.
25Boundary hell coreA core from two hells' border zone. Unusual coloring. Narrative during processing.
26Twin-birth core (Reviving Hell)Reviving Hell twin-birth. See 30-02.
27Pure core (Reviving Hell)Reviving Hell innocent. See 30-02.
28Crystal-stable coreFully processed crystal. Can immediately apply Barrier HP +10 modification.
29Otherworld crystalNot a core, but a precious crystal. Sought by appraisers.
30Lord-grade core clueDebris indicating a high-purity core is nearby. Narrative hook.

#Yoma Materials (31–48)

d100LootEffect
31Yoma bone fragmentSmall yoma bones d10. Equipment crafting material.
32Yoma hideSmall yoma hide ×1. Armor material.
33Yoma fangsFangs d10. Decorative and weapon-decoration use.
34Yoma clawsClaws d10. Equipment material.
35Yoma hornMedium yoma horn ×1. Precious material.
36Yoma tailLong tail ×1. Whip material.
37Yoma eyeballsEyeballs d10. Spiritual material. Spirit Realm Exposure +1/eyeball.
38Yoma heartRare. Heart ×1. Clue for 30-02 special cores.
39Yoma lipsStrange material. Medicine for mental conditions.
40Yoma fingernailsFingernails d10. Tool material.
41Chain fragmentBlack Rope boundary. Chain fragments d10. Iron material.
42Fire stoneShonetsu boundary. Stones d10. Fire-related material.
43Water-drop crystalScreaming Hell boundary. Crystals d10. Water-related material.
44Ash powderReviving Hell boundary. Powder, one sho. Ritual material.
45Name-lost powderAvici boundary. Powder, one sho. Mental material. Spirit Realm Exposure +2.
46Thread of soulsThread drawn from a yoma's soul. Sealing material.
47Spirit seedA small seed. Spiritual effect. Can be transplanted.
48Bundle of corrupted materialsMultiple materials mixed together. Spirit Realm Exposure +1/bundle.

#Equipment (49–60)

d100LootEffect
49Spirit Realm weapon1 rusted Spirit Realm weapon. After repair: Spirit Realm Bane +1.
50Spirit Realm armor1 set of Spirit Realm armor. After granting Spirit Realm Exposure +1: Spirit Realm Evasion +1.
51Spirit Realm bowSpirit Realm bow ×1. Arrows are separate. Ranged +1.
52Spirit Realm bow + arrowsBow ×1 + Spirit Realm arrows d10. Arrows cannot be recovered.
53Spirit Realm spearSpirit Realm spear ×1. Usable after purification.
54Spirit Realm helmetAfter granting Spirit Realm Exposure +1: Mental Save Target Number +1.
55Spirit Realm talismanSpirit Realm talisman ×1. Immediately 1-use. Spirit Realm Bane.
56Spirit Realm shieldSpirit Realm shield ×1. Heavy. Defense +1.
57Spirit Realm daggerSpirit Realm dagger ×1. Easy to conceal.
58Spirit Realm twin bladesTwo blades. Spirit Realm Exposure +2. Attack +1.
59Spirit Realm name-plaqueAn old lord's name-plaque. Intimidation +2 against yoma of that hell.
60Spirit Realm battle standardA torn Spirit Realm battle standard. Squad Cohesion +1 (1 combat).

#Talismans & Seals (61–72)

d100LootEffect
61Purification talismanSpirit Realm Exposure -1 (1-use).
62Strong purification talismanSpirit Realm Exposure -2 (1-use).
63Sleep talismanDeep sleep ×1. Recovery +2.
64Barrier Assistance talismanBarrier HP +2 (1 time).
65Revival counter-talismanSeals a revival-type yoma, 1 time.
66Chain counter-talismanDisables a binding, 1 time.
67Laceration counter-talismanRecovers a Burn or laceration, 1 time.
68Hellfire counter-talismanSpirit Realm Bane vs. Shonetsu yoma, 1 time.
69Name counter-talismanRecovers a name-loss instance, 1 time.
70All-purpose talismanChoose 1 type; 1-use.
71Otherworld secret manualSpirit Realm–specific secret manual ×1. Requires study.
72Sealing scrollSeals 1 yoma type, 1-use. Requires lord's approval.

#Medicines & Elixirs (73–80)

d100LootEffect
73Recovery elixirImmediately restore Wounds +2, 1 time.
74Purification elixirSpirit Realm Exposure -2, 1 time.
75Strong recovery elixirWounds +4, 1 time.
76Wound elixirReduces a serious wound by 1 stage.
77Otherworld Medicine materialsA bundle of materials for a domain physician to use.
78AntidoteCures yoma poison, 1 time.
79Mental-Save elixirMental Save Target Number success rate +2 (1 time).
80Dream elixirA deep dream. Narrative clue.

#Spiritual Clues (81–90)

d100LootEffect
81Old domain tokenIdentity token from a lost domain. Map clue.
82Spirit Realm map fragmentMap clue for the current region. Spirit Realm relocation Target Number -1.
83Yoma correspondenceLetters exchanged between yoma. Lord-grade clue.
84Otherworld diaryA Drifter's diary. Narrative.
85Lord's last testamentTestament of a lost domain's lord. Narrative.
86Secret documentClue to 1 Spirit Realm–specific secret manual.
87Lord-grade rumorRumor of a local Lord-grade yoma. Connects to a main book chapter.
88Exotic Sacred Objects clueClue to 1 Exotic Sacred Object that fell into the Spirit Realm.
89Location of an old talismanThe place where a powerful purification talisman is buried.
90Spirit Realm Wandering Treasures clueClue to 1 Spirit Realm Wandering Treasure. Scenario hook.

#Spiritual Favor (91–95)

d100LootEffect
91Gratitude of a wandering soul1 ghost promises a one-time favor. Squad +1.
92Otherworld merchant's goodwill1 Spirit Realm merchant offers trade prices -10%.
93Drifter's grace1 drifting resident can join the domain.
94Otherworld ascetic's teachingMeditation check +1 (one month).
95Spirit Realm native's recognitionYoma encounters in that region -1 (one month).

#Minor Masterworks & Extreme Rewards (96–00)

d100LootEffect
96Spirit Realm masterwork crafting rightRight to commission or craft 1 masterwork from the Masterwork Catalog. Received at the next base.
97Spirit Realm minor masterwork1 small Spirit Realm masterwork immediately usable. Accessory or support level.
98Old lord's relic1 item belonging to a lost domain's lord. Narrative weight. Use is scenario-dependent.
99Spirit Realm Wandering Treasures clueClue, map, or testimony for 1 Spirit Realm Wandering Treasure or Exotic Sacred Object. Follow-up scenario hook.
00Legend of the Spirit RealmAn official follow-up hook leading to the conclusion of 1 Spirit Realm Wandering Treasure. Immediate legend grant is forbidden. Connects to the central reward of the next scenario.

#Application — Usage Guidelines

#Domain Import Check Detail

Loot TypeTarget NumberOn Failure
Ash, bone fragments, weapon fragmentsTarget Number 11Crumbles away
Cores (standard)Target Number 11Crumbles away
Cores (corrupted, variant)Target Number 13Crumbles away
Yoma materials (standard)Target Number 11Crumbles away
Yoma materials (heart, eye, name powder)Target Number 13Crumbles away
Equipment (Spirit Realm)Target Number 13Crumbles away
Talismans, elixirsTarget Number 11Crumbles away
Spiritual clues (documents)Target Number 11Text becomes illegible
Spiritual favorTarget Number —Automatic pass (invisible)
Minor masterworks, Wandering TreasuresTarget Number 13Crumbles away
99, 00Target Number 15GM Judgment

#Usage Examples

Example 1: After Minion combat

  • Roll 58 → Spirit Realm twin blades
  • Domain import Target Number 13. On success, grant Spirit Realm Exposure +2, then usable.

Example 2: After Elite combat (+10)

  • Roll 65 (actual 55 + 10) → Spirit Realm talisman
  • Immediately 1-use. Recommended before returning from the Spirit Realm.

Example 3: Lord-grade omen (+30)

  • Roll 99 → Spirit Realm Wandering Treasures clue
  • Scenario hook confirmed. GM connects to the next session.

#Table — Frequency Summary by Category

CategoryRoll RangeCount
No recovery01–1212
Cores & crystals13–3018
Yoma materials31–4818
Equipment49–6012
Talismans & seals61–7212
Medicines & elixirs73–808
Spiritual clues81–9010
Spiritual favor91–955
Minor masterworks & extreme rewards96–005

#Synthesis — Things Buried in the Ash

After Spirit Realm combat, there is ash. Mixed into that ash are 100 things.

  • 12 things that are useless
  • 30 things that must be processed before use (cores, materials)
  • 20 things usable immediately (equipment, elixirs)
  • 22 things difficult to use (talismans, clues)
  • 10 things that pass into narrative (favor, hooks)

The GM picks up one of the 100 things, and turns it into a story.


Buried in the ash of the battlefield are 100 objects. The pack of one who crosses five hells and returns holds only a few of them. The rest remain in the Spirit Realm.