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Player / MagicinFaerun

Below is information complied by Ronan, on the ALFA Forums, on how spells work (in RP and PnP mechanics). For more information, see the sources at the bottom of this post.

The Magic of Faerun Faerun is a land high in magic. Ancient mysteries, burried lore and forgotten power lay waiting for those bold enough to grab them. Yet to the common Faerunian, magic is a rare, wounderous thing. Few have the talent for it, and those who do are in high demand for their skills. Nearly all commoners have seen minor magics and glammers in their lives, though few own even the simplest of magic themselves. Well-off merchants or lesser nobles may own some minor forms of permanent magic, but few own the sorts of magic which the truely wealthy or successful adventurers do. This is because magic is both powerful and rare, and thus usually only comes into the possession of the bold or the very wealthy.

There are four main sources of magical items in Faerun. The first ist the distant past, ages of magic beyond anything known in the modern Realms. The second are the churches and religions across Faerun, who make magical items to further the aims of their deities. The third are simply individual wizards, whether traders or hermits. The fourth are the Red Wizards of Thay, a large organization of merchantile mages dedicated to a conquest of economy.

The Weave:
All magical effects in FR use the weave (except for shadow weave magic, which is very rare, and has to be learned bout IC in any case). This includes all spells, supernatural abilities, potions, etc. Even if a spell is cast by a diety, the weave is used, although other inate powers of the gods do not use it. In short, if it looks magical, it probably uses the weave. Even if magical effects are not powered by the weave but something else (such as the shadow weave or psionics) they are still magical in nature, and can be detected and dispelled by weave-spells.

Mystra, the goddess of magic, not only controls the weave, but she is the weave. Things that harm the weave harm her as well, as the weave is her body. Though she can cut anything (even deities) off from the weave, doing so is draining and distracting for her.

The weave, however, is not the source of magic itself. It is a gateway to raw magic, something which only gods can wield. The weave defines the way mortals can use magic and allows them to access it (think of a wall socket for accessing electricity). The symbols, gestures and words used by spell casters all touch the weave in certain ways to produce desired effects, and it can be thought of as a system that allow mortals to access raw magic.

The Art and the Power
Arcane magic, often called the Art, is any magic not granted by a deity. Used either intuitively (sorcerers, bards, etc) or from study (wizards), it is a colection of gestures, words, objects and thoughts that touch the weave. Arcane texts are written in a "language" that was discovered, not invented. As with divine magic, an arcane caster needs no understanding of why touching the weave does what it does, only how to touch it to produce the desired results. Casting an arcane spell often "feels" different for each arcane caster. Magic of Faerun gives examples of these sensations, but they are totally subjective to the caster.

The knowlege to cast divine magic, sometimes called the Power, originates from a deity. A divine spellcaster does not need any talent in touching the weave himself, as the power to access the weave is implanted directly into the mind of the caster by their mind by their deity (usually during prayer). The weave still powers the spell (although some may not even know this), but their connection to their deity is what allows them to draw on its power. Divine magic is usually more suitable when channeling positive of or negative energy (life/death spells). The Power also has much less complicated gestures involved, and of course is not subject to spell failure when casting in armor. Divine casters often feel sensations appropraite for their faith. Magic of Faerun gives examples of a cleric of Lathander feeling a warm heat on their backs, or a Kelemvorite cleric feeling the crunch of bones under his feet. Unlike arcane casters, these sensations remain the same between clerics of the same faith.

Powers that can grant Spells
Any deity (from demigod to greater) with a presence in FR can grant spells. Arch-fiends can also grant spells, usually in return for sacrifices and the like. If the "worshiper's" sacrifice quota is not met, he is often slain and drawn into the fiend's home plane.

The Lost Empires of Faerun book offers a 1st-level only feat called Servant of the Fallen which allows clerics of dead deities to be granted spells and raised from the dead.

Damage to the Weave
When the weave is damaged, magic goes awry. A dead magic zone is a hole in the weave, where it simply does not exist. No magic, supernatural powers or magic items can function in a zone of dead magic. Any creature with magical or supernatural powers (or an elf) becomes uneasy in a zone of dead magic, and could map out the boundaries of the zone by this feeling. A detect magic cantrip can easily show the caster the exact boundaries, however. A wish or miracle spell can repair the weave at a radius of 30 feet around the caster, but the spell of course must be cast outside of the dead magic zone.

Wild magic areas are those in which the weave is damage and frayed. It cannot be felt by magical creatures like a zone of dead magic, but can still be detected by a detect magic cantrip. Studying it with such a spell, the area appears to be magical at first. Then after a second round of studying, the caster can see it for a wild magic area. On the third round, the caster can make a DC 25 spellcraft check determine the boundaries of the area. The wild magic area literally makes all spells cast within it wild, and their effects can vary greatly. Supernatural powers and spells that were cast outside the area remain unchanged. A wish or miracle spell can repair a zone of wild magic the same as a zone of dead magic.

An anti-magic field (as per the spell) does not actually damage the weave. It simply stretches it, creating a temporary zone of dead magic. When the spell ends the area turns to normal. This is important in that clerics of Mystra could use the spell without violating their dogma and harming Mystra.

In theory, a wish or miracle spell could be used to create a zone of wild or dead magic just as easy as one is repaired.

Magic on other Planes
Mystra's Weave only covers the Prime Material plane of Aber-Toril. Weave spellcasters can cast on other planes, of course, but the effects can vary a bit from standard. Magic is inherint to the planes, and mortal spellcasters need no "medium" to access raw magic in such a settings. In effect there is a "weave" of some sort that casters use, but it is not related to Toril's weave or Mystra in any way but function. The laws of reality simply function differently on the planes. The Planescape setting covers how different planes effect spells, but most of it is rather intuitive. Fire spell damage is increased on planes of fire, evil spells are hampered on planes of good, etc. If you really want to get technical, there are specific types of spells that do not work on specific planes. Spells that use the ethereal plane, for example, only function on the Prime.

Specific Types of Magic:
Elemental Magic:
Simply put, this is magic centered around the elements of air, water earth and fire. Air elementalists are often from Halruaa, and fire elementalists are often Thayan (as Kossuth, the elemental god of fire, is popular there).

Gem Magic:
This is simply storing spells in gems, which are destroyed apon use. In this respect, it is similar to scrolls and potions.

Elven High Magic:
This form of magic is only practiced by elves, and has (literally) shaped the Realms more than any other subtype of magic. The primary difference between it any ordinary magic, is that elven high magic is communal, and most often cast in groups. By drawing energy from huge groups (hundreds or more) of other elves (even non-casters and sometimes non-elven mages), feats of magic can be produced that could not otherwise be possible. The most obvious examples of this are Mythals, the Sundering, (which blew Faerun apart, creating Evermeet in the center of the Trackless Sea) and the curse placed on dark elves, turning them into Drow and driving them underground. Very few player-characters would know the later two events were caused by high magic, but many have heard of Mythals. Most often however, high magic is used to fix large-scale problems such as droughts, blights, and the like. It can be constructive as destructive, growing entire forests or walled defenses overnight.

High magic is extremely rare, and only taught to specific elves (usually at least 450 years of age) after decades of observation. It can only be cast by elves, as the casting of it involves the use of the elven abilitiy to commune with each other, and in the case of a high mage, even the weave and life around them. All high magic is of course powered by Mystra, but it also is controlled by the elven diety of magic, Corellon Larethian.

3rd edition rules on high magic make it out as weaker epic magic which is learned slightly more easily, but is otherwise no different from normal epic magic. This conflicts with other 3rd and 2ed edition canon on the subject, so it isn't clear what rules would govern its casting. Generally such magic would be inaccessible to player characters anyways, unless it was dug up from ancient ruins such as in Myth Drannor or the High Moor. For specific high magic rituals, see the Cormanthyr sourcebook, but Players Guide to Faerun has a few as well.

The Nether Scrolls:
These two sets of 50 scrolls are possible the most powerfull artifact in the Forgotten Realms. While they have no direct magical powers, they provide a seemingly-limitless supply of arcane knowlege. After the discovery of the Nether scrolls, the arcane might of Netheril increased at least a hundred-fold. The Netherese found the scrolls amung the ruins of Aryvandaar, an ambitious and evil sun elven empire. These elves however, had not dared to use the power of the scrolls themselves.

The creation of the scrolls was started by the sarrukh (a creator race of reptiles). Their empire was vast, and they sought to gather all magical knowlege from its boarders into one location, in order to consolidate their arcane power. This effort spawned its own secret society, and lasted thousands of years after the fall of the empires of the Creator Races. It included magic from the batrachi and aearee (although not fey or humans, the two other Creator Races) as well. Eventually the Golden Skins of the World Serpent were created, which are now known as the Nether Scrolls.

The "scrolls" appear to be sheets of gold or platinum, with arcane runes floating about the surface. Each time a scroll is read, different knowlege is gleaned. When a reader gains suffecient understanding, re-reading the scrolls provides knew knowlege and information. There did not seem to be any limit to the amount of information one scroll could contain.

No destructive magics can affect the scrolls. They can be physically destroyed, but will always reform themselves eventually.

Each set of the scrolls were seperated into five groups of ten each: Arcanus Fundare
These scrolls dealt with the basics of spellcasting, and the different magical shcools.

Magicus Creare
These provide information on the construction of magical items.

Maior Creare
These scrolls provided information on the concstruction of golems, wards, and even intelligent and sentient wards. They also discussed anti-magic and dead magic phenomenon.

Planus Mechanicus
These went into detail on the planes, their magic, and how to create pocket planes.

Ars Factum
These were the most difficult scrolls to understand, and detailed the construction of artifact-level magic items.

A full set of 50 scrolls were stolen by the elves of Cormanthyr. They all currently reside in the Windsong Tower in the ruins of Myth Drannor. For more information on the tower, see the Cormanthyr sourcebook. For more information on the scrolls, see the Netheril: Empire of Magic sourcebook. The Lost Empires of Faerun sourcebook tells of the resting places of various numbers of the other set of 50 scrolls. The Netherese never found the location of the scrolls, so this is not something PCs would find out about.

Famous Magical Creations
Mythals:
These are probably the most famous creations of elven high magic, although many mythals were created from wizardry magic (such as Myth Drannor's and Silverymoon's). They create huge spheres of magical energy which protect entire cities. They can regulate temperature, prevent certain types creatures from entering, empower or block certain spells, and many other things (such as flying at will, or even stopping inhabitants from aging). Over the ages (and the death of Mystryl and later Mystra), many mythals have become corrupted, causing random and sometimes harmfull magical effects within their area. The most well-known un-corrupted mythals on Faerun are in Silvermoon and Evereska.

Historians consider "true" mythals as those created by elven high magic. They are generally more powerfull, cover wider areas and last longer than other mythals, but otherwise function the same. Other "mythals" may be nothing more than a collection of smaller wards, and may be nearly functionally equal to a "true" mythal. For more information on Myth Drannor's mythal and high magic in general, see Cormanthyr: Empire of the Elves. For a list of true Mythals and 3rd edition rules on them, see Lost Empires of Faerun.

Mythallars:
These ancient Netherese devices looked like huge, glowing crystal balls, 150 feet in diameter. Their function was to tap into the weave and allowed easier access to raw, unfiltered magic.

This seemingly-simple effect allowed many wonderous creations. Magical items could draw power from the mythallar, and be constructed much cheaper and easier. Such quasi-magical items would not function outside the mythallar. The magics that allowed Netherese enclaves to fly were powered by mythallars, and multiple, overlapping mythallars were needed to power many larger enclaves (each had a radius of one mile). Currently, the only well-known active mythallars in Faerun are on the floating city of Shade. For more information on Mythallars and Netherese magic, see Netheril: Empire of Magic.

PnP Mechanics
(also see: http://www.d20srd.org/indexes/spellLists.htm
http://www.d20srd.org/indexes/magicOverview.htm
http://www.d20srd.org/srd/skills/spellcraft.htm )

Most spells are rather self-explanitory, and are listed on that d20srd links provided above. However, due to the lack of a few key spells in NWN, some things should be explained:
A spellcaster cannot normally "sense" a spell or magical effect. If he can see a particular effect of the spell, he can make a spellcraft roll to identify it with a DC of 20 + the spell's level. If the spell has no noticable effect, a detect magic cantrip or similar must be used. If he sees or hears some part of the spell being cast, a spellcraft roll of 15 + the spell's level is needed to identify it. For more information, see the link on the spellcraft skill.

Detect magic, divination:
http://www.d20srd.org/srd/spells/detectMagic.htm
This is a cantrip all spellcasters get access to, and lasts as long as the caster concentrates, or up to one minute per level (I usually simulate it by casting resistance on an item in my inventory). Detect magic allows one to see all auras within 60 feet of the caster, and determine the power of each aura. The caster can make a spellcraft check of DC 15 + the spell's level to discern the school of magic of each aura. Note that magic auras will linger a bit after a spell has been cast, depending on the strength of the spell or effect. Arcane sight and greater arcane sight are improved versions of detect magic, and are only available to higher-level wizards and sorcerers.

Read magic, divination:
http://www.d20srd.org/srd/spells/readMagic.htm
Magic is writen in (of course) arcane symbols. These symbols were not invented, but discovered. However, each mage writes them in his own way, and one mage cannot always understand the writings of another (arcane texts can be thought of as mathematical formulas written by different mathmeticians). In order for someone to understand an arcane text, they need to make a spellcraft check of DC 20 + spell level (repeated as often as once a day), but the use of a read magic cantrip (something which all wizards can prepare without needing to reference a spellbook) can negate the need for this check. Note that even with read magic, a caster is not guarenteed to identify some symbol-based magical traps (see the link to the spellcraft skill, above).

Scrying, divination:
http://www.d20srd.org/srd/spells/scrying.htm
http://www.d20srd.org/srd/spells/scryingGreater.htm
Although the spell description is mostly complete, it does not mention anything about detecting the scrying sensor. The d20 standard does mention something of scrying under the topic of divination spells, however:

~~A scrying spell creates an invisible magical sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any spells or effects that target you [such as darkvision, see invisible, etc], but not spells or effects that emanate from you [such as detect magic]. However, the sensor is treated as a separate, independent sensory organ of yours, and thus it functions normally even if you have been blinded, deafened, or otherwise suffered sensory impairment.
Any creature with an Intelligence score of 12 or higher can notice the sensor by making a DC 20 Intelligence check. The sensor can be dispelled as if it were an active spell.
Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is so blocked [common magical defenses to scrying include spells of nondetection and mind blank] ~~

Illusions:
Note that a creature only gets a will saving throw to disbelieve an illusion if it interacts with the illusion or studies it carefully. If the creature has solid proof (such as seeing his sword pass through an illusionary goblin) the illusion is not real, no saving throw is needed and the illusion is disbelieved. If a creature disbelieves the illusion, he can see its outline but is also able to see through it as if it was transparent.

Teleportation spells:
http://www.d20srd.org/srd/spells/teleport.htm
http://www.d20srd.org/srd/spells/teleportGreater.htm
http://www.d20srd.org/srd/spells/wordofRecall.htm
http://www.d20srd.org/srd/spells/treeStride.htm
Aiside from the restrictions placed in the spell descriptions, all conjuration spells of the teleportation subtype use the astral plane for travel. Anything that would block travel to the astral plane keeps these spells from functioning at all. Note that areas of strong physical or magic energy can make Teleport and Greater Teleport go awry. There are other defenses to teleportation, such as gorgon's blood, mentioned in the section on magical defenses.

Making spells permanent
Spells can be made permanent with the 5th level wizard spell permanency.
http://www.d20srd.org/srd/spells/permanency.htm
Note that only a few spells can be made permanent, and all cost experience points to do so.

Other PnP Spells
Most PnP spells a PC in ALFA will use are available here:
http://www.d20srd.org/indexes/spellLists.htm
There are some FR-specific spells in the FRCS and other sources, and many other spells not specific to FR in books like the Complete Arcane and Divine. Of course, nothing says NPC spellcasters can't have their own spells different from those listed in the rules (such as a nigh-undetectable scying spell, or defenses against plot-ruining divinations). In the case of wizards, it takes them much time and gold to develope their own spells. Clerics could certainly have an unusual spell granted to them by their deity.

Psionics and the Weave
Although there are not Psionics in NWN, psionic powers of NPCs may be used by DMs. Psionics are quite different from magic, and the Player's Guide to Faerun says a few things about psionics:
-As a whole, magic has had a far greater impact on the history of Faerun. As a result, most think Psionics are only wielded by specific beings, such as mind-flayers.
-Psionics tap into the power of psion himself, not the weave or shadow weave. Shar and Mystra have no power over psionics.
-Psionic effects are still magical in nature, and can be detected, dispelled and warded against by spells such as detect magic, dispell magic antimagic shell, and others.

Schools of Magic:
Abjuration
Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.

Conjuration
Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.

Divination
Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.

Enchantment
Enchantment spells affect the minds of others, influencing or controlling their behavior.

Evocation
Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.

Illusion
Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.

Necromancy
Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.

Transmutation
Transmutation spells change the properties of some creature, thing, or condition.

Magical Defenses
To many, it would seem a powerful magic user is nigh-unstoppable by ordinary defenses. He could scry on you from anywhere, teleport across the continent in the blink of an eye, or cause a castle's walls to dissolve with but a word. While this is sometimes true, there are both magical and mundane defenses against many spells, and only a fool would design a stronghold without magical defenses in mind. In practice it is rare to be able to organize enough casters of great power to raze a stronghold on their own. It is often far easier and often cheaper to get scores of soildiers to build things such as trebuchets to accomplish the same task.

Scrying is blocked by even a thin sheet of lead positioned around the target, and it is not uncommon for important rooms in wealthier houses or strongholds to be shielded in such a way. Gorgon's blood mixed in with construction materials serves the same purpose for spells which utilize other planes to travel, such as all conjuration spells of the teleportation subschool (teleportation, tree stride, word of recall, etc), and ethereal jaunt. Volo has this to say on the use of such things, [i]~~To be effective, the gorgon’s blood must be in a solution of one drop to a pint of water or stronger and must be applied so that no area of the external walls larger than a large man’s head is untouched by it. Xorn or medusa blood can be used instead, but it must be applied in the following complex formula: three drops of xorn blood or four drops of medusa blood and two drops of unholy water per pint of water. Needless to say, the second formula is not used within upon buildings belonging to or used by good or (most) neutral faiths.

[Teleportation] can be prevented by magical items such as weirdstones1 or by the presence of sufficient Underdark radiation (strange emanations from certain rocks in which the metal arandur is found). 2 These radiations fade swiftly if the rock containing them is exposed to sunlight, but if taken to the surface on moonless nights or cloaked in magical darkness, the ore can be used as a rubble filler within double walls to foil teleporters. Be warned that certain preservative spells not known to me, wondrous web spells, and magics that melt the rubble into a flowing, briefly molten mass must be used to make the protection of the radiations both continuous and long-lasting. Even with such precautions, use of Underdark ores is notorious for leaving as the turtle soup fanciers of Neverwinter say, “gaps in the shell,” so that teleportation is difficult and its destinations restricted, but complete prohibition rarely gained.~~[/i]

A spell of forbiddance or dimensional anchor attached to a spell of hallow can shield an area from dimensional travel and teleportations as well. Gates and the like can be shielded with elemental resistance spells, making them less likely to be damaged by spells such as fireballs. All but the most powerful of casters would likely find themselves slain before they were able to burrow through or destroy a keep's walls, as multiple castings of spells such as disintegrate or earthquake would be needed. Flying over the walls is an option, but that leaves one vunerable to the scores of archers and balistae which most fortifications employ.

Sources:
Player's Handbook
Forgotten Realms Campaign Setting
Magic of Faerun
Spider Jones
Ballonger
Candlekeep forums
Serpent Kingdoms
Volo's Guide to All Things Magical

Player / Monks of the Long Death

Complied by Drachon on the ALFA Forums

Over time (since I’ve gotten into the Forgotten Realms Campaign Settings) I’ve gathered information of interest on various subjects from various sources around the net and I thought I might share with you my notes on these subjects.

Monks of the Long Death
Took this info from www.wizardsofthecoast.com - have always wanted to play one of these guys.
(Note: What’s written here isn’t necessarily (to my knowledge) related to ALFA).
For additional information concerning FRCS, try a search on the FRCS community boards.

Though the organization known as the Monks of the Long Death is strongest in Thay, it does have monasteries in several other parts of Faerun, including the Silver Marches. Some two dozen members of the order dwell in a hidden stronghold built long ago by unknown hands in the Turnstone Hills, not far from where the pass is blocked by a gigantic landslide. From here the monks pursue their one abiding interest: death.

These monks seek for the secrets of life by studying death. It is the condition of being dead that concerns them most, and not what lies beyond: The afterlife holds little interest for them. Their laboratories are full of decaying, dying, and dead animal and plant specimens that they study with detached interest; they frequently purchase rare specimens that they cannot obtain easily themselves from adventurers and merchants. But such studies are only part of the monks' daily life: They seek to understand death as it pertains especially to intelligent living beings.

To this end, they exhume corpses from crypts and graveyards, and then they transport the corpses to their monastery. There they examine the cadavers in their well-stocked laboratory and observe them as they decompose. They also -- and it is for this that they are most reviled and feared -- purchase living slaves and put them to death, slowly, recording their observations and asking the perishing slaves questions about their fatal experience. Slaves are hard to come by in the Silver Marches, however, because Lady Alustriel and her confederations condemn the practice. The order has been obliged to obtain its living specimens by other means, such as abducting them from outlying farmsteads and poorly-defended hamlets in the dead of night. The monks suffer no moral qualms about these deeds: Death is the most natural thing in the world, from their perspective, and to expire in service to its principle is the most profoundly holy experience any living being can hope to enjoy. It is for this reason that the monks themselves do not fear death, and while they may study the dead, they do not seek that state themselves.

Most of the order's members are either scholars who share mutual fascination with and worship of death and dying, or clergy who worship one of the deities concerned with death. Some of the monks consider themselves to be nothing less than visionaries whose work will pave the way for a better future for all Faerun: When death is truly understood, it can be harnessed and used as a tool for the betterment of all, or so they rationalize to themselves. Others who take the Vows of Death could not possibly care less about anything other than increasing their personal measure of understanding about their chosen subject.

The Monks of the Long Death are easily recognized by their pale skin and gaunt features. They eat little, and they spend most of their time inside their monasteries, in crypts and graveyards, and other dark places where there is little natural light. They affect the trappings of death in their garb, wearing long, dark robes and shroudlike hooded cloaks to hide their features. Though fearful of those who do not understand them and who might seek to thwart their studies, they can be civil hosts if approached by learned folk who offer to share knowledge or wisdom. Their narrow vision and single-mindedness makes them dull hosts, however, and the rigid structure of their society seems quite stifling to outsiders.

High Crypt Information
The Abbot of the High Crypt, as their base in the Silver Marches is called, is Seyjayanus (LE male human Mnk8/Ftr4). This enigmatic man embodies the mystique of the warrior-scholar, and, like many cast in that mold, he harbors a plan that he has not yet shared with those he leads. Seyjayanus believes that the mere study and understanding of individual deaths is not enough: He is convinced that the only way to truly serve the core principles of death is to study it on a grand scale.

Encounters with the Monks of the Long Death in the Silver Marches are likely to be with grave robbers, crypt breakers, or slave purchasers who will not take kindly to being discovered. The monks try to avoid moving openly among the general populace for fear of retribution fueled by misunderstanding. They are quite prepared to defend themselves if attacked.

Plots and Rumors
Deity Ties: Kelemvor believes the Long Death to be his enemy, while Velsharoon is attempting to actively sway the monks to his service. Recently, a former monk of the High Crypt left her brethren in favor of worshiping Kelemvor. Before she died at the hands of her fellows, she gave the plans to their temple in the Silver Marches to a couple of adventurers, mercenaries, merchants, and travelers. She did this in the hopes that someone would go in well prepared to face the monks and destroy their numbers in the Silver Marches. Will someone step up to the challenge?

Seyjayanus's Plot: Currently Seyjayanus is formulating a plan that will result in the mass deaths of thousands of citizens in the Silver Marches so that he and his monks can observe the process and its results. It is his desire that the orc hordes of King Obould ravage as much of the area as they possibly can, and to that end he is considering the best way to help the orc lord attack and destroy the cities of the confederation. Encounters may occur if travelers or adventurers happen upon monks who are engaged in discussions with King Obould's forces concerning the best methods of emerging victorious from a war against the Silver Marches.

Player / Uthgardt Barbarians - Red Tiger Tribe

Information complied by Darchon on the ALFA Forums.

Red Tiger Tribe
Like their totem beast (which is also called the snow cat, since its fur changes color in winter), this tribe is wild and solitary. They hunt in small family groups and roam widely, primarily in the Cold Wood. They are wary of all strangers and would sooner avoid contact with things or folk which they do not know. The tribe has few shamans and no shrines other than Beorunna's Well. The men of the Red Tiger tribes are strictly hunters, leaving gathering and trading to the women, elderly and children. The Red Tigers believe that the true test of a hunter is the ability to bring down prey unaided. Often, their only weapons are "tiger claws," short wooden handles embedded with three sharp stone daggers protect between the fingers like claws. The Red Tigers are loyal to King Gundar Brontoskin of the Thunderbeast, who won their respect during a Runemeet Runehunt by bringing back a leucrotta, slain with only a pair of tiger claws.

One of the characteristics outsiders remark upon most often about the Red Tigers is the manner in which its members tend to stick together. Mutual support is a concept known and practiced among most of the Uthgardt tribes, but the Red Tigers seem to carry this behavior to an extreme. Folk of other cultures often hold back and give their comrades the opportunity to cope with their difficulties before stepping in to help. This isn't in the least true of the Red Tigers. Should a Red Tiger befriend a person from outside his tribe, he or she expects that friend to accept help from his or her Red Tiger comrade even when help was not requested. He or she also expects the same treatment in return and doubtless will be offended if the friend does not offer aid immediately. The Red Tigers exhibit this trait even in battle by seeking to aid their fellows and allies when they have downed their own opponents.

Protecting the ancestor mound at Beorunna's Well is a task appointed for the Red Tiger's young members who are about to take their tribal vows. At any given time, three to six young men and women (CG human War1) are guided by a tribal cleric (CN human Clr4 of Uthgar).

Beorunna's Well
This is both an ancestor mound and a small town of about 500 Uthgardt, named after an Uthgardt ancestor, Beorunna, the father of Uthgar. The village is unremarkable, a number of huts and tents for the tribesfolk who work the small fields, raise cattle, and hunt the surrounding woods. It's unremarkable until one learns the unfortified village has never been successfully raided. The Black Lions claim the spirit of Beorunna keeps them from harm. The village namesake is the huge pit containing their cir- cular ancestor mound. The pit is the ruins of a collapsed cavem where Beorunna died while saving the world. It's probable that Beorunna (or Berun in the Northman tongue) was a hero of the pre-Uthgar people who merged with the followers of a renegade from ancient Ruathym. Legend holds that Beorunna destroyed Zukothoth, a fiend in the cavern, colapsing it in on both of them.

Barbarians
Most of the barbarians of the North are of Uthgardt blood. Although most Uthgardt are human, it isn't unheard of for a young barbarian of the tribes to come forth who bears the blood of orcs or elves in him. Half-orc barbarians may also come from one of the various orc tribes of the region. Wood elven and some half-elven barbarians tend to come from the deeps of the High Forest. Most folk scoff at the idea of halfling or gnomish barbarians, but rumors of barbaric dwarves deep within the mountains of the Spine of the World are too numerous and similar to completely discount.

Player / Handy Links

A series of useful links posted on the ALFA Forums by White Warlock. None of the links have been tested so may be dead. Please let someone know if they are.

General FR Info
Downloads from WotC
http://www.wizards.com/default.asp?x=dnd/downloads

Complete FR Timeline
http://www.geocities.com/TimesSquare/Castle/2566/realmstime0.htm

A list of useful 3rd edition D&D and FR info
http://crystalcove.stormsong.org/reference/

Excellent collection of FR resources, hosted by one of ALFA's members
http://sunsetvale.dfxwebs.com/realmslore.htm

Yet another Forgotten Realms web page (that's what it's called)
http://www.geocities.com/TimesSquare/Castle/2566/

Excellent FAQ on the Forgotten Realms (from Candlekeep). Scroll down to the Table of Contents
http://www.candlekeep.com/fr_faq.htm

Other excellent FR resources from Candlekeep
http://www.candlekeep.com/library/library.htm

Another collection of FR information (scroll down)
http://www.livinginafantasy.com/rpgfantasy/index.html

The Forgotten Realms Magic Item Database
http://www.sss.org/~maecenus/frmagic.html

Roleplaying
A collection of Gods, as they should be applied in ALFA
http://themago.brinkster.net/gods.htm

Excellent single source on Races of Faerun
http://myth-drannor.net/DlabraddathNet/z-Dlabraddath/Main.htm

Excellent info on all the various dieties and their followers
http://www.nwncityofarabel.com/aspbite/categories/index.asp?intCatID=50

Nice collection of insightful info on the PC races of Faerun
http://www.nwncityofarabel.com/aspbite/categories/index.asp?intCatID=40

Viola's Dictionary of Planar Cant (not directly applicable to FR, but a nice touch for those planars)
http://www.mimir.net/cant/cant2.html

Nice very name generator, plus an add-on FR-names download
http://www.wormspeaker.com/download/ebon34.zip http://www.wormspeaker.com/download/bkfr.zip

Maps
Some nice maps, with preview, hosted by one of ALFA's members
http://sunsetvale.dfxwebs.com/places01.htm http://sunsetvale.dfxwebs.com/places02.htm

FR Sword Coast Map (sectional)
http://www.livinginafantasy.com/rpgfantasy/frealmsmaps/frswordcoastmap.html

FR Western Map (sectional)
http://www.livinginafantasy.com/rpgfantasy/frealmsmaps/frwestcoastmap.html

FR Maps (click on map to cycle through 4 maps)
http://nwncityofarabel.com/worldmap.htm

Maps of Faerun in CC2 (the second url also includes JPG and PDF versions)
http://crpp0001.uqtr.uquebec.ca/www_wanderer/Towns/Towns.html#Faerun http://www.profantasy.com/fratlas/examples.htm

Free CC2 printer & viewer
http://www.profantasy.com/library/dpv.asp

Online FR Calendar
Interactive calendar for Forgotten Realms holy days
http://www.localendar.com/public/ALFA_calendar

Player / Japanese (Kozakuran/Wa-an) Characters In The Faerun

This information was complied by Darchon on the ALFA Forums. He suggests using a Find Fuction (Ctrl + F) to find the information you are looking for, as there is a lot there.

 

 Key searches
Kozakura
Wa
Maps
Travel from Kara-Tur to Faerun
Religion
Eight Million Gods
Shintoism
Animism
Gods and Goddesses
Philosophy
History
Political History
The Hojo War
People of Kara-Tur
Languages of Kara-Tur
Lesson In Japanese
Races
Oriental Classes
Samurai
Kensei (Weapon Master)
Ronin
Ninja
Sumo Wrestler (Rikishi)
Geisha
Wu Jen
Yakuza
Recommended Starting Servers for Oriental Characters
Closing
-------------------------

Over a period of time I’ve seen players create Japanese based characters (Since we’re dealing with the FRCS, they’re referred to as Wa-an or Kozakuran (Both are the same)). I’ve noticed that the players who’ve created these characters haven’t a clue about their character’s origin; customs, etc… so I figure I’ll just provide information for those who are interested in creating a Wa-an/Kozakuran character.

 


-- Kozakura -- Or the "Little Cherry Blossom," is inhabited by the same race of people as found on Wa, and has similar customs and traditions. Kozakura however is far from a unified state. For several centuries it has been the scene of incessant warfare between powerful daimyos, all struggling to gain the title of shogun.

Kozakura exists as a number of islands (some volcanic), the largest of which is Shinkoku. This island of snowy mountains, piney woods, dense bamboo forests, and rice paddies is home to almost three quarters of the Kozakuran population, and is the center of Kozakuran politics, culture, and civilization.

Unlike Wa, Kozakura is open to foreign trade, and ships are able to visit many ports. Shinkoku, as noted above, is a major population center; among its larger cities are Fukama, Senita, Dojyu and Masakado. Fukama was the original capital of Kozakura, and is best known for its artwork, handicrafts, and its Noh. Senita has been known as an area of fighting, but in more peaceful times exports of large amounts of rice, its fine seaport, and its excellent horses make it a wealthy city. Dojyu is the capital but due to fighting is many times not a port of call to visiting ships. This grand city is rumored to be a major source of leather, silk, and sake. Masakado has one of the finest harbors anywhere, and is a site of the otherwise infrequent trade with Wa. It is also known for its wicker and basket handicrafts and for a local red dye made from the roots of an indigenous tree.

The second largest island is that of Tenmei, which lies to the north of Shinkoku and forms the northern barrier of the Inland Sea. Major cities are Yoshida, which is the capital of Tenmei province and source of rice, fish, and ceramics, and Tanegawa, which is inhabited by barbarian humans and korobokuru and is the site of tin and copper exports.

Major trade goods of Kozakura include rice, artwork, fish, handicrafts, art, pottery, enamel work, obsidian, tin, copper, dyes, horses, and jade.

Kozakura is open to trade, but much of the country's focus is on the struggle for power and national unification. The country is still dealing, some nine years later, with the outcome of a major war - the Hojo War. Factions fight factions, samurai battle samurai, and ninja find much to do; the foreigner must be cautious.

A notable religion of Kozakura is that of the Eight Million Gods; an ancient religion of both Kozakura and Wa, a collection of beliefs and rituals that relate to various nature deities. There is no great teacher or book for the Eight Million Gods, or uniform rituals of worship. Observances vary from deity to deity and shrine to shrine.

Nonhuman races also live in Kozakura. The Bamboo Spirit Folk are found in forested areas. Hengeyokai live in isloated enclaves throughtout the nation. Korobokuru (Kara-Tur dwarves) live in the remotest areas of Shinkoku and Tenmei.


Additional Kozakura Information (Added 2/9/05):

The island kingdom of Kozakura is a land of beautiful mountains, thick forests and sparkling seas. The majority of the inhabitants live on the main island of Shinkoku, but there are nearly a thousand islands surrounding it. The people live along the coasts, the central mountains are wild and untamed. This central range is called the Dragon's Spine, referring to the legendary earth dragon said to sleep beneath it. The peasants of Kozakura tend to be rice farmers and fishermen. Powerful samurai rule the land, in theory their power devolves from the Emperor. For many years this has been a purely symbolic office, however, the real power has rested in the hands of the Shogun, the military commander of the nation.

This office, like all others in Kozakura is hereditary. Following the Hojo War the current Shogun, Hojo Kawabuko, came to the position, yet he was not of legal age to hold it, being only 8 years old. His father, Hojo Todahiro, who should have held the office was exiled. Power came to rest in the hands of the Takaenaka family through the office of Shikken (Shogunal regent), Takenaka Okawa took the position as the Shogun's maternal grandfather. Over the years he has angered his chief supporter and half-brother, Takenaka Sugawara.

Recently, when it became apparent that Okawa did not intend to relinquish his power as shikken upon Hojo Kawabuko's majority (Kawabuko has recently turned (?), Takenaka Sugawara led an army to the Shogunal capital at Gifu. His army was successful in rescuing the Shogun, but failed to destroy the shikken, who accepted the aid of those supporting the retired emperor's bid for a return to power! Into this chaotic situation arrived Hojo Todahiro and his supporters who felt the time was ripe for his own attempted return to power. The result has been a Kozakura thrown into violent civil war. The Imperial administration is in chaos, and the constant demands for troops and supplies have decimated most of the provinces. At least 4 different factions are involved; each struggles now to gain allies among the unaligned houses. The massive battles of the war's first year have ended, with all sides suffering heavy losses. The war has degenerated into a series of raids and guerilla actions while the various factions replace their losses and jockey for position.

A nation undergoing a civil war is a poor partner for trade; spelljammers are advised to avoid Kozakura. The factions are likely to seize any spelljammers they can, searching for an advantage over their opponents. The many uninhabited islands do provide reasonably secure bases for those wishing to make use of them, and spelljamming raiders of all sorts occasionally take advantage of the war to raid this or that small village. The larger cities tend to have an abundance of Wu-jen, as well as being militarily alert because of the civil war. They are not a tempting target.


-- Wa -- A series of islands that are a unified military state. Like Kozakura, Wa is a nation of islands, with Tsukishima being the largest, home to the capital of Uwaji. Although there is an emperor, the title is honorary and real power rests in the hands of the shogun or "barbarian-suppressing general." The island is divided into fiefs, granted by the shogun, and ruled individually by the daimyos.

Within Wa the status of the warrior, particularly the samurai, has been raised above all others. Each daimyo maintains a household of samurai, each expected to give absolute and loyal service to their daimyo. Under the warriors come the peasants, then the craftsmen, and finally the merchants.

Wa has a culture similar to that of Kozakura, but here law and order prevails. The same rigid social system that ensures domestic tranquility borders on tyranny and oppression for most. Distinct social classes are rigidly enforced, travel is closely monitored, and even religion is regulated by the state. Prosperity is concentrated among the ruling military, condemning a staggering number of commoners to lives of hardship and poverty.

Regardless of their social status, the citizens of Wa are united by their fierce national pride and deep distrust of foreigners. Contact with the rest of the world is limited to a few trusted Kozakuran merchants, and very few details of Wa are known outside its borders even in Kara-Tur.

Foreign and especially non Kara-Tur ships are intercepted by ships of the Wa navy and are not permitted to make landfall. Wa apparently has no interest in relations with its neighbors, let alone gaijin.


Additional Wa-an Information (Added 2/9/05):

The island nation of Wa has much in common with Kozakura, despite (or perhaps because of) the two nations' traditional rivalry. Like Kozakura it is composed of a series of islands clustered around a large central island, Tsukishima. Over 80% of Wa is mountainous; the other 20% composes the strips of habituated land along the coasts. Wa is particularly cursed by nature, Typhoons and earthquakes are not uncommon, and many of Wa's volcanoes are still active.

Wa-an government is similar to that of Kozakura as well, there is an Emperor but his position is largely ceremonial, the real ruler of the nation is the Shogun, Matasuuri Nagahide. Unlike Kozakura, however, the Shogunate of Wa is strong and vital, in fact Wa is enjoying the longest period of peace of any nation in Kara-Tur. Peace has led to advancements in education and the arts, as well as a general increase in prosperity.

But this has not come without a price. A rigid social system ensures domestic tranquility, distinct social classes are strictly adhered to, travel is monitored, and religion is regulated. Contact with foreign elements is forbidden, Foreign vessels are only allowed to dock at the port of Akkaido. Those who have adopted foreign customs and ways are oppressed, especially those who follow the imported Western deity, Chauntea. The nations prosperity is limited to the upper classes; the peasants stagger under a dizzying array of obligations, rules, and taxes.

Law to vessels landing at the port city of Akkaido limits traffic with Wa. Such traffic is unwelcome, the port's Daimyo (governor), Matasuuri Ieysuna, will go out of his way to make life difficult for foreigners while in port. He is not above simply confiscating the vessel and having its crew beheaded, provided he has a proper pretext. Few vessels make more then one stop at Akkaido, which attempt to land anywhere else in Wa are summarily destroyed by the Wa-an fleet.

Soon after becoming Shogun Matasuuri Nagahide discovered the existence of the various fleets flying about within realm space. He quickly realized how dangerous this was to Wa and began a program of crash development on a fleet for Wa itself. This decade long program resulted in some of the most intriguing design advancements in centuries. First, the Master of the Grand Sky a powerful Wu-Jen from the island of Shidekima was able, with the aid of several monks, shukenja, and the Arcane to develop the Ki-helm, a powerful helm capable of powering vessel up to 200 SJ tons in size. He also designed and built the first Rudder of Propulsion, which combined with the ki-helm allowed the Shogun’s vision for the new fleet to take place. Taking advantage of the unique aspects of these two propulsion systems the Tsunami and locust ships were designed (The Master of the Grand Sky disappeared into the expanses of wild space soon after completing his work).

The Wa-an fleet consists now of 8 of the huge Tsunamis, 4 are in space at any one time, usually in close orbit above Wa though occasionally retributive strikes are made against pirate bases at Garden or in the Tears of Selune. Each carries at least 20 of the locusts, though they can carry up to 36. The headquarters and dockyards for this powerful fleet are located within the bowl of Mount Fo, an extinct volcano and the second highest peak in the Ikuyu mountain range. Each tsunami has its own massive cave hanger, and several deep lakes provide landing strips for the few helm-equipped junks that fill out the Wa Imperial Fleet. This is one of the best-guarded sites in the Realms, catapults, bombards, and ballistae dot the peak from hidden, fortified emplacements.

Daimyo Akahu Nagasa, a firm believer in discipline and a former Tsunami captain, commands the Waan fleet. Nagasa works very closely with the Shogun, who takes a great interest in the fleet.

Ronin and out of work bushi have caused many problems since the Shogun's administrative reforms reduced the numbers of the nobility and soldiery to more reasonable levels. The Shogun has already used the creation of the fleet to reward the more deserving of these with positions; he is now considering setting up a colony on Garden for the express purpose of reducing the number of troublemakers in his realm. A series of troubling reports seem to indicate that the IEN is attempting to smuggle weapons and magic to disaffected groups within Wa using their Men-o-War, one such vessel was destroyed recently by the Wa-an fleet. Relations between Wa and the IEN are correspondingly tense.

 

Maps



Travel from Kara-Tur to Faerun is possible. There are several references made in the Unapproachable East handbook.

Unapproachable East – look up Thesk (p.171).

Page.175 it makes a reference to Shou.

Page 182, under Phsant, it makes a reference to the Yakuza (My guess is that they made a mistake by placing Kozakurans in a Shou Lung setting, or Kozakuran people from Shou existed and they traveled to settle down in Phsant along with the people of Shou Lung).

Page.183 of the Unapproachable East handbook - under Telflamm it makes a reference to Shou Town.

P.189 of the Unapproachable East handbook – Do reading The Endless Waste and The Golden Way. The Golden Way acts as a major trade route from Thesk to Kara-Tur.

 


Religion

The player’s Handbook describes a polytheistic world, which is the baseline assumption of religion in the D&D game. In such a system, a number of deities hold control over different aspects of mortal existence, such as death, honor, strength, law and magic. Religion in Oriental Adventures springs from a very different viewpoint, one that is fundamentally animistic.

There are two major religions in Kozakura: that of the Eight Million Gods, the most ancient belief system of Kozakurans, and the Way of Enlightenment, brought to Shinkoku by Shou Lung priests. The number of worshipers dedicated to the practice of a single religion is rather small, and consists of priests, monks, shukenja, sohei, and devout worshipers of the sect. These people do not entertain or practice the beliefs of other schools or shrines. Most worshipers, however, practice the rituals of more than one school or shrine. This group includes the majority of the common people, and far outnumbers those devoted to a single religious pursuit.

The Eight Million Gods in the Forgotten Realms is the equivalent to the Shinto religion in real life; however, it’s not clear on what Shinto is referred to in the Forgotten Realms, so we’ll stick with just calling it the “Eight Million Gods religion” (until more information is covered concerning the subject).

Eight Million Gods

This ancient religion is a collection of beliefs and rituals that relate to various nature deities. There is no great teacher or book for the Eight Million Gods, or uniform rituals of worship. Observances vary from deity to deity and shrine to shrine. Shrines dedicated to the Eight Million Gods fall into two categories. First shrines and normal shrines. First shrines have been officially recognized and supported by the emperor and other nobles for centuries. They are often located in the old districts of cities and provincial capitals, and are larger and more powerful than other shrines. Many establish branches in other provinces to promote their particular beliefs and acquire a larger economic base of support. Normal shrines are often built and supported by local peasantry. They may commemorate past events, ensure good harvests, ward off evil influences, or even appease powerful evil beings. Local nobility also support shrines, particularly in towns or villages near their homes. Regardless of the type, most shrines are independent and unrelated to others. They are usually associated with a site of natural beauty or legendary significance, and may be found on the slopes of major mountains, along riverbanks, by the sea, or hidden away in forests. Many important shrines are dedicated to the sun goddess and the emperor, who is believed to be of divine ancestry. Worship at these places often consists of ritual purification, offerings of food or donations of money, and prayers. At least once a year major shrines have more elaborate festivals, involving sacred dances, bonfires, and processions through the streets.

Way of Enlightenment

Shou Lung priests brought the Way of Enlightenment to Kozakura in the year 462, during the reign of the Emperor Shotoken in the Eighth Cycle, and is almost identical to the Path of Enlightenment practiced in Shou Lung. This well-organized religion draws lessons from the life and speeches of its great teacher in an effort to guide men to spiritual perfection. This religion is divided into three main schools of belief in Kozakura.

Toro-dai is the most popular school. To attain spiritual elevation under these teachings, a believer need only repeat a single verse over and over. The power of the mystical chant eventually bestows enlightenment. Toro-dai is very popular with common folk, since it is an easy teaching to follow.

Kanchai reveals to its followers an elaborate structure of invisible spirit creatures, some good and some evil. These creatures seek to help or harm, according to their natures. Worshipers hope to gain the favor of good spirits and avoid the wrath of evil ones. The Kanchai School draws freely upon the ideas and beliefs of the Eight Million Gods, sharing many of the same deities, spirits, and fantastic creatures.

Konjo is the highly esoteric third school of the Way of Enlightenment. This school uses the strict methods of meditation and contemplation to show that material things are only passing illusions that will change and decay. What matters is the strength of the person’s spirit. This school is very popular with samurai and the ruling lords, much of whose thinking is influenced by the Knojo School. Of all schools, it is the most difficult to follow and most true to the original intention of the Way of Enlightenment.

Temples Each school is a nation-wide organization, encouraging worship in temples built to venerate a specific deity or group of deities. A temple is almost always associated with a particular school, and is often built on a site, which has special religious significance to that school. If a site has meaning to several schools, there may be several different temples clustered around it. It is acceptable for the same deity to appear in two different temples, sponsored by different schools of the Way of Enlightenment. The temples of Kozakura and the schools, which sponsor them, represent a powerful political force. The main temple of each school, located in the capital of Dojyu, ensures that the sect is represented in the affairs of the court. Provincial temples representing that school are branches of the one in the capital, contributing taxes to the order and giving the main temp l e a b r o a d p o w e r b a s e . S m a l l e r s o - c a l l e d. subscription temples represent the interests of the provincial temple throughout a province, collecting donations in their turn and providing sohei when called upon for support.

Monasteries Monasteries are also associated with each school. Generally built in secluded places, they are centers of training and religious instruction. Many are merely meditative centers, while others incorporate harsh training in the martial arts, producing the monk character class. Where a monastery is located in more peaceful surroundings, emperors, nobles, noble widows, and samurai find it fashionable to retire to monasteries when they grow tired of the physical world. This retirement may be permanent, but many a retired warrior or statesman has returned to the world when needed by family, emperor, or cause.

 

Shintoism is a far descendant of ancient animism, mixed with ancestor worship, sun worship, and Buddhism. Shintoists see everything have its own spirits, which they call kami. Even a man becomes Kami when he died. It is said there are eight millions Kami in the world. ("Eight Millions" means "many")

There are various kami. Some kami made good harvest, which was called Fuku-no-kami. Some brought disaster, which was called Magatsu-Kami. The basic of ancient animism was to call Fuku-no-Kami and to repel Matatsu-Kami. Songs, dances and festivals were created for such rituals.

Each village had own Shinto shrine, in which they deified the most important kami in their village. Some deified water kami (Ryu-jin or a dragon spirit), some did an old tree kami. When a village member died, he was enshrined there. He became a minor Kami.

For more information on Shino, have a look through the following links:
http://www.religioustolerance.org/shinto.htm (There are a few Internet references about the religion if you scroll down).
http://www.trincoll.edu/zines/tj/tj4.4.96/articles/cover.html

Animism is the belief that spirits inhabit every part of the natural world. In the world of Oriental Adventures, everything has a spirit—from the grandest mountain to the lowliest rock, from the great ocean to the babbling brook, from the sun and moon to a samurai’s ancestral sword. All these objects, and the spirits that inhabit them, are alive and live sentient, though some are more aware, alert, and intelligent than others. Some are also more powerful than others—some might even be called deities. But all are worth of respect and even veneration.

The multitudinous spirits of the world are not served by clerics, as are the deities described in the Player’s Handbook, but shamans and shugenjas can sometimes command or implore them to perform specific tasks on their behalf. Shamans actually have two to three specific patron spirits (who grant them domain spells and powers), but most other characters do not pay allegiance to any one spirit over the others. Instead, they offer prayers and sacrificed of incense to placate spirits such as the spirit of a forest, and sporadic prayers to a host of other spirits as well.

An animistic religion is very tolerant. Most spirits don’t care who else a character offers sacrificed to, as long as they get sacrificed and respected they are due. As new religions spread throughout the lands of Oriental Adventures, they typically win adherents but not converts. People incorporate new spirits and deities into their prayers without displacing the old ones. Monks and scholars may adopt complex philosophical systems and practices without changing their belief in and respect for the spirits at all.

Gods and Goddesses
http://www.lowchensaustralia.com/names/godsjapanese.htm
The Gods and Goddesses of the Japanese religion Shinto are also worshipped in the realms. However I wouldn’t recommend adding any of the Eight Million Gods to your deity field on character creation.

 


Philosophy

The teachings of the Way of Enlightenment have affected architectural design. Among other things, the Way encourages persons to live in harmony with nature, and in harmonious surroundings. This has resulted in structures built along simple, clean lines; the use of natural woods and fibers, or discreet use of decorated materials; a simplicity of form which draws the eye to a noteworthy object upon entering a room-be it an art object, a flower arrangement, or the view outside the doors.

This philosophy is exemplified in the so-called ìstudio styleî of design, which has been popularized in the last hundred years by Emperor Gofukakuji. In this style, tatami mats of woven straw are used to cover the entire floor. A special alcove, called the tokonoma, is set aside for the display of art objects. The Jade Pavilion built by Emperor Gofukakuji in 23/16 (1336) is a perfect example of this style of architecture, and is covered in further detail elsewhere. Variations on this
theme are common now in the samurai and noble houses of Kozakura.

 


History

In the Age of Gods, the waters of the world and the islands of Kozakura were created by the gods, while divine dragons created the vault of the skies and the seasons. It is generally agreed that the deities Nagikami (Heavenly Brother) and Namikami (Heavenly Sister) were responsible for these original creations.

From these gods also sprang the numerous deities and divine spirits now worshipped in Kozakura. Shinkoku was created when Heavenly Sister and Brother stood on the Heavenly Bridge and stirred the waters of the world with the Heavenly Jeweled Spear. Where water droplets fell off the spear back into the ocean, the sea coagulated around them and became land. The first droplet to become land was the holy mountain Ichiyama, around which the rest of Shinkoku formed. The Earth Dragon, liking what he saw in Shinkoku, laid down to sleep on the growing land, thus creating the Dragon’s Spine, the mountain chain which runs the length of the island. Earthquakes which occasionally rock the island are caused by the
Earth Dragon stirring in his sleep. Fierce Wind Son, one of her offspring, created Tenmei when Heavenly Sister needed a new home after her banishment from Shinkoku. Hinomoto was created when Heavenly Brother declared his retirement and went there to live. Mikedono was created accidentally in the course of war between the gods Fire Bright and Fierce Wind Son, who in the process made the Senshi Islands and used them as stepping-stones to Shinkoku. Heavenly Sister later died in childbirth, and was buried by Heavenly Brother atop a snow-covered mountain of Shinkoku. That peak is Tokuyama, where the borders of the northern provinces of Takako, Ashi, and Yokozu join. The temple of Namikami commemorates the holiness of that site. So many gods and spirits sprang forth from Heavenly Brother and Sister that Heavenly Brother retired shortly after the death of Namikami. Today the greatest of the temples dedicated to Nagikami are located on the island of Hinomoto, where that god lives in seclusion. The reign of the Earth Spirit emperors began after the retirement of Heavenly Brother. In that age, the demigod descendents of the gods ruled the lands. The tales of this time combine fiction and fact, embellishing and exaggerating known events such as the War of the Oni Kings, the Stone-Bearing Empress, and the deeds of Naka no Moriya. Over time, Earth Spirit demigods intermarried with humans until their line grew weaker and all but vanished from Kozakura. Though this took place, the people of Kozakura continued to honor their deities, and the gods paid attention to strife between the human tribes. When asked by worshippers to take sides in their disputes, the gods finally chose Mori, the chief of the fierce Akimatsu tribe, to be leader of the people of Shinkoku. Mori was a descendent of the last of the Earth Spirit emperors. The gods supported his claim with displays of divine power, and Mori became the first emperor of Kozakura.

 


Political History

(Key searches on Political History)
Economic Base
Child Emperors and Regents
Retired Emperors
Courtiers
Temples and Shrines
Capital Politics
Military Class
The Shogunate
Hereditary Shogunate
The Hojo War
-------------------------
The way Kozakura is governed and the politics that control it seem strange to many outsiders. To understand the government of Kozakura, it is helpful to understand how the system developed. Akimatsu Rise to Power. Local government and politics began with the Akimatsu clan and the Emperor Mori. The rise of the Akimatsu family was accomplished by skillful use of military might and diplomacy, especially marriage alliances. Through these marriages, the Akimatsu wed their daughters to the powerful nobles of other clans, then maneuvered and worked to see that the children of these marriages assumed control of the other clans. The Akimatsu gained tremendous influence through such maneuvers. However, the Akimatsu clan was never able to create a strong tradition of imperial authority. Too much of their control relied on the cooperation of allied families, who had to be rewarded with titles, offices, and land. Alone, the Akimatsu lacked the might to defeat their enemies.

Economic Base: The imperial capital of Fukama was initially situated on ancestral Akimatsu lands in Shizume Province, but the royal clan eventually dominated the fertile Dai Plain in order to maintain the position of emperor. From that power base, they gave lands to branches of their own family, to cadet families (lesser families related to their line), and allies. Over time, their daughters married into more outside clans, cementing the bonds of further alliances. This eventually resulted in the capital being moved to Dojyu on the Dai Plain in 9/34 (514), in order to keep better contact with the actual property and economic foundation of the imperial court and the Akimatsu clan. To consolidate their land-holding position, the Akimatsu launched a series of campaigns against the korobokuru, who still held large portions of the islands. The land captured in these campaigns was dispensed to loyal families or added to their own territories.

Child Emperors and Regents: In time, the policies of the Akimatsu worked against them. After the first several decades, the family became quite large and split into several branches. Although only thosefrom the main family line could become emperors,the other branches sought to control the emperor, usually through the marriage of a daughter to the emperor or one of his sons. The child of such a marriage could be named emperor and the child.s maternal grandfather, often acting as regent (sessho), could effectively control the court. This became the most powerful position in the imperial court, controlling most appointments, land grants, and tax immunities. The family most successful at this ploy was the Honda clan, and a long line of Honda regents were the power behind the throne in an almost uninterrupted string until their influence was broken by the Hojo clan in 1119.

Retired Emperors: With the naming of an underage emperor, the old emperor, his father, was forced to retire, often after a difficult power struggle. With time, this retirement became a tradition, and the powerful office of the retired emperor was established. A retired emperor was usually in his twenties or thirties, and controlled many of the functions of the court. At times there were two retired emperors, the father and grandfather of the current emperor. In such cases, the senior emperor (In) held the greater power.
Thus there were sometimes three main factions in the imperial court: the regent (sessho), the retired emperor, and the emperor. Each held some degree of power and influence, the regent having the most and the actual emperor the least.

Courtiers: At the same time, other groups and families were also striving to gather power. Ceremonial offices were created to provide official positions for favored non-imperial families. Courtiers rose to positions of power comparable to that of the imperial house, largely through marriage to court-related persons and the elimination of rival families. Some of these courtiers, such as Murasoji in 1144, became regents instead of the emperor’s grandfather.

Temples and Shrines: Temples also grew in power as they were granted lands by emperors, regents, retired emperors, and other nobles. Religious leaders connected to powerful families seldom hesitated to employ the power of their temples to further their family’s interests. Daimyos and court members who aided their secular relatives returned the favor. Religious disputes were often settled by armed troops of warrior sohei, raised to protect an orders interest. The practice of retired noblemen and widowed noblewomen entering a monastery encouraged entire clans to support the cause of a temple
they were previously indifferent to. Temples benefited from endowments and gifts made by the faithful, becoming wealthy landholders in their own right. This economic clout gave the religious sects political influence as well, reinforced with private military might separate from the samurai heirarchy. From low-key political influence to armed warfare in the streets of the capital, religious sects became a power to be reckoned with.

Capital Politics: The politics of the capital were complicated and demanded all the attention of the nobles. Indeed, to be forced to travel more than 20 or 30 miles from the capital was a terrible banishment. The provinces were regarded as the home of the uncultured and inferior and very little attention was paid to the clans in the provinces. Forced to manage without assistance from Dojyu, provincial families grew in armed strength and landholdings, while the power of the Akimatsu and the other nobles of the court eventually weakened. With growing agitation from religious and provincial factions, court nobles lacked both the trained troops to win battles and the landholdings necessary to finance their enterprises. More and more they called upon provincial families related to their line. These families, in return for more land and rights, provided military muscle.

Military Class: The rising military class first took form as bushidan, powerful local individuals who banded together in large military cliques to take control of state lands in the provinces. The leaders of the bushi were mostly descendants of former district governors, holders of military commissions, and managers of family estates who had been sent out to the provinces from the capital. Many were younger sons of nobles for whom suitable positions could not be found at court. At the top of the military heirarchy, which thus took form, were the daimyos, the local landholding lords. They were served in turn by samurai, who had the wherewithal to equip themselves with mounts and good armor, and by the lower-ranking zusa, the common foot soldier, refered to today by the generic term bushi.

The Shogunate While the imperial court remained blind to the danger presented by the increasingly powerful provincial families, the new military class recognized that the imperial court was weak and in disarray. One family, the Hojo, precipi tated the Tennu War, breaking the influence of the Honda regents at court, and forcing the emperor to grant their family head the title of shogun, or warlord, in 1119.

Hojo Tademashi became the first shogun of Kozakura, establishing his shogunal government, the bakufu, at Gifu in 1120. Although of a lesser rank than the emperor and the sessho, Hojo had the advantage of military might behind him, and became the real ruler of Kozakura. However, the careful pretense was maintained that the shogun obeyed the will of the emperor. This continues to be necessary since the common folk believe the emperor is descended from the gods and is himself divine.

Even today, only daimyos of the proper bloodline, related to the emperor (however distantly), can be shogun. The emperor himself must also bestow the title. While this is a mere formality, it means that only those who control the emperor can become shogun.

With the establishment of the shogunate, the military class became essential to maintenance of civil government in the capital. Samurai maintained security, and became an indispensable part of court politics. The court was and remains a cultural center, and this era saw the rise of the warrior-courtier to power.

Foremost among these warrior-courtiers and closest to the shogun in power were the kenin, the shogun’s retainers who were men of proven loyalty, usually daimyos with their own followings of samurai. These kenin were supported with perquisites from the shogun: letters of confirmation and recognition of their landholdings (hence ensuring their economic status), honorary places in processions and state functions, and honorary appointments. However, if a kenin failed to live up to the standards expected of him, his title was given to someone more deserving.

Hereditary Shogunate: Kozakura is quite large, and even the shogun could not control all of it. His
power base was the same as that of the early emperors: a collection of families and loyal clans. These included the main family line, various branches and cadet families, and allies. None of these alone were sufficient to maintain control or defeat the others. Retaining real power required a careful balancing act.

In the reign of the Emperor Ijo, 1242, the office of shogun became hereditary in the Hojo clan, passing from father to son or grandson. With this came all the ills and maneuvering that haunted the imperial succession. Other families used marriage politics to dominate the shogun, the Takenaka family being the most recently successful in this. Children too young to govern were given the title of shogun, resulting in the creation of shogunal regents, or shikken. Today the position of shogun is on its way to becoming what the position of emperor has.an empty title.

As a result of the Hojo War, a battle for succession to the shogunate, Hojo Kawakubo was named shogun in 1422. Takenaka Okawa became his shikken, and that remains the state of affairs today.

The political and military climate in Kozakura is fraught with tension. Recent events have been stormy, and have created an unstable situation in the country. Samurai and adventurers will find plenty of opportunities to help or hinder one faction or the other under the current circumstances. The significant event, which has shaped today’s problems in Kozakura, is outlined below.

The Hojo War

Shogun Hojo Kikutake died in a fall from his horse at the age of 37 in 1415. His son, Todahiro, was only 17, rather than the legal age of 18. Hojo supporters disagreed over who was to become regent; the issue was complicated by the fact that, if Todahiro’s two-year old son were to be made shogun, the shikken would be in power considerably longer than if Todahiro assumed the position. The dispute quickly grew into a question of which Hojo to support for the position of shogun, and the powerful families of Kozakura became divided along those lines.

Once war commenced, the bitter fighting raged on for six bloody years. When it was over Todahiro had lost. His eight-year-old son, Kawabuko, became shogun, and Hojo Todahiro was banished from Kozakura.

Kawabuko's maternal grandfather Takenaka Okawa, was appointed shikken, but this has angered and alienated families who favored his half-brother Takenaka Sugawara, the capable and popular general who commanded the pro-Kawabuko forces but who has no blood tie to the office. This has created a rift between the so-called northwestern and southwestern branches of the Takenaka clan. Mainly the southwestern Takenaka, whose estates are concentrated in Fukudo, Naga-ido, and Naredo Provinces, and their allies, supports Okawa. Sugawara is sup ported by the northwestern Takenaka, whose estates
are concentrated in Dosaki, Iwari, and Sanyo Provinces, and their allies.

Now, nine years after the close of the Hojo War, Takenaka Okawa has been unable to unify the country, or completely strip his enemies of power. Tensions and unrest mount as the now 17-year-old shogun grows closer to legal age, a time when the shikken would have to step down from his position of power.

 


People of Kara-Tur

Kara-Tur is heavily based on the oriental cultures of our Earth. The basic idea behind the kingdoms and lands can is somewhat set up like this:

Shou Lung = China
Koryo = Korea
Tabot = Tibet
Plain of Horses = Mongolia
Kozakura and Wa = Japan

Languages of Kara-Tur are (This is from Tom Costa's "Speaking in Tongues" from Dragon Annual 4.)

Kara-Tur: Trade Tongue
Ama Basin: Pazruki and Issacortae
Shou Lung, Ra-Khati, & Khazari: Kao te Shou/High Shou (High Shou is a language spoken in various dialects throughout Kara-Tur)
T'u Lung: T'u Lung
Koryo: Koryo
Kozakura: Kozakuran
Wa: Wa-an
(I’d think Wa-an and Kozakuran are the same since both nations are based on the Japanese setting)

Another thing I've noticed, people tend to choose names for their Wa-an/Kozakuran character that aren't exactly Wa-an/Kozakuran sounding/looking, some people tend to choose Chinese names for their Japanese characters (which is all right in some cases – with migration in mind, it’s very possible for Shou characters to end up with Kozakuran names and vice versa). Some people can't tell the difference – they’re either confused or haven’t the slightest clue. A lot of people don't realize that there's a difference in names as there is a difference in cultures, so I'll provide you with examples Japanese names (Not in any order):

Sato, Takahashi, Suzuki, Sasaki, Ito, Kudo, Kimura, Narita, Amakusa, Genjuro, Hanzo, Isamu, Haohmaru, Jubei, Juzo, Kazuki, Kyoshiro, Nakoruru, Rimururu, Shizumaru, Sogetsu, Ukyo, Wanfu, Zankuro, Hibiki, Kaede, Kagami, Kojiro, Kauryu, Mukuro, Setsuna, Shikyo, Washizuka, Yuki, Zantetsu, Yuri, Kasumi, Akuma, Akira, Sokaku, Kyo, Ryu, Ryo, Orochi, Takuma, Yashiro, Kazoya.
Common Japanese sir names - http://www.rootsweb.com/~jpnwgw/Names.html

Information on Oriental Adventures from the Wizards of the Coast boards
http://boards1.wizards.com/forumdisplay.php?f=99

 


Lesson In Japanese (A collection of lessons I've taken from various places around the net)

Vowel Sounds
The vowel sounds in Japanese are as follows:

A as in "father"
E as in "seven eleven"
I as in "Easter treat"
O as in "open, Pope"
U as in "fruity moogle"

Pronunciation of these vowels is very consistent. There are no silent vowels (although sometimes the Japanese choose not to voice a vowel). Each vowel sound is pronounced distinctly.

For example, the word

kaeru would be pronounced "KAH eh roo". In English, you might want to pronounce it "KAY roo" or "KAY ruh".

The vowels 'i' and 'u' are weak vowels. That means that many times they are not pronounced. The most important example is:

desu (the u is silent - pronounced DESS)

However, don't just go around dropping u's and i's. People will have no idea what you're saying.
Consonant sounds are generally pronounced the same way as in English, but there are a few differences:

R - Pronounced like a combination of 'L' and 'D', with a bit of 'R' mixed in. It's pretty close to how the R is pronounced in Spanish. (It isn't "trilled", however) In Spanish, an R sounds a lot like a 'D'. Consider this: Say "lu." Notice how you drag the tip of your tongue along the roof of your mouth. To say a Japanese R, just briefly touch the tip to that spot at the moment you say the consonant, and use a little more "punch" in your voice.

F - You can pronounce it like an F, but often it sounds more like an 'H'.

Basic expressions

ohayou (gozaimasu) - good morning
konnichi wa - hello
konban wa - good evening (said when meeting someone)
oyasumi (nasai) - good night (said when departing)
hajimemashite - I'm pleased to meet you, how do you do?
sayounara - good bye
dewa mata - good bye, later (more informal than sayounara)
jaa mata - see you later (more informal than dewa mata)
(doumo) arigatou (gozaimasu) - thank you (add the words in () to increase politeness)
dou itashimashite - you're welcome, don't mention it
(o)genki( desu ka)? - how are you? (How are you?)

Honorifics

-Chan = denotes love and affection. "-chan" is usually used for girls, either close friends (Example: Sakura and her girl friends at school all call each other "-chan") or it can be used to show affection towards a younger girl (Example: Tenchi calls Sasami "Sasami-chan"; Yukito calls Sakura "Sakura-chan"). "-chan" can also be used to show affection to something cute and little, like an animal or a baby (Example: Sasami calls Ryo-ohki "Ryo-chan"; Sakura and Tomoyo call Kero "Kero-chan"). And the only time "-chan" is used for a male is to show great affection towards a lover (Example: If you've ever seen the Japanese version of Sailor Moon or Mon Colle Knights, Usagi calls Mamoru "Mamo-chan"; Rokuna calls Mondo "Mon-chan").

-San = denotes respect and formality. "-san" is pretty much like saying "Mr.", "Ms.", or "Mrs.", except that it's used much more often in Japan, and can be used both with first names and last names.

-Kun = denotes either affection to a male ("-kun" for a male is basically the same as "-chan" for a female), or a lower ranking female (Generals, managers, cheifs, etc, call their female employees "-kun"). (Example: At first, Sakura called Li "Li-kun." But as they became better friends, she used his first name instead; "Shaoran-kun."). (Example: The chief of the Galaxy Police calls Kiyone "Kiyone-kun"; The manager at the Bernadarii Insurance Co. calls Meryl "Meryl-kun.")

-Sama = denotes great respect. "-sama" is used to show great admiration and respect to a king, lord or lady, or higher ranking person; it also shows great subordinance (On Slayers, Eris calls Rezo "Rezo-sama"; Valgaav calls Gaav "Gaav-sama."). "-sama" can also be used to show a great love, respect, and subordinance to a lover (Example: Ayeka calls Tenchi "Tenchi-sama"; Sylphiel calls Gourry "Gourry-sama.").

-tachi = denotes plurality (Example: For a girl in a group of girls to say "all of us," would be "atashi-tachi.") (Example: To show that you're talking about more that one pokemon, you would say "pokemon-tachi.")

-Sensei = a teacher or another kind of instructor

-Nii = A term of respect for an elder teammate or brother

-hakase = a professor

 


Races

Korobokuru

Source 1
Korobokuru are a xenophobic race of dwarves who thrive though jungles in the lands of Oriental Adventures. Korobokuru are about 4 feet tall, with hairy arms and legs slightly longer in proportion to their bodies. Males have sparse beards, and both genders have a wild and unkempt appearance and are known to bathe only once a year. Korobokuru have big, bright eyes—either blue or green, or brown. Their ears are small and somewhat pointed, and they have full lips. Korobokuru avoid gaudy jewelry, but sometimes wear precious stones on leather straps around their necks. Korobokuru speak Dwarven.

Source 2
The Korobokuru are very much like dwarfs, but are distinct in many ways. They are an oriental race, able to be Yakuza, Wu Jen, Bushi, Barbarians, or Samurai; only as Bushi are they unlimited in advancement, but the majority are Barbarians. There are no noble Korobokuru families, so a human household must sponsor a Korobokuru Samurai. Although as a race they tend toward chaos and are rarely lawful, there is no restriction on their alignment.

Humans regard these as inferior, primitive, and rude--as well as comical. They are seldom perceived as equals to the other races.

Korobokuru society

Korobokuru dwell in remote sites of great natural beauty, such as lush mountain valleys or sprawling, tropical forests. They live in simple villages or camps, and move only when the advance of human settlements requires it. Their buildings are quite crude, with thatched roofs and walls of mud, stick, and rocks. Korobokuru organize into families and clans much as humans do. A single village consists of a large extended family with as many as 130 members. They mate for life and share a profound bond with their spouses; it is not unusual for a Korobokuru whose spouse is killed to refuse all nourishments, eventually starving to death in grief. A Korobokuru family typically specialized in one type of craft or skill, passed down from parents to children. Common specialties include farming, hunting, weaving, weaponsmithing, military arts, and planting. A Korobokuru’s favored class is barbarian. Most Korobokuru leaders are barbarians, though subleaders are often wu jen.

Spirit Folk of Kozakura

Spirit folk are sometimes thought of as the elves of the oriental realm; however, they have little if anything in common with elves, beyond being humanoid magical creatures. They are man-sized and not easily distinguished from men by appearance. They tend toward slender eyes and small mouths, but are as diversified in appearance as men. But that they are beautiful to behold, radiate a love of life and of nature, and have no facial hair other than their thin eyebrows, they appear quite normal.

However, they have some important differences. These creatures are actually half-human descendants of various nature spirits. They are strongly tied to nature, and divide into three sub-races: bamboo, river, and sea. They may be samurai, kensai, bushi, or monks. They have 120' infravision. They also have human families and clans, and so have ancestry and honor if appropriate to their class. They also have obligations to the spirit lord appropriate to their sub-race. They must answer and obey his summons; dishonoring the spirit lord will be punished by natural disasters on the spirit folk and his human family. The interests of the spirit lord are more important than those of the family.

Bamboo spirit folk are related to the Lord of the Wood, and as such live near forests or jungles. They have a 75% chance to recognize and identify normal plants, and a 50% chance to identify normal animals. In woodlands, forests, or grasslands they can pass without leaving a trail, and the presence of a spirit folk in any group reduces the tracking percentage of anyone following them by -20. They may hide in shadows in woods or forests, with a 75% chance of success. They also learn the languages of forest animal, one per level after the first, of the character's choice.
Bamboo spirit folk save at +1 against all magic related to earth or wood, including spells, wands, staves, rods, and miscellaneous magic items.

The life force of a bamboo spirit folk is tied to a grove of bamboo deep in the forest; if it damaged will cause the character to suffer an identical amount of damage, and if it is destroyed the character will die. If the character enters the grove, he is immediately cured of all injury and disease. The grove may not be moved, and shoots from it have no special value or use.

River spirit folk typically live near the particular river or stream with which they are associated. They can breathe freely in any fresh water, and can swim as quickly as they can walk, given their encumbrance. While they are in the water, nothing they wear or carry will get wet or suffer water damage of any type, including exposed tinder, even if they are submerged.

These spirit folk also have the power, once per day, to lower water of any type by 10', allowing others to cross; this depth reduction may be maintained for five rounds. They also gain a +1 against all water-related magic, including spells, wands, rods, staves, and miscellaneous magic items. However, they suffer a -1 penalty on saves against fire-based attacks. They speak the trade language (common in the orient), the court language, and the language of fish.

The life force of river spirit folk is connected to their river (chosen during the creation of the character). Bathing in the river will cure the river spirit folk of all diseases and injuries. This only refers to the river itself, and not the water of the river if it's drawn or diverted from it. On the other hand, changes in the river will affect the character. Droughts will reduce hit points and ability scores; damming and engineering will weaken the character and could kill him; flooding will make him wild and uncontrollable.

Sea spirit folk are the most numerous. They can breathe normally in any salt water, and swim at their normal walking rate (reduced for encumbrance) in any water; and as with river spirit folk, that which they carry will not get wet. They have a 75% chance once per day of predicting the weather for the next 24 hours. They speak the trade language (common), the court language, and the language of the sea lords. These have a +1 bonus against fire-based attacks.

The sea spirit folk do not gain healing benefits from the sea; however, neither are they affected by changes in it. They may receive one favor from the sea each year, such as good winds, rain, a storm, even the return of an item lost at sea. The favor must be specifically requested, and if it is opposed by the request of another sea spirit folk neither favor is granted and both lose their requests for the year.

The Lord of the Sea is more interested in his children than the other spirit lords, and also has the most authority. Any sea spirit folk whose honor reaches 85 will receive a gift, such as a valuable treasure from a sunken ship, or a special service, or a sea-related magic item such as the pearl of rising tide. This gift does not require repayment and has no conditions.

(ALFA doesn't support sea elves so River and Sea spirit folk would be kind of hard to RP).

 


Oriental Classes
(My recommended threads to read from the Wizards of the Coast boards are posted below after each introduction)

Samurai (Recommended classes: Monk/Fighter or Fighter/Weapon Master)
Samurai are professional warriors, members of noble class who are trained in the arts of warfare. They are not only trained for their role in society, they are born from it—born into a system of allegiance, loyalty, and honor that influences ever stage of their lives. A samurai cut loose from this system is no longer a samurai; he is an ordinary fighter, a ronin with no honor and no standing in society.

Adventuring samurai: A samurai’s first responsibility is obedience to his lord, usually the head of his family. This is simultaneously an endless source of adventures and a potential hindrance to a life of adventure. A low-level samurai’s lord may command him to investigate a mysterious occurrence or subdue a gang of bandits. If he performs these duties well his lord will call on him to deal with more significant problems. However, a samurai usually cannot simply disappear on an expedition or at least permission, and if a samurai’s lord has an important mission for him, he must make that his top priority. Whether this is a significant hindrance or not is up to the Dungeon Master.

Characteristics: Samurai are distinguished from ordinary fighters by their adherence to bushido, a code of honor, loyalty, and obedience. They have combat training—including some bonus feats—rivaling that of a fighter. If a samurai remains honorable and true to his code of conduct, his swords—masterworks passed down through generations—may awaken in his hands, manifesting increasing magical abilities as samurai advances in level and invests spiritual energy in them. To a samurai, dishonor is worse than death, and the loss of his swords is possibly the worse dishonor imaginable.

Alignments: Bushido, the code of the samurai, demands strict obedience to standards of behavior and honor. Only lawful characters can adhere to this code and call themselves Samurai.

http://boards1.wizards.com/showthread.php?t=215698&highlight=Samurai
http://boards1.wizards.com/showthread.php?t=269054&highlight=Samurai (Recommended read on Samurai)

The Way of the Samurai - http://www.geocities.com/phillipriley/japsamurai.html

Kensei (Weapon Master)
Harnessing ki energy is an essential ability for many characters in Oriental Adventures. For weapon masters (kensei), the perfection of ki is found in the masters of a single melee weapon. Weapon masters seek to unite this weapon of choice with the body, to make them one, and to use the weapon as naturally and without thought as any other limb. Weapon masters are most often fighters or samurai, since the sheer number of feats requires qualifying deters many other characters.

Ronin
Ronin are displaced samurai who have no masters. Many have abandoned the military to become armers and craftsmen.

The large number of ronin in Wa is due to the shogunate’s decision to reduce the number of fiefs and reorganize the administration; too many strong rulers was thought to be a threat to the nation’s stability. With no master to serve, these former samurai warriors were faced with finding a place in a society that no longer had a use for them. Many drifted to the countryside where they quietly became farmers. The more ambitious became traders and merchants. Others, ashamed of their status, relocated to a different part of the country and became anonymous laborers.

Many ronin feel betrayed and forgotten. The shogunate is well aware of their discontent and is mindful of an uprising. In fact, there have been two organized ronin rebellions within the last century. The first occurred in 1755 when a group of militant ronin sided with a radical Chauntea cult in their siege of Juzimura Castle. The siege was short-lived, and all of the rebels were executed. The second occurred in 1760 when a ronin plot to assassinate the shogun was uncovered in Iiso. The assassins were intercepted and executed, but the proximity of the attack prompted the shogun ate to monitor the activities of the ronin more closely.

Still, ronin are generally respected by the common people of Wa for their integrity and sense of duty. The ronin character is illustrated by an incident that occurred in Uwaji about a century ago. A minor lord named Hayo Nuraiyi was visiting a superior officer on the grounds of Uwaji Castle. The officer insulted Hayo’s parents and Hayo, rightfully offended, drew his sword and wounded him. Although the officer was clearly in the wrong, drawing a sword within the castle grounds is an offense punishable by death. The authorities seized Hayo.s fief and ordered him to commit seppuku (suicide). Hayo’s 33 retainers lost their status and became ronin.

The ronin waited patiently for four years, then broke into the home of the officer and killed him and all his samurai, thus avenging the honor of their former master, even though the action ensured their own deaths. The ronin gave themselves up to the officials and were sentenced to seppuku. Their selfless loyalty made them national heroes, and today, a small temple in their honor is one of the most revered memorials in Uwaji.

As explained in Oriental Adventures, ronin are treated as samurai in all respects except those relating to property and attracting fighting men. Many of the ronin of Wa, however, have suffered their loss in status through no fault of their own. Rather than a result of dishonorable acts, these ronin are merely victims of administrative reorganization. All ronin, regardless of how their status was achieved, may regain full samurai status by the decree of a daimyo.

Ninja (Recommended classes: Rogue/Assassin)
Ninja spies are perhaps the most enigmatic and mysterious class of Oriental Adventures . While some ninja are little more than assassins) and may adopt the assassin prestige class), true ninja spies are masters of exotic weapons, tools of stealth, and strange ki powers. Ninja spies are members of a secretive ninja clan, the head of which holds absolute authority over the ninja’s life and death. They are sworn to secrecy to protect the identities of their clan members and must never reveal that they are ninja. Despite their inclination to evil, ninja believe strongly in a code of honor, and risk offending their family (and earning a death sentence) if they break that code of honor.

Most ninja spies are rogues, and the skill requirements of the class practically demand that any would-be-ninja have at least a few levels in the rogue class. Some ninja have a magical background. Ninja are the stuff of legends. Some refuse to believe they exist.

Ninja in Kozakura

The most noteworthy ninja clan in Kozakura is the Konishi, a family that has served opposing factions simultaneously for years. Traditionally they accept contracts both from court nobles and from the shogun and his relatives. They are perfectly content to be hired by those who are likely to be victims the very next week. Konishi Ieyasu, clan head, particularly enjoys the irony of this situation, and subtly influences politics by choosing when to complete assignments (such as executions). A younger but highly efficient family is the Uji clan, which has worked for the Takenaka and other powerful nobles over the past century. Clan head Uji Toyo does not find it acceptable to work both for and against the same employer. Two years ago he politely withdrew his family.s services to the shikken, since the Uji have been retained on a long-term basis by Takenaka Sugawara to do work targeted against the shikken and his allies. Takenaka Okawa has not yet discovered this, although he suspects ninja actions against him.

Ninja families dominate the spy and assassination business in Kozakura. They are universally feared and respected. The most powerful ninja family in Kozakura is the Konishi. They can be contacted through temples and shrines to Chirasu, the goddess of stealth. Leave an offering with the priest and tell him you pray to meet one who is blessed by the goddess. Then go your way, and the Konishi will find you. The Uji are another prominent ninja family they work frequently for the Takenaka clan, but avoid crossing paths with the Konishi. They aren't as large as our family, and are more difficult to find. I hear they can be contacted in Gifu.

http://boards1.wizards.com/showthread.php?t=338110&highlight=Ninja
http://boards1.wizards.com/showthread.php?t=284183&highlight=Ninja
http://boards1.wizards.com/showthread.php?t=268989&highlight=Ninja
http://boards1.wizards.com/showthread.php?t=224483&highlight=Ninja
http://boards1.wizards.com/showthread.php?t=127879&highlight=Ninja
http://boards1.wizards.com/showthread.php?s=&threadid=52898
http://boards1.wizards.com/showthread.php?t=188379&origin=

Sumo Wrestler (Rikishi) (Recommended classes: Unarmed Fighter or Unarmed Barbarian)
Rikishi may never use missile weapons of any kind. Sumo wrestling are known for their religious performances to the Eight Million Gods. There are nine ranks within the sumo wrestler’s system: Jonokuchi, Jonidan, Sandanme, Makushita, Juryou (Jumaime), Makuuchi, Sekiwake Komusubi, Ozeki, Yokozuna. At the top of the sumo wrestlers' hierarchy stands the Yokozuna. Once a wrestler reached the rank of yokozuna, he cannot lose it anymore. However, he is expected to retire as soon as his results are starting to worsen.

http://sumo.goo.ne.jp/eng/ozumo_joho_kyoku/index.html
http://www.sfusd.k12.ca.us/schwww/sch618/japan/MartialArts/Japanese_Martial_Arts.html
http://www.tooter4kids.com/Japan/sumo_wrestling.htm
http://en.wikipedia.org/wiki/Yokozuna

Geisha (Recommended class: Bard)
A female entertainer and hostess highly trained in courtesy, singing dancing, and other sophisticated social graces. The skill of a geisha lies in her ability to relax and entertain her guest.

Geishas are professional female entertainers who are trained from childhood in music, dance, poetry, and other gracious arts. Geishas are adept at bringing pleasure to both samurai and commoners, although generally only the wealthy and the powerful can afford their services.

In former times, the geisha was avoided and even scorned by the more sophisticated of society, but she is now accepted and respected by all. The skills of the geisha were originally intended for the enjoyment of wealthy merchants. However, as the geisha’s schooling and training improved, so has her status with the samurai.

A personal relationship with geishas is considered to be improper, but many find their beauty and grace hard to resist. Rich merchants have been known to make outright purchases of geishas as their consorts. Live-in geishas are increasingly becoming a status symbol in many urban areas of Wa.

Along with their artistic skills, geishas make talented cooks, nannies, and conversationalists. They are also experts at the art of manipulation. There is no better spy than a geisha who has endeared herself to a vulnerable ruler. The favored geisha of the emperor is the granddaughter of the shogun. It is not surprising that the shogun himself is the person who introduced them.

More info on Geisha
http://www.japan-guide.com/e/e2102.html
http://gojapan.about.com/cs/japanesegeisha/a/geisha1.htm

Wu Jen (Wizard/Sorcerer)
Wu jen are spellcasters with mysterious powers. They command the elements, spirits forces, and the very power of nature. The are seldom found living with the rest of human society. Instead they live as hermits in the wilderness, purifying their bodies and minds in order to contact the various natural and supernatural powers of the world. From these entities they learn their spells—magical means to control the invisible forces of the world.

Adventurers: Wu jen typically adventure to expand their knowledge of the world, both magical and mundane. Like wizards, they tend to approach adventures with careful planning, since their daily spell selection is vitally important.

Characteristics: Wu jen are the arcane spellcasters of Oriental Adventures. As with wizards, their spells are their primary class feature, and assume an all-important role in a wu jen’s life. Many wu jen spells draw on the power of the five elements (earth, fire, metal, water, and wood), and wu jen who masters all the spells of one element gains additional power with those spells. Finally, wu jen are adept at manipulating their spells, increasing their range, duration, or effect or eliminating verbal or somatic components through permanent meta-magic effects.

Yakuza
The peddlers and gamblers of this country were not organized into yakuza families until recently, when a few ambitious criminals from Wa saw opportunity to expand their operations in Kozakura. Yakuza families here are still loosely organized and growing, concentrating their activities in gambling, the protection racket, and the fencing of stolen goods. Families of special distinction have not yet come to light, and there is much opportunity for ambitious yakuza adventurers to shape and create an organization from scratch.

The yakuza are many different things, depending on who is asked. Some call them protectors of the common folk, other think of them as thugs are extortionists, and still others rely on them as an unofficial police force. They are simultaneously despised and respected, sometimes even supported by the local authorities. On one hand, they represent the shadowy underworlds, directing and controlling local activities. On the other hand, they provide protection for the helpless and watch over those in their care. Of course, such care has a price, and that is how the yakuzas make their living.

Most yakuzas are rogues, and no character without at least some rogue levels will meet the skill requirements for yakuza class before very high levels. Some rogue/fighters are drawn to the yakuzas’ thuggish, enforcer role.

Yakuza may be tolerated, condoned, or eve recognized by the governments, they are nevertheless criminals, always in danger of arrest and punishment for their crimes. As a result, yakuza families do their best to keep everything running smoothly and quietly in their territories, avoiding any unwanted attention.

Recommended stats
Rogue and possibly fighter
Non-chaotic, non-good.
Social skills are a must.

Gurentai - Hoodlums, members of the Yakuza gang who specialize in enforcement and strong-arm work.

Tekiya - Those groups of Yakuza who specialize in protection rackets and selling shoddy goods.

More info on real life Yakuza
http://www.crimelibrary.com/gangsters_outlaws/gang/yakuza/1.html
http://artilect.org/altman/yakuza.html
http://www2.gol.com/users/coynerhm/yakuza.html
http://www.japan-101.com/culture/yakuza.htm

Third Edition Oriental Adventures
http://www.geocities.com/lordstevil/dnd3-orient.html

 


Recommended Starting Servers for Oriental Characters

Selgaunt (a.k.a Sembia): The city Selgaunt, by cannon, has a Kozakura District. However, its been destroyed due to In-game events. A Kozakura village outside the city is on its way.

The Pirate Isles: Refugees from Sembia migrated to the Isles due to the events that occurred in Selgaunt. The island Prespur is the place where Kozakuran settlers took refuge with plans on rebuilding their community.

Dragon Coast: Refugees have also made their way to the Dragon Coast due to what occurred in Selgaunt. The Dragon Coast will, too, is a place where refugees have settled down with plans on building a community (Location isn’t decided yet).

Player / Faiths and Pantheons

It is well known in Faerûn that those who die without a patron deity to send a servant to collect their souls from the Fugue Plane at their death will spend eternity writhing in the Wall of the Faithless or disappear into the hells and infernos of devils and demons. In ALFA, this is represented by the a small (a few percent) chance for a resurrection if your PC is killed. If you have no patron diety in the diety field on character creation, your PC will not be given such a possibility.

Having a patron deity does not preclude a mortal from worshiping other deities as need arises. On the contrary, it would be considered foolish to NOT seek the favor of a diety who's portfolio pertains to your current sitution.

For example, Tymora (Lady Luck) is often thanked when things happen to work out or invoked when a risk is about to be undertaken, regardless of the person's patron. Similarly, a wizard heading into battle is well advised to give obeisance to both Tempus and Mystra.

Major Deities of Faerun

 

Other Deities of Faerun

 

Drow Pantheon

 

Dwarven Pantheon

 

Elven Pantheon

 

Gnome Pantheon

 

Halfling Pantheon

 

Mulhorandi Pantheon

 

Orc Pantheon

 
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