recursal/Fanatic-Fandom huggingface dataset:
Void Monkey

The Void monkey clan's words are "Nothing is the Truth", a single saying with multiple meanings.

The clan favors composure and insight, and its colors are orange and black.

The Void Monkey is generaly seen as distant, aloof, strange or wise. He presents one of two faces: that of the Monkey, espoused by House Simian, and that of the Void, embodied by House Nil. The Monkey is mocking, high-spirited and lives to moment. The face of the Void is profound, continuously comtemplating and meditates on Truth and the nature of existence.

The Void Monkey is the samurai the meditates after battle, the wiseman that speaks only in riddles or the courtier that never speaks more than is needed, but has the ear of everyone.

Lady Wisdom is the recluse Daimyo of the Void Monkey, but she does not take part in the affairs of mortals. The Void Monkey Lands are effectively ruled by Sweet Capucine, Daimyo of House Simian, and Nil Jenkins, Daimyo of House Nil.

A third House once existed, House Baloo, but every member was murdered during the Yogi no Baloo Massacre, including its Daimyo Baloo Liu Ping.

### House Baloo, *defunct*

The last Baloo Daimyo was Baloo Liu Ping.

### Void Monkey Clan Dojo

Master Éobé'Kanbaku of House Simian is a Master of the Black Claw style of martial arts and Master Kitsune is a Master of the Crane style.
Unexpected Attack

Assuming that a character has successfully concealed himself, he may then attempt to make an unexpected attack. Unexpected attacks are either an Ambush or a Surprise Attack.

## Ambush

An ambush is defined as an attack against a target completely unaware of the attacker’s presence — generally only possible during the first round of a fight, against a target with a lower Initiative value than the attacker.

An ambush attack completely ignores the target’s Defense; the target is considered to have Defense 0 against the attack.

## Surprise Attack

A surprise attack, is an attack launched from hiding against an opponent who knows he’s in battle and who is actively on the lookout for attacks, even if he isn’t sure exactly where all of his opponents are at the moment.

A target faced with a surprise attack suffers a -2 Defense penalty against that attack.

Stealth attempts while already in combat are made with a -3 penalty.
Go to Ground

A character who goes to ground is attempting to hide somewhere on the battlefield and to avoid detection until the fight is over (and, hopefully, any hostiles have left). In order to attempt to go to ground, a character must *already* be in stealth. His player must then declare he is attempting to go to ground, and then make a successful (Dexterity + Stealth) attempt to maintain concealment over the next three turns. The first roll is at a -3 penalty, the second at -4, and the final roll at -5. If all of these rolls successfully defeat the (Perception + Awareness) rolls of the character’s enemies, he is considered so well hidden that there is no hope of finding him until he voluntarily emerges from concealment.

This climbing difficulty can represent either the increasing difficulty of maintaining a single hiding place in the face of concerted efforts to find the character or the risk of moving about from hiding place to hiding place to evade searching opponents. Players are encouraged to think about how their characters attempt to go to ground, and to stunt appropriately—they’ll need all the help they can get to deal with the penalties.

A character who goes to ground successfully, but then emerges from hiding to re-join the fight in the midst of the same combat, re-enters the fight in Initiative Crash, at -10 Initiative.
Rao Ma

Rao Ma is the Champion of the Guild of Guilds. He is an apt leader and a fierce warrior. He favors the shield and sword style, but is also an expert brawler. He lacks training in any of the recognized martial arts, and sees his opponents' reliance on them as a predictable weakness.

Few remember Red Sparrow, the young First House officer, or any of those that were left to die at the Siege of Shen'Dühr. But where most met their end, Red Sparrow escaped and endured. Recognizing that his Clan had left him and his men to die, he chose to end his life as Red Sparrow, son of House Gaijin.

The Guild of Guilds soon found the wandering Rao Ma. They neither knew nor cared about who he *was*. They saw who he *could be*, and that was ennough; they took them in, they fed him, and they trusted him.

Rao Ma trusted them in return, and he fought for them. He's been fighting for them for most of his life now, and he doesn't intend to stop any time soon.

Rao Ma is expected to fight in the upcoming Tournament for the Hand of the Kami.
Nil Jenke-Osu

Nil Jenke-Osu is a strong warrior and leader of men. Hailing from a proud line of Void Monkey , the dragon-blooded rose quickly to a position of authority in her Prefecture.

## Recent History

Jenke-Osu was tasked by her uncle, the Prefect, to carry the mystical Heart of Slaughter to safety, bringing it to Nime-Yu , home of Lady Wisdom .

Calling back her brother, Simian Jenkuso , from the Templars and organizing for the support of a cadre of Rengoku Exorcists , she took 18 of her best men and set out on her journey.

About halfway through, the group was ambushed in the dead of night by 7 of the Reach of Zül . It took mere instants for the cult to mow through the Void Monkey, leaving in their wake a field a bloody corpses. Everyone dead, except for their leader, Jenke-Osu.

Failing to beat her into submission, the Reach of Zül nailed her to the trees and hacked off one of her legs. Too stubborn to die, Jenke-Osu bore witness to the rebirth of Zül onto Creation, as the cultists cut open Jenkuso 's chest and nested the Heart of Slaughter into her brother' dead heart.

Abandoned amidst the cadavers of her men, she was found six days later by the Player Characters . They healed her and fashioned her an iron leg, and together they went on to Nime-Yu .
Nil Jenko

### Noteworthy Ennemies

Nil Jenko is the younger brother of Nil Jenkins, current Daimyo of House Nil. He earned quite a reputation as a brash, impulsive young warrior, walking the Land looking for trouble.

Upon becoming Daimyo, Jenkins was advised to keep Jenko on a short leash, lest the Daimyo's brother cause trouble for the whole Clan. To the disarray of his advisors, Jenkins gave his younger brother command of 200 men, no standing orders, and sent him on his way.

Jenko knew what his Daimyo had meant to do when he'd given him command, he saw the love and trust his brother had for him, and he vowed to be worth every bit of that trust.

Meeting his men, Jenko found he had been assigned an aide, a man named Simian Ertoh. Infinitely patient, the aide began schooling the impulsive youth, forging the rash warrior into an assertive leader.

Eight years later, little of the impulsive, brash warrior remains. In its place is a commander respected by his men, a man who leads by example and who has bled for everyone of those under his command.

Unexpectedly named Prefect of Ku by decree of the Void Monkey Daimyo, Nil Jenko took 50 of his men with him to his prefecture. There, he found out that the former prefect, Nil Onsok, had been killed and replaced by a corrupt Black Boar, Shibu Gamo. The usurper and his men died at the hands of a group of noble Void Monkey warriors who liberated the region: Master Kitsune of the Void Monkey Clan Dojo; Testost the Solar Exalted; Runn Iunryng, son of Last Laugh; Päf Brehelmere, master artisan and the warrior Bearer of Loyalty.
Jade Lion

Jade Lion Mon

## Houses

Akodo

Matsu

Mirumoto

## Dojos

Jade Lion Clan Dojo

Kenshu Dojo

It values pride and power, and its words are "Hear me Roar!"

It favors the colors green and yellow.

The Jade Lion is a warrior clan, respected for its strength and honor. The past decades have seen the clan's favour at court decline slowly but steadily, as the Lion courtiers have proven no match for the wit and political savyness of the Iron Crane or the First House.

The current Daimyo is the young and ambitious King Scorch.

### Jade Lion Clan Dojo

Grand Master Thunderclaw , né Akodo Nirobe is the Air-Aspected Dragonblood Grand Master of the Tiger style .
Heart of Slaughter

The Heart of Slaughter is a magical gem created for the specific purpose of trapping the ancient dead known as Zül, the Principle of Slaughter.

It was successfully used by Shinjo Baelon (to become King-Kami Baelon) after a harrowing crusade against the dead king.

## Game 5 - The Heart of Slaughter

Before the events of Game 5 - The Heart of Slaughter, the Reach of Zül arranged for the theft of the magical gem during its transport to Nime-Yu.

Possessing the corpse of Simian Jenkuso, Zül faced the Player Characters and was defeated. They reclaimed the gem and once more trapped the undead.

## Game Mechanics

The Heart of Slaughter is a unique artefact designed to forever imprison the essence of Zül. Wether because its design was flawed, because the artefact was altered or because the Principle of Slaughter was simply too strong, the result is that Zül managed to retain some degree of freedom.

Zül is not imprisoned in the Heart of Slaughter, but rather *chained* to it. He has no access to its Materialize charm (as though he does not possess it). The only way he can use Nemessary's Ride is if the Heart of Slaughter is physically inserted into a dead body. Zül can not venture further than two range bands away from the Heart by any means, even if immaterial. He can use sorcery, but it normally can't interact with the material world, even if Zül uses his Manifest charm.
Hobson Twillgers

**Hobson Twillgers** war der vorherige Besitzer der Ranch, bevor sie an Beatrix weitergegeben wurde.

Am Ende des Abenteuer-Modus und Casual-Modus wird aufgedeckt, dass Hobson's letztes Abenteuer das Benutzen des Warp-Teminals am Ende der Glaswüste war, um durch die Zeit zu reisen. Jedoch hat er seine Meinung wegen seiner Liebe zu Thora West geändert. Er wohnt derzeit auf ihrer Ranch.

Er ist der Besitzer der Tresore, deren Inhalt er eigentlich als "Reisekasse für das große Unbekannte" nutzen wollte. Er schaltet alle drei nach dem Abenteuer-Modus für Beatrix frei.

## Biografie

Man weiß nicht viel über Hobson's Leben, insbesondere über die Zeit, in der er auf der Erde lebte.

Seine Neigung nach Abenteuern zu suchen, könnte der Grund sein, warum er entschlossen hat die Erde zu verlassen und in der Fernen, Fernen Weite zu leben.

Meistens schlief er in der Grotte und träumte, dass er über ein Sternenmeer driftete. Er baute auch das Labor, nachdem er Viktor Humphries traf, und lernte die Plort-Technologie. Er verbrachte seine meiste Zeit an regnerischen Tagen hier am Rumtüflten und dabei flog er selbst oft in die Luft.

Irgendwann traf er Thora West im Indigo-Steinbruch und verliebte sich in sie. Er ging durch den Kristallvulkan, nur um Kristalle für Glockenspiele, die Thora in ihrer Freizeit anfertigt, zu holen - auch wenn er dort für fast 2 Tage gefangen war.

Als er die antiken Ruinen besuchte, begann er über die Entscheidungen in seinem Leben zu grübeln, wodurch er darauf kam, dass er sich womöglich zwischen "alles risikieren" und "glückliches Leben" entscheiden muss. Die Tore erinnerten ihn immer daran, dass im Leben nie beide Tore aufstehen können. Ein Tor schließt sich, wenn du einen anderen Weg nimmst, während sich eine andere öffnet.

Als er die Glaswüste besuchte, bevor er die Ranch verließ, begegnete er einem Schalter mit zwei Toren am Ende der Wüste; eine Tor öffnet sich, wenn die andere sich schließt. Seine Notiz deutet an, dass die zwei Tore sein Dilemma repräsentierten; in einer würde er das Warp-Terminal nutzen, um der erste Mensch zu sein, der durch Raum und Zeit reisen kann, und in der anderen hätte er ein Leben mit Thora. Allerdings entschied er nicht zu gehen. Stattdessen packte er seine Sachen zusammen und zog auf Thoras Ranch, um endlich herauszufinden was Liebe wirklich ist.

Er hat auch die Vaults gebaut, um Gold-Plorts zu lagern, die er eigentlich als "Taschengeld in der großen Weite" nutzte, doch er entschied sich mit Thora zu leben. Er gibt die Vaults für Beatrix im Post-Abenteuer-Modus frei.

## Notizen

Hier ist eine Sammlung von allen bekannten Notizen in der fernen, fernen Weite aufgelistet, die von Hobson hinterlassen wurden.

## Wissenswertes

* One of the boot-up messages says that Hobson disappeared and that no one has seen him in years.
* There is one achievement unlocked by a Hobson note: "Doors like these".
Boruso'Ku

Boruso'Ku is the capital of Ku Prefecture. It is a relatively small community, bigger than the surrounding villages, but not big ennough to warrant a proper Shiro. The locations of interest are the marketplace, the Prefect's manor and the Palace , a somewhat disproportionate establishment of drinks, music and general merriment.

The former Prefect, Nil Onsok, was found to be corrupt and allowed for the brutal activities of a band of thugs and bandits in the Prefecture.

The Shibu Brothers and their band of loyal followers came upon Boruso Village and learned of the situation. The set upon themselves to find the roving bandits and see them to justice.

After dispatching the thugs, they confronted the corrupt Prefect, and took his head for his crimes and complicity.

Soon ennough, a Gold Magistrate chanced upon Boruso'Ku, and learned of the recent events. Finding the Shibu Brothers to be honorable defenders of the people, and finding said people in need of a strong Prefect, the Magistrate appointed Shibu Gamo Prefect of the Ku Prefecture.
Game 0 - The Prelude

## What Happened

Waiting for the arrival of Runn Iunryng, student and adopted son of Master Last Laugh, the group learns that a small fringe town, less than 2 days away, has been sacked.

The trio travels there to find a woman picking through the abandoned and deserted homes, piling her findings on a wooden cart. With her are three domesticated Claw Striders.

At first, the woman, named Raya, is hard-pressed to collaborate and tries to flee. The heroes use their power of persuasion (and the slaying of one of her beasts) to convince her to talk. The killing was done by herself, on orders form Rafiki, Baron of the Black Boar Clan.

"Winter is coming" Raya would say.

## Characters Involved

* Master Last Laugh
* Raya
* Claw Striders
Steel Devil Strike

### Effects

The ultimate killing technique of this style is a swift, hidden strike that occurs directly after a successful use of Double Attack Technique. This Charm can only be triggered when the damage done by Double Attack Technique is equal to or greater than the amount of Offhand Charge capacity that has yet to be filled with Charge. If this occurs, the Exalt may pay the cost to launch a decisive attack with (Essence) automatic successes, which ignores hardness and uses only the Initiative gained from Double Attack Technique’s withering damage as base damage. If this attack is successful, all of the Initiative expended in making it is lost.Mastery: When in Steel Devil Form, if the Exalt successfully damages an opponent with Steel Devil Strike, he gains a point of temporary Willpower.

This Charm can only be triggered when the damage done by Double Attack Technique is equal to or greater than the amount of Offhand Charge capacity that has yet to be filled with Charge. If this occurs, the Exalt may pay the cost to launch a decisive attack with (Essence) automatic successes, which ignores hardness and uses only the Initiative gained from Double Attack Technique’s withering damage as base damage. If this attack is successful, all of the Initiative expended in making it is lost.

**Mastery:** When in Steel Devil Form, if the Exalt successfully damages an opponent with Steel Devil Strike, he gains a point of temporary Willpower.
Annointed

The Annointed is the leader of the Gold Magistrates.

The position is equal parts military leadership and holy figure. The ways and customs of the Gold Magistrates being largely kept a secret, it is unclear how the Annointed is chosen. What is clear, however, is that his will is unchallenged and his rule absolute, commanding the absolute respect and complete devotion of every Gold Magistrate. Only the King-Kami stands above the Annointed, a divine figure radiant over his holy knight.

The current Annointed is Oni Tanari, a discret and secretive warrior, rarely seen and mostly forgotten by the world.
Nephwrack

## Charms and Abilities

### Offensive

Accursed Wraith Body; Clinging Shadow Miasma; Dawn of Dead Stars; Soul Destruction; Thousand Deaths Curse

### Other

Hurry Home; Materialize; Nemessary's Ride

Ancient, powerful ghosts who have delved deeper than any being ever should into the world-carcasses of the slain ancients, the nephwracks have been broken by the revelations found within. What emerges from the cracks of the Underworld’s depth are the priest-kings of oblivion, deranged but coldly intelligent, wielding power beyond any ghost save the Deathlords.

## Sorcery

Nephwracks are almost all initiates of the Terrestrial Circle of sorcery. Most know at least a few spells, while some will know all listed in this book and potentially more (though as spirits, they cannot learn Demon of the First Circle or Summon Elemental ).

A nephwrack may draw power from its madness once per scene, reflexively rolling its current Willpower and losing a point for each die that does not come up a success to gain (10 + [Willpower lost x 2]) sorcerous motes that last for the duration of the scene or until spent, whichever comes first.

Whenever they kill a living creature, they gain sorcerous motes equal to (its Essence).
King of All Songs (Evocation)

### Effects

This Evocation grants (Essence) bonus non-charm dice whenever Shoruko is used as part of an action to make music. This includes attempts to inspire, intimidate or inlfuence others and even esoteric means through which the music could be made into an attack. The only limitation is that making the music must be a rolled action in itself (as opposed to a simple stunt) and thus might necessitate a flurry.In addition, whenever visibly holding or using the Song-Staff, monkeys, apes and other simian creatures are considered to have the Minor Principle "respecting the Baloo Daimyo's authority". At the Story Teller's discretion, spirits sufficiently close to the themes of monkeys, songs, or Baloo might be subjected to the effect.

King of All Songs is an Evocation of Shoruko the Song-Staff, currently in possession of Runn Iunryng.

## King of All Songs

The Song-Staff is as much a musical instrument as it is the symbol of office of the old Baloo Kings. This Evocation grants (Essence) bonus non-charm dice whenever Shoruko is used as part of an action to make music. This includes attempts to inspire, intimidate or inlfuence others and even esoteric means through which the music could be made into an attack. The only limitation is that making the music must be a rolled action in itself (as opposed to a simple stunt) and thus might necessitate a flurry.

In addition, whenever visibly holding or using the Song-Staff, monkeys, apes and other simian creatures are considered to have the Minor Principle "respecting the Baloo Daimyo's authority". At the Story Teller's discretion, spirits sufficiently close to the themes of monkeys, songs, or Baloo might be subjected to the effect.

**This Evocation is learned for free by the recognized Daimyo of House Baloo, and can't be learned by any other user.**
Nil Tenzin

Grand Master Tenzin is an adopted son of the Void Monkey, the Dragon-Blooded founder of Tenzin Dojo some three hundred years ago.

The legend tells that the Immaculate monk came to Gozeiki no Bano Kami Kantaro on behalf of his Order, to end the heretic rule of the King-Kami, chastise the people and bring order to the unruly spirits of the region.

On the Path of the Serene Gate, the monk was met by Lady Wisdom. She offered tea and lemon cakes, yet said nothing.

When they were finished, no word having parted their lips, they walked through the Serene Gate.

As they entered Gozeiki no Bano Kami Kantaro, Tenzin knew in his heart that he belonged to the Void Monkey, and that the Clan had adopted him.
Solace

Solace is an inn located deep within the forests of the Wei-Fei Prefecture of the Void Monkey Lands. The nearest town or village being days away, it is an obligatory stop for most travellers in the region.

## Location and Layout

It stands hundreds of feet above the ground, nestled in the treetops. The inn consists of a common room, where food and ale is served, and its adjoing kitchen, and half a dozen other cabins, serving as rooms to be rented to customers and travellers.

## The Staff

Those coming to Solace are sure to be greeted by Simian Tika, the owner of the place. The working staff of Solace is very discrete, with many a traveller never setting their eyes on any of them, though Otis can sometimes be heard mumbling or grumbling from his kitchen.

## The Truth

Solace is actually a divine sanctum that stands open to all. The cabins are real and normal, but the common room and kitchen are not part of Creation, but the sanctum of Berestika Goodstar, goddess of Fortuitous Happenstance, Hospitality and Lost Travellers. She keeps her Sanctum open and accessible, such that very few ever notice leaving the confines of the natural world.
Dreamtide

Dreamtide was the blade of Rahquiel, leader of a fair folk raiding party against Shiro Kisada.

It is an **artefact oooo Grand Daiklave**.

It was fashioned out of a moonbeam, a stolen glance from Luna sculpted and decorated, polished and caressed into a weapon of power and beauty.

### Grand Daiklave, Artefact Heavy Melee Weapon

Acc +1; Dam +14; Def +0; Overwhelming 5; Attunement 5; Lethal, Melee, Balanced, Reaching,Two-Handed

Dreamtide laches onto an attuned weilder's Intimacies of Defining intensity. These intimacies cannot be diminished in intensity by any means as long as the weilder remains attuned to Dreamtide. Any effect that would temporarely diminish or suppress the intimacy is simply ignored. An effect that would permanently reduce or negate the intimacy (such as a volontary attempt by the character, a supernatural effect, etc.) provokes limit gain as if the character had acted against the intimacy, but will last no more than a single scene.

Dreamtide generates an evocation specific to each of the weilder's Defining Intimacies.

## Evocations

### Conquering Strength Erupting

"The Strong Survive"

**Cost:** 5m, 1w; **Minimums:** Essence 1;  **Type:** Reflexive; **Keywords:** Dual ; **Duration:** instant; **Prerequisites:** none

Activating this evocation allows the character to use supernatural strength and conviction to bolster a parry attempt. When used to defend from an attack made by an ennemy with a lower Strength attribute, the attack is ignored and always successfully parried. Against a withering attack made by an ennemy with a Strength attribute equal to or greater than the defender's, the attack's raw damage (before soak) is reduced by an amount equal to the Parry Denfense value used to defend. Against a decisive attack made by such an ennemy, the attack's raw damage (before hardness) is reduced by an amount equal to the character's Strength.

This evocation can be used once per scene, unless reset by crashing or incapacitating the strongest ennemy involved in the combat.

### Burning Beacon of Conviction

"Fight for a Cause"

**Cost:** 7m, 3a; **Minimums:** Essence 1;  **Type:** Simple **Keywords:** Perilous, Psyche ; **Duration:** 3 turns ; **Prerequisites:** none

Invoking this evocation, the character utters a simple truth, channels his anima into the blade and and raises Dreamtide high above his head, letting her shine wisdom and enlightenment on the surrounding bystanders. When using this evocation, the character invokes one of his defining intimacy and roll (Charisma + Integrity) with (Essence) bonus successes agains the Revolve (modified by appropriate intimacies) of characters in short range. Victims whose Resolve is overcome gain the invoked Defining Intimacy for 3 turns unless they spend 2 willpower points. Victims who can't or choose not to pay the willpower cost treat the Intimacy like any other and must act accordingly.

At Essence 4+, This evocation affects everyone in medium range.

Depending on the Intimacy invoked, this evocation can rally bystanders to join a fight, turn soldiers against their generals or sow discord amonst faithful parishioners.
Direlash

A Direlash is a light melee weapon, the artefact version of the Whip.

This braided cord of rare leathers and hair-fine wires of the magical materials can slash through flesh and steel. Immaculately responsive to its wielder’s motions, these artifact whips can disarm, entangle, and injure with equal ease.

## Game Mechanics

Accuracy: **+5**; Damage: **+10**; Defense: **+0**; Overwhelming: **3**; Attunement: **5**

Tags: Lethal, Melee, Disarming, Grappling, Flexible, Reaching
Wan

Wan is the most common name among the Humbles of Gozeiki no Bano Kami Kantaro. It is also almost unheard of among the nobles and as such as come to be associated or synonimous with that social class.

## "I am Wan"

Announcing oneself simply as "Wan" has a somewhat peculiar meaning. Whereas very few Humbles would ever use a Family name, most use a surname or some geographical identification. Therefore, introducing yourself with "I am Wan" has come to mean "I am alone", "I am simple" and "I am everyone". It is a known to way to announce that you seek no trouble and to express your want for anonymity.
Adoption

The Adoption is the process by which the people of Gozeiki no Bano Kami Kantaro becomes members of the 5 Clans.

For outsiders, visitors and humbles, the process is the same: on the morning of the first day of Calibration, during a ceremony called the Presentation, Applicants show themselves in front of the assembled representatives of each House and Clan and present their reasons for being considered into a Clan. These reasons may take any form, from a reasoned argument to a fine work of art, from a masterful kata to a show brute strength.

The assembled clans then bid for each Applicant, with the highest bid winning a new member for his clan or House. Applicants that fail to be adopted, because they were not deemed worthy, are presented with a choice. They can either live the remainder of their lives in the Land as Invisibles, they can commit seppuku to redeem their honor or they can live during the Banishing, on the next morning.

Adoptions for Blood-Kin, sons and and daughters of established clan members, are usualy private affairs and can be held any time of the year. Only family members and trusted friends will be attending, and at the time of the bidding none will speak, for the Applicant will be adopted by his parent or godparent for the symbolic price of a single coin.
Ten Thousand Teachings

### Effects

This charm allows for the Exigent to act as a teacher to other characters for any trait, attribute, ability, charm, etc. He can effectively train anything and everything.

Ten Thousand Teachings is a charm of the Kami Kantaro's Exigent.

The Exigent channels the figures of the Mentor, the Wise Teacher and the Old Master, becoming knowledge incarnate to those who seek enlightenment.

## Ten Thousand Teachings

This charm is permanent. It allows for the Exigent to act as a teacher to other characters for any trait, attribute, ability, charm, etc. He can effectively train anything and everything.

When acting as such a teacher, the Exigent must commit a number of motes equal to the XP cost the student spends while he is training. If the training is interrupted, the motes need not remain commited.

If the Exigent wants to act as a teacher to more than one pupil at a time, he motes commit motes for everyone, making Ten Thousand Teaching very costly if used with even the smallest groups. The Exigent can simultaneously teach different traits to different pupils, again committing the appropiate cost for each.

The Exgigent can never benfit from Ten Thousand Teachings himself.
Measure the Wind

### Effects

Measure the Wind enables a spirit to measure someone’s“nature.” This reveals, broadly, what the individual is—a mortal, a demon, another god, a denizen of the Wyld, andso forth.

Spirits known to possess the Measure the Wind charm include:

* Kid Kong

## Effects

If an Exalt is scrutinized, Measure the Wind provides a strong “feeling” of their patron, allowing the Charm to tell a Solar from a Dragon-Blooded (and, incidentally, to tell what Elemental Dragon or Maiden a Terrestrial or Sidereal derives from, although the Castes and Aspects of other Exalts remain indistinguishable to the Charm).

Measure the Wind can pierce mundane disguises, but not any deception created or reinforced by Essence, such as Solar Larceny Charms or Lunar shapeshifting.
Double Attack Technique

### Effects

Moving with deceptive speed and feinting strikes, the Exalt slashes with one blade and strikes with another. This Charm creates a normal withering attack that has a chance to land an additional second strike. On a hit, if the threshold successes meet or exceed the target’s Defense, this is treated as landing a second attack. If both attacks land, however, only a single damage pool is created and a single damage roll is made. On a successful double attack, add (the Exalt’s Dexterity + [Charge/2, rounded down]) to the attack’s base damage. Note that both attacks incur onslaught penalties (p. 194)—a strike against a Parry of 5 would only need to generate four extra successes to penetrate the resulting rating of Parry 4. Likewise, the successes used landing the second attack are not calculated as extra successes when determining damage.Terrestrial: When used by a Terrestrial, this Charm’s base damage is increased by (2 + [Charge/2, rounded down]).

This Charm creates a normal withering attack that has a chance to land an additional second strike. On a hit, if the threshold successes meet or exceed the target’s Defense, this is treated as landing a second attack. If both attacks land, however, only a single damage pool is created and a single damage roll is made. On a successful double attack, add (the Exalt’s Dexterity + [Charge/2, rounded down]) to the attack’s base damage. Note that both attacks incur onslaught penalties (p. 194)—a strike against a Parry of 5 would only need to generate four extra successes to penetrate the resulting rating of Parry 4. Likewise, the successes used landing the second attack are not calculated as extra successes when determining damage.

**Terrestrial:** When used by a Terrestrial, this Charm’s base damage is increased by (2 + [Charge/2, rounded down]).
Master Kosume

Seppun Kosume is a Master at the First House Clan Dojo, known for his mastery of the <*Insert name of next published MA style*> style at the young age of 9.

Master Kosume is said to be "aggressively inquisitive" by most. His curiosity has made him wise beyond his years, but his social skills are severely lacking.
First House

The First House Clan values perfection and fairness.

   Its words are "First among Equals".

It favors the colors white and gold.

The First House adopts every King-Kami into its line, as Clan Daimyo. It is the richest clan by far and boasts the greatest number members not native to the Land.

As the King-Kami Hantei recently died, it is currently without a Daimyo and is ruled Seppun Bake, the House Seppun Daimyo until such a time as a Grand Kami Tournament is held.

### First House Clan Dojo

Master Kosume of House Seppun and Master Tenelbaüm of House Gaijin are the First House Clan Dojo masters.
Sweet Capucine

Sweet Capucine, Daimyo of House Simian, is an oddity among the rulers of Gozeiki no Bano Kami Kantaro. Being only 17, she inherited, rather than won, the position of Daimyo from her respected mother when she passed 3 years ago (Year 776).

A 14 years old Daimyo had never been seen in the courts of the King-Kami, but the fact that her House thrived under her rule and that none among her House rose to challenge her built her reputation as the Wisdom of Spring Mornings, a young ruler possessing a wisdom far beyond those of her years.

Her mother, the previous House Daimyo, was Ruby Ayori.

Nowadays, she is rarely seen far from her fool and trusted aide, Mantle of Whispers, or her yojimbo, Nil Yinsen.
Nil Onsok

Prefect Nil Onsok of the Ku Prefecture lived an uneventful life, most of which was spent in Boruso'Ku as the stoic and fair Prefect.

He died on the ninth day of Lion Ascending in the Year 779 (Day 779-7-9).

He was killed by Shibu Gamo of the Shibu Brothers on the pretense that Onsok was allowing local bandits to raid surrounding villages.

In truth, the local bandits were the Shibu Brothers' men, Black Boar one and all, and Prefect Onsok's inaction was due to his son having been kidnapped (and later killed).
Ember Wolf

The Ember Wolf's words, "the Fire Burns" is an image of their tenacity, loyalty and cunning.

Their colors are red and grey.

The Clan Daimyo, Bayushi "Scorpion" Shoju, rules over the Houses of Bayushi, Shinjo and Rengoku.

The Ember Wolf is the least favorably seen of the Clans, both the least present at the Courts of the King-Kami and the least implicated in the quarrels and politics of other clans. It it the clan that has had the most contact with the exterior, but it is also the clan that is the least likely to adopt a visitor, chosing each Ember Wolf with extreme consideration.

The Clan's recent history is marred by the Yogi no Baloo Purge and its outcome, the Sentencing of the Tamed Wolf. After the Butcher of Yogi no Baloo led a deadly raid in the dead of night against an unsuspecting House Baloo and slaughtered them to the last, the Hand of the Kami's judgement was seen as almost lenient. But Bayushi Shoju's judgemenent would be harsher and unforgiving; the man that would come to be known as the Scorpion challenged his father the Clan Daimyo and beheaded him. He then challenged every other House daimyo and beheaded them also.

The Scorpion had stung the Ember Wolf. The Wolf that would rise up from this wound would be purged, strong and fierce.

### House Bayushi

The Daimyo is Bayushi Imiko, estranged wife of Shoju.

### Ember Wolf Clan Dojo

Grand Master Masabe of House Bayushi is a Grand Master of the Ebon Shadow style.
Esteva

Esteva was born to Humble rice farmers in the Ember Wolf Lands. When she Exalted, she was adopted into House Rengoku. Showing an affinity with sorcery, she was sent to the Temple of the Kami to become a shugenja.

Lacking the discipline and faithful devotion necessary for the priestly ways, she was expelled, shaming her adoptive family. Her thirst for power unsated, she fled her House and Clan, desperately seeking tutelage into the Way of the World from some other group or tutor.

She eventualy met with Rafiki and his men, and with them found her way into power. She has been a Black Boar ever since.

### Game 3 - On the Way Home

Esteva revealed herself as a capable sorcerer. She used a Stormwind Rider spell to escape, along with Shibu Gunn and Ubo.

## Charms

Excellencies: Brawl, Linguistics, Lore, Occult, Socialize, Thrown

## Sorcery

Initiation: Bargain with Mara (roll Essence + willpower motes per soul, max 7 souls)

Cirrus Skiff

Flight of Brilliant Raptor

Invulneralbe Skin of Bronze

Mists of Eventide

Stormwind Rider

Woods Dragon Claw
Sacred Ways

The Sacred Ways are the accepted and honorable ways for a noble to spend his life.

The three Sacred Ways are the Way of the Sword, the Way of the Word and the Way of the World.

Artists and artisans are somewhat of an exception in regards to the Sacred Ways; their crafts and arts are mundane things, unfit for nobles. Yet, excellence, beauty and perfection are traits that are recognized and valued among the Clans, and as such exceptional artist and artisans of unmatched skills might be viewed and considered with indulgence among certain Clans.
Inspiring Battle Hymn

### Effects

As battle breaks out, the Nightingale raise her voice in a song that promises triumph, steeling the hearts of her allies so that they may fight more fiercely. Inspiring Battle Hymn rerolls all 1s on the Join Battle roll of the martial artist and all allies capable of hearing her. Characters who received this benefit add +1 Resolve against threats, supernatural fear, or similar forms of influence for the duration of the fight.**Mastery**: If the martial artist wins Join Battle, she may gain a single point of temporary Willpower, or grant it to an ally who also won Join Battle. This can raise characters above their permanent Willpower.

As battle breaks out, the Nightingale raise her voice in a song that promises triumph, steeling the hearts of her allies so that they may fight more fiercely. Inspiring Battle Hymn rerolls all 1s on the Join Battle roll of the martial artist and all allies capable of hearing her. Characters who received this benefit add +1 Resolve against threats, supernatural fear, or similar forms of influence for the duration of the fight.

**Mastery:** If the martial artist wins Join Battle, she may gain a single point of temporary Willpower, or grant it to an ally who also won Join Battle. This can raise characters above their permanent Willpower.
Boruso Village

Boruso Village is about a day form Boruso'Ku in the Void Monkey Lands.

It has recently suffered form the depredations a vicious bandits, allowed to plunder the region by a corrupt Prefect. The sole Noble left alive was Simian Tenma, raped and broken, but with ennough life still in her to tell the tale of the attacks.
Speed Bonus

Most mount provide a bonus to Rush, Disengage and Withdraw actions. These bonuses are listed as the Speed Bonus in the creature's statblock, and the most common Speed Bonuses are summarized below.

 Camel
 Horse
 Mammoth
 Simhata
 Tyrant Lizard
 Yeddim

The Ride Ability replaces Athletics and Dodge for any movement rolls made while mounted.
Prone

Certain attacks (such as Smashing attacks made by hammers, or being thrown by a grappler) can leave a character prone — knocked forcefully to the ground.

A prone character must take a *rise from prone* combat action to regain his footing.

As long as a character is prone, he suffers a -1 penalty to his Parry, a -2 penalty to his Evasion, a -3 penalty to attacks, and cannot take any movement actions other than to rise from prone. He also automatically fails all attempts to resist rush and disengage actions.
Hobgoblin

These twisted creatures swarm like hounds in the vanguard of raksha hunting parties, or slink like jackals in their wake. Others, separated from their masters over the years, lurk alone or in packs throughout Creation’s wilderness. Though the details of their appearance vary from place to place—furred and bestial in the North, scaly and jewelbright amid the Eastern jungles and the Southern sands, finned and gilled in the West or by the Dreaming Sea—they typically appear as gnarled manlike things with twisted dexterous limbs and viciously sharp talons and teeth.

Though hobgoblins can sustain themselves on the radiant energies of chaos, they find the terror of humankind far more nourishing. In combat, they flurry attacks with threaten actions to enrich that banquet of fear, play cat-and-mouse games with their victims rather than effect a clean kill, and carry off prisoners whenever possible to torture at their leisure.

## Mechanics

### Merits

* Cold Iron Bane: Weapons made of iron deal aggravated damage to hobgoblins.

### Special Attacks

* Nightmare Ravages: Fear is a banquet to the hobgoblins. When the hobgoblin makes a decisive attack against an enemy it has successfully threatened earlier in the fight or that has an applicable Tie of fear, it gains a point of Willpower upon resetting to base Initiative. Hobgoblin battle groups instead regain a point of Magnitude when they deal decisive damage to a frightened enemy in Initiative Crash (this cannot increase their Size).
* Sadistic Fervor: Hobgoblins relish the pain of living things. When a hobgoblin pays Willpower to add a success to an attack or rush against an enemy capable of feeling pain, it may add that enemy’s current wound penalty in bonus dice to the roll.
Clash Attack

Clash Attacks are a special roll used when two characters attack one another on the same tick.

Clash Attacks ignore both characters’ Defense. Instead,the two attacks act as an opposed roll. The character who accumulates more successes wins, striking his opponent, while the loser’s attack is thwarted.

If a Clash Attack is **withering**, then it adds the threshold by which the winning fighter beat his opponent’s roll to its raw damage. A successful **withering**Clash attack adds 3 additional points of Initiative damage after damage is rolled.

A successful **decisive**Clash attack adds one additional automaticpoint of Health Track damage after damage is rolled.

Finally, in addition to suffering damage, the loser of the Clash Attack suffers a -2 penalty to his Defense until his next turn.
Yggdrasil

Yggdrasil, the Spirit Tree, is a communal sactum shared by both gods and elementals assiciated with nature, the seat of the Court of Yggdrasil. The spirits of Yggdrasil share and cooporate, working to achieve together what they could not alone.

The spirits come from all around Creation and Yggdrasil reaches all direction. Only the center, associated with the Element of Earth and the Blessed Isle, is unreachable, as the Immaculate Faith stands firmly against the dissident views and ways of the Spirit Tree.

Managing the divine commune are the Wardens, guardians of each Direction, and Regal Solicitude, a Celestial God who turned his back on the Heavens.

## Wardens

* The Warden of the North is Bear of Loyalty.

* The Warden of the East is Teen Kong.

* The Warden of the South is Feral.

* The Warden of the West is The Drowned God.

* The Warden of the Center was Eunice Longstride. She is believed to be held prisoner or dead.

* The Warden of Heavens is Master Kitsune.
Lady Wisdom

Lady Wisdom is Daimyo of the Void Monkey Clan.

Enigmatic, mysterious and wise, she has ruled the Void Monkey Clan unchallenged for more than a century, yet none outside her Clan has glimpsed her face.

She is removed form the politics of the Gozeiki no Bano Kami Kantaro, content to let the Daimyos of the House Nil and the House Simian handle the affairs of the Clan, keeping herself removed from the affairs of mortals.

It is said that most Void Monkey see her only once in their life; a short time after their Adoption ceremony, she meets with them and speaks a single sentence, a wisdom that will follow the Void Monkey all their life.
Kabano Mori Gori

The Cathedral of Lost Ambitions, Kabano Mori Gori, is located a day's ride from Kyuden Nil and Bagana Nil Shori, in the Void Monkey Lands.

Kabano Mori Gori is half a day from the territorries of Forbidden Yggdrasil, and as such it stands mostly avoided by would-be visitors.

It was on their way to Kabano Mori Gori that Sweet Capucine and the Young Wolf were attacked by Guardian Gorillas.
Calendar

Creation has 5 seasons, each comprised of 3 28-days long months, followed by a period of 5 days known as Calibration.

## Seasons and Months

The first season of the year is associated with the First House Clan.

The second season is associated with the Iron Crane Clan.

The third season is associated with the Jade Lion Clan.

The fourth season is associated with Void Monkey Clan.

The last season of the year is associated with the Ember Wolf Clan.

Calibration, neither a season or a month, is not associated with any Clan, House or group. However, a growing trend among the common folk sees Calibration associated with the Invisibles. This disquiets many among the elders of the Land, who have seen what even the littlest acknowledgement of an Invisible can lead to.

## Name of the Months

In Gozeiki no Bano Kami Kantaro, each season bears the name of one of the Clans. The traditional naming scheme has the first month of a season named "clan" Ascending, the secong month "clan" Resplendent and the third month "clan" Descending.

King-Kami Buruke, a proud king, could not bear to have a whole month of the year named by his Clan's namesake "descending". He had the calendar changed and modernized, using the names of each noble House, devoid of any moniker, as the name of the months.

The new names were widely adopted by the younger generations, but elders were generaly attached to the traditional names. King-Kami Buruke was enraged at the affront to his authority, but the point became moot with his passing; King-Kami Baroko, his successor, was eager to make allies of the elders and never enforced to changes. With the Yogi no Baloo Massacre, most of the Void Monkeys, young and old, have reverted to using the traditional names of the months to avoid the reminder of the event.

## Days of the Week

Each month is made of 4 7-day weeks. The first day of the week is called Firstday, with the following days being Ironday, Jadeday, Voidday, Emberday. Kingday and Kamiday.
Grand Kami Tournament

A Grand Kami Tournament is held on the first day of Calibration to determine a new King-Kami when one has died during the year.

To enter the Tournament, one must provide for the Panoply, as in any other Tournament for office.

The new King-Kami is ordained during a Coronation cermony following the Banishing , on the last day of Calibration.
Court of Yggdrasil

The Court of Yggdrasil is the governing body of the Spirit Tree, a shared sanctum used by gods and elementals in a collaborative bid to change the way Heaven works for the better.

The Court is ruled by the 6 Wardens, one for each Direction and plus one for Yu-Shan, the Celestial City.

The Wardens currently are:

* Bear of Loyalty, Warden of the North
* Teen Kong, Warden of the East
* Feral, Warden of the South
* The Drowned God, Warden of the West
* Eunice Longstride, Warden of the Center (missing, believed to be either captured or dead)
* Master Kitsune, Warden of Heavens
Black Boar

The Black Boars are not a Clan in any way other than in name, and even that is ennough to anger most noblemen.

They are a syndicate of crime lords and barons, a loose coalition of Gozeiki no Bano Kami Kantaro's less savory elements. Their influence varies form region to region, generaly a function of the local Black Boar Baron's strength and reach.

Rafiki is the name the agressive Baron acting in the Void Monkey Lands recently.