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Koto is a edo-japanese inspired fantasy world for DnD 5e. With an oppressive ruling class holding the people in its iron fist, an uprising force of rebels, mercenaries and mystical secrets all over, this world is a wonder to explore.
 
[[Datei:Koto Map.jpg|mini|Koto]]
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lorem ipsum oder so


== Meta-Info ==
== Meta-Info ==
Blablabla Texttextext
=== Time in Koto ===
=== Time in Koto ===
Time in koto is measured similar to our world. Seconds, days, months and years all remain as their real life counterparts. However, years are counted from the election of the new Tenno, after the civil war. That year was designated year 1 Seireki or 1 S.  
Time in Koto is measured similary to our world. Seconds, days, months and years all remain as their real life counterparts. However, years are counted from the election of the new [[Koto: Legends Arise/Social Classes#Tenno|Tenno]], after the civil war. That year was designated year 1 Seireki or 1 S.  


The time before the new Tenno is referred to as Mae Seireki, or M.S.
The time before the new [[Koto: Legends Arise/Social Classes#Tenno|Tenno]] is referred to as Mae Seireki, or M.S.


The current year is 84 S.
The current year is 84 S.
Zeile 56: Zeile 51:
That said, there are a few mages scattered across the world. Most of them however live on the capital island, making use of their arcane gift to gain fame and infamy alike.  
That said, there are a few mages scattered across the world. Most of them however live on the capital island, making use of their arcane gift to gain fame and infamy alike.  


Due to this, a party playing in Koto is unlikely to have a great number of spell casting classes. While players are encouraged to embrace all aspects of the world, including magic, more than 1-2 spellcasters would exceed the realistic quota for the setting. Furthermore, players looking to create a magically inclined character will have to put in great effort to work out how their character might have obtained their gift and how they fit into the world. In addition, a player creating such a character must be aware of the social and political consequences their abilities may cause for them and their party.  
Due to this, a party playing in Koto is unlikely to have a great number of spell casting classes. While players are encouraged to embrace all aspects of the world, including magic, more than 1-2 spellcasters would exceed the realistic quota for the setting. Furthermore, players looking to create a magically inclined character will have to put in great effort to work out how their character might have obtained their gift and how they fit into the world. In addition, a player creating such a character must be aware of the social and political consequences their abilities may cause for them and their party.


== World Info ==
=== Character Creation ===
=== Faith ===
All player can create their characters on their own. The characters start on level 2. Casters have to be discussed with the group and the DM. The following Stat Arrays can be used:
''→ Hauptartikel:
{| class="wikitable"
[[Koto: Legends Arise/Faith]]
|-
''
| 17/12/12/11/10/10
|-
| 15/15/14/11/11/10
|-
| 15/14/13/12/10/8
|-
| 17/15/12/10/8/8
|}


=== History ===
The additional Samurai Class and all subclasses can be used, except the "Phoenix Clan" Subclass. Various Homebrew content is available, ask your DM.
Your starting equipment is determined by class and backgroud, adittional items are available at DMs discretion. Money is not determined by your background, all characters start with 1d4 x 10 gold.


==== The Great Civil War ====
== Faith ==
[[Datei:The Great Civil War.png|mini|No heir next in line<br>The daimyo break into war<br>Peace nowhere in sight]]
=== [[Koto: Legends Arise/Gods|Gods]] ===
In the year 47 M.S., the tenno of that time passed away. That left Koto with a great issue. There was no heir to the throne, no new tenno to be crowned. And so it came that each of the 17 daimyo claimed that it would be their right to rule.  
Here you'll find a list of Gods that are believed in by the population of Koto.
=== [[Koto: Legends Arise/Religious Myths|Religious Myths]] ===
The myths described here are the legends about how the world and the realms came to be.
=== [[Koto: Legends Arise/The Realms|The Realms]] ===
The different planes of existence, called the Realms, are described here.


When no solution could be found, the daimyo decided to settle matters by force. A war broke out, each daimyo being their own faction, fighting to take over their comptetitors for the rank of the tenno.
== History ==
''→ Main Article:
[[Koto: Legends Arise/History]]
''


The war raged for a long time, with many casualties in its early phases. Of the 17 daimyo that entered the comptetition, soon only 8 remained, but found themselves at a stalemate. Still, none of them would allow themselves to settle for peace, as they each believed in their right to inherit the throne and rule over all of Koto. This left the people of the land in misery from constant fighting, trading embargos and food shortages for years to come.
== Social Classes ==
''→ Main Article:
[[Koto: Legends Arise/Social Classes]]
''


==== The New Era ====
== Locations ==
[[Datei:The New Era.png|mini|They stand together<br>A child given by the gods<br>A new era calls]]
=== [[Koto: Legends Arise/Shihon|Shihon]] ===
With the civil war between the daimyo raging for decades, the question of a ruler remained unclear, until what can only be described as a miracle was brought to the monastaries of Koto. Spirituals of all regions alike had the same vision of a child descendet of the divine blood, sent by the gods to unite Koto once more and rule it. And indeed, the Kagoro temple had found the child of their visions.  
Shihon, or the "Capital Island" is located in the middle of Koto.


The daimyo counciled, discussing the matters that had transpired and all came to agree that they were not to interfere with the will of the gods. A sign had been given, that none of them would be fit to rule Koto. Together, they instated the new Tenno, a young boy of only 12. They swore to assist him as he grew up, to be advisors at his side and guide Koto into a new era of peace.  
=== [[Koto: Legends Arise/Fyushin|Fyushin]] ===
Fyushin is located northwest of Shihon and is a region of wide grasslands and fields.


With this reformation, Koto finally left its perilous state of war behind and the regions as they are now were formed with set borders. Each daimyo was granted his own region to rule, though they would all be subject to the tenno.
=== [[Koto: Legends Arise/Kesseki|Kesseki]] ===
The north-west most region of Koto, Kesseki is a land of rural towns and wide, fruitful farmland.


The year of the new tenno marks a turning point in Koto's history and is therefore the focus of its time measurement, being referred to as Year 1 S.
=== [[Koto: Legends Arise/Osawagi|Osawagi]] ===
Osawagi, the westmost part of Koto, is a region of wide green land, farms, but at the same time, beautiful cities and fortresses.


==== Hisoka Temple Massacre ====
=== [[Koto: Legends Arise/Hogo-Sha|Hogo-Sha]] ===
[[Datei:Hisoka Temple Massacre.png|mini|A ghost white as snow<br>There was no chance to escape<br>Leaves behind blood]]
Hogo-Sha, the guarding region, is the south-west most region of Koto.
The tragedy known today as the Hisoka Temple Massacre is a story known across the entirety of Koto.


Shortly after the reunion of the daimyo, in the year 24 S., stories leaked out of Hisoka about frequent interferences of the supernatural. Hisoka, being known as the region most connected the the spirit realm, was home to the greatest temple that Koto had. But as the reports racked up in numbers, peope became tense. Voices grew loud about the spirits being upset, about the ghosts of those that died in the civil war seeking revenge against the living.  
=== [[Koto: Legends Arise/Hisoka|Hisoka]] ===
Hisoka, also known as the abandoned region, is the south-west most part of Koto.


These rumors culminated when the monks and guards of Hisoka temple were found fleeing towards the nearby towns. Only a couple made it there, those that arrived covered in blood. They reported about a the ghost of a woman in a white yukata manifesting in the temple, then slaying anything in her way, slaughtering any that did not flee the temple.  
=== [[Koto: Legends Arise/Tsugi|Tsugi]] ===
Tsugi is the region to the east of the capital island.


When the daimyo's forces were sent to investigate, they found a bloodbath. Countless corpses, massacred within the temple walls and in its gardens. The snow around the templegrounds was stained red in the blood that had leaked out.  
=== [[Koto: Legends Arise/Yuga|Yuga]] ===
Yuga, the jungle region, is located in the east of Koto.


This was the final straw, leading the the abandonment of the entire Hisoka region, labeling it as cursed. In 35 S., the great wall was finished.  
=== [[Koto: Legends Arise/Chisai|Chisai]] ===
The region of Chisai is by far the most multi-facetted one of entire Koto.


To this day, the occurances in the Hisoka region instill fear among the people of Koto and reminds them, that the spirits shall never be angered.
=== [[Koto: Legends Arise/Suna|Suna, the Unforgiving Desert]] ===
Suna is the name of the large desert in the very south-east of Koto.


==== The Bandit Plague ====
=== [[Koto: Legends Arise/Kazeya Island|Kazeya Island]] ===
[[Datei:The Bandit Plague.png|mini|With icecold steel<br>The bandits are forced to flee<br>For the greater good]]
Kazeya Island, also known as the island of Shadows, is an uninhabitet island to the north-east of Koto.
The civil war left Koto shaken and in great peril. Even after the new tenno had been found, many citizens struggled to survive, their livelyhood destroyed by the horrors of war. Facing famine and homelessness, many turned to crime, robbing and stealing what they could get to survive the harsh period of recuperation.  


Entire clans of bandits formed, keeping villages in their greedy grasp with the threat of death and destruction. For the simple folk, the scourge of war had been replaced by a new one just as grim. A vicious cycle, as this hopeless situation forced even more people to crime. Especially the rural regions of Fyushin, Kesseki and Osawagi were suffering under this never ending plague.
== People ==
 
''→ Main Article:
It was in the year 47 S. that the daimyo of Osawagi by the name of Jin Sakari took the extermination of the bandits into his hands. In what he called a fight for the greater good, he declared war on the bandit clans. Mercilessly, Lord Sakari and his troops sought out the clans, raiding them with brutal efficency. Those that were not killed were forced into hiding.
[[Koto: Legends Arise/People]]
 
''
While many were shocked by the cruelty that the daimyo acted with, the lifted scourge gave the people a chance to breathe freely for the first time in what felt like forever.
 
Today, bandits still exist, but are individual cells without greater organisation.
 
==== The Legendary Duel ====
[[Datei:The Legendary Duel.png|mini|The cold gazes meet<br>Two worthy opponents bow<br>A flash of bright steel]]
After the extermination of the bandit clans, Lord Sakari was held in high regards by many people. At the same time, his ruthless and cruel efficency had put fear in the hearts of many.
 
The daimyo continued his rule with an iron fist, yet was respected for his efforts to help many regions. However, as time went on, rumors surfaced. It was claimed that Lord Sakari had not only killed bandits, but even allowed his soldiers to raid villages within the regions that were not his own, claiming them to be collaborators.
 
These rumors caused an uproar in the public, however, the recently formed peace seemed too fragile to disturb with open accusations.
 
In the year 68 S., the daimyo of the Shihon region on behalf of the tenno challenged Sakari to a duel for his honor. Should he win, he would be free of any accusations. Should he lose, he would take the truth to the grave with him. But should he decline, he would admit to the rumors and be imprisoned.
 
And so came to be the legendary duel between Hamaro Isakage and Jin Sakari. It is said that the two samurai fought with strokes so quick, only the flashes that their blades caused could be seen. In the end, Hamaro prevailed. The reign of Jin Sakari ended, but in death, he kept his honor and was remembered as the savior from the bandit plague.


=== Social Classes ===
== Code of Bushido ==
''→ Hauptartikel:  
''→ Main Article:  
[[Koto: Legends Arise/Social Classes]]
[[Koto: Legends Arise/Code of Bushido]]
''
''
=== Locations ===
=== People ===
=== Code of Bushido ===

Aktuelle Version vom 31. Dezember 2022, 19:39 Uhr

Koto is a edo-japanese inspired fantasy world for DnD 5e. With an oppressive ruling class holding the people in its iron fist, an uprising force of rebels, mercenaries and mystical secrets all over, this world is a wonder to explore.

Koto

Meta-Info

Time in Koto

Time in Koto is measured similary to our world. Seconds, days, months and years all remain as their real life counterparts. However, years are counted from the election of the new Tenno, after the civil war. That year was designated year 1 Seireki or 1 S.

The time before the new Tenno is referred to as Mae Seireki, or M.S.

The current year is 84 S.

Playable Races

Koto is a setting that comes with a decent variety of races, but still requires the players to pick from the options that are present within the world.

These include:

  • Aasimar (Protector, Scourge, Fallen)
  • Dragonborn (Metallic, Chromatic, Gem)
  • Dwarves (Mountain, Hill)
  • Elves (Half, High, Wood, Drow)
  • Goliaths
  • Goblins
  • Halflings (Stout, Lightfoot)
  • Hobgoblins
  • Humans
  • Tabaxi
  • Tieflings (all subraces)

Playable Classes

While Koto allows for a lot of freedom and many things can be done to make a suitable character for any player, there is a base list of avaivable classes.

These classes include:

  • Barbarian
  • Bard
  • Cleric
  • Druid
  • Fighter
  • Monk
  • Paladin
  • Ranger
  • Rogue
  • Samurai
  • Sorcerer (limited)
  • Warlock (limited)
  • Wizard (limited)

Note: While all classes listed above are avaivable to play, not all subclass options from all sourcebooks might be allowed. Due to that, please ask the according questions during character creations to make sure the intended build is possible.

Magic in Koto

While Koto itself is a very mystical and spiritual world, magic is still incredibly rare. The arcane, the spiritual, the supernatural are widely feared and real mages are most uncommon. While there might be a few connected to the spiritual world in the temples, having dedicated their entire life to this connection, these connections are small and flimsy and those that manage to draw from them are viewed as transcended beings, often high in their respectives orders ranks. Shamans might be found performing rituals, but more often than not, those are for religious purposes rather than achieving any direct magical effect.

That said, there are a few mages scattered across the world. Most of them however live on the capital island, making use of their arcane gift to gain fame and infamy alike.

Due to this, a party playing in Koto is unlikely to have a great number of spell casting classes. While players are encouraged to embrace all aspects of the world, including magic, more than 1-2 spellcasters would exceed the realistic quota for the setting. Furthermore, players looking to create a magically inclined character will have to put in great effort to work out how their character might have obtained their gift and how they fit into the world. In addition, a player creating such a character must be aware of the social and political consequences their abilities may cause for them and their party.

Character Creation

All player can create their characters on their own. The characters start on level 2. Casters have to be discussed with the group and the DM. The following Stat Arrays can be used:

17/12/12/11/10/10
15/15/14/11/11/10
15/14/13/12/10/8
17/15/12/10/8/8

The additional Samurai Class and all subclasses can be used, except the "Phoenix Clan" Subclass. Various Homebrew content is available, ask your DM. Your starting equipment is determined by class and backgroud, adittional items are available at DMs discretion. Money is not determined by your background, all characters start with 1d4 x 10 gold.

Faith

Gods

Here you'll find a list of Gods that are believed in by the population of Koto.

Religious Myths

The myths described here are the legends about how the world and the realms came to be.

The Realms

The different planes of existence, called the Realms, are described here.

History

→ Main Article: Koto: Legends Arise/History

Social Classes

→ Main Article: Koto: Legends Arise/Social Classes

Locations

Shihon

Shihon, or the "Capital Island" is located in the middle of Koto.

Fyushin

Fyushin is located northwest of Shihon and is a region of wide grasslands and fields.

Kesseki

The north-west most region of Koto, Kesseki is a land of rural towns and wide, fruitful farmland.

Osawagi

Osawagi, the westmost part of Koto, is a region of wide green land, farms, but at the same time, beautiful cities and fortresses.

Hogo-Sha

Hogo-Sha, the guarding region, is the south-west most region of Koto.

Hisoka

Hisoka, also known as the abandoned region, is the south-west most part of Koto.

Tsugi

Tsugi is the region to the east of the capital island.

Yuga

Yuga, the jungle region, is located in the east of Koto.

Chisai

The region of Chisai is by far the most multi-facetted one of entire Koto.

Suna, the Unforgiving Desert

Suna is the name of the large desert in the very south-east of Koto.

Kazeya Island

Kazeya Island, also known as the island of Shadows, is an uninhabitet island to the north-east of Koto.

People

→ Main Article: Koto: Legends Arise/People

Code of Bushido

→ Main Article: Koto: Legends Arise/Code of Bushido