So I began converting the realms of the the Yama kings from oWoD's
1000 Hells into dead dominions for a more oriental Geist game, but have only gotten as far as Kakuri (not very far, in other words. :3 ) Can you guys help me in fleshing this out?
Here's what I have so far:
Kakuri: The Night Realm
Some believe that even conceptual things, such as justice and honor, die along with those that lived by them. If this is the case, what happens to these ideals and philosophies? Do they leave a presence within a place like the Underworld? Kakuri holds the answer.
A barren place of corruption and endless shadow, Kakuri is a frozen kingdom without honor and compassion. Here, the dead wander aimlessly through the dark, without the warmth of body or spirit, as all hope is dashed away in a blizzard of self-contempt. The ghosts of virtue do not linger here. Rather, Kakuri is a realm that exemplifies what happens when virtue is left for dead.
--> Getting ThereWhy anyone would willing seek out Kakuri is beyond most concepts of sanity. Pass three rivers and look for the darkest path you can find. If you feel a decline in temperature, you're getting warmer. If you hear the howling of wind, you're almost there. And if you find lamp posts containing blue fire that gives off no heat, while thick layers of snow crunch hard under your feet, you've found it.
Description
Kakuri is a place of darkness. It snows constantly, even though underground, and any flames that are lit turn eerily blue, becoming devoid of heat and warmth. The Kerberos who rules this domain is Enma-O, though whether he is truly the God of Death with same name is still questioned.
Cruel and without honor, Enma-O exists as a tyrant within Kyuden-no-Kakuri, an obsidian palace built like that of a feudal Japanese castle, standing atop an enormous peak that overlooks much of the kerberos' domain. Indeed, none can even recall a time when the dark daimyo didn't rule from the wretched keep.
Regarding the Old Laws, Kakuri holds towards the ideals of dishonor and oppression towards those too weak to find solace on their own. Sin Eaters are treated well, being considered as those who have bested Death, and therefore strong enough to warrant affection--unless they break the law or anger Enma-O, then the kerberos sends out his shikome, demonic women that are immune to the cold, and enjoy tormenting those that become attracted to their appearance.
Pending...
Geography
Soko-no-KuniThe name of the empty, snow-covered lands that travelers see all across Kakuri is collectively called Soko-no-Kuni (
the Deep Lands). It is a hazardous place made only traversable by the blue ghost-lights that poke mark the darkness. Sin-eaters who traverse the Deep Lands must roll an extended Stamina + Survival check every 30 minutes to navigate the cold, taking a -3 if they walk too far away from the ghost lights. If they fail, they take 1 bashing, regardless of whatever clothing they're wearing.
While in the deep lands, sin-eaters are likely to come across caravans of ghosts, shikome, or worse, the kumo, Enma-O's elite. But still is there another whom travelers might meet. Through the sound of chimes that sing louder than the howls of the storm, he comes. Dressed in the black and saffron robes of a monk, carrying a brass sounding staff, he who is Jizo-Bosatsu hushes the wind of all its thunder.
Abaraya MachiKnown as
Hovel Town by those foreign to Japan, this town sits below the steep climb leading to Enma-O's castle. Here, psychopomps and Sin Eaters alike build igloos from the ever present ice, having long discovered that the cold wind can paradoxally be held back this way. Numerous ghost-lights stand to reveal the town's streets and borders, allowing people to see from a distance the only place of shelter for miles around.
Otome-no-DōkutsuHome of the shikome, the
Cave of Maidens is disguised as a refuge for the weak and weary. It is, in fact, a trap set to further torment and humiliate the souls of the dead. The walls of the cavern are pearlescent, seeming to almost glow with light. Strange fungi grows here that smells and tastes of honeyed rice. (Eating the fungi immediately sates the body's need for food, but it's addictive, and causes minor hallucinatory effects). Most important of all, the frigid wind outside fades away the deeper one traverses.
Whenever a ghost or sin-eater enters the cave, a fellow "refugee" of the realm appears to greet them. The refugee is always female (being a shikome in disguise), but regardless of the newcomer's gender, she will always try to seduce them. If she fails, the shikome leads the traveler(s) to the rest of her kin, who each attempt to show off their looks, talents, and personality.
If any succeed in attracting the interloper, or if they are all denied, the shikome will act on a signal and start accusing the newcomer of doing something of foul taste, such as theft, rape, or murder. If the newcomers haven't realized the trap, they soon do as the shikome attack
en masse till the intruders leave the cave.
Despite the wretched inhabitants, the cave itself is not evil. Rather, hidden at the end of it, and unknown to even most of the shikome, lies the entrance to the dead dominion of the Ainu people. Only those of Ainu descent may enter this place, and it is only these people that the shikome find invisible to their senses. Even those who are not Ainu, however, can find reason to seek the entrance, for a tranquil spring lies just before it. The pure water of the spring is endowed with essence, and grants a number of plasma to sin-eaters equal to 1 per mouthful.
Kyuden-no-KakuriThe obsidian keep is both breathtaking and terrible in its design. Guarded by the kumo, the most powerful of Enma-O's shikome, the castle of Kakuri is nearly impossible to reach save through a narrow pass near hovel town. Even if one managed to make it to the keep, the structure seems so heavily fortified and built into the summit that holds it up that nothing short of divine intervention would be capable of raising it to the ground.
Few ever visit this place. Those who do have generally gained enough of Enma-O's attention to deserve audience with him, though this can be a mixed blessing in and of itself.
Pending...
The Old Laws
• The Law of SuperiorityAll ghosts must obey the orders of those who have bested them in a contest.Although Sin Eaters are not forced to endure this, ghosts must obey anyone who has defeated them in a contest of sorts, regardless of fairness. This means if a ghost loses in a simple game of poker, he has to do whatever his opponent says, unless it breaks an Old law. Now, these orders can also be resisted if the ghost has left Kakuri since their defeat, or if they best their tormentor in another form of contest, but otherwise they are susceptible to suggestion, with the winner having a +5 to all persuasion and intimidation rolls against the loser.
• The Law of TributeYou must leave an offering in Kakuri, in order to leave at all.If Kakuri cannot keep you, it will keep something belonging to you. That is what this law demands. If you go anywhere near the other side of the river, a massive storm of snow and ice blocks your path and eventually leads you back to the dead dominion of Kakuri, where the guardians are surely waiting to punish you. Only items of significance work as offerings. Items that are precious or magical in nature must be announced as sacrifices before they fade from existence, trapped within the Vault of Enma-O's castle.
• The Law of RestraintNone may harm the shikome, even if assaulted.By far one of the worst of Kakuri's laws, and the bane of any vigilante seeking justice. The shikome are basically untouchable without bringing down the wrath of the entire dominion, and the she-demons know it. Even if they attack you, never are you allowed to fight back. All you can hope to do is outrun them, or endure their torture till they get bored and leave.
• The Law of Ice & SnowThose who succumb to the chill must be left behind.When anyone, living or dead, allows themselves to fall prone to the cold despair of Kakuri, none may help them. They must free themselves of their misery, or become a part of the dead dominion's frozen wastes.
Denizens
Shikome: The Chilling OnesQuote: <Cruel, mocking laughter>Background: The shikome are geists native to Kakuri, born from the souls of mad and tortured women that gave into the cold of the dead dominion. Without question, they follow Enma-O's orders, and do so with pleasure. Those that prove themselves worthy enough become kumo, the daimyo's personal bodyguards and elite assassins. It is only towards Enma-O that the shikome show any kind of genuine love or sympathy, considering him a lover and father-figure because of how he respects them. But that does not mean he cares, for he is quick to punish those who displease him, and the shikome know it.
Appearance: Upon swearing fealty to the dark daimyo, all shikome become eerily beautiful, ranging from skinny and frail, to fat and corpulent, depending on the mood that strikes their master. Every shikome, however, has some key flaw with their appearance that betrays their nature to anyone observing them, which they either try to conceal as best they can, or show it off as a "symbol of office."
Storytelling Hints: These geists are master manipulators and deceivers. They will lie, cheat, and steal whenever it serves to forward their goals or those of Enma-O. If any try to seduce them, they will play along till they get bored, generally calling for backup in the form of a shrill cry. Players, however, can choose to have a shikome as a geist upon gaining their storyteller's permission. Common sin-eaters that shikome cling to are the Silent, and prefer fellow women over men (though Enma-O sometimes has a sick sense of humor, and binds a shikome to a male host.)
Attributes: Power 4, Finesse 4, Resistance 2
Willpower: 6
Virtue: Justice
Vice: Wrath
Initiative: +6
Defense: 4
Speed: 18
Size: 5
Corpus: 7
Essense: 8
Key: Cold-Wind
Numina: Compulsion (8 dice), Chorus (8 dice)
Pending...
Izanami, Queen of the Frozen WastesQuote: Am I pretty?Background: Mistress of the shikome and leader of the kumo, Izanami is Enma-O's second-in-command. As cold as ice, Izanami is both cunning and frighteningly observant, both in and out of combat, able to identify key flaws within a strategy or argument. Not even to her "daughters" is she the least bit sympathetic, speaking little to them save with regards to the hunt.
Appearance: Unlike the others, Izanami wears a noh mask at all times, some saying to conceal a face that is rotten and festering with maggots. In response, Izanami generally hunts these people down, the last thing they see being what lies under that mask.
Storytelling Hints: Izanami is resentful of anyone she perceives as attractive, and will generally harass such people till they are broken or able to best her in combat. One of her greatest secrets, however, is that she cannot stand the sight of her own reflection. If she takes off her mask, and sees her own face, she will break down into tears and become completely helpless for a time.
Attributes: Power 8, Finesse 9, Resistance 7
Willpower: 15
Virtue: Justice
Vice: Envy
Initiative: 17
Defense: 9
Speed: 27 (Species Factor 10)
Size: 5
Corpus: 12 (Size 5)
Essence: 25
Key: Cold-Wind, Stillness
Manifestations: Rage 2, Marionette 1, Boneyard 2
Numina: Whatever the Storyteller deems appropriate. (Default to Compulsion, Ghost Sign, Ghost Speech, Terrify)
Pending...
Enma-O, the Daimyo of the DarkQuote: Forever shall my hatred burn cold with contempt.Background: According to legend, Enma-O was once the guide of the dead for the Ainu people, who once lived on the islands of Japan. Even as he gained more power, he was gracious towards his charges, and was a protector of the good. Tragically, in the year of 2000 B.C.E, the Ainu were decimated by the Japanese. It is theorized that the Enma-O of Kakuri is the manifestation of the Ainu's mutilated perception of death as their way of life was completely wiped out. Combining this with the Japanese misunderstanding of Enma-O's role as a malevolent god of death led to the creation of a monster.
The kerberos of Kakuri is cold, calculating, and merciless in his actions. Only in the ritual of having his shikome bind and flay him for his wickedness does he show some twisted sign of humanity. Even during this period of vulnerability, the daimyo hides behind the walls of his obsidian castle, never satisfied with the torments that have been brought upon the ghosts that reside within his domain.
Appearance: Enma-O appears as a giant of a man, with a long white beard and flowing hair that seems to levitate about his person. Beneath a billowing robe deep blue, his hairy flesh is jet-black and riddled with scars, and his featureless eyes glow with malice.
Attributes: Power 14 Finesse 9 Resistance 14
Willpower: 28
Virtue: Fortitude
Vice: Wrath
Initiative: 23
Defense: 14
Speed: 33 (Species Factor 10)
Corpus: 19 (Size 6)
Essence Per Turn: 50/10
Keys: Cold-Wind, Passion, Stillness
Manifestations: Rage 5, Marionette 5, Boneyard 4, Oracle 3
Numina: Whatever the Storyteller deems appropriate.
Attacks: Nihon-To, Ainu Sword - 3L (11 dice)
Jizo-Bosatsu, the Honorable OneQuote: What ails you, my friend?Background: If there exists any solace within the Night realm, it is the presence of Jizo. Few truly know who or what he is, for he is neither ghost, nor mortal, though some truly believe he is the buddha of legend. He walks the deep lands without ever succumbing to the dead dominion's chill, and whenever he is seen, it is in the tranquility of the snow, as the chimes of his brass sounding staff silences the wind.
If one ever speaks with him, he appears calm and always smiling as he speaks soft words of comfort to any and all, even the shikome, who sob and wail in his presence before fleeing into the darkness. It is this reason and more that makes Enma-O terrified of Jizo, as the monk is immune to the Old Laws, yet rather than strike the Kerberos down, shows restraint as he releases the souls trapped in the ice one by one, no matter how deep they are.
Sin-eaters, or anyone for that matter, who meet with Jizo may find valuable information on Kakuri, or something spiritually relevant to the Underworld. If asked, Jizo can bestow a blessing onto the characters that make them immune to Enma-O's powers and Kakuri's Old Laws, under the condition they abstain from attacking the kerberos directly. If the characters wish to attack Jizo, for whatever reason, they suffer a -5 penalty to attack rolls, and even if they do succeed, the monk simply vanishes into thin air.
Appearance: The smiling monk always appears as a middle aged man of one Asian heritage or another. He wears a straw hat, a black-and-saffron robe, and carries a brass sounding staff as he walks sandal footed through the snow without difficulty.
Storytelling Hints: Jizo has no official traits. This is intentional, since there are many possibilities for what his origin may be. He could be a vampire who found golconda, or an archmage who chose to become a saint. Perhaps he is a powerful spirit, or even a god. Whatever he may be, it is left to the storyteller to decide.