A samurai RPG about the village that threw you out
You have no lord, no household and no standing, and the people who took all three from you are offering money to have you stand between them and what is coming.
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No account, no card, nothing to install. The world's lore is already built, so it starts in seconds.
Duty is a constraint, not a costume
Your obligations, your disgrace and who still recognises your name are part of the world rather than flavour text, so the socially impossible move is treated as impossible and the scene has to be got through some other way.
The world
In a war-torn province, a wandering ronin returns to the mountain village that cast her out as a child—now the only one who can defend it from the bandit-lord come to burn it.
The land of Hanagakure is a realm of feuding clans, rice-terrace villages, and bushido's stern code. Honor and duty pull against survival, and a single sword can hold a mountain pass against an army—if the one holding it is willing to die there.
Who is in it
- Clan Tsukimori
- the falling noble house the ronin once served.
- The Red Lantern Bandits
- a warlord's raiders preying on the mountain villages.
- Order of the Quiet Blade
- a sword-school that teaches mastery through stillness.
Where you go
- Suzume Village
- the mountain hamlet that exiled the ronin as a child.
- The Snowpine Pass
- the single road by which the bandits must come.
- Tsukimori Castle
- the crumbling seat of the ronin's fallen lord.
What already happened
- The Fall of Clan Tsukimori
- the defeat that left the ronin masterless.
- The Burning of Hatori
- the bandits' destruction of a neighboring village.
Who you can play
-
Aya Tsukimori Wandering ronin
A reserved, honor-bound swordswoman seeking redemption in a place that offers her only scorn.
At the start: a masterless warrior returning to a home that doesn't want her.
-
Headman Goro Village elder
A stubborn old headman wrestling with the guilt of an exile he ordered long ago.
At the start: too proud to apologize, too desperate to refuse her sword.
Or write your own character — the setup form takes a name, a background and what you are good at, and the game master works from that instead.
How a turn works
- You say what your character does, in your own words.
- What you attempted is weighed against your character sheet and the state of the scene — and the outcome is settled before the scene is written, so the part telling the story does not get to decide that you succeeded.
- The game master narrates what happened, grounded in the world's own characters, factions and places, and remembers it for the rest of the run.
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