Warhammer Armies Warhammer Armies

NippoN
2
Introduction..................................................3
Land of the Rising Sun.........................5
The Empire of Nippon..............................................6
The History of Nippon..............................................7
The Age of Bushido.................................................14
Timeline of Nippon..................................................18
Map of Nippon.........................................................20
The Lands of Nippon..............................................21
Blackrose’s Letter to Marienburg.........................28
Nipponsei Culture...................................................30
The Code of Bushido...............................................36
The Warrior Clans..................................................38
Wargear of the Bushi..............................................41
Army of the Bushi....................................43
Army Special Rules.................................................44
Weapons of the Bushi.............................................45
Commanders............................................................46
Shindo Monks..........................................................47
Onmyoji....................................................................48
Nipponsei Mounts...................................................49
Samurai....................................................................50
Ashigaru...................................................................52
Ronin........................................................................53
Uzabushi...................................................................54
Taiko Drums............................................................55
Shinobuzei................................................................56
Kabuzei.......................................................................57
Yokai...........................................................................58
Hatamoto....................................................................62
Sotei.............................................................................63
Legendary Warriors..................................................64
Siege Weapons............................................................65
Minamoyo Ittazen......................................................66
Takata Nobuharu.......................................................67
Izeguri Kojiro.............................................................68
Datashi Matsunori.....................................................69
Odai Nasunaga...........................................................70
Miyushiro Masune.....................................................71
Yamakata Masatage..................................................72
Kabukara Gozeimon..................................................73
Hachehiro Takematsu...............................................74
The Lore of Shindo....................................................75
Heirlooms of the Nipponsei.......................................76
Clan Mon....................................................................78
The Nippon Order of Battle............81
Lords...........................................................................83
Heroes.........................................................................86
Core.............................................................................89
Special.........................................................................91
Rare.............................................................................94
Summary..............................................................96


CoNteNts

Written By: Tyler Stone Cover Art: Legend of Five Rings

Art: Legend of Five Rings, Total War: Shogun II, Age of Empires III Cover: Mariusz Kozik vel Lacedemon
Rules development: Tyler Stone.
Special Thanks to: the community at Librarium-Online.com, Total War Forums, and all of those who
playtested or provided feedback on this army, or just had the patience to stick by me while working on it.
This book is unofficial and in no way endorsed by Games Workshop Limited. ‘Warhammer Armies: Nippon’
was written and distributed as a not-for-profit venture.
Citadel, the Citadel Device, the Double-Headed/Imperial-Eagle Device, ‘Eavy Metal, Games Workshop,
Games Workshop logo, Warhammer, Warhammer Online, Warhammer Armies series, Warhammer logo, and
all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations, and
images from the Warhammer world are Copywritten by Games Workshop Limited, all rights reserved.
3
Welcome to Warhammer: Nippon, a tome of knowledge to unlock the mysterious jewel of the East, and
the proud warriors who fight for it’s honor. This book contains all the information you’ll require to
collect and play with a Nippon army in games of Warhammer.

Why Collect a Nippon army?

Nippon is a tiny island realm adrift upon the Eastern sea.
Lorded over by their Emperor and Shogun, the legendary
pride and prowess of the warriors of Nippon is a tale
shared by traveling merchants and epic poets throughout
the world. Forged by the sword-arms of the elite Bushi,
Nippon fights against any who would desecrate the secrets
of their island realm.

A Nippon host arranged for battle is an awesome sight.
Colorful banners flutter over massed ranks of Ashigaru and
elite cadres of Bushi. These proud warriors are supported
by all the might of their homeland – terrifying Kabuzei,
mysterious Yokai, and orders of devout warrior-monks.
The characters of the Nippon host are the most most
powerful and eye-catching however, bedecked in colorful
Sashimono emblazoned with family crests, each is the
equal of a dozen or more enemy soldiers.

How This Book Works

Warhammer army books are split into sections, each of
which deals with a different aspect of the army.
Warhammer Armies: Nippon contains:

+ + + + Children of the Kami. This section describes the
history of Nippon, from it’s creation by the Great Kami in
the age before time, through the dark days of The
Scouring, and into it’s new era of exploration and
expansion.

+ + + + Warriors of Nippon. Every troop type in the army of
Nippon is examined here. You will find the full description
of each unit, alongside the complete rules for any special
abilities or options which they possess. This section also
includes the Great Clans of Nippon, detailing the unique
clan-based structure of Nippon, the Lore of Shindo,
Nippon’s powerful ancestor-magic, and the Heirlooms of the
Ancestors, the vault of Nippon’s powerful magical items –
along with rules to use them in your games.

+ + + + The Nippon Warhost. This section takes all of the
characters, warriors, monsters, and warmachines from the
Warriors of Nippon section and arranges them so you can
choose an army for your games. Units are classed as
characters (Lords or Heroes), Core, Special, or Rare, and can
be taken in different quantities depending on the size of the
game you are playing.

Find Out More

While Warhammer Armies: Nippon includes all of the
information that you will need in order to field a
Nippon army in your games of Warhammer, there are
always more tactics to learn, battles to fight, and new
painting techniques to try out. The friendly community
of gamers at Librarium-Online is always willing to
support both seasoned and beginning hobbyists alike,
and aid you in your goal of mustering a Nippon army.
Find them, and their forums at:

www.Librarium-Online.com/forums
iNtroduCtioN

LaNd of LaNd of LaNd of LaNd of
the the the the
risiNg risiNg risiNg risiNg
suN suN suN suN

Whispers have been heard, rumors, that
beyond the glittering shores of far-off
Cathay there lies a small island nation,
the last bastion of the race of Man
before the rolling expanse of the Far
Sea. Tales tell of proud warriors with
blades like razors, armor of wood as
strong as steel, who cover their faces
with shocking masks and wield the souls
of their ancestors like a magick. Stories
abound of unnatural creatures who call
the island home, living and fighting
alongside it’s colorful human
inhabitants.

The truth behind these tales is more
fantastic still. An entire culture,
thriving under the sun and sequestered
from the world by ancient magic, has
finally swelled beyond its borders. At
last, ships set sails emblazoned with
outlandish emblems, and steer for the
shores of the Old World. The Empire of
Nippon has made itself known, a rumor
no more, and the shadows of the world
shall bow before the might of the Sun.
6
If one were to sail East from the far shores of Cathay,
with any luck, they would find themselves met with a
roiling fog bank unlike any they had ever seen. With a
little more luck still, and a heart bold enough to
continue sailing blindly Eastward, they might
eventually wash up onto the shores of one of the three
islands of the Empire of Nippon. This is an alien realm,
an idyllic paradise spared from the mutating caress of
Chaos far longer than the rest of the world. It is a land
of extremes, where humans have come to know
unbridled passions, but also, terrible tragedy.

The three islands of Nippon encompass the flooded
marshlands of Hanzu, to the North, the Shadow Island of
Hokkai to the South, and at the Southernmost part, the
largest island, Ryushu. Once a land of verdant plains,
fertile farmland, and rolling hills, Nippon has been
transformed into a land of harsh extremes. Mountains
thrust up through rocky soil, and lush forests have become
ancient, dark, and oppressive. Here and there are dotted
the ruins of once-great cities and early temples, now
rumored to be the haunts of ghosts and malicious devils.
The Northern reaches of Nippon are now perpetually
shrouded in darkness, a sky wracked by thunderheads,
where raw magic leaks past the great barrier of fog to roll
across the landscape in billowing clouds of mutation and
decay. When the winds blow strongly, herds of Beastmen
from the island of Hokkai, and worse things yet from the
marshlands of Hanzu, board ramshackle wooden ships to
raid and pillage the shores of Ryushu. Where lesser men
would have fled the realm in terror, the people of Nippon
have steeled themselves in martial pride, and have staved
off the encroaching darkness for millennia, all the while
awaiting the return of their gods.
The Keys to an Empire
The treacherous politics of Nippon could fill an entire
volume on their own. Daimyo – tribal warlords scattered
across the lands – vie for power in bloody internal struggles
which leave entire tracts of the countryside in ruin. The
Emperor is powerless to stop them, sequestered in his palace
where he is safe from the violence which runs rampant in his
realm. The true power rests in the hands of the Shogun – the
master of all Daimyo, enforcer of the Emperor’s law, and the
final voice in all matters of court or politics. All Daimyo
answer to the Shogun, bowing to pacts of loyalty sworn by
their lauded ancestors in the Nippon’s darkest days. When
the world outside threatens the shores of the island nation,
the Daimyo lay aside their petty struggles, and then is the
true might of Nippon fully recognized.

The Bushi, and the Warrior’s Path
At the core of every Nipponsei army are the brightly colored
clans of the Bushi. Master horsemen, and swordsmen
without equal, they march to battle beneath narrow banners
which declare the might of their martial brotherhood for all
the world to see. As the naginatas of the cavalry scythe
through the enemy, and the swords of the Samurai and
Kensai reap the heads of their foes like wheat, the Imperial
Legion of Ashigaru marches in support. Doing the
dishonorable, distasteful, or simply undesired jobs of their
Bushi masters, the Ashigaru cover the advance with volleys
of arrows, disciplined fire from their arquebuses, and add the
weight of numbers to the fight with their naginata and
bristling ranks of yari.

These mortal forces are not the only foes who must be
overcome should a general wish to invade the lands of
Nippon. The supernatural denizens of the realm are also
more than competent upon the field of battle. Towering Oni
trample through regiments of lesser troops like a thundering
stampede, and Tengu whirl overhead on the wings of birds,
diving down to lash out with talon and dagger. Beautiful
shape-shifting Kitsune prey upon the unwary, beguiled by
their appearance, while the wolf-like Okami scout ahead of
armies on the march and run down enemies who are too
cowardly to die on the blades of their mortal allies. On and
off the battlefield, these ‘Yokai’ lend considerable weight to
the assembled human defenders.

Finally, it would be folly not to consider the unaligned
forces that can be called into aid. Disgraced Ronin, eager to
regain their honor and prove themselves to new lords, and
wretched Shinobuzei and their Kabuzei masters assail the
enemy from all sides, while Onmyoji channel the
supernatural powers of the Yokai through human flesh, and
Shindo monks bend the spirits of the departed against the
enemy in blasts of eldritch magic.
the empire of NippoN

7
The earliest written histories of Nippon come not from the
libraries of the island realm itself, but from it’s mainland
neighbor – the great Dragon Empire of Cathay. Even the
earliest Cathayan records have proven unreliable however,
as the Nipponsei archipelago managed to remain hidden
even from the talented augurs of the Imperial Court for
many hundreds of years.

According to the oral histories of the Nipponsei, their
island home was the last creation of the Kami. Legend
tells that the Great Kami had foreseen the coming of the
Great Destroyer, the Four Brothers of Darkness. With this
knowledge, he created the Kami – a host of gods and
goddesses who were to build the world and fight against
the Dark Brothers. The Great Kami then raised the islands
of Nippon from the salt of the oceans, and created a
paradise for his earthly palace. He shrouded the islands
with a powerful magic ward, to render it invisible to the
Dark Brothers, and impervious to their magic.

Finally the day arrived for the Kami and the Dark Brothers
to go to war. Legions of the Dark Brothers’ children
dragged down the Kami one by one, and though the Kami
slew them by the unnumbered millions, they could not
hope to defeat the endless stream of Daemons pouring into
their world. As each Kami fell, the Dark Brothers feasted
upon its soul, stealing its knowledge, unlocking secrets
which could unmake the labors of the Great Kami and
destroy the world. Realizing that he had been defeated, the
Great Kami retreated to his island paradise. Knowing that
the Dark Brothers could not be allowed to steal his
knowledge for themselves, he took his own life. As the
Great Kami’s blood fell to the soil, the many tribes of
Yokai sprang up, and the Great Clans of the Nipponsei
were born from the clay. Thus, each tribe of Yokai, and
the Nipponsei, bore a small measure of the divine secrets
of the Great Kami, to preserve his knowledge.


The world burned as the Dark Brothers hunted down the last
of the Kami and searched for the Great Kami. When they
withdrew, the world beyond Nippon’s shores was left ruined
and mutated, and a dark shadow fell over the age. The last
few surviving Kami retreated to their realms on distant
planes. Only Izanye remained. Gathering the Great Kami’s
body, she carried it with her and made her palace in the sun,
where she could watch over the Nipponsei, and where her
gaze could burn away the shadow which stretched across the
works of the Great Kami.

The Arrival of Cathay
Nippon remained hidden for many years, until a Cathayan
junk found itself lost in a dense fog, and ran aground on an
uncharted island. The land they discovered was unlike
anything that they had ever seen before. Crystal water
flowed in great rivers, brimming with fish of all varieties.
Grains grew on almost every hillside, mingled with groves
of fruit. The islands were legendary, they seemed a realm of
the gods. They were already inhabited though, by simple but
proud tribes of humans.

The sailors were welcomed into the tents of the nomadic
tribesmen with open arms – they had never seen outsiders
from beyond the fog, and were a curious people. After
staying for a year, the Cathayans were led by Nipponsei
fishermen back through the fog, and returned to their
homeland with ships laden with wealth and brimming with
tales of their incredible discovery.

Upon hearing these stories, the Dragon Emperor of Cathay
knew that he must add these lands to his territories. His
lifespan was infinite, and he was patient. For now, he would
attempt to subjugate the lands through trade, as he had
subjugated the tribes of Ind and Khuresh. The Nipponsei
accepted these trades with open arms, but it was clear that


the history of NippoN

8
the Cathayans could not stay. No ship remained in the
Nipponsei ports for more than a single season, and then
they were guided back through the fog to Cathay.
Moreover, it seemed that not all of the denizens of the
Islands were as welcoming as the Nipponsei – reports
slowly mounted of wayward Cathayan travelers being torn
apart or devoured by savage beasts who lurked in the
shadows and isolated glades of the islands.

As trade flourished, Nippon caught up with the world
beyond its borders. The tribes settled down into Great
Houses, large, extended family groups who gradually
assumed control over every aspect of life on the islands.
Cities sprang up, based upon descriptions of the giant
settlements of Cathay. Writing, art, and fashion also
mirrored those imported by the Cathayans, and soon, even
temples to Cathayan deities were gaining popularity,
rivaling the Kami who had been worshipped unanimously
by the Nipponsei since their first breaths. It seemed that
everything was working according to the Dragon
Emperor’s plan.

The Emperor of Nippon
What the Dragon Emperor had not counted on, however,
was the pride of the Nipponsei, and the greed of his own
subjects. Finely made Cathayan weapons fetched hefty
sums in the markets of Nippon, despite the Dragon
Emperor expressly forbidding the arming of the “simple
tribes-people.” Soon, skirmishes were erupting along the
borders between the Great Houses, with a growing warrior
class in their wake.

Among all of the Great Houses, one gained dominance.
The Fujibana used a cunning mix of military strategy and
politics to gain a firm grasp on the other Great Houses.
The Minamoyo House had sworn loyalty to them without
raising a blade, and the Tachiwara had only been able to
hold their castles against them for two seasons before they
too folded under the combined attacks of two rival Great
Houses. Only the Tarai stood to oppose the Fujibana.

For a year the Tarai waged a bloody war against the
Fujibana and their allies. Trade was disrupted as ports
changed hands, caravans were sacked, and blockades
formed. For his part, the Emperor of Cathay restricted
trade heavily, attempting to ferret out the merchants,
captains, and pirates who had gone against his wishes and
provided weapons to the Nipponsei. The Tarai had the full
backing of Cathay, and the constant influx of weapons,
armor, medicine, and sometimes even warriors, dragged
the war on to a stalemate. The Dragon Emperor refused to
allow the Fujibana to unite Nippon under a single banner –
to grant his prize jewel sovereignty meant that all hopes of
taking Nippon without resorting to force would be dashed
against the rocks. It was futile however, as the Tarai
eventually relented, and the Fujibana reigned supreme.

















After discussions with the Shindo Priests, and a handful of
courtiers who spoke on behalf of the Yokai, it was
determined that the warlord Fujibana Shimmu would be
named Emperor of Nippon – in the Cathayan style, and that
his reign would be unquestionable, and absolute.

For the first time, trade with Cathay was restricted by the
Nipponsei as Emperor Shimmu imposed a system of tariffs,
taxes, and organized the merchants so that trade flowed only
through Fujibana ports. It seemed that now, the Dragon
Emperor had a rival across the narrow stretch of sea, and his
hold on his crown jewel was slipping.

The Dragon Emperor would not strengthen his grip in
Nippon for another five hundred years. Shimmu established
a cadet branch, the Yakayazuki, and separated himself from
the Fujiwara. The Yakayazuki became the official Imperial
Family of Nippon, and a successive line of Emperors would
continue unbroken from that day forward.

The Heijo Era
The next four hundred years are widely considered as the
first true golden age of Nippon, begun under Yakayazuki
Shimmu, and continued by his daughter, Yakayazuki
Gemmae. Gemmae truly defined the era, building the city of
Kagyo-Heijo to be her capital city, safe within the Fujibana
territory.

From the Imperial Palace at Heijo, Gemmae began
commissioning several public projects for the empire, using
the money built up in the treasury by Shimmu and the trade
with Cathay. First, Gemmae used her military ties with the
Fujibana to solidify her claim to all the land in Nippon.
None of the Great Houses could oppose her. Though the
Imperial family now retained the rights to all the land in the
realm, Gemmae divided her holdings into Prefectures, based
on the original territories of the Great Houses. The first
Imperial census – the Fudoka – was implemented shortly
thereafter.

Nipponsei Names
The Nipponsei place familial loyalty above
personal glory, and therefore, always announce
themselves or record names by leading with
the family name, and then the given name. In
the case of the warrior class, youths are
allowed to choose a name when they are
initiated into the ranks of the Samurai,
although this is most commonly a hollow
gesture, as their name has already been decided
by superiors, to have some significance within
clan politics.
9
When Gemmae passed her rule on to her son, Emperor
Shumo, he continued the progress, connecting the
Prefectures with an orderly system of roads, bridges, and
guard stations. Under Emperor Shumo’s orders, the
Cathayan writing system was modified to better fit the
Nipponsei language, and work began on a written history
of the islands, the Nippon Shohi.

Wars in Khuresh
Following rumors of a lost temple of a Kami, and with the
intention of establishing a foothold on the mainland,
Emperor Hidoshi, Shumo’s grandson, rallied the first large
collection of Nipponsei warriors in history, fashioned a
small fleet of light transport ships, and sailed for the
Hinterlands of Khuresh, a peninsular realm to the south of
Cathay.

With a core of warriors from the Fujibana Clan, who had
the best-trained troops in all of Nippon owing to their role
as protectors of the Imperial Family and their history as the
first unifiers of the island, Hidoshi landed just one-hundred
thousand men in northern Khuresh. Turning his army
south, and fanning out across much of the northern portion
of the peninsula, Hidoshi and his men effectively cut off
any routes of escape for the citizens of Khuresh, and as his
armies marched to the south, they squeezed their foes into
the narrowing landmass or forced them into sea.

It was the first war that Nippon would fight against a
foreign enemy, and Hidoshi’s confidence was high. The
primitive tribes of Khuresh were able to rally in large
numbers, but their armies were formed of conscripts who
could not remember war, and who were little more than
simple huntsmen. Their accurate bowfire posed a threat to
the invading Nipponsei, but quick and fearsome charges
from the Nipponsei warriors often routed them from the field
in terror, before any decisive blows could be struck.

From his palace in Cathay, the Dragon Emperor could only
watch as his Southern allies were crushed under the feet of
the invading Nipponsei. He had not counted on the small
island empire to be so aggressive. The Dragon Emperor
could stand it no longer. For more than four centuries, the
Nipponsei had thwarted his attempts to bring their hidden
islands into his domain, and now they were marching on his
close allies.

Under the flag of Khuresh, Cathayan vessels were launched
from the ports of the Dragon Emperor and sailed to meet the
fledgling Nipponsei fleet docked off the shores of the
Hinterlands. After a score of naval battles, Hidoshi’s navy
was driven off, and his supply lines were cut. From the
North, Cathayan soldiers surged across their border in the
hundreds of thousands, overwhelming Hidoshi’s rearguard
with a weapon that the Nipponsei had never seen before –
gunpowder. Hidoshi soon realized that he had been
outmaneuvered, and strong-armed into peace talks with the
Cathayans and the leaders of the Khuresh. Ever a wise
tactician and diplomat, Hidoshi kept his army in position to
cut communication between the two allies, so that he could
parlay with each nation independently. From the kingdoms
of Khuresh he accepted a heavy ransom, nearly emptying the
vaults of their many tribal kings and chieftains. To the
10
Dragon Emperor, Hidoshi made hollow apologies for his
actions. Hidoshi agreed to withdraw his troops in return
for a shipment of the early, but powerful, gunpowder
weapons of the Cathayans and the right to maintain a small
trading port in Khuresh. The Dragon Emperor accepted
these terms, under the stipulation that Cathayan
ambassadors be allowed into each of Great Houses of
Nippon, to remain there indefinitely.

Hidoshi agreed, and returned his army to Nippon aboard
ships laden with two-thousand Cathayan Uzutsu hand-
cannons, and most of the treasury of Khuresh. For all
intents, Hidoshi considered this a successful venture.
Upon their return to Nippon, Hidoshi awarded several of
his generals with tracts of land taken from their Great
House holdings, creating the first instance of ‘Cadet Clans’
within the Great Houses.

The Scouring
While Hidoshi considered the invasion of Khuresh a
victory for his young empire, the Dragon Emperor from his
palace in Cathay saw the opportunity for even larger gain –
with ambassadors in every Great House court, he had a
firm grasp on the politics of Nippon, and for the first time
in almost two hundred years, he could steer the island in
the direction which he desired.

For the past two hundred years, the Dragon Emperor had
been unable to make any headway in his occupation of
Nippon. He had cursed entire covens of court wizards
skilled in Augury to the brink of blindness by forcing them
to gaze into the unnatural mists surrounding the island, but
had never been able to break its powerful wards. He had
willed horrible cataclysms, droughts, famines, and
disasters upon them, but to no avail. It seemed that no
amount of magic could penetrate the ethereal walls
surrounding the island.

Finally, in the dark of night, the Dragon Emperor was
approached by an emissary of the Raven-Headed god of
the Northern Fates. The strange creature, flickering with
unearthly blue flame, told the Dragon Emperor that word
had reached the Raven God of an island off his coast,
which he coveted greatly. The Raven God could, if the
Dragon Emperor agreed, put events into motion which
would deliver him this island within a decade. In return,
the Dragon Emperor had to deliver the souls of every
inhabitant of the island to the Raven God. It was a simple,
one-sided exchange. An island paradise to be settled by
the Cathayans, in return for the souls of every one of it’s
current inhabitants. The Dragon Emperor agreed without
hesitation, and Nippon’s darkest chapter began in the dead
of night, in the court of a foreign land.

The Raven God divulged the secret of Nippon’s mystical
barrier – it’s power laid with the Yokai, the unnatural
inhabitants of the Island. Destroy them, and the barricade
would fall, the souls of the Nipponsei would be laid bare to
the power of the Raven God, and the island would be ripe
for the Dragon Emperor’s picking.

A Plague of Rats
The Raven God’s plans were set in motion. The twists of
fate coiled around the distant island realm, and the first of
many ill tidings came to the shores of Nippon. Secreted
away on trade vessels, the Skaven of Eshin Clan – who had
long ago infiltrated Cathay by way of their warrens and
tunnels beneath the civilized world – arrived in Nippon and
began to take hold. Uncleanliness followed in their
footsteps, and where they burrowed into the fertile
Nipponsei soil, famine and plague erupted like boils on
diseased flesh.

The paradise of Nippon had long survived without the
dilapidating touch of Father Nurgle, no foreign invaders had
tread upon it’s soil. Now, a rash of death and pestilence was
defying all the medicines of the Nipponsei priests.
Nipponsei progress ground to a halt as they battled against a
wave of debilitating diseases. Villages were reduced to
ghost-towns, and entire swaths of countryside were plunged
into famine as crops failed. In desperation, riots and looting
broke out, and shrines were attacked, overrun by victims
when they attempted to turn away the afflicted.

War Against the Yokai
In the courts of the Nipponsei, accusations flew as tempers
flared. Blame for the horrible plagues was passed from
Great House to Great House, and the entire realm prepared
for brutal civil war, but nobody was sure whom to attack. It
was the Cathayan ambassadors who finally swayed the
verdict. This was a plague of the heavens. The Kami were
angered by the Nipponsei failure to locate the lost temple in
Khuuresh. Their gods had forsaken them, and blame was
rested squarely upon the shoulders of the Emperor Saitokura,
Hidoshi’s heir, and upon the Yokai, who had propagated the
spreading disease.

The hot-blooded horsemen of the Tarai were the first to
mobilize their armies against the Emperor. They had long
trusted the Cathayans over the Emperor, and they still
remembered their defeat at the hands of the Fujibana when
Emperor Shimmu first took the throne. Their swift moving
host was driving into Kagyo province of the Fujibana, on a
direct course for the palace at Kagyo-Heijo. The Fujibana
had also fallen victim to the insidious Cathayan officials, and
their armies were already deployed to sweep the northern
forests of Nippon with fire and blade, eradicating the Yokai
who dwelled within. With the Tarai assault, they withdrew a
portion of the army from the forest to ring the Heijo palace.

Emperor Saitokura himself further confused matters. His
Onmyoji, who had long attempted to be the translators and
11
ambassadors between the Yokai and human inhabitants,
urged the Emperor to call off the attacks on the Yokai
tribes. The Emperor consented, and ordered the Fujibana
to pull their troops from the forests. The Fujibana took this
as an insult, and a betrayal by their Emperor, and refused
to pull any additional troops from the attack on the forests.
When it became clear that their position at Kagyo-Heijo
was untenable without these reinforcements, the Fujibana
guards took the Saitokura’s son, Antoku, still only an
infant, and retreated to their capital at Kurozawa. The
Tarai supported this move, and the future reign of Antoku,
and allowed the Fujibana to retreat unhindered.

To the south, the Minamoyo Great House had been taking
a stance of neutrality in the conflict. They had maintained
close ties to the Shindo Priests and the Imperial family,
and therefore hesitated to act against the Emperor or the
spiritual well-being of Nippon. The Cathayan
ambassadors made no headway in talks with Minamoyo
Toriyomo, head of the Great House. Shindo monks had
already impressed him with their understanding of the
plagues at hand, and promised him that there was no
reason to believe that the Yokai or the Kami were at fault.
When the Fujibana left the Emperor to be captured at
Kagyo-Heijo, the Minamoyo mobilized their armies and
marched to his rescue, ready to lift the Tarai siege.

The Divine Emperor
The Minamoyo army arrived at Kagyo-Heijo just as the
Tarai forced their entry. Minamoyo Toriyomo demanded
that the Tarai stand down and when their leader, Tarai no
Matsunori refused, Toriyomo drew up his host and charged
into battle. The streets of Heijo were awash with blood as
the two forces raced to find Emperor Saitokura. Making
his way through the carnage, it was Matsunori who located
the Emperor first, but Toriyomo was not far behind. He
slew Matsunori and led the Emperor out of the palace.

With their leader dead, the Tarai retreated, but not before
setting fire to the palace at Kagyo-Heijo. As their enemy
regrouped under Matsunori’s brother, Tarai Setsuhara, the
Minamoyo withdrew, retreating back to their territory of
Khoto.

During Toriyomo’s absence, the Tachiwara had taken the
advantage and attacked the borders of Khoto. Toriyomo
returned to find his homeland invaded by fresh enemies,
while the Tarai still pursued him, never far behind. Many
Minamoyo warriors had perished to save their Emperor,
and now it seemed that they would be unable to defend
him. It looked as if there was only one option left to the
Emperor.

With the advisement of his last surviving Onmyoji,
Emperor Saitokura was secretly transported across Nippon,
going from village to village, until at last he arrived at the
base of Mount Tsumeru. Legends spoke of a palace of
Yokai which sat at the highest peak of the mountain,
although no one had ever survived the climb to see it. If
Emperor Saitokura could make the climb, he could plead the
case of the humans of Nippon to the Yokai, and perhaps they
would lend their aid in the battles to come.

The Emperor disappeared into the mountains for nearly a
month, as the Minamoyo desperately defended their borders
from the Tarai and Tachiwara, and the Fujibana slaughtered
the Yokai of the north. The climb was treacherous, as the air
thinned so much that the Emperor was left gasping for breath
only halfway to the crest, and the winds among the clouds
blew so coldly that he thought he would surely freeze. Thus,
nearly frozen and half starved, the Emperor reached the crest
of Mount Tsumeru.

Saitoku never spoke of what he found at the summit. The
stories claim that upon reaching the crest, the last Kami –
Izanye, who had saved the Great Kami and taken him to her
palace in the sun, descended from the heavens on the back of
a comet, and imparted a measure of wisdom to the Emperor
of Nippon. When Saitoku returned, he seemed more than
human. Light streamed from his eyes, and his skin burned
with the heat of the sun. When he rejoined the Minamoyo at
Khoto, he walked at the head of an army of Yokai half a
million strong. The wrath of the Kami had come to the
Nipponsei, but dark times still loomed on the horizon.
12
The Scouring, and the Treachery of Cathay
With the Emperor at the head of his Yokai army, the
enemies of the Minamoyo were driven from Khoto.
Minamoyo Toriyomo and his warriors joined with the
Emperor, and together they marched to retake the capital at
Kagyo-Heijo. For the first time during the campaign the
Tarai were driven backwards, but the horrors of the war
continued unabated. Yokai were slain in their thousands,
both on the battlefields by the Tarai, and by the hunters of
the Fujibana and Tachiwara.

Nearly lost amidst the fires of war, a small parcel arrived
from the Dragon Emperor of Cathay to be given to the
Tarai. It contained a simple, clay seal, which seemed too
outlandish to be of Cathayan origin. The hooded acolyte
who delivered the package to Tarai only said that it would
banish the Yokai forever and return to Nippon to its former
glory if it were taken to the north of the realm and
shattered within the Shrine of the Great Kami.

The Tarai hardly believed these wild claims, but as their
armies were overwhelmed in the field, they became more
and more desperate. Finally, driven back against the
Fujibana in the North, who saw the Tarai as invaders and
attacked them from behind, they realized that they had no
choice. The seal was shattered.

The effect was almost immediate. With so many Yokai
banished from the mortal plane, the barrier raised by the
Great Kami was at it’s weakest. The seal unleashed a
wave of magic that ripped down the wall. From the
blighted Chaos Gate, magic flooded south and tore through
the land. The full attention of the Ruinous Powers -the full
might of Chaos- hit the island with relentless force. The
skies were torn asunder by storms, lightning, tornadoes,
and torrential rains. Great waves pounded the shores,
and earthquakes shook the ground as rocky spires burst
through the fertile soil, uprooting farmland. A maelstrom
was opened in the north of Nippon, and the Tarai realized
their folly too late. The northern island of Hanzu was almost
entirely submerged in the boiling sea, tidal waves flooding
its great forests. Hokkai was nigh obliterated, wiped clean
of life in an eye blink. Everything which had survived there
was mutated, driven mad by their bestial forms and the touch
of unmitigated Chaos.

The great island of Ryushu, the seat of power in Nippon,
began to slip into the waves as terrible laughter rang through
the air. The souls of the Nipponsei were wrenched from
their bodies, and Yokai were blasted apart in clouds of mist,
food for the terrible gods of the North. Their knowledge was
freed, and the Dark Brothers eagerly gobbled up the secrets
of the universe.

For three days, the northern reaches of Nippon were awash
with terrible magic. United in their horror, the Tarai,
Fujibana, and Minamoyo laid aside their differences to battle
against the tide of Daemons and mutants who spilled out
from the storms. At the end of the third day, the Emperor
saw what must be done. If the Dark Brothers wanted
knowledge, then knowledge he would give them. Climbing
onto the back of a Ryujin – the powerful dragon kings of the
Yokai – Emperor Saitoku hurled himself into the whirling
vortex over Hanzu, sacrificing himself. The power he had
taken from Izanye was too great for the Brothers to devour at
once, and the portal flickered, and then snapped shut.

As the combined army of Nippon cut down the final wave of
mutants and abominations from beyond, Taira Setsuhara
committed suicide, rather than face the horrible
consequences of what he had done. Those who survived
looked over their empire, now lying shattered and in ruins.
13






























The Wrath of the Shogun
Although the portal had been closed, the threat to the
Nipponsei was far from over. The magical wall around
their island had been utterly destroyed. In the world
beyond, the Dark Brothers waited with hungry maws,
prepared to swallow down the souls of the Nipponsei. The
entire population of the northernmost islands had been
transformed into savage Beastmen. In these dark times,
there was no leader for the empire. The Emperor was
dead, and his son was still far too young to assume control
of the realm.

Minamoyo Toriyomo wasted no time in placing himself in
command of the Nipponsei. The Tarai and Fujibana had
witnessed his strength and resolve first hand, on the
battlefield against both his fellow Nipponsei and the
nightmarish creatures to follow in the wake of the opened
portal. None stepped forward to oppose him.

Toriyomo pardoned the Fujibana of their ignorance- their
Great House was in ruin already, having settled almost
entirely upon the islands of Hanzu and Hokkai, now
blasted wastelands. For their part, the Fujibana swore to
defend the northern region of Ryushu for eternity, both in
repentance for their acts, and so that they could be the ones
to put the sword to their former kin, now mutated horrors.





























Toriyomo found it hard to forgive the Tarai however, and
the Tachiwara refused to bow to this new leader. They had
claimed much of the Minamoyo homeland for their own, as
Toriyomo had again emptied out his defenses to march with
the Emperor into the north. To prove their loyalty,
Toriyomo commanded the Tarai to pacify the Tachiwara.
The Tarai warriors took to the task with fanatical zeal, eager
to repay the Nipponsei for their terrible folly. By the next
harvest, the Tachiwara Great House was in shambles. The
Tarai took no prisoners, driving farmers and warriors alike
before their fearsome wrath. The capital of the Tachiwara
was burned, their ancestral fields torched, and their people
scattered to the wind.

The rule of Toriyomo would be absolute. Any who opposed
him were hunted down by the Tarai, and he wielded their
guilt like a cudgel. A new era had dawned in Nippon – an
age dominated by the warrior class, an age of fire and steel
and rage like no other. Nippon would not see itself return to
the glory of its golden age for many generations to come.
The age of Bushido had begun.
14
The age of Bushido began with the Scouring, when Nippon
was attacked savagely by the world beyond its borders. In
the times since, Nippon has closed its doors and shut out
that world, turning its attention inward, strengthening and
rebuilding itself internally as a nation of warriors and
steely resolve. This age has continued and the isolation of
Nippon has remained almost complete until the present,
when they are finally taking their first tentative steps back
into the wider world. Nippon was not quiet during this
long isolation however, and many events came to pass
which would shape the island empire forever.

The First Shogun
The first act of Minamoyo Toriyomo was to declare
himself Shogun – protector of Nippon. By declaring
himself protector of Nippon, on behalf of the Emperor, he
effectively gave himself license to shape the empire as he
saw fit. None could question his actions, because after all,
it was the will of the Emperor.

Toriyomo sealed the borders of Nippon, closing all trade in
or out. By his reasoning, there were enough threats to deal
with from inside his realm, let alone dealing with events
beyond their shores, or leaving themselves open to more
treachery by the devious Cathayans. Toriyomo distanced
the Nipponsei as far as possible from the Empire of
Cathay. Where during the golden age Nippon had
emulated Cathay in nearly every aspect of culture, in the
age of Bushi, Toriyomo declared Cathay to be the enemy,
a realm of devils and fiends, and all traces of their
civilization would be wiped clean from the face of glorious
Nippon. In the few cities which had not been obliterated
by the Scouring, Toriyomo ordered that the streets be torn
up and laid out anew, so that they would no longer mimic
the Cathayan fashion. There was a renaissance of sorts, as
Nippon reimagined itself with its own unique identity.

Rise of the Bushi
Toriyomo’s next act as Shogun was to place power firmly
in control of the warrior class. The Minamoyo had not
thrived as a Great House, defeated the Tarai and
Tachiwara, and maintained a unified Nippon simply
through the aid of the Yokai – they had long maintained a
dedicated corps of warriors who had trained since birth for
the role, and who had sworn fanatical loyalty to the four
virtues of the Minamoyo House. These elite warriors were
the Bushi. The teachings they followed were The Path of
the Bushi, also called Bushido.

Toriyomo gathered around him men who exemplified
these characteristics. Most of them came from the ranks of
the Minamoyo, but also the Fujibana, as they had not
turned their backs upon their duty to the Imperial family,
however misguided they had been by the liars of Cathay.






























The Bushi swore loyalty to their masters. A Bushi was loyal
to his Daimyo, the Daimyo, loyal to his Great House, and the
Great Houses, loyal the Shogun. Those who were not
members of the Bushi were no longer allowed to carry
swords. Thus, the sword became a badge of office. Bushi
became the penultimate class, allowed to mete out judgment
and punishment on any who were below their station, at any
time. In the turbulent days after the Scouring this was an
important duty – it allowed Bushi to punish thieves, looters,
malcontents, and rogue wizards without hesitation. Because
Righteousness is one of the Four Virtues of Bushido, a Bushi
was expected to know intrinsically the just course of action,
and could therefore serve adequately as judge, jury, and
executioner.

Eventually the Great Houses fell apart and collapsed,
shattered by the Scouring. Many small Clans sprang up in
their place, led by the Daimyos who continued to live on
lands granted to their Great House by the Emperor. These
clans would come to skirmish with one another in later eras,
but in the years just after the Scouring, all Bushi were united
in their defense of the empire, and their duty to the Shogun.

Toriyomo established the seat of the Shogunate at
Kurakama. The role of Shogun would remain with
Minamoyo descendents for the rest of Nippon’s history.

the age of Bushido

The Five Virtues
of Bushido
Righteousness. Righteousness is to know what is
correct. To fight when it is right to fight, kill when
it is right to kill, and to die when it is right to die.

Courage. Courage is to act upon what is right,
regardless of the consequence. Courage is to stand
one’s ground, even in the face of certain death,
without flinching or turning away.

Austerity. Material ties weaken a man’s resolve.
A warrior must be ready to die at any moment. A
Bushi needs nothing to live for – a Bushi lives for
his lord.

Honor. True patience is to bear the unbearable. A
short temper and rash action brings dishonor, not
only to the Bushi, but to his family, and to his lord.
To be dishonorable is to be worthless, to be
worthless, is to die.

Loyalty. Nothing is more important than this. A
Bushi does not stop to question his lord, he only
acts. A Bushi must be prepared to die at the
command of his lord.
15
Wars of the Bushi
Although the Nippon has continued to live in isolation, it
has not necessarily lived at peace. For much of the age,
the Shogun have been either unwilling, or unable, to
intervene in the small skirmishes and outright wars
between the myriad of Bushi clans. Moreover, the wider
world was now aware of Nippon – and although the
Shindo priests joined forces with the Yokai to rebuild the
magic barrier around the island, it is only a fraction of
what it once was, and foreign foes have landed on
Nipponsei soil with increasing regularity.

The Battle of Azurikaza
The first campaign of the new Shogun Toriyomo was to
drive out the Skaven who had established strongholds in
his lands. In 1131iy, Toriyomo issued a decree that any
Daimyo who could bring him a thousand Skaven heads
would have his domains increased by three koku – the
Nipponsei measurement of suitable farmland – and an
additional koku for every five-hundred heads thereafter.

The early phases of the campaign were a success as the
Skaven were swept from their lairs by fire and steel. The
lands awarded as a result of these conquests would give
rise to both the Takata and Izeguri clans. The campaign
began to lose momentum as the Skaven, who had initially
been caught by surprise, were forced into more dense
populations in the few strongholds left to them, and began
sending agents out into wider Nippon to sow havoc with a
string of bloody assassinations and poisonings. Reports
also returned to the Shogunate of agents of the Shinobuzei
temples working alongside these wretched assassins.

Toriyomo called for additional troops from amongst the
many Daimyo, and personally led an army to reinforce the
domains which had stalled in their battles against the
ratmen. Faced with overwhelming numbers, the Skaven
were pushed even further to the south, and were eventually
cornered in the ruins of the domain of Great House
Tachiwara.

A number of Tachiwara Bushi, claiming ignorance of the
Skaven blight within their realm, met the army of
Toriyomo at the border, declaring that his appearance at
the head of an army of Tarai, Fujibana, and Minamoyo
could only mean that all of Nippon had turned against the
Tachiwara. When they would not stand aside, the shabby,
impoverished Bushi were swept from the field, and the last
vestiges of House Tachiwara were broken for ever.

Toriyomo’s army met the Skaven, their Shinobuzei allies,
and a handful of the remaining Tachiwara Bushi at a
Skaven stronghold carved into the side of Mount
Azurikaza. Toriyomo put the entire mountain to siege,
hoping to use starvation and fire to drive the vermin from
their warrens. Once more, the horsemen of the Tarai were
loosed against the countryside of the Tachiwara, burning
everything in their path in a bid to force the remaining
Tachiwara Bushi to surrender.

With the onset of winter, Toriyomo realized that this siege
might continue on indefinitely, and personally led the final
assault into the dark heart of Azurikaza. The Ratmen and
their allies were slain almost to a man, but the final members
of the Skaven were able to slip away into underground
tunnels and make their way back to the Old World as Clan
Eshin. Toriyomo himself was wounded by no less than three
warpstone bullets, from which he would never fully recover.

The Oni War
During the chaotic years following the Scouring, the
Emperor Antoku signed into existence a large army of
Ashigaru foot soldiers to be the sole protectors of the
Imperial Palace. It is said that this act not only angered the
Bushi, but also a handful of ‘rebels’ amongst the Yokai, who
saw the birth of this even larger military force as a sign that
the humans of Nippon were becoming too powerful, and that
they might one day turn against the Yokai for a second time.
Thus, when Antoku’s heir was crowned in the winter of
1132iy, his Yokai bride assassinated him and, shifting into
his form, replaced him at court unnoticed.

The bride dismissed the Ashigaru, dispersing them as a
burden to the Bushi, hoping that the many Daimyo would let
the newly drafted army fall into disuse. Instead, the Bushi
rebelled against the “Emperor” for this transgression.
Initially, the Shogun sided with the Emperor, but when the
Emperor dismissed his bodyguard of Hatamoto and replaced
them with hulking Oni, it became clear that something was
amiss. Sensing treachery afoot, the Shogun cast his lot with
the Bushi, and for the second time in Nipponsei history, man
marched to war against the Yokai.

A small number of rogue Onmyoji mystics rushed to speak
on behalf of the remaining Yokai, urging the Bushi to see
that this was only a small rebellion. With the counsel of the
Minamoyo, who had shared close ties with the Yokai during
the Scouring, the Shogun called off the purging of all Yokai,
and simply put the city of Khoto to siege. The siege dragged
on as the Shindo priests searched for the Imperial heir, and
the hulking Oni ‘Takematsu’, called “The Onibushi” by his
fearful opponents, reaped a bloody toll among the attacking
Bushi.

The war came to an end when the Shogun sent the legendary
archer Kurano Tayakino to scale the cliffs of Mount
Tsumeru and make an appeal to the Yokai to speak with the
rebels. Their plea was answered by an enraged Ryujin, who
descended from the heavens to scatter the defenders. The
many Oni retreated into the east with the spoils of Khoto.
16























The Great War Against Chaos
When the armies of Asavar Kul first Everchosen of Chaos,
marched southward, the Old World was not the only realm
to be affected. Rather, the whole of civilization dwelling
below the Chaos Wastes was thrown into turmoil.
Therefore, when the marauder hordes found themselves
stalled against the walls of the Great Bastion in northern
Cathay, the Dragon Emperor saw an opportunity to finally
crush the land of Nippon once and for all.

The Dragon Emperor sent agents to spread rumors of a
land with mountains of gold and rivers which flowed with
silver, lying just off the eastern shores of Cathay. Unable
to make headway against the Bastion, the army of Chaos
under their warlord Ghobadi K’aan marched to the sea –
razing entire forests along the way to build a fleet of ships
numbering in the thousands. Many of these ships would
be lost, driven off course, or destroyed by storms, sea-
monsters, or the jagged rocks which surround the
Nipponsei coastline, but for every ship sent to a watery
grave, a dozen more would skid their corrupted keels to a
safe landing on the shores of Nippon.

This new foe was like nothing the Nipponsei had seen
before – great masses of slavering men armed with vicious
axes and shields, as well as mercenaries from the
Hinterlands of Khuresh, eager for revenge for the Nippon
invasions over a thousand years before surged inland. The
army swept through the ruined lands of the Tachiwara like
wild fire, and turning North, was only slowed at the
borders of Minamoyo territory, where they were met by an
army led by the now preeminent Izeguri Clan.

























The Emperor called for the assembly of the Imperial Army
of Ashigaru, and whole battalions marched southward only
to be swept away and utterly destroyed in the brutal battles
along the ever-widening front lines. When the Marauders
began to extend their flank into Tarai lands, bloody battles
erupted on the plains between the skilled riders of the
Steppes, and the fierce horsemen of the Takata and Hojyo.

Although the scattered clans of Bushi and the Ashigaru were
able to halt Ghobadi K’aan’s invading hordes, they were
unable to push them back to the sea until the intervention of
Shogun Tokiyune and almost the entire Datashi clan, last
remnants of the Fujibana, who had cut the bridges leading to
their city of Kurozawa in order to defend it against Beastmen
invasion in their absence. Tokiyune’s army also brought
several Shindo priests, and his Onmyoji were joined by a
large force of Yokai while on the march.

With this new army, and the Datashi at their fore, the
Nipponsei were finally able to begin the long push to drive
the invaders back into the sea. On the shores of the port of
Kagasagi, the Shindo priests accompanying Tokiyune
offered prayers to the ancestors to call down great storms,
rousing the Ryujin who slumbered in the depths of the bay.
Between the driving winds, crashing waves, and the fury of
the awakened serpents, the great fleet of Gohbadi K’aan was
sent to the bottom of sea.

Their hopes of escape dashed upon the rocks, and their
reinforcements drowned, the army of Ghobadi fell into
disarray. The Shogun and his army cut them down to a man,
and by dawn on the following day, the coastline of Nippon
was a forest of severed and impaled Marauder heads.
17
The Battle of Nushinago
The battle of Nushinago marked a turning-point in warfare
in Nippon. Thirty eight years after opening trade with the
city of Marienburg, Old-World style firearms were
becoming more common in the armies of the Nipponsei.
For their part, the Bushi hated the weapons. They were
loud, they stank, they were inaccurate and dangerous, and
they required almost no training to use. A peasant or
Ashigaru wielding a matchlock weapon was able to slay a
charging Bushi or lay low his horse with a single shot.
Though they were much slower and had less range than the
bows of the Bushi, they were becoming more and more
popular on the battlefield, and Nushinago would play a
pivotal role in the adoption of these weapons into the
armies of Nippon.

Through careful political and military maneuvering,
Izeguri Ittazen was able to bring his uncle, the reigning
Shogun Minamoyo Mitsumori, to battle on the narrow
plain of Nushinago. Here, the two forces arranged
themselves in lines and prepared to do battle. Each
commander had a corps of Ashigaru armed with newly
purchased arquebuses. The forces of Mitsumori had nearly
twice the number of weapons, fielding almost four-
thousand men equipped with the guns.

Ittazen had prepared his army for the battle, and his
gunners carried several bails of long bamboo poles with
them, which they formed into a staggered network of
screens in front of their ranks, to break the momentum of
the enemy charge and focus them onto the spears and
blades of the Izeguri Bushi, and away from Ittazen’s
gunners. Ittazen had drilled his Ashigaru to operate in the
tight spaces afforded by the barricades, firing in
coordinated volleys by rank.

The strategy worked. The guns of Mitsumori never closed
to suitable range to penetrate the armor of the Bushi, and
could not overcome the cover afforded by the bamboo
screens. Mitsunori’s infantry and cavalry charges were
gunned down as they attempted to navigate the maze of
barricades. By the battle’s end, some thirty-thousand of
the Shogun’s Bushi lay dying on the field. Ittazen was
declared Shogun, taking the Minamoyo name, and has
reigned ever since.

The Five Battles of Karakashima
In 2504iy Takata forces, drunk with the conquest of the
Hojyo, and under command of Daimyo Nobuharu, crossed
the mountains along their shared border with Echiko and
attacked the small string of border castles. Claiming them
for Takata clan, Nobuharu imposed taxes upon the
farmlands of Echiko Prefecture below. When Daimyo
Izeguri Kojiro sent advisors to investigate the missing
revenues from his land, they returned with news of the
attacks, and the Izeguri Clan mobilized for war.

The two armies would meet on the plains of Karakashima,
where the Takata horsemen, charging down hill, with the
Blood Devils of Yamakata Masatage at their forefront,
routed the Izeguri warriors early in the conflict.

Undaunted, Izeguri Kojiro would continue to skirmish with
the Takata for the remainder of the campaign season, until
winter fell. Then, in the following spring, both the Takata
and Izeguri clans strengthened their forces along their
positions on opposite sides of the plain of Karakashima, and
the summer became known as the ‘Second Battle of
Karakashima’.

Over a period of twelve years, there would be five ‘Battles
of Karakashima’ as the string of border forts and the
farmland which they overlooked would change hands
repeatedly between the Izeguri and Takata. Only the fourth
battle was truly decisive, with the Takata forces being routed
and retreating to the border forts, where the Izeguri would
put them to siege and drive them back into their homeland
on the plains of Zai. The Izeguri forces were too exhausted
however, and the plains of Zai too favorable to Takata
Nobuharu’s expert cavalrymen, for Izeguri Kojiro to risk
sending his men to follow up the victories. Therefore, the
fifth “battle” of Karakashima would only be a series of
minor border skirmishes between the Izeguri and Takata
sentries, as the two Clans tested and probed one another’s
defenses while remapping the border between their lands.

What is more important than the battles themselves however,
is the interaction between Daimyos Izeguri Kojiro and
Takata Nobuharu. Kojiro openly considered the Takata Clan
to be the equals of the Izeguri in the field – the first and only
time that the preeminent Clan of the Minamoyo would ever
make such an admission about any descendents of the Tarai
House. Throughout the war, the two commanders were
known to exchange gifts and niceties with one another, and
treated even the fiercest of the battles like two old friends
engaged in a game of Goh.

“Wars are to be won with Blood, and
Steel, not with Rice and Salt.”
Letter from Izeguri Kojiro
to Takata Nobuharu

This letter is said to have been sent along with a
large shipment of rice, and a ceremonial pair of
swords, when the Takata lands were suffering
from a shortage and fellow Tarai Daimyo of
Clan Hojyo refused to send them any provisions
of their own.
18

-4318ko,
-4978iy
The Great Kami forms the three
islands of Nippon out of salt from
the oceans, to be his paradise and
fortress against the Dark Brothers.

-3840ko
-4500iy
The war between the Dark
Brothers and Great Kami reaches
it’s climax, as the Kami begin to
flee the world.

-3800ko
-4460iy
The Great Kami sacrifices himself
to create the Yokai and Nipponsei.

1ko
-660iy
The knowledge of harvesting rice is
passed to the Nipponsei by the
Ryujin Seiryu. This new found
stability secures the rise of the four
Great Houses of Nippon.

1170ko
510iy
The first Cathayans arrive in
Nippon. Trade is opened.

1264ko
604iy
Fujibana Shimmu leads the
warriors of his Great House on a
campaign to unify all of Nippon.


TennouIchi Era
1270ko
610iy
The coronation of Emperor
Fujibana (later Yakayazuki)
Shimmu, first Emperor of Nippon.

1273ko
613iy
After swearing allegiance to the
Emperor, Minamoyo Hanji secretly
has the warriors of House
Minamoyo swear loyalty only to
him, creating the first Bushi.


Heijo Era
1366ko
700iy
Coronation of Empress Gemmae,
completion of the new captial at
Kagyo-Heijo.

1441ko
781iy
Coronation of Emperor Shumo.
Construction begins on an
Imperial road system connecting


the Prefectures. The Nippon Shohi
marks the adoption of the unique
Nipponsei system of writing.

1753ko
1093iy
EmperorHidoshi deploys the first
grand army of the Nipponsei to the
Hinterlands of Khuresh in search
of a lost temple of the Kami.


Kohai-Ino Era
1767ko
1107iy
Cathayan troops sent by the
Dragon Emperor force a stalemate
in Khuresh, and Hidoshi’s army
agrees to leave the mainland.

1770ko
1110iy
Skaven hide themselves aboard
ships bound from Cathay. Those
who arrive in the Old World begin
the Black Plague, while Nippon is
plunged into disease and famine.
Emperor Hidoshi perishes.

1772ko
1112iy
Cathayan ambassadors convince
Great House Tarai to march on the
Imperial Palace, and turn Nippon
against the Yokai, beginning the
events of the Scouring.

1778ko
1118iy
Emperor Saitoku climbs to the top
of Mount Tsumeru and returns as
something neither man nor Yokai.

1779ko
1119iy
Saitoku, and the Ryujin Haishei
sacrifice themselves to end the
Scouring. The capital is moved
from Kagyo-Heijo, to Khoto.


Senkogujidai Era
1780ko
1120iy
Minamoyo Toriyomo declares
himself Shogun of Nippon and
declares the isolation of Nippon.

1781ko
1121iy
The Shindo monks perfect the
ritual to preserve the souls of the
dead until the return of the Kami.

timeLiNe of NippoN
The traditional calendar of Nippon is a very complex, and often fluctuating, method of measuring time. The
Nipponsei year, the Koki, is based upon Imperial Court cycles. However, the beginning of a new Era brings the
start of a new Koki, even if the previous year had not concluded in full. This make the official calendar a poor
measurement of time, and many commoners of Nippon use the cycles of the moon and the seasons to determine
the passage of time. Historians and scholars use a similar system, based upon the Cathayan calendar, paired with
the Nengo eras of the official calendar. By Nipponsei reasoning, all calendars consider year 1 to be the year of the
first rice harvest, roughly 660 years before the coronation of Sigmar. For simplicity, all dates below are given in
the Nengo system first, and then in the Imperial system below.

19

1792ko
1132iy
The Skaven are driven from
Nippon at the battle of Azurikaza.


1804ko
1144iy
Emperor Antoku orders the
formation the Ashigaru to repel the
Beastmen hordes in the North.

1926ko
1266iy
The Emperor is assassinated and
replaced by a Kitsune, the Oni War
begins in earnest.

1970ko
1310iy
The Shindo shrine at Iwokuji is
destroyed in an earthquake, the
released souls reanimate corpses
from the mass graves of the
Scouring. The dead walk Nippon
for two nights before they are
brought under control.

2005ko
1345iy
The last Bushi to wear the true
Fujibana Mon is slain, marking the
collapse of the last Great House.

2993iy
2303iy
The Great War against Chaos.
Following rumors from Cathay,
Chaos Marauders invade Nippon.

3082ko
2422iy
Emperor Hosune opens the port of
Kanasagi to trade with the
Imperial city of Marienburg.
Handguns arrive in Nippon.

3120ko
2460iy
Minamoyo Ittazen defeats the army
of Shogun Tsukai at Nushinago
with drilled arquebusier-fire,
becoming Shogun. He imposes
crippling taxes upon the firearms
trade, to prevent a similar end to
his own reign.

3140ko
2480iy
Datashi Matsunori defeats a
Beastman invasion of the city of
Kurozawa, becoming Daimyo of
the Datashi and heir of the
Fujibana in his father’s stead.


3152ko
2492iy
Miyushiro Masune pens his novel,
‘The Five Ring Mastery,’ after
defeating master swordsman
Datashi Sasako in a lethal duel.

3155ko
2495iy
Odai Nasunaga employs a fleet of
pirates to pose as Cathayans and
raid the trading vessels of
Marienburg, in order to secure
weapons for his growing army.

3164ko
2504iy
Izeguri Kojiro mobilizes his Clan
to repel Takata Nobuhara from the
borders of Echiko – they meet at
the first battle of Karakashima.

3167ko
2507iy
Odai Nasunaga reveals his
deception, deploying over two
thousand Marienburg handguns at
the Battle of Gozekihara.

3172ko
2512iy
Shogun Ittazen quells an uprising
of Daimyo who seek to overthrow
him and end the Isolation. Rumors
claim that the Emperor committed
several thousand Ashigaru to the
effort, as he has long pressed
Ittazen to name a successor.

3176ko
2516iy
The fifth ‘battle’ of Karakashima.
Izeguri and Takata withdraw after
an inclonclusive skirmish.


Shinkinou Era
3178ko
2518iy
Ittazen relents, and allows Daimyo
to fund expeditions to the world
beyond Nippon’s shores.

3181ko
2521iy
As the shadow grows in the North,
Beastmen raids on the shores of
Ryushu double in intensity. Shindo
Priests claim that the barrier
around Nippon is wavering.
Ittazen issues a call to arms of all
Daimyo in the realm...

the isLaNds
aNd
prefeCtures of
NippoN

Below is a diagram of Nippon as it was at
the height of its power during the Heijo Era,
when Empress Gemmae first divided the
land into the Prefectures.

Several of these Prefectures would be
divided between the many lesser Daimyo
and Taisho of the House, which would later
become the territorial holdings of the many
Clans which rose after the Scouring, from
the remnants of their Great Houses.

To this end, the Prefectures have been re-
colored, so as to show the many political
lines of the island. While a particular color
(yellow, for instance) does not necessarily
represent any single Clan or the holdings of
any Great House, it represents a collection
of Prefectures under the control of a single
Daimyo, or of many allied Daimyo.

Note that while the Miyazawa Clan (cadet of
the Fujibana) lays claim to the most
northern tip of the island of Hokkai, no true
Nipponsei actually reside there at this time,
and the Miyazawa have – for all intents –
been absorbed by the Datashi.
21
To the outside world, as many would-be invaders can
testify, the land of Nippon presents itself as an Empire,
unified under the majesty of the Emperor in Khoto and the
martial law of the Shogun. The reality however, is much
different. Nippon is a fractured land of dozens of Clans,
often drawn along familial lines, and each tracing their
lineage back to one of the four Great Houses of Nippon.
These Clans are each fiercely independent, and highly
competitive. The Nipponsei have a deep love for political
intrigue, and alliances which blossom might flourish for
years or wither in months, as the political tides of court life
ebb and flow and Daimyo cast their lot behind the
established powers or the newest rising star.

These rival Clans are divided along the lines of the
Prefectures – ancient divisions of the island put in place by
the second Empress Gemmae. Initially these Prefectures
were divided evenly amongst the Four Great Houses, but
as the Great Houses dissolved, and power shifted between
their heirs, the Prefectures have changed hands several
times, and have even grown or shrank as individual
Daimyo warred to increase their territory.

Each Clan of the Nipponsei harbors its own traditions, and
places great value in both their own legacy, and in their
heritage as part of the Great Houses. They are often
openly disdainful of Clans from other Houses, feuding
over rivalries that go back a thousand years or more – none
more violently than the blood feud between the Tachiwara
and Tarai. Even within their own Great House lines the
Clans are right to be wary of their neighbors, for war can
break out even between old allies with only the slightest
provocation.

There are many eccentricities, superstitions, and even
dialects within Nippon, and they each vary widely from
prefecture to prefecture. The farther South you go along
the island of Ryushuu, the more civilized the Clans
become, and the more they rely on courtly politics rather
than the might of their sword arms. This is largely due to
their proximity to Khoto, but equally to their distance from
the ferocious Beastmen of the North. For their part, the
Nipponsei of the North view their Southern comrades as
soft, and perhaps even cowardly – accusing them of
sheltering in the shadow of the Imperial Palace and it’s
legions of Ashigaru.

There are even subtle differences between the East and
West. Although they will never admit to it, the Nipponsei
living along the Western shores of the island are more
influenced by their interactions and recently opened trade
with the outside world, while the Western Clans remain
more true to the earliest traditions of the “pure” Nipponsei
culture.
Each Clan has its own soldiers, battle tactics, and distinct
heraldry. Just as the Daimyo of each clan has his own
unique style of command, idea of warfare, and set of martial
values, so too are the armies of Nippon diverse and
sometimes disjointed affairs. To the North, the warriors of
the Datashi are renowned across Nippon as peerless
swordsmen, specializing in the giant two-handed No’Dachi,
while the armies of the Odai clan are famous for their hordes
of selflessly loyal Ashigaru, who have sworn to die for
Daimyo Nasunaga to claw even an inch of ground back from
the hated Tarai. For this reason, when the armies of Nippon
are joined together for battle, in a formation called a Sonae,
they often display a veritable rainbow of color and variety,
the Bushi arrayed in the full magnificence of their garish
wargear, the Ashigaru grim-faced and accepting of their
fates, and the entirety of the host prepared to bring down the
martial fury of Nippon upon the heads of their foes.

Cities and Prefectures
Once, the only divisions of Nippon were the Prefectures, but
over the years, the largest cities have grown in importance
and power, becoming nearly autonomous and sharing equal
or perhaps even greater importance than any of the
surrounding Prefectures. The cities of Nippon are
undoubtedly the jewels of the empire, where the Nipponsei’s
pride and stubborn will is laid bare for all to see. Towering
pagodas are surrounded by many wonders ranging from
ancient temples, to gigantic stone memorials, theaters of the
arts, and the banner-strewn castles of the Daimyo and their
warrior retinues. Crime within the cities is almost unheard
of, as the Bushi are the enforcers of the law, and allowed to
mete out swift and uncompromising punishment, and the
cities are havens for those seeking education or to be on the
cutting edge of culture and courtly society, and shelter from
the predations of beastmen and brigands beyond the walls.
the LaNds of NippoN

The Port of Kanasagi
Nagasagi is Nippon’s gateway to the world beyond.
Opened to trade with the wider world by order of
Emperor Hosune in 2422iy for trade strictly
between Nippon and the Imperial city of
Marienburg, Nagasagi has become one of the most
important ports in the known world. Gold flowing
out from Nagasagi is largely responsible for the
bribing of Emperor Deiter IV by Marienburgers,
while arquebuses flowing in from foundries in the
Old World have revolutionized warfare on the
battlefields of Nippon and raised curiosity about
other wonders that might wait in the world beyond.
22














Khoto, the Imperial City
In the relative peace and safety of central Ryushu stands
the city of Khoto, location of the Imperial Palace ever
since it was moved from Kagyo-Heian by Emperor Antoku
when he came of age and claimed his place on the throne.
The constant bustle of the Imperial Court means that
Khoto features a thriving merchant district, as well as
many prominent theaters, shrines, and dojos. Khoto
therefore attracts a wide variety of individuals from across
Nippon. The attention garnered by Khoto is not always
positive, however. The constant intrigue of court politics
means that there are countless murders and assassinations
within the walls of the capital. Pickpockets, conmen, and
guttersnipes roam the more shady quarters of the city, and
although Ashigaru and Bushi are ever on hand to enforce
the laws, the ongoing war between crime and justice rages
every day, out of sight and kept quietly hidden behind the
opulence of the city.

Khoto is a seat of learning, second only to the great temple
Toshugokami. Schools of art, letters, and the physical
sciences can be found in Khoto, and are open to any who
can afford them. An entire district of the city is designated
as housing for the many students, and is renowned for it’s
many diversions and distracting pleasures. Bushi
commonly refer to the student quarters as a “prison,” as the
legions of young men who settle there often become
difficult to oust, choosing a courtly, studious life, with its
many frills and luxuries, over the noble path of the warrior.
To the students, this quarter is known as ‘The Floating
World’, an isolated safe-haven from the chaos and
violence that surrounds them in wider Nippon.

Towering over all of this stands the Imperial Palace itself,
its pristine walls and tall pagoda spires reaching skyward
as a testament to the eternal glory of Nippon. Fluttering
banners proclaim the royalty of the Yakazawa Clan, their
reign having continued unbroken since their ancestor
Yakazawa Shimmu unified Nippon with sword and
cunning, and claimed the throne in 610.

Eito, City of Bushi
Eito stands as the seat of the Shogunate, where the
Minamoyo Castle towers over the village and Bushi quarters
which sprang up in it’s shadow. Eito exists as a spartan
mirror to Khoto. Where Khoto is loud, bustling, and filled
with artisans, scholars, and actors, Eito is a quiet, reserved
city populated almost exclusively by the Bushi. Those who
are not Bushi are their silent, unquestioning servants. Like
much of Nippon, the streets of Eito remain unpaved, and the
city employs a small legion of peasants whose sole purpose
is to sprinkle water upon the wide thoroughfares in order to
keep the dust down.

Like Khoto, Eito features many schools, but they are entirely
dedicated to either Dojos of the Martial Arts, or to schools of
military strategy and theory. The only edifice to art or
aesthetics are the handful of dedicated swordsmiths and
armorers who maintain shops in Eito, catering to the passing
Bushi as they make journeys to attend the court of the
Shogun. A single Shindo shrine is maintained to the Kami
Haksumon, the Kami of war and warriors’ deaths. A
veritable forest of short, squat stones surrounds this Shrine,
each the resting place of the soul of a Bushi who chose to be
buried in the city of his Shogun at the shrine of the Warriors
rather than at the shrine of homeland. The monks of
Haksumon eschew the traditional brightly colored robes of
the Shindo in favor of plain black or white robes,
reminiscent of Nipponsei death-shrouds, and often darken
their lips, eyes, and cheekbones with ash so that their stern
gaze reminds the Bushi to be ever mindful of the constant
presence of inescapable Death.

Eito knows nothing of crime. The Bushi who reside there
are too honor-bound to commit folly, and the servants who
attend them live in fear of the absolution of a katana’s sharp
steel. Unfortunately, where Khoto mixes it’s assassins with
it’s urchins, Eito is a brilliant target for master Shinobuzei,
as the price fetched for the head of a ranking Bushi is a high
one indeed.
23


















No-Nigata, home of Shoguns
No-Nigata stands as the largest city among the rolling
foothills of Echiko, the ancestral home of the Great House
Minamoyo. For the last fourteen centuries, since
Minamoyo Toriyomo claimed the title, the Shoguns of
Nippon have all hailed from amongst the ranks of the
Minamoyo. Shogun Ittazen, who has ruled the island for
the last sixty years, himself hails from the Izeguri Clan,
who are the current wardens of No-Nigata.

During the Scouring, the Tachiwara attacked the lands of
Echiko while the army of the Minamoyo was away
breaking the siege of the Imperial Palace. When the
Minamoyo returned to drive the invading Tachiwara out of
the region, the occupying warriors put No-Nigata to flame,
rather than returning it to their enemies intact. It would
take nearly two centuries for the city to return to it’s
former glory, so complete was it’s destruction and so
severe the ruination of Nippon by the Scouring.

When No-Nigata rose from the ashes, it did so as a new
model society. Bridging the gap between the stone-faced
bleakness of Eito and the regalia and gaiety of Khoto, No-
Nigata stands as a pinnacle of Eastern civilization. The
city is home to the Toshugokami Shrine, the center of the
Shindo faith, and it’s largest temple – a city almost in
itself. The streets of No-Nigata are newly paved in
Western style, winding through a forest of Cryptomeria
trees. These trees are not only for the beautification of the
city, but also for it’s protection. The wood of the
Cryptomeria absorbs rogue magic and draws it in from the
air around it. The trees themselves twist and bend as they
seek out the blowing magic, and resemble an upturned root
system. The Cryptomeria wood is used in the armor of the
Bushi, as well as being used for pendants, protective
wards, even gates and ocean vessels which might require

defensive measures against the powers of Magic. Every
spring, the trees blossom and No-Nigata is awash with
beautiful pink and white petals.

The Izeguri who call No-Nigata home are watchful
guardians. Theirs stands as the bastion between both the
desolate lands of the Tachiwara, who eye the riches of the
Izeguri and surrounding provinces with the eyes of starving
pariahs, and also the bustling trade port of Kanasagi.
Though few foreigners are allowed entry into the city, the
imposing skyline of No-Nigata is meant to inspire awe in
any who lay eyes upon it, towering on the horizon in full
view of the wide-mouthed bay at Kanasagi.

Kurozawa, city of bridges
Kurozawa is the Northernmost city of Nippon, the last
bastion of civilized humanity before the harsh northern
coasts of Ryushu give way to the Strait of Devils, across
which lies the tortured island of Hokkai. It is a city under
siege, waging an endless war against the mutated Beastmen
who cross the strait to make landfall on Ryushu’s shores and
spread their corruption across the proud empire.

There was a time where Kurozawa was a beautiful city,
among the greatest in all Nippon. The capital prefecture of
Kagyo, once home to the city of Kagyo-Heian and the
Imperial Capital, Kurozawa was ravaged during the
scouring. The entire province of Kagyo was shattered by
mountains, torn apart as the steep ridges burst up from the
earth, heedless of the wonders built above them. They
soared ever skyward carrying castles, ruined walls, city
districts, and whole villages up into the clouds. To this day,
Kagyo is a land of rocky spires, narrow ravines, and
bottomless crevasses. Folklore of the Fujibana – who once
ruled this land – claim that when the wind whistles through
the spires and mountaintops, you can hear the wailing of the
Fujibana wives and mothers, lamenting that the duty of their
husbands and sons is one of endless self-sacrifice.

Kagyo is ruled by the Datashi Clan, who over time have
come to be the last survivors of the Fujibana. They call
Kurozawa their home, as they feel it is their duty to defend
their ancestral lands and also to hold back the invading herds
of Beastmen, to atone for their part in the Scouring. Their
No’dachi are perfectly suited to the narrow confines of their
homes, where one tireless swordsman can hold back
hundreds of marauding Gors with his constantly moving
blade. During times of siege, the Datashi pull up the bridges
which connect their broken city and every mountain-top
becomes an island in the clouds, a castle alone to fend for
itself. In such times every member of the Datashi is a
warrior – no child too young, no man too old, and even their
women join them in the fires of battle. The people of
Kurozawa would have it no other way. Leave mercy,
respite, and softness for the people of the South, “civilized”
Nipponsei who hide behind the sacrifice of the Datashi.
24
The Plains of Zai
The Plains of Zai are the ancestral lands of the Tarai Great
House, and are now the domain of the Takata Clan, under
Daimyo Takata Nobuharu. Zai is the largest unbroken
expanse of flat-land in all of Nippon, and makes excellent
graze-land for the much famed and highly sought after
steeds of the Takata. These open expanses come at a price
however, as the land of Zai is dry and arid, and yields very
little in the way of food. In the hot summer months, the
dry plains grasses sometimes alight into a raging inferno,
displacing entire villages and leaving only ash in their
wake.

The Takata capital of Koshu is the only permanent
settlement on the plains, towering over the flat, dusty
expanse like a shimmering mirage. The inhabitants of Zai
live in the same manner as they have existed for over two
thousand years – a nomadic people who follow the water,
and the herds.

For generations, the compromise between prime grazing
lands and the poor soil has meant that the descendents of
the Tarai were forced to rely on the horse trade to feed
themselves. The nature of this trade kept their military
force in check, and their constant state of near starvation
made them easy to coerce by the Shogunate, who has long
used the Tarai’s predicament and blood debt to the
Minamoyo to wield them as mere henchmen. With the rise
of the Takata Clan, Daimyo Nobuharu seeks to change
that, taking up arms against the surrounding prefectures
and waging bitter wars for conquest, clawing at whatever
arable land he can find. In recent years, the plains around
the great castle at Koshu have been rattled by the thunder
of hooves, and the sky turned to gold by the clouds of dust
raised by the stampedes of Takata cavalry on the warpath.





















The Desolation of Tachizen
In the far south of the island of Ryushu stands the bleak
ruins of the former Great House Tachiwara, in the lands
known as Tachizen. The site of Tarai House’s first
redemptive campaign at the orders of Shogun Toriyomo, as
well as the crowning moment in the war against the Skaven
and their traitorous Nipponsei allies, Tachizen was so
thoroughly scorched and ruined that when the Marauders of
Chaos invaded Nippon, they barely paused to despoil the
realm any further.

Owing to it’s location on the absolute southern tip of
Ryushu, Tachizen managed to escape almost all of the ill
effects of the Scouring. Sadly, the devastation visited upon
this realm and it’s people has all been at the hands of their
fellow Nipponsei. It is whispered that the Tachiwara are
cursed, or that they are wicked and deserving of scorn. It is
true that no more lawless den of brigands, thieves, and
malcontents can be found anywhere on Ryushu, but some
speculate that this might be more a result of the constant
hardships brought upon the Tachiwara, rather than the cause
of them.

Whatever the case may be, Daimyo Nasunaga of the Odai
Clan has vowed to rebuild both the Tachiwara and the lands
of Tachizen as an example of the new era which he hopes to
usher into Nippon. To this end, he has rebuilt the ruins of
the port-castle Fuwatari to serve as his capital. All the
while, Nasunaga has kept a vengeful eye on the realm of Zai,
spread along his northern border, waiting for the day that he
can sweep across the plains like a wild fire, and guide the
Tachiwara like a knife, carving through the Tarai before
aiming straight at the heart of Nippon.
25
Shindo Shrines
The shrines of the Shindo priesthood can be found in every
prefecture, in every city, at every busy crossroads, and
many of the larger villages. Shrines are also erected in
more remote locations. Some arrives in these almost
inaccessible climes as a result of the tumultuous reshaping
of the island during the Scouring. Others were simply
built there, in places where spirits gather, or where nature
lends itself to deep meditation.

While the shrines often vary in their appearance, based
upon which Kami they are devoted to, the one common
feature to each of them are the enormous red Torri gates.
There will always be at least one of these giant structures,
a double row of crossbeams, the top one usually arching
slightly, erected atop two pillars. A plaque denoting the
Kami the shrine memorializes is placed between the two
pillars, sometimes replaced by a bell or a gong. The
purpose of these pillars is to signify a division in the
ritualistic pattern of mental, physical, and spiritual
purification that pilgrims and any who enter the shrine are
expected to perform. Rustic village shrines might
therefore only have a single Torri Gate. The central shrine
of Tushogokami in the city of No’Nigata has exactly one
hundred and eleven such gates, the largest of which can be
seen towering over the city walls.

The Shrines are not just gathering places for worship.
Their grounds include living quarters for the many monks
and guardians of the shrines, as well as small shelters for
weary pilgrims or guests of the shrine. Spirit Gardens,
collections of stout, inscribed stone pillars set into the earth
to contain the souls of departed Nipponsei, are spread out
in neatly organized rows around the feet of the main
temple, each tended every day by devoted monks who burn
incense or drip water from sacred springs over their
crowns, and maintain the offerings left by visitors and
grateful descendents.
















Villages
Nipponsei villages stand in stark contrast to the vast cities
and palatial estates of the higher ranking classes. Peasants
live simple lives, and their homes reflect this fact. There is
little useable timber in Nippon, and what trees do grow
rarely make for good planking. Therefore, Nipponsei homes
use only the bare minimal amount of wood, often in the
floors and to define corners, roof eaves, and framing of the
home. The walls of the house are almost unanimously oiled
paper, with thatched roofs. Tiled roofs sometimes appear in
the homes of more wealthy villages. There are a handful of
stone buildings in Nippon as well, and some are made from
mud brick or mortar. Strangely, in such cases the homes are
often treated on the outside with a layer of white-wash, to
resemble the simpler paper constructions surrounding them.

The mix of paper, thatch, and timber means that fire is
always a serious threat to the people of Nippon. Regardless
of social standing, all Nipponsei villagers are expected to
play an active role in their city or village’s fire brigade.
Fortunately the irrigation systems required for successful
rice crops, often established very close to the homes of the
villager’s, means that there is always a ready supply of
water. Still, it is little comfort – indeed, the few outsiders
who have witnessed Nipponsei culture first hand are
typically appalled at the fact that they keep use of cooking
fires to a bare minimum. Only poultry and beef is truly
cooked – rice is steamed with heated rocks, and fish is often
eaten raw.

Villagers are almost always dedicated strictly to farming.
Rice is a temperamental crop, and the elaborate irrigation
systems and flooding required to create a fertile rice bed
means that villagers often will not see a return on their initial
investment in a plot of land for many years. Unscrupulous
Daimyo exploit this fact – levying oppressive taxes on their
villagers because they know that the farmers have invested
too much time into their lands to simply pack up and leave.
26























The Towering Mountains
When the Great Kami created Nippon it was a land of
gently rolling hills and wide open grasslands. The only
mountain of the realm was gently sloping Mount Tsumeru,
home of the Yokai. This would all change during the
Scouring. As the souls of the Nipponsei were wracked and
torn, so too was their island home. Great spires of rock
burst up from below the ground, shattering cities and
thrusting their broken remains into the sky.

The mountains of Nippon are not the subtly rising slopes
like those which ring the Empire in the Old World. They
are severe even in comparison to the World’s Edge. While
those mountains are truly massive, steep, and rocky, the
mountains of Nippon are equally steep, and almost entirely
devoid of vegetation. Moreover, the mountains of Nippon
are not only steep, but they are also somewhat narrow.
They protrude from the earth like blades, or exposed
bones. Two mountains might be separated by only a few
feet, creating an impossibly narrow pass. Deep, echoing
crevasses gape open like hungry maws, threatening to
swallow hapless travelers into the dark abyss.

The Fujibana lands in the North were the most affected by
the eruption of these new mountains – their cities lifted
into the clouds and broken across the pointed spires of
rock. The Datashi, their descendents, have continued to
live in these broken cities, and narrow rope bridges, some
of which stretch for several leagues, function as highways
between the isolated castles in the clouds. It is a beautiful,
terrifying existence to live so high above the clouds.
The Deep Forests
There are many types of flora in Nippon, from the
Cryptomeria trees which are grown and cultivated around
the many shrines and Bushi cities to be used in their armor,
to the groves of bamboo and mango growing in the south. In
the north, the forests are dense affairs of pine and other
evergreens.

The northern forests are often the haunts of Beastmen,
remains from defeated raids along the coasts of Ryushuu,
who scattered and found shelter in these inland forests.
Many times the Datashi or Hatamoto will ride into these
forests to sweep them clear, hunting for Beastman stragglers.

Farther south, the forests are safer, though not by much.
Many serve as the homes of Yokai, who have maintained
their grasp on their homes by becoming capricious and
territorial. Every year stories circulate of curious travelers
who strayed too far from the clear path, only to be found
gored and trampled in the morning. The forests are also
considered to be part of the Emperor’s property, even if they
might fall within the parcels of land promised to a Clan.
Poaching in these forests is punishable by death, and taking
timber from them is a grievous affront. The Emperor
maintains a firm grasp on all logging, although the clearing
of Cryptomeria trees usually falls within the jurisdiction of
the Shogun and the Shindo, and an elder grove of these
mystical trees can be a bountiful reward for a Bushi who
proves himself in battle.
27
Hokkai, the Blighted Island
Just off the northern coast of Ryushuu lies the island of
Hokkai. Before the Scouring, Hokkai was in the sole
possession of the Fujibana Great House. It was an island
rich with the bounties of nature. Fish swam in the many
streams and inlets, deer and other beasts roamed the deep
forests, and the people who lived there were hearty
specimens of the Nipponsei. These individuals never quite
settled into the pastoral life of their southern kin, preferring
instead to live off the land, hunting, fishing, and even
stalking the giant bears of the forest with little more than
crude spears.

The Scouring would completely eradicate Hokkai. While
the northernmost island of Nippon – Hanzu – was
submerged in tidal waves and rendered a complete
wasteland, Hokkai was changed and mutated by the
relentless forces of Chaos. The forests thickened tenfold,
the timbers becoming malevolent and dark, possessed of a
wicked cunning, they seem to move in order to confuse
intruders. The soil became soggy, the driving rains and
pounding tidal waves turning the island into a marshland.
The wildlife was mutated into hideous new creatures, mad
with terror and unnatural ferocity; they haunt their
shadowy home and kill anything which crosses their path.

The worst fate was reserved for the Fujibana who called
the island home. As the Winds of Magic and the mutating
will of Chaos poured into the lands of Nipponsei, Hokkai
was washed with horrible energies which warped, twisted,
and mutated all that they touched. The people of the realm
were transformed into slavering Beastmen in an eye blink.
Driven insane by their own existence, and only remembering
enough of their former homeland to harbor an undying
hatred for all Nipponsei, these Beastmen launch frequent
raids on the northern shores of Ryushu, where they are met
at the shoreline by the stalwart armies of the Datashi.

A tear in reality remains on the northernmost coast of
Hokkai. Called ‘The Port of Devils’, it was once a Shindo
Shrine, now turned and perverted by the powers of Chaos to
serve as an infernal gateway. The wailing temple has a
strong draw on the souls of the Nipponsei, and when they
die, they are pulled towards this blighted shrine to be
devoured by the hungry Chaos Gods. This is why the
Shindo Monks must defend the souls of the dead at all costs.

No mortal can walk undefended on the tortured soil of
Hokkai. Hatamoto are the only wardens of this terrible
realm, and they patrol it tirelessly, scattering and destroying
herds of Beastmen before they can band together and raid
into Ryushu with any meaningful strength. Even the
Hatamoto are at great risk, and to ward off the evil powers
which dwell in the island, they encase themselves in fully
enclosed suits of cryptomeria armor. There are stories of
Hatamoto who’s mempo are full faced even to cover their
eyes, lest they be blinded by the unnatural horrors of this
accursed island.
28
To the trade guild To the trade guild To the trade guild To the trade guild of Marienburg, of Marienburg, of Marienburg, of Marienburg,
Though I highly doubt that this letter will reach you with any sort of due haste, if at all, I am
writing to inform you of the fate of the vessel Erasmus, which was due to return to port in
Spring of 2416 and has no doubt been missed and accounted lost. The vessel ran aground
on a previously unmapped bit of island, while enshrouded in dense fog. The inhabitants of the
island, humans – though darker of flesh, hair, and eye – wasted no time in imprisoning or
outright killing my crew. However, it has been my fortune that these strange peoples kept me
as a sort of study, and I have since learned their language and assimilated into their culture.

Nippon is a large empire entirely extant on one island in the sea. One language is spoken
throughout, and it is difficult to learn, being so unlike the languages spoken in the Old World.
The Nipponese are very ambitious of titles and distinctions, and think themselves superior to
all foreign powers in the virtues of Honor, Strength, and Valor. They prize and honor all that
has to do with war, and all such things, and there is nothing of which they are so proud as of
weapons adorned with gold and silver. They always wear swords and daggers both in and out
of the house, and when they go to sleep they hang them at the bed's head. In sum, they value
arms more than any people I have met on my voyages. They are capable archers, and usually
fight on foot, though there are some tribes who wage war entirely from the saddle. They are
very polite to each other, within their classes, but not to foreigners, whom they utterly despise.
Rice is the currency of the realm, and that which they do not consume, they spend on weapons,
bodily adornment, a number of attendants, and do not in the least care to save. They are, in
short, a very warlike people, and engaged in continual feuds amongst themselves; the most
powerful in arms bearing the most extensive sway. They have all one sovereign, although for six
hundred and forty years past, the princes have ceased to obey him.

The cause of their endless warring, I believe to lie in their strange economy. The warriors rule
the realm, existing upon the back of the famers, who in turn detest the merchants. A warrior
receives a pension from his retainer, who also houses and provides for him. However, a warrior
must always prove himself in battle, or else risk being disowned from his tribe and cast out on
his own. As they lack any education in mercantilism or horticulture, and too highly value their
Honor to stoop to low thievery, this is a death sentence ~ and indeed, many warriors do seem
to choose a most gruesome method of ritualized suicide rather than be cast into starvation. To
prove their worth, a warrior is expected to return from battle with the head of an equivalent
29
rival. If there are no battles, there is no way to prove one’s value, and so if the warriors cannot
find a suitable proving ground for their value, they seek to create one. This is not difficult, as
these people will spill blood over even the slightest of insults or infractions, and it seems for all
purposes the law fully permits such blood feuds and lethal duels.

It should be noted that all trade conducted in the island is done in terms of rice harvests. While
you may find yourself awarded in coin or gold bullion, these tokens are simply viewed as
vouchers to be traded for your meals. Therefore, when the Nipponese conduct business, it is
as if there are two levels of barter being negotiated at once ~ the value of the goods in
question, in terms of grain, and a commensurate value of something which might represent the
aforementioned grain. Those who wish to open this island for trade should also take note that
the princes have displayed great interest in our firelocks. Indeed, I believe that perhaps the
only reason which I was taken alive by my captors was because I was able to produce and fire
my own charge at them, killing one of their number outright although they could find no
evidence of a projectile from my weapon. Once trained, they have taken to recreating my
weapon with gusto, although I fear ~ or am perhaps lucky ~ that their attempts have thus far
compared poorly to the original.

Although I have enjoyed aspects of my stay in this country, I find it, when considered in it’s
entirety, to be a horrible place, and I hope soon to be free of it. They appear for all intents to
be the most civilized realm on the whole of the globe, so thoroughly courteous and honor-
bound are they, but their lust for war and bloodshed, their unflinching acceptance of bloody
death, and their capacity for imagining the cruelest of tortures and punishments, paired with
their strict views of righteous morality, complete lack of mercy, and utter disdain for thoughts of
remorse, make them unyielding and unpredictable enemies. I have seen them at war with each
other, and I tremble to imagine what horrors that these people would visit upon foreign soil. It is
well that they remain confined to their island, lacking any seaworthy vessels. They have
pressed me, even so far as to threaten torture, to build them a vessel similar to the Erasmus
and I have thus far declined. I encourage, nay ~ implore any who make landfall on this country
to do the same. Leave your vessels far out to sea, and approach in small boats. Do not let
these fiends commandeer a vessel which might bring them to the Old World, for they will judge
our society most severely, and I fear their punishment should they find it wanting.
Xavier Blackrose, Xavier Blackrose, Xavier Blackrose, Xavier Blackrose,
pilot of the pilot of the pilot of the pilot of the Erasmus Erasmus Erasmus Erasmus, 2418 , 2418 , 2418 , 2418
30
The culture of Nippon is a complex and unique system
which has grown out of a mixture of both foreign
influence, native philosophy, and necessity. While on the
surface it shares many commonalities with the feudal
societies of the Old World, the social hierarchy, laws, and
customs of Nippon are so different as to be almost alien,
once a traveler scratches the surface.

To the Nipponsei, duty is everything. Even non-warriors
are expected to have a deep understanding of their place
and their role in wider society. The virtue of duty means
that the merchant does not take advantage of his patrons,
but the farmer does not bemoan the taxes levied upon him,
the warrior does not turn away from battle or rise against
the wishes of his lord, and the Monk carries out his daily
rites without fail. In a perfect world, this would be all that
is needed, but the hearts of men are always easily swayed
and there will be dissenters in every society. Justice in
Nippon is swift and severe, and those who go against the
law often live short, fearful lives leading up to bloody,
inglorious deaths.

Life in Nippon is divided strictly along class lines. There
was a time when any man could rise as or fall according to
the quality of his work and the whims of fate. It was
Shogun Toriyomo who put an end to such things. One of
his first actions, even in the dark times after the Scouring,
was to disarm the country – only the Bushi would be
allowed to carry a blade, such that it became a badge of
office. Those who were not Bushi could never become
Bushi. The early warriors of Nippon therefore, were given
a choice: become a commoner, and be allowed to live on
the land, or become a Bushi, wear the swords of his
station, receive a stipend as a warrior, but be forced to live
wherever his lord chose to provide him shelter.
The Emperor
At the top- and somewhat removed from Nipponsei society-
exists the Emperor. Since the reign of Yakayazuki Gemmae
the Emperor has held ownership of all the land in Nippon
and has maintained the final vote in all decisions which
might affect Nippon as an empire.

In truth, the Emperor’s power is extremely limited. Since
Emperor Saitoku climbed the face of Mount Tsumeru and
returned as a divine spirit, the Emperors have been forced
into a sequestered life. Each Emperor chooses a Yokai
bride, in respect for the union of Nipponsei and Yokai in
Emperor Saitoku. The real reason for this is much simpler
though – in the time before the Scouring, the Fujibana Great
House maintained a stranglehold on Nipponsei politics by
marrying off their daughters to the reigning Emperor.
Through the virtue of filial piety, they would then command
the Emperor’s ear. When Minamoyo Toriyomo gained the
Shogunate and took custody of the young Emperor Antoku,
he broke the link between the Fujibana and the Imperial
throne by espousing the glories of the union demonstrated by
Saitoku, and putting forth the idea that the Emperor should
ceremonially wed a Yokai from that point forward.

All Emperors therefore, after the reign of Antoku, have had a
measure of Yokai blood in their veins. There has not been
another female heir or Empress since the reign of Empress
Gemmae during the Heijo era. If this has something to do
with the Yokai, no one can say. The fact that the Yokai are
immortal has also raised questions about the legitimacy of
this practice, as it would mean that it were possible for a
single Yokai to infiltrate the Imperial Family and remain
there as the Emperor’s bride for many generations. To
knowledge, this has not happened, but the events of the Oni
War still prove to be far from reassuring.
NippoNsei CuLture

31
The Shogun
The position of Shogun is meant to be subordinate to that
of the Emperor. The Shogun swears to defend the
Emperor as his only master, and to uphold the laws, edicts,
and will of the Emperor as he rules over Nippon. In
actuality, the Shogun is the power behind the throne. The
Emperor lives in seclusion, rarely leaving the Imperial
Palace. Many choices in matters of state are abdicated to
the Shogun, and even when they are not, the Shogun is
able to pass laws into existence simply by stating that they
further the Emperor’s vision for the nation, or are in the
spirit of his will or protection.

Likewise, the management of almost all of the land in
Nippon has also been placed in the hands of the Shogun.
In this way the Shogun is able to reward capable warriors
with land, or back one belligerent or another during inter-
Clan warfare by justifying as a Shogunal redistribution of
territory. Through the Shogun’s control of the Bushi, and
by extension, the military might of the empire, the Shogun
controls the whole of Nippon. Some Shoguns attend to
this duty only in passing, and their influence is never
widely felt, as the clans beneath them war and feud, land
changes hands, and alliances are forged and broken.
Others, such as Ittazen, do not hesitate to make themselves
heard in politics, or even to bloody their hands to see that
Nippon moves forward according to their desires.

The role of the Shogun is not hereditary. A Shogun may
only be appointed by the Emperor. Thus far, only the
descendents of the Minamoyo have been able to claim the
honor. Thus far, this has owed more to the fact that the
Fujibana are rarely able to leave their mountains in the
North to make a play in Southern politics, the Tachiwara
are almost non-existent, and the Tarai feel that they are
forever indebted to the Minamoyo, than it has to the
Minamoyo’s ability. Change is in the air though, for
Shogun Ittazen is old, and has not declared a favorite for
succession. The Datashi of the Fujibana have been seen
more and more in the courts, Takata Nobuharu of the Tarai
has made it clear that he does not share in the sentiment of
indebtedness that has long plagued his Great House, and
Odai Nasunaga has sworn to lead the Tachiwara to glory
and pacify all of Nippon beneath the heel of his boot.

The Great Houses
The Great Houses have not existed for 1200 years, since
the death of the last Bushi to call himself Fujibana at the
hands of a rampaging Doombull. In ancient times, the
master of each Great House reigned over all of his
subordinate Daimyo, and answered only to the Shogun.
Though these proud establishments have since fractured
into the myriad of Clans of today, their ghosts still linger in
Nipponsei society. It is rare that a Clan will go to war
against another descendent of the same Great House, and
despite political differences, the fractured Clans will still
rally together against a common foe along Great House
lines.

Bushi also place a great deal of value in their heritage, and
although the legacy of each individual Clan might raise aloft
a different bunch of heroes, every Clan still idolizes their
ancient Great House predecessors. The descent from one
Great House or another is rarely left to question – simply
walking into a Daimyo’s castle can tell you what Great
House he hails from, as each had their own style of
architecture, their own preferred strategies in war, and
different emphasis on which duty was more important to a
Bushi.

The Bushi
The power of Nippon rests in its sword arm, and the Bushi
are that arm. Raised from the earliest tribal fighters, and
warriors of the Great Houses, the Bushi have been turned
into something much more than simple soldiers by their
adherence to a strict code of honor. Each Bushi is both a
warrior and a philosopher. In times of peace, however brief
they may be, the Bushi not only hone their martial skills, but
also pursue art, literature, philosophy and aesthetics.

Though the Bushi only answer to their Daimyo, and by
extension, the Shogun, they are wholly reliant on the support
of the other classes of the Nipponsei. The Bushi are not
allowed to make a living as anything other than a soldier.
They cannot farm the land – at the very most, they must
employ peasant servants to do such labor. They are not
allowed to sell wares or exchange trade goods. Therefore, a
Bushi lives in a home provided by his Daimyo, which is
provided by the Shogun on behalf of the Emperor. A Bushi
survives on a stipend provided by his Daimyo, which is
gathered through taxes from the peasants who farm the land.
Even if a Bushi is given a measure of land as a reward from
his Daimyo, he becomes responsible for employing and
defending the farmers, and for providing Ashigaru and other
Bushi, as well as a steady flow of tribute to his lord.

Bushi began life as a sort of law-enforcement in their earliest
warrior roots, and continue in this role to this day. There are
few courts in Nippon, as the Bushi are expected to enforce
all laws directly. Questions of law between two Bushi are
dealt with by their Daimyo, between Daimyo, the Shogun,
and there is only one Shogun. Even the lowest ranking
Bushi – the Samurai – may simply kill a lower ranking
member of society, and provide his reasoning after the fact.
Bushi who abuse this right often find themselves suffering
from strange “accidents,” but the simple fear of Bushi justice
often serves as a deterrent to crime. Even in cases of crime
between two peasants, they will often work things out
between themselves, rather than risk the involvement of a
Bushi, as even something as petty as an insult could result in
the loss of a tongue, or even a life.
32
The No’Bushi
Below the Bushi are the members of the No’Bushi. In
many respects, they are a subsect of the Bushi, with all of
the same rights and responsibilities, except that they may
not enforce law. The No’Bushi are allowed to carry
weapons, and may carry swords if permitted by the
Emperor. The No’Bushi are primarily comprised of the
Shindo Monks, their guardians, the Onmyoji, and
Ashigaru.

The Shindo Monks are the most widespread and easily
recognizable members of the No’Bushi, thanks to their
brightly colored robes and shaved heads. Before the
Scouring, they were little more than a cult of soothsayers.
In ages since, the Shindo monks have risen to become a
cornerstone of Nipponsei society.

The most important of the monks’ duties is to maintain the
magical barrier around the island. The Dragon Emperor
was right to turn the Nipponsei against the Yokai in order
to bring this barrier crashing down, as it was the magic of
the Yokai that had sustained in. With so many Yokai slain
in the Scouring, and more lost in the times since, the
Shindo monks have had to bend their considerable skills
towards keeping the Winds of Magic at bay. They do this
through constant, strict, meditation.

The second most important role of the Shindo is to look
after the spiritual well-being of the island. Although the
barrier around the island was restored, the Scouring has
left deep scars on the nation. The souls of departed
Nipponsei are still drawn to the dark island of Hokkai, and
imprisoned there for eternity, or until the Dark Brothers
return to claim them. A worse fate awaits any who are
slain beyond Nippon’s borders, as their souls are snatched
up more quickly by the powers of Chaos, hungry for the
secrets contained in each. The Shindo Priests have
perfected rituals to guide these souls into prepared stones,
or into weapons and heirlooms for safe keeping.
When the Great Kami returns, these souls will be released,
and will join him in the heavens. Until then, it is the
responsibility of the Shindo Monks to attend the ‘Spirit
Gardens’ around their shrines, which contains the departed
souls of both common peasants and great warriors alike.

The Peasantry
The peasants of Nippon are further divided into sub classes.
At the top are the farmers. Farmers provide the livelihood of
Nippon, tending the rice crops which also serve as the
currency of the realm. Land is divided in terms of Koku,
which is a measure of rice production which can sustain a
man for one year. The best land is worth more Koku, even
though it may not encompass as much area. The lands of the
Tarai, being dusty, dry, and generally poor for farming, are
therefore worth very little. The descendents of the Tarai
instead measure their land in terms of how many horses it
can sustain, with each horse being worth several koku when
sold in the markets.

Beneath the Farmers are the Artisans. The exceptions to this
are smiths who forge the weapons and armor of the Bushi,
who are members of the No’Bushi class. The remainder –
the cobblers, carpenters, weavers, coopers, and others – are
considered to be of secondary importance to the famers.
They are a necessary burden upon society, as they cannot
produce rice to generate food or wealth, but their skills are
required for the ongoing daily life of the realm.

The lowest of the low, holding a station barely above
criminals in Nippon society, are the merchants. The
mercantile class contains inn keepers, traders, and shop
owners. They are considered leeches of society. Although a
Bushi is expected to pay for his stay in an inn, or for his
meal if it is prepared for him, the prices are never suitable. It
is not enough for the Bushi to risk his life to defend the
merchant, but he must also provide for his livelihood as well.
This makes the merchants the weakest of society, and
nothing more than a burden.
33
The World Beyond
Nippon has maintained it’s isolation for more than two
thousand years, much longer than many nations of the
world have been exploring. Historically, the mists
surrounding Nippon, a by-product of the powerful wards
which kept the island hidden from Chaos, had kept foreign
explorers from the shores, and the Nipponsei themselves
never ventured farther than the shores of Cathay or
Khuresh. Some outsiders were able to make contact with
the island, either through trade, limited diplomacy, or
outright invasion, but it was not until very recently, when
the Nipponsei turned their attentions to the wider world,
that their presence has been truly known in the lands
beyond their misty isle.

The Empire and Bretonnia
The Empire was among the first of the nations of the Old
World to visit Nippon, when the Marienburg vessel the
Erasmus was driven off course by a storm and ran aground
on the island in the fog. Two decades later, word of the
vessel’s resting place reached the trade guilds of
Marienburg via the silk-trade with Cathay, and a trading
fleet was sent to open the island’s ports.

The Nipponsei were highly interested in the technological
items which the Marienburgers had brought from the
Empire. They had no interest in cloth, spices, jewelry or
gold, but displayed vested interested in Marienburg guns,
as well as their books on medicine and the sciences.
Wealth from this opened trade eventually provided much
of the financial basis for Marienburg’s secession from the
Empire. The rightful Empire has held this fact against
faraway Nippon ever since, although Nipponsei
ambassadors have been seen in the courts of Karl Franz.

It took much longer for the Bretonnians to discover the
island, and trade with the realm had been made exclusive
to the Marienburger’s only. Most interaction between
Brettonians and the Nipponsei therefore comes from
mercenary Ronin, who traveled from Nippon overland on
the Silk Roads to arrive in Tilea. Both cultures have a
deep respect for one another, each admiring the codes of
Bushido and Chivalry respectively, but Nippon’s
arrogance and deeply rooted belief that they alone among
humans were chosen by the gods, matched with
Bretonnia’s well known haughty pride, has led to
stalemates in any diplomatic ventures between the two
realms.

The handful of other human territories in the Old World,
such as Tilea, Estalia, and the Border Princes, have come
to know the handfuls of Nipponsei Ronin who traveled to
their lands seeking adventure and employment as
mercenaries, although some of the southern ports have
accepted Nipponsei trade vessels since Shogun Ittazen
allowed Nipponsei merchants to trade abroad in 2518.
The Dominion of the Elves
The Nipponsei have had dealings with the Elves longer than
with any other kingdom save Cathay. Before the civil-war
which tore the Elven nation apart into three separate states
and heralded the retreat of the High Elves to their homeland
in Ulthuan, the Elves had maintained a tower on a small
island to the south of Nippon, the Tower of the Sun. From
this island, they watched the Nipponsei and on occasion the
Emperor is rumored to have had secret audiences with the
tower’s wardens regarding the world beyond. Some point to
the Elves as having shown the first Shindo Monks and the
Onmyoji the secrets of wielding magic, but the Shindo refute
this notion publicly.

The Tower of the Sun has fallen into disrepair after it was
abandoned during the Elven strife, and is no longer
occupied. A handful of Nipponsei have located it, but warn
that it has become a haunt of ghosts and terrible specters.
The Nipponsei have no knowledge of the difference between
the Elves, and to this day, view them all as one nation, a
species separate – and therefore inferior – to the human
Nipponsei.

The Lizardmen
Many tales exist in Nipponsei legend of the ‘Kappa,’ the
lizard Yokai of the Great Kami. Strangely, there are no such
creatures in Nippon, and it seems that there never were.
Depictions of the Kappa, reptilian in nature, were brought
back from ruins in Khuresh, when the Emperor Hidoshi sent
expeditions to locate a lost temple of the Kami.

The Nipponsei stories speak of a race of Yokai that is vastly
intelligent, their wisdom passed to them by word from the
Great Kami himself. They were the peasants of the Kami,
and served him in his house at the dawn of the world,
creating the mountains, oceans, and maintaining his will
across the face of the world. The stories tell that during the
War Against the Four Brothers, these Yokai were separated
from Nippon, and were stranded in a land far to the East,
beyond the horizon, where the sun rises.

In the imperial year 2015, Shogun Kanada and an entourage
of his chosen warriors ventured into the open seas in an
attempt to locate this land to the East. Kanada was never
heard from again, although a blade, thought to be his sword
Kusanagi, washed ashore many years later, kissed by the sun
itself. Subsequent journeys and attempts to return to locate
the lands in the East were only met with failure, and none
ever returned from such voyages. The strange Yokai of the
East remain a mystery even to the Nipponsei.

Elven records seem to indicate that the Lizardmen either lack
the means to reach, or lack the knowledge of, Nippon. If the
latter is true, then it would prove the Nipponsei origin stories
that their island was created some time after the rest of the
world, but before the invasion of Chaos and fall of the Gates.
34
The Dwarfs
The Dwarfs have not heard much of the lands of Nippon,
except in passing from those few Cathayans who journey
through their realm on the Silk Roads. For their part, the
Dwarfs see the Nipponsei as just another race of upstart
humans, and pay them no mind.

The Nipponsei have equally little knowledge of the stout
folk who dwell within the mountains of the Old World.
Traders from Marienburg have been careful not to divulge
knowledge of the Dwarfs, or of their superior warmachines
and firearms, for fear that the Nipponsei might approach
them for trade. It would be a lucrative deal for both
parties, as the Nipponsei value little above quality arms
and new technological advances, and the Dwarfs value
nothing more than gold. To date, however, the Nipponsei
have not made an effort to meet the Dwarfs, and the few
Dwarf ironclads operating in the Eastern seas eye the fog-
banks concealing Nippon with a superstitious foreboding.

Cathay, and the Ogres
The Nipponsei and Cathayans have been at war since the
Scouring. The Nipponsei have no question as to who led
the Ratmen to their door, who sent the Seal which opened
the rift over Hokkai, or who planted the seeds of rumor in
the mind of Gobadhi Ka’an.

Although both sides have strict orders in place never to
trade with their rivals, there are still merchants willing to
brave the blockades, shore patrols, pirates and privateers in
order to maintain a lucrative black market in both nations.
Rice, fish, and gold from Nippon fetches a high price, and
without Cathayan silk, Nipponsei fashion would topple.
Only the Bushi honor this agreement openly, and rarely
wear silks in public, unless they can affirm that the silk
was raised by the Nipponsei. Otherwise, the Bushi wear
cotton or other materials, both in respect for the trade laws
of their Shogun, but also to show humility.

The Nipponsei regard the Ogres, who dwell further inland
than any Nipponsei has ever ventured, as allies to the
Cathayans and therefore equally worthy of scorn.
Moreover, they see the Ogres as instruments of the Dark
Brothers. Owing to their similar appearance to the Oni of
Nippon, they are called ‘False Yokai.’ When Gobadhi
Ka’an invaded, he brought a contingent of Chaos Ogres
along with his host. The Nipponsei wasted no time in
hunting these creatures down and killing them in the most
brutal fashions possible, simply to prove that the Ogres
were mortal, and bled as such.

The Skaven
Skaven first arrived in Cathay by way of their underground
tunnel system. It was the infancy of the Clan Eshin who
arrived beneath Cathayan society, and set up their first
strongholds there. In the events leading up to the Scouring,
the emperor of Cathay turned a blind eye to Skaven
infestations within his fleet, and when these vessels docked
in Nipponsei ports, the Skaven were free to set up new
strongholds in the newly discovered islands.

By the reckoning of the short-lived Skaven, they existed in
Nippon for generations, always undermining their society,
always learning more from the humans dwelling above.
After the Scouring, the Skaven continued to exist in Nippon
in great quantities for another twelve years, until they were
driven out in a bloody campaign of total extermination.
Still, the Skaven had learned much from their stay, and when
Clan Eshin returned to their homeland, they were masters of
stealth warfare in the nature of the Shinobuzei of Nippon and
assassin guilds of Cathay.

The Greenskin Menace
The Nipponsei see Greenskins in the same light as any
nation of the Old World – an unruly mob bent purely on the
destruction of all that is orderly and just. Thus far, the
Nipponsei have remained sheltered from the Orcs by the
Empire of Cathay, with tribes from the Badlands and beyond
being stalled and defeated within Cathayan borders.

The only time which the greenskins have ever threatened
Nippon came after the Grom’s failed invasion of Ulthuan,
when a handful of Goblin vessels sailed around the southern
tip of the old world and crashed upon Nipponsei shores,
where they were met and dispatched by waiting Bushi.

The Undead
In Nippon, death is sacred. The body is a vessel for the
spirit, and where the body fails, the spirit continues onward.
When Nipponsei of any walk of life die, their spirits are
guided into stone markers, where they await the return of the
Kami. If they were left to roam free, they would be drawn to
the vortex, and devoured by the Brothers.

By Nipponsei reckoning, the ability to raise the dead through
necromancy mean channeling the spirit back into the body,
and trap it there, unable to depart its decaying mortal shell.
Such a fate would be worse than being devoured by the Dark
Brothers, and is abhorred throughout Nippon. This doesn’t
mean that Nippon has been without its own restless dead –
most notably in 1310, when Iwokuni shrine was destroyed
by an earthquake and the spirits housed there escaped to
reanimate bodies buried in shallow mass graves from the
Scouring, nearby.

While the Nipponsei worship ancestor spirits, they do not
believe that these ancestors walk among the living as ghosts.
Therefore, the Nipponsei make no distinctions between
Undead – all are equally insulting to the established laws of
life and death. Necromancers in any form are expected to be
persecuted with neither mercy nor hesitation.
35
The Powers of Chaos
Though they fight a myriad of foes, as well as battle
amongst themselves, the Nipponsei feel that it is their
sacred duty to defeat the powers of Chaos, which they
refer to as the Four Dark Brothers. The Nipponsei believe
that they alone were chosen by the Kami to have the power
to defeat this greatest force of evil in the world, and in that
respect are far superior to any other race dwelling beyond
their shores.

Until the Scouring, the Nipponsei were unaware that the
forces of Chaos still existed in this world. Their own gods,
the Great Kami and his children, had long since fled and
were no longer felt by those who were not versed in the
ways of the Shindo priesthood. How then, had Chaos
survived? Taken unawares during the Scouring, the
Nipponsei struggled against the Dark Brothers and
ultimately prevailed, although at great personal cost.
When the armies of the Dark Brothers attacked their shores
again under the banner of Gobadhi Ka’an, the Nipponsei
proved their mettle and claimed victory for a second time.
It was this second victory, and the urging of the Shindo
monks to fulfill their sacred duty, which eventually led to
the Nipponsei venturing out into the world beyond.

Unlike the presence of Undead, the powers of Chaos have
a significant presence in Nippon. A hideous portal to the
dark abyss of the Brothers exists in a shattered temple in
the north of the island of Hokkai. Every Nipponsei alive
can feel its call in their blood, the taunts of the Dark
Brothers to simply give themselves up, surrender their
pointless fight and short, bloody lives, and to be devoured.
The Shindo priests have come to believe that the age of civil
war which has so long plagued Nippon is the result of this
ever growing urge for the Nipponsei to cast themselves to
oblivion. If the Dark Brothers cannot bring their armies to
destroy the Nipponsei, then they will drive the Nipponsei to
destroy themselves.

Hokkai is home to mutants, abominations, and hordes of
savage Beastmen. Thus far, incursions from Hokkai have
been minor, the forces of evil residing there unorganized and
fractured, and the stalwart defenses of the Datashi have been
able to hold them back. Yokai are not immune to the
maddening calls of the Dark Brothers either, and among the
Oni in particular, a strange display of madness can overtake
them and make them rabid. Such beasts are the quarry of the
Hatamoto, who ride through Ryushu and even into Hokkai,
in order to hunt these foul creatures.

Recently, a shadow has been growing over the north of the
world, and the Onmyoji say that the Yokai whisper of a great
battle to come, the Shindo, that the spirits have become
restless in their wait for the Great Kami. Shogun Ittazen has
agreed to allow the Nipponsei to venture beyond their island,
to find suitable allies for this next great war against the Dark
Brothers. Although they will have warriors from around the
world fighting beside them, and though it will no doubt cost
uncountable numbers of lives, possibly the souls of every
Nipponsei, the people of Nippon firmly believe that it will
be a Nipponsei who deals the final blow which will cast the
Dark Brothers from this world forever and restore the lands
of the Great Kami to their rightful glory. Across the realm,
Bushi solemnly prepare themselves for the events to come.
36
When the first Bushi, warriors of the Minamoyo Great
House, swore the oaths which elevated them above all
warriors in the realm of Nippon, they did not only swear
loyalty to Minamoyo Toriyomo, but also to a strict martial
code which would later become known as Bushido.

The tenets of Bushido are stern and uncompromising, and
it is a Bushi’s sworn duty to follow them unquestioningly.
In the generations since the Scouring, Bushido has come to
embrace many non-military values, such as education,
courtly conduct, and faith. In turn, Bushido has come to be
embraced by those outside the true Bushi class as a code of
honor and ethics which will preserve Nippon in the dark
times to come. The core structure of Bushido has
remained the same however, and it is still very much a
Warrior’s creed. Whatever a Bushi does, it is justified, so
long as it follows the strictures of the code. This is
important, as many of these beliefs and practices would be
seen as barbaric or even abhorrent by the weaker societies
which exist outside of Nippon. This simple fact plays
greatly into the Nipponsei world view – to the Nipponsei,
Bushido not only makes them superior to the rest of the
world, but their ability to uphold the demanding strictures
of the code proves it without question.

The entirety of the code was, for many generations, only
known through the repeated oaths which the Bushi took, its
values memorized by and meditated upon every day
whether the Bushi was on the campaign trail, or sheltered
in his home for the winter. A primary test for initiated
Samurai, the lowest rank of Bushi, was to be able to recite
the virtues of Bushido in their entirety, all one hundred and
twenty of them. Often, they were expected to perform this
feat under stress, perhaps while being suspended by their
ankles or in the midst of a duel against their superiors. The
most severe of the initiation rites is carried out among the
Kusonoki Clan of Tarai Great House, who brand the four
core virtues of Bushido into the flesh of the initiate, while
they recite the thirty minor virtues associated with it. An
initiate who falters, cries out, or fall unconscious, fails the
test.

In 2306, in the wake of the first marauder invasions of
Nippon, Daimyo Tamamoyo Tsunejocho penned the
seminal book, ‘In the Shadow of Leaves’. The book
contained all of the one hundred and twenty virtues of
Bushido preserved in writing, so that even if the Nipponsei
were wiped out the values of the Code of Bushido would
live on.

Though each has as many as thirty lesser virtues which are
attributed to it, the four core virtues of Bushido have
remained the same ever since they were laid down by the
Minamoyo Great House. The four virtues are
Righteousness, Courage, Honor, and Loyalty.
Righteousness, Yoshi
Bushi are the primary law enforcement of Nippon, and as
such, they are expected to know, instinctively, the difference
between what is right and what is wrong, and to be able to
act upon that instinct. The voice of a Bushi is the final
verdict in all civil matters which might occur between two of
the lower classes. As a Bushi has the right to act as judge,
jury, and executioner in the same breath, the Bushi is
expected to be capable of reason and compassion in all that
he does.

The mark of a truly righteous Bushi is the ability to befriend
a former enemy in times of peace, and to lay aside ongoing
rivalries in times of need. It was the Tachiwara’s inability to
follow this virtue which led to their near destruction at the
order of the Minamoyo. When Nippon was embroiled in a
horrible war and needed its warriors to stand up and bring
order, the Tachiwara took advantage of the situation and
attacked their rivals in the Minamoyo. Bushi are expected to
lay aside any strife between one another, on a personal, clan,
or Great House level, in order to serve their superiors.
Indeed, many feuds between Clans have been brought to a
peaceful resolution simply because the Shogun demanded
that the two factions meet peaceably in his court to settle
their differences.

Courage, Yuuki
Where Righteousness is to know what is right, Courage is to
act upon it without hesitation, and without question of
personal cost. To the Bushi, true courage is ‘living when it
is right to live, and dying when it is right to die.’

This phrase goes far beyond the concept of bravery in the
Old World, which is the ability to stand defiant in the face of
death, or to greet death wherever it may come. Rather,
Bushi accept death as inevitability and strive only to choose
when they die. In many regards, a Bushi’s life is not his
own, it belongs to his master. The word Samurai – the
lowest and most common rank of Bushi – means ‘One Who
Serves’. Nippon does not believe in the concept of slavery,
but in the simplest sense, the Bushi are slaves. Because of
this, Bushi are expected to know when it is appropriate to
fight or to die. There are stories of lone Bushi taking to the
field against a thousand enemies or more, or allowing
themselves to be cut down in a duel without drawing a blade,
simply because they felt that it was their time to die.

The courage of the Bushi is a fearsome thing, terrifying even
to those Nipponsei who fight alongside them. Where even
disciplined Ashigaru foot soldiers might turn and flee from a
battle, the Bushi will forge ahead, marching into almost
certain death if that is what is called for. For those outside
of Nippon, this emotionless acceptance of death unnerving,
incomprehensible to those ignorant of Bushido.
the Code of Bushido

37






















Honor, Meiyo
Honor is of great import to the Bushi. A virtuous Bushi is
said to be capable of deceit, but not of lying. A Bushi’s
word is his life, for indeed, he gave his word to follow the
ideals of Bushido, and if there is no value in his word, then
how can it be said that he values Bushido?

Quickness to anger is seen as dishonorable, even if another
would insult them, or even their ancestors. It is expected
that each Bushi live a worthy and honorable life, so that in
the future, there will be no need for his descendents to
defend him – he will stand beyond contempt by virtue of
his honor in life. This reluctance to act upon provocation
or anger, has given rise to the popular adage that “the
greatest honor of all, is to bear the unbearable.”

The only thing which Bushi are expected to fear is the
concept of failure. That this fear hangs over the head of
every Bushi is obvious in their ritual of Seppuku, a ritual
of terribly painful suicide when faced with grave dishonor.
Accepting this pain with dignity, and dying with courage,
is the only sure way for a disgraced Bushi to regain his
honor. If the Bushi were simply killing himself to avoid
capture, or to end his suffering, he would not submit
himself to the painful disembowelment of Seppuku. Many
had suspected it to be so, but in truth; this final act is done
in acceptance of great failure – failing his master and being
captured, for example, and is the Bushi’s way of meeting
death upon his own terms, and never betraying is master.



























Loyalty, Chuuseishin
The virtue of Chuuseishin, or Loyalty, holds sway above all
of the other four virtues of Bushido. All of the
righteousness, courage, and honor in the world is worthless
if a Bushi does not act upon them out of loyalty and respect
for his master. Just as a Bushi must be aware that his life is
not wholly his own, neither are his deeds.

Indeed, Loyalty is so highly esteemed that, regardless of
crime or misdeed, if a Bushi can prove that he was acting out
of loyalty for his master, or upon his master’s direct orders,
he is absolved of all guilt, and his master is held accountable
in his place. It is in these situations however, when loyalty
is revealed most clearly as the double-edged sword that it is,
for a Bushi who is loyal to his master would rather die than
see his lord disgraced, and will often take the blame upon
himself even if he was acting upon the will of his master.

There are many ties of loyalty which bind the Bushi. Firstly,
all Bushi are loyal to the Shogun, and through the Shogun,
their Emperor. Beneath the Shogun, they are loyal to their
Daimyo, their Clan, and the ancestors of their Great House.
In respect for the Virtue of Honor, a Bushi who has given his
word to another is expected to remain loyal to that promise.
Often, loyalty can force a Bushi’s hand in certain affairs, and
those who understand the culture of the Nipponsei know that
this is the truest way to cripple a Bushi – not through a
wound dealt by steel, but by forcing the Bushi to respect a
vow of loyalty.
r
38
At the foundation of Nippon were the Four Great Houses
of the Nipponsei. The Minamoyo, Fujibana, Tachiwara,
and Tarai, shared the lands and powers of the island
between them as equals. Although feuds and minor
skirmishes were not unheard of, none of the clans
maintained a designated military branch. It was not until
more effective and deadlier weapons from Cathay arrived
in Nippon, that a Warrior Class would be born. The
expense of these weapons meant that few could actually
afford them, and it was this economy that would separate
the Warrior from those around him, simultaneously
creating the Peasantry as the division widened.

Better weapons gave rise to larger armies, and the Fujibana
soon unified all of Nippon beneath their blades. With a
unified island, warfare in Nippon ceased almost entirely,
and instead, armies were sent abroad to do battle in
Khuresh and Cathay, rather than against their countrymen
at home. Burgeoning military families took control of
strings of castles and villages in the name of the Great
House, and successful commanders were awarded still
more land by the Emperor. When the Scouring came and
the power of the Fujibana – now Yakayazaki – splintered,
so too did the Great Houses. Much of the farmable land in
Nippon had been rendered useless, crops had failed, and
refugees from the north placed a heavier burden on rice
stocks everywhere. As starvation set in, the smaller
familial clans began turning against their distant relations
even within their own Great Houses, attempting to take
control of as much of the fertile land as possible, and
provide food for their vassals and families.

Never again would the Great Houses be unified as a single
coherent force. From that day forward, hundreds of minor
cadet-clans would divide Nippon between themselves.
When Minamoyo Toriyomo began once more to pacify
Nippon, he further splintered the Great Houses in order to
make it more difficult for rivals to gather a large army to
depose him. Toriyomo convinced the Emperor to abdicate
control of the land in Nippon to the Shogun, then, rather
than acknowledging the territorial borders of the individual
clans, Toriyomo only enforced the borders between the
former holdings of the Great Houses. This, if any Daimyo
wished to expand his realm without inviting scrutiny from
the Shogunate, he would be left to fight against his fellow
descendents of the Great House from whence he hailed.

Wars for territory between two kinsmen, however distant,
are seen as being somewhat dishonorable, and this serves
to further pacify the island – to an extent. There are still
wars along the borders between clans from different
houses, none more famous than the ongoing conflict over
the fertile valleys of Kanakajima between the Minamoyo-
Izeguri and Tarai-Takata clans.
Minamoyo Great House
The Minamoyo are the heroes of the Scouring. Where the
Fujibana have the honor of giving rise to the Emperor, it was
the Minamoyo who had the loyalty to remain with him in the
face of the false accusations of the Cathayans, and to march
to war at his side when his own House had forsaken him. As
their reward, the Minamoyo became the first Shogunal
family, and every Shogun since has been of Minamoyo
descent.

This two-layered loyalty, both to Great House and to the
Shogun, means that the Minamoyo are the least splintered of
the Great Houses. Under the protection of the Shogun, the
Minamoyo Clans turn their aggression outwards rather than
against each other. Fortunately, they pay as much loyalty to
the Shindo priesthood as they do the Imperial Court, which
leads them to live with reason, dignity, and passivity.

The greatest descendents of House Minamoyo, and the
current lord over all Minamoyo clans, is the Izeguri Clan
under Daimyo Kojiro. Shogun Ittazen was also from Izeguri
Clan, but Shoguns are expected to cut all ties to their cadet
clans, and are the only Bushi who still refer to themselves by
their Great House title.

The lands of the Minamoyo stretch for a great distance along
the Western shores of the island, bordered by the Tarai lands
on the East, Tachiwara to the South, and Fujibana to their
North. The lands of the Izeguri are more inland, consisting
of a single sea-port, and then guarding the whole of the
border with the Tarai.

To the Northwest of the Minamoyo territory stands the
Yumanochi Clan, who share much in common with the
Fujibana, often sending warriors North to support the
Datashi in their defense of the island’s northern coastlines.
For a brief period after the Scouring, the Raizei Clan existed
even farther to the North, but was worn down and eventually
destroyed by prolonged service in the North as well as
frequent border skirmishes with both the Yumanochi and
Datashi. The Yumanochi are most widely known for the
number of Hatamoto that they provide, having the benefit of
both a great deal of experience fighting in the North of
Nippon, as well as the Minamoyo’s strong ties to the Shindo,
who play a great role in shaping potential Hatamoto
candidates and preparing them for the rigors of the soul
which accompany any journey into Hokkai.

On the opposite border, to the South, are the Inukaze.
Frequent dealings with the criminals and outcasts of the
Tachiwara, as well as the Minamoyo’s deep hatred of all
Tachiwara descendents, has made them a strict, totalitarian
police force of the South. The Inukaze recently brought
great shame to their name however, when they were found
employing Shinobuzei to spy on Tachiwara affairs.
the Warrior CLaNs

39
Tarai Great House
The Tarai Great House was the first to turn against the
Yokai and march on the Imperial palace when the
Cathayan ambassadors spread their lies throughout
Nipponsei courts. Since the end of the Scouring, they
have dedicated their existence to righting this wrong, and
some have accused them of becoming lap-dogs to the
Minamoyo as a result of this. Indeed in the early days
following the Scouring, the Minamoyo unleashed the Taira
upon the Tachiwara Great House, and they took the task
with a zealotry that left the Tachiwara countryside in
flaming ruins. The Tachiwara still have not forgiven the
Taira for the destruction they wrought.

The lands of the Tarai are situated along the Eastern
shoreline of Nippon. While the Minamoyo to the West
have had much contact with the outside world, and some
whisper that they have become influenced by these
dealings, the Tarai have remained cut off from the outside.
The Tarai Clans claim with pride that they are the truest of
the Nipponsei, upholding ancient traditions and rituals that
have fallen by the wayside in the more progressive West.
Some argue that this has rendered the Tarai backwards, or
dated. Others, that this is merely a compensation for the
Tarai’s role as the first traitors during the Scouring.
However, none can dispute the loyalty of Tarai Bushi.

The Tarai lay claim to the best grazing lands in all of
Nippon, low, coastal plains which have remained flat and
expansive even while the rest of the island was broken by
mountains. However, the lands are not perfect – the grass
of the plains is coarse and dry, the plains filled with scrub,
which grows out of dry, arid soil. The plains of Zai are a
dusty realm, almost entirely devoid of useable farmland.


The center of power for the Tarai lies in the city of Khoshu,
a monolithic structure erected in the center of the plains of
Zai. There, the current patriarch of the Tarai holds his court,
and houses his warriors. When a master of Khoshu is slain,
a contest is held amongst the Tarai. In this ferocious
bloodsport, each Clan sends their Daimyo –who the Tarai
called ‘Zoku’, or Chieftain – out into the plains alone to find
and slay one of the enormous tigers of the region. The Zoku
who returns with the largest specimen is crowned new leader
of the Tarai.

The current ruler of the Tarai is Takata Nobuharu, head of
Takata Clan. Nobuharu has begun to lead the Tarai in a bold
new direction, urging the other clans to finally let go of their
guilt and to reclaim the lost glory of the Tarai. It is a
difficult road however, as Nobuharu has earned the enmity
of many of the other Tarai, and has gone so far as to attack
Minamoyo homelands.

Second to the Takata, and the Clan which occupied the
throne at Khoshu longer than any other, are the Hojyo.
Fierce horsemen, the Hojyo are stoic traditionalists, and
place their debt to the Minamoyo above any other honor.
Many Tarai criticize them, saying perhaps the Hojyo wish
they had been born beneath the Minamoyo banners.
Nobuharu’s first action after superseding the aging Hojyo
regime was to bring his Clan and new allies to bear against
their tribal lands and further scatter them to the wind. Few
Tarai agreed to join in this battle, fearing that the Takata
were only a temporary regime and that the Hojyo would
retake the throne with a bloody vengeance. Nobuharu
silenced such talk when he planted his personal banner at the
historic center of the Hojyo lands, and challenged any Hojyo
brave enough to dislodge it. None have stepped forward.


40
Tachiwara Great House
The Tachiwara are the outcasts of the Bushi, and always
have been. When Nippon was unified by Emperor
Shimmu, he decreed that the capital would be placed
centrally to the island – in Northern Ryushu, in the lands of
Kagyo. While northern Ryushu enjoyed trade between
Hokkai, and improvement by the Emperor to his own lands
and those surrounding, farther-flung Tachizen went
neglected. While the rest of the empire advanced
culturally and technologically, Tachizen was left behind.
The warriors of the Tachiwara were little more than
peasants themselves, and the entire prefecture eked out an
existence as fishermen, always in the shadow of the more
powerful houses of Minamoyo and Tarai to the north.

During the Scouring, the Tachiwara saw an opportunity to
change their fates. When the Minamoyo marched to
rescue the Emperor, it was the Tachiwara’s hope that the
battle between Tarai and Minamoyo would deplete their
northern neighbors, and that once the Emperor was
restored to power, his vengeance would fall heavily upon
the Tarai. The Tachiwara risked all, and attacked the
Minamoyo while they were battling outside of their realm.
Successful Tachiwara attacks swallowed up much of the
Minamoyo lands. However, the Tachiwara had not
foreseen the establishment of the Shogunate, and the rage
they had incited in the Minamoyo soon spilled forth into
Echizen - not in the form of Minamoyo warriors, but in the
fierce horse-tribes of the Tarai, eager to prove their worth
to their new Shogun. For the Tachiwara, it proved
apocalyptic, and the Tachiwara house evaporated into little
more than shadows and legend.

Tachizen, the land of the Tachiwara, is still impoverished,
starving, and desolate. Though a handful of Bushi swore
loyalty to the Shogun rather than face the swords of the
Tarai, and they can still trace their lineage to Tachiwara
House, they are no different from the rest of peasant and
beggar rabble who occupy the land. Echizen has become a
haven for outcasts, lawless Ronin, Shinobuzei sects, and
black-marketeers. The Clans of the Tachiwara, if
organized at all, are little more than thuggish gangs.

One man has taken it upon himself to change this. Daimyo
Nasunaga, of Clan Odai, has declared that he will raise
Tachizen from the ashes. Conscripting a massive army of
Ashigaru, and rallying the remaining Tachiwara Clans
beneath his banner, he has rebuilt the Tachiwara through
shady blackmarket deals, piracy, cunning, and deceit.
Tachizen rises upon the backs of its peasants, taxed beyond
the point of starvation to provide the military might which
shall fuel Nasunaga’s ambition. With Tarai and
Minamoyo descendents now warring against each other in
the open, the time is nearing for the Odai, and all of the
Tachiwara, to strike from below, like a dagger in the hand
of a cruel assassin – aimed straight for the heart.
Fujibana Great House
The Fujibana Great House was once the greatest power in all
of Nippon. Giving rise to the Yakayazuki Imperial Clan,
and then marrying themselves into for generations to ensure
that the Emperor remained in their pocket, the Fujibana
dominated politics in early Nipponsei history as the first
unifiers of the realm. Their lot has changed drastically since
then. Having made their homes in northern Ryushu and
Hokkai, the Scouring meant that much of the Fujibaba
territory was devastated by the rise of the mountains and the
massive tidal waves which accompanied them. Entire clans
were swallowed up by the vortex, and of those which were
not, few managed to escape without succumbing to horrible
mutations.

The lands of Kagyo are situated in the north of Ryushu, and
the descendents of the Fujibaba have taken it upon
themselves to defend Nippon from the bestial invasions
which cross the straits from Hokkai. Only one city of the
Fujibana remains, Kagyo-Heijo having been burnt to the
ground by the Tarai in the opening acts of the Scouring.
Kanazawa, former capital of Kagyo, is perched precariously
amongst the jagged peaks of the mountains which tore it
asunder. Living among these misty spires are the Datashi,
last of the proud Fujibana legacy.

The Datashi are not wholly alone, the remnants of one Clan
still reside in Kawazana alongside them, but they are so
depleted that they are not given representation in the
Imperial or Shogunal courts, and are for all purposes counted
as Datashi vassals – the Miyazawa. The other Clans,
splintered off from the Fujibana, succumbed throughout the
centuries. Some were worn down on the front lines of the
defense of Ryushu. Others, by futile attempts to re-colonize
Hokkai, or invade and reclaim it for the empire. More were
simply too damaged from the Scouring to survive for long,
and their numbers dwindled through political marriages,
skirmishes with other Clans, and bloody feuds within their
ranks. Whatever the reason, only the Datashi remain.

The Fujibana had always been proud to a fault, and stubborn,
and the Datashi are no different. Indeed, no Clan in all of
Nippon has so carefully preserved the undiluted traditions of
their Great House as the Datashi. Their youths are still
trained to be experts in wielding the massive no’dachi, and
the clan still rarely attends meetings of the Imperial Court,
all-but ignores the reign of the Shogun, and views outsider
clans with a mixture of distrust and skepticism.

The path of the Datashi is one of self-destruction, and many
have warned that they are only forestalling the inevitable,
that Nippon can fend for itself if the Beastmen invade
Ryushu, and that it would be more prudent to withdraw from
the coastline. The Datashi see their stubborn refusal of these
counsels as a matter of pride, reasoning that only they are
strong enough to stay the course and protect the empire.
41
Wargear of the Bushi
Below is a diagram of the wargear common to the Bushi of
the modern ‘Shinkinou’ era.
C CC C Kabuto, Wakidate, and Mempo.
These three items comprise the headgear of the Bushi. The
Kabuto is the helmet, often made from metal, including the
Sikoro skirting which protects the neck, while the Mempo
mask guards the face. The Wakidate is the crest on the helm,
which helps to identify the warrior on the battlefield. Bushi
burn incense inside their helmets before battle, and perfume
the tops of their heads, so that if their head is taken as a
trophy, it will not be unpleasant to the enemy.

C CC C The Sode, Kote, and Sitarji
The Sode is the elaborate shoulder armor of the Bushi, which
are laced over the arms separately from the Kote breastplate.
the Sitarji are the armored skirts which guard the upper legs,
laced to the Kote. This Bushi has covered the laces with a
sash of heavy material, called an Obi, to prevent the enemy
from cutting these cords. Often, these portions of the armor
are made from Cryptomeria wood, although less affluent
Bushi might use lacquered leather.

C CC C The Katana, and Wakizashi
These two swords form the badge of office for the Bushi. The
longer Katana is often removed when entering buildings or
taking audience with a superior, but the shorter Wakizashi
tucked into his Obi, is worn at all times.

C CC C The Arquebus
Although an unusual weapon for a Bushi to carry, it is not
unheard of. Bushi of the Odai, as well as Bushi chosen to
command a regiment of Arquebusier Ashigaru might carry
such a weapon into battle. Note the narrow and curved stock
of the weapon, which makes it easier to move in and out of
the shoulder for reloading, can also be employed as a blunt
weapon to club enemies in close combat.

C CC C Footgear
More unusual than even his Arquebus, are the clog-type
shoes of this Bushi. Most likely, these have been imported
from Marienburg, as Western styles have become something
of a trend in Nipponsei fashion. Typically, warriors will
wear shoes called geta - wooden sandals which are raised up
on two blocks beneath the heel and ball of the foot. To
facilitate the thong running between the toes, the Bushi wear
tabi, which are simply socks with a split between the first and
second toe of each foot.


C CC C
C CC C
C CC C
C CC C
C CC C
army army army army
of of of of the the the the
Bushi Bushi Bushi Bushi

Nippon survives on its proud
martial heritage. At the heart of
their armies are the Bushi –
swordsmen whose skills are
unequaled among all the human
lands. However, the Bushi are a
precious commodity, and so the
ranks are often filled out with
disciplined regiments of
Ashigaru, and bolstered by Yokai
and other more mysterious forces.

In this section, you will find
details for all the different troops,
heroes, monsters and war
machines used in an army of
Nippon, from Core units to the
Special Characters, and from
magic items to the unique arsenal
of the Bushi.
44
This section of the book describes all the different units
used in an Empire army, along with the rules necessary to
use them in your games of Warhammer. Where a model
has a special rule that is explained in the Warhammer
rulebook, only the name of that rule is given. If a model
has a special rule that is unique to it, that rule is detailed
alongside its description. However, there are a number of
commonly recurring ‘army special rules’ that apply to
several Empire units, and these are detailed here.

Bushido
The elite warrior class of Nippon lives by a strict code of
honor. The code places the virtues of honor, duty, and
loyalty above personal survival and this fact allows to the
warriors of Nippon to perform great feats of valor and self
sacrifice in battle.

Models with this rule must always accept challenges. In
the event that more than one model is eligible to accept,
the model with the highest Leadership must answer the
challenge.

Also, models with Bushido ignore Panic caused by
friendly units without this rule, but may not join them
(although they may still be joined by non-Bushido models)

Kei
The armor of the Bushi is made from the lacquered wood
of the cryptomeria tree, which is not only as hard as steel,
but also absorbs the winds of magic. Bushi train to expel
this stored energy with simple, focused words of power.
As a Bushi gains experience in battle, he learns knew ways
to bend this energy to his will.

Certain models have special powers listed as ‘Kei Powers.’
This power is activated when the model is the target of a
successfully cast spell (friend or foe). Spells which are
dispelled will not trigger the power. Once the spell is
resolved, the Kei power is triggered, and remains active
until the start of the next friendly magic phase.

Kei powers may only be activated once in each magic
phase, and do not stack. Remains in Play spells will
continue to trigger the Kei Power at the end of every Magic
Phase in which they have not been dispelled. Note that a
model or unit must be targeted directly in order for a spell to
activate their Kei Power, spells which do not specify a target
(such as Comet of Casandora from the Lore of Heavens) will
not trigger Kei Powers, even if the model takes damage from
the spell.

Warrior Clans
Nippon is hardly a united empire. Below the Shogun, feudal
lords and ancient family lines divide the island empire into a
myriad of different factions. Alliances change with the tide,
and ancient feuds and rivalries often flare into outright war
between Clans. All clans however, can trace their heritage
back to one of the four Great Clans, and derive great
amounts of pride from this family legacy.

Certain character models have the option to take a Clan
Mon, denoting which of the four Great Houses their own
clan traces it’s heritage to. The effects of these Mon are
given on page 78.

Additionally, certain units may also take a Clan Mon. In
order to select a Clan Mon, there must be a character in the
army with the same Mon. One regiment may select the same
Clan Mon as any Hero, and up to two regiments may select
the same Clan Mon as a Lord. Clan Mon taken by regiments
do not provide the benefits as those listed on page 78, but
have the following effects instead:

• Clan Inspiration
A model that is within 6” of a friendly character with the
same Clan Mon, may use that character’s Leadership
characteristic for any Leadership tests they are required
to take, just as if they were using the Army General’s
‘Inspiring Presence’ rule. Units which cannot benefit
from ‘Inspiring Presence’ for any reason may not benefit
from Clan Inspiration.

• Lead From the Front
If a unit is joined by a character with the same Clan
Mon, then the entire regiment benefits from the Clan
Mon as described on page 78.
army speCiaL ruLes

45
In this section, you will find descriptions and rules for a
number of weapons and upgrades that are available to
several units and characters within the Nippon army.



























Samurai Swords
Two blades, the katana, and shorter wakizashi, worn as a
pair. Nipponsei swordsmiths have perfected the art of
folding and tempering the steel so that it has a hard, sharp
outer layer surrounding a softer, flexible core. Only those
of the Bushi class may wear blades, but only warriors will
wear both weapons of this deadly pair.

At the start of each round of combat, a model equipped
with Samurai Swords may choose them as either a pair of
handweapons (gaining an additional attack) or to parry. If
the blades are used to parry, then the model gains a 6+
Parry Save as described on page 88 of the Warhammer
rulebook. The model does not gain +1 to their armor save
however, as they do not carry a shield.

Samurai swords benefit from the Armor Piercing special
rule.

Kanabo
Among the earliest weapons of Nippon. Kanabo are little
more than savage wooden clubs, banded with strips of iron
affixed by studded screws.

Apart from their differing appearance, Kanabo follow all
of the same rules for Flails, as given on page 90 of the
Warhammer rulebook.
Horo
Horo are cloaks of stiff fabric, pinned at the shoulders and
either the waist or back of the saddle so that when the
cavalrymen charges, they billow out behind him. The taut
fabric provides some defense against enemy missile
weapons, and the large, colorful display makes them easily
identifiable on the battlefield.

Models equipped with horo gain a +1 armor save against
attacks made in the shooting phase.


No’Dachi
Most famously used by the Datashi clan, No’Dachi are
similar in shape to a katana, but are many times longer, and
require a great amount of skill to wield effectively.

Treat no’dachi as Greatweapons. No’Dachi also have the
Armor Piercing special rule.

Naginata
The naginata is a combination of the traditional spear, and a
katana. Affixing the sharp, slightly curved blade to a long
haft creates as unique slashing weapon. The cavalry of
Nippon use this weapon from horseback. A charge made
with naganita is a terrifying spectacle, as the blades scythe
through the ranks, lopping off heads and limbs with shocking
ease.

Apart from their differing appearance, Naginata follow all of
the same rules for Halberds, as detailed on page 90 of the
Warhammer rulebook.

WeapoNs of the Bushi

Sashimono
The code of Bushido does not allow for
cowardice, or hiding on the battlefield. To this
end – and also to help avoid confusing friend
for foe – many warriors of Nippon go into battle
wearing small banners on their backs, called
Sashimono. Emblazoned with brightly colored
Mon, these banners make an impressive sight,
adding to the stature of the warrior and
presenting an overwhelming sight to enemies.

When a model or unit equipped with one or more
Sashimono wins a round of close combat, roll a
D6, and add the highest number of Sashimono (to
a maximum of 3) in the unit. If the combined
total is 7 or more, then the model is automatically
assumed to have more ranks than the enemy for
the purposes of determining Steadfast.

Note that the Sashimono has no effect on combat
resolution, nor can it be used if the model
equipped with it has lost the round of combat.
46
The armies of Nippon are lead by warriors who have
dedicated their lives to mastering the tactics and techniques
of war. These masters of the Bushi were either born into
their position, or clawed their way up through the ranks.
How they arrived at the post makes little difference, for
every commander is a capable warrior in his own right,
leading his troops by example in the thickest of the
fighting.

Chief amongst these leaders are the Daimyo, the feudal
lords of Nippon, and often the masters of their clan. As a
bushi first and foremost, a Daimyo is expected to never
miss an opportunity to lead his warriors into battle, be it
against another clan, marauding Beastmen, or invaders
from foreign shores.

While the Daimyo are largely independent, owing loyalty
to their own clan and perhaps other clans descended from
the same Great House, all Daimyo are subordinate to the
Shogun. As part of their duty to the Emperor, each
Daimyo promises to provide a certain number of warriors
for the common defense of the realm.

When large armies are raised – be they to quell a rebellion,
silence threats at home, or invade a foreign land – they are
divided into ‘sonae’, an army of 300 to 800 men.
Sometimes a sonae is composed of several Daimyo from a
wide selection of clans. In these cases, the overall
command of the force falls to a So-Daisho. Other,
subordinate Daimyo are then referred to as Karo.

The Daimyo has the ability to pass responsibility for a tract
of land to a subordinate, called a Taisho. These men are
handpicked by the Daimyo, serving as his lieutenants and
advisors when he marches to war. Whether gathered into a
proper sonae or simply an army on the march, the army is
commonly divided into ‘tai’ of 50 to 100 men. It is from this
smaller division that the Taisho gets his name.

Taisho often command the minor hill-castles that dot the
Nipponsei landscape. Small villages often crop up around
these garrisons. If the castle is built to guard fertile land, a
small community of farmers and sharecroppers will rise
around its walls. If the castle is erected to guard a mountain
pass, bridge, or important road, trading communities will
settle into its shadow. In this way, a Taisho can become
something of a minor Daimyo, and in some cases, this small
taste of power can lead to a greater hunger. Stories abound
of Taisho rebelling against their Daimyo lords, although
more stories abound of Taisho being sent on suicide
missions or simply dismissed before the sparks of rebellion
can become a true flame.















CommaNders

M WS BS S T W I A Ld
Daimyo 4 8 5 4 4 3 7 4 9
Taisho 4 7 4 4 4 2 6 3 8

Troop Type: Infantry (Character).

Special Rules: Bushido
Kei Power: Relentless Spirit. The model gains a 5+
wardsave. If the model already has a wardsave from
another source, it is increased by 1, to a maximum of 3+.
Meditation on inevitable death should be
performed daily. Every day when one's body
and mind are at peace, one should meditate
upon being pierced by arrows, or bullets, by
being ripped apart by spears and swords, or
being carried away on surging waves, being
thrown upon a great pyre, struck by lightning,
being shaken to death by a great earthquake,
falling from thousand-foot cliffs, dying of
disease or by committing seppuku at the death
of one's master. And every day, without fail,
one should regard himself as already dead.
-Daimyo Tamamoyo Tsunejocho
‘In the Shadow of Leaves’
47
The Shindo priesthood maintains the spiritual well being
of all the citizens of Nippon. They have always existed
outside of the jurisdiction of the Shogun or any bushi for
that matter. They answer to the Emperor, but above all,
they answer to the calls of the Ancestor Spirits.

In times of peace, the Shindo guard the shrines scattered in
every domain of Nippon, working at intersections of
magical power, bending their combined wills towards
maintaining the barrier which keeps the mutating winds of
magic from flooding into Nippon and warping the entire
isle to the whims of Chaos.

Those who are not meditating tirelessly to keep the barrier
are equally busy guarding the spirit-gardens. In the time
before memory, it is said that the spirits of those who died
would be taken to live with the goddess Izanami. Warriors
would be taken to reside with Izanagi or Hachiman. After
the Scouring, the souls of the Nipponsei were left
vulnerable. They are snapped up by Chaos, desperate for
any scraps of the knowledge that the Great Kami had
possessed. The Shindo therefore, have been given the
sorrowful task of guiding the spirits to a resting place to
await the return of Great Kami.

This guardianship is the primary role of Shindo Priests on
the battlefield. As much as the code of Bushido
emphasizes the ready acceptance of death, a violent death
leaves the soul broken and disoriented. It is far more
difficult to guide such a soul to rest, and when dealing with
death on such a large scale, there is no hope for many of
the warriors. It falls to the Shindo to dissipate these souls
through the Shindo Lore, or to save them before they are
lost to the Chaos gods.

The souls of peasants and the poor are often guided into
small, square stones placed around Shindo shrines. Bushi,
however, often have an item worthy of being heirloom,
and it is their sincerest hope that when they die in battle,
the Shindo Priest will guide their soul into a sword, helmet,
or medallion to be passed down his family. Some
heirlooms are said to carry several generations of souls,
growing in power with each one. Under the gaze of the
Shindo, warriors redouble their efforts, trying to die a
glorious death and catch the eyes of the priests, to be
enshrined eternally in an heirloom.

Often, it is the Daimyo who petition the Shindo to follow
them along into battle. In this way, it is not uncommon for
two priests to find themselves on opposite sides of the
battle, united in their common goal to save as many souls
as possible. It is a difficult task, and the priests move
among the bloody ruins of men, attending to the dead and
dying, Bushi and peasant alike, in whatever ways they can.

shiNdo moNks

M WS BS S T W I A Ld
Shindo Priest 4 5 3 3 3 3 4 2 8
Shindo Monk 4 4 3 3 3 2 4 1 8

Troop Type: Infantry (Character)

Magic: A Shindo Priest or Monk uses spells from one of
the eight Battle Magic lores in the Warhammer rulebook, or
the Lore of Shindo.

Special Rules:
Ancestor Spirits. Shindo Priests, Monks, and any unit
that they join, have Magical Attacks in Close Combat.
Honzo Masamunei
One of the most famous blades in all of Nippon, the
Honzo Masamunei has said to have changed hands
nearly a thousand times, and many of the those
souls still reside in the blade. Unfortunately, the
whereabouts of the blade are unknown. It is said
that the blade was simple, the sheath unadorned, an
early sword by a smith who would only achieve
notoriety later in life.

It is said that the blade was first used in a duel
against Honzo Shigenaga, when it split his helm.
He was victorious, and claimed the blade as his
own, which is likely where the sword received its
name. When Honzo clan folded, the sword was
passed to Toratomi Hidestugu, nephew of Shogun
Toratomi, before being passed to Shogun Toratomi
upon Hidestugu’s death, it remained in the
Shogunate until Shogun Ittazen took control, when
it was lost once again.
48
The Onmyoji are a secretive order of monks who are rarely
seen outside of the Imperial Palace. Members of the order
are recognizable by the strange tattoos on their skin, called
‘horimono’.

The process of creating these tattoos is long, arduous, and
excruciatingly painful. Unlike the pressed charcoal ink
used by similar artisans in the hazy merchant havens of
Cathay’s port districts, the ink of the horimono tattoo is
rumored to be made of the distilled blood of the Yokai that
the tattoo represents. This is said to be the secret of the
horimono tattoo – a man branded with such a mark can
take on the aspect of the Yokai which has been etched
upon his skin.

While tradition holds that the Emperor has been at least
partially of Yokai descent ever since the first Imperial heir
born after the Scouring, as an act of good faith to unite the
realms of Man and Yokai, the Onmyoji boast that they
have been bridging the gap between man and primal spirit
since the first Nipponsei saw the fleeting shapes in the
shadows beyond his camp fire.

The goal of every Onmyoji is to be accepted into one of
the tribes of Yokai, to live among them and learn their
secrets, undiluted by clumsy translations or hearsay. There
are stories that some Onmyoji have achieved such lofty
heights, but none who have left the Imperial enclave have
ever returned with secrets to share. Some speculate that
this is because the Yokai discover the intruder in their
midst and destroy him utterly. Others that the secrets of
the Great Kami are too powerful for any mortal man to
know without losing every vestige of sanity. The Onmyoji
however, when pressed, often whisper that there is only
one thing which could turn an Onmyoji from the secrets of
the Great Kami – the chance shrug of their mortal shrouds,
and live eternally as a pure blooded Yokai.

oNmyoji

M WS BS S T W I A Ld
Onmyoji 4 5 3 3 3 3 4 2 8

Troop Type: Infantry (Character)

Magic: An Onmyoji with wizard levels uses spells from
the Lore of Beats, Life, or Heavens.

Special Rules:
Aspects of Onmyoji. An Onmyoji who chooses one or
more Aspects as part of their upgrades may shift into that
form as an innate Bound Spell (power level 5). This is
treated as an Augment spell with the Remains in Play
subtype, which targets only the Onmyoji. Whilst the spell
is in effect, the Onmyoji transmogrifies himself into one of
the creatures whose Aspects he has selected. If the
Onmyoji is in a unit, he can remain within the unit, even
though he might now technically be a different troop type.
If he cannot be placed because there is not enough room,
the spell fails. Whilst transformed, the Onmyoji may still
channel and cast spells, but cannot use this power again
until he returns to his normal form. During the
transformation, the Onmyoji does not benefit from any
Magic Weapons or Armor. Any wounds suffered by the
Onmyoji are carried over between transformations.
Familiars:
Senningama: Whenever the Onmyoji rolls a
successful Channeling attempt, rather than adding a
dice to the pool, he may choose to recover one wound
lost earlier in the battle.

Shinigami: The Onmyoji gains a shooting attack with
the following profile:
Name____Range____Strength______Special Rules___
Shinigami 24” 3 Sniper, Ignores Armor

Characters or Monsters wounded by this attack suffer
–D3 Leadership and Stupidity. This effect remains
until the affected model successfully passes a Stupidity
test. The Shinigami has no effect on models which are
Immune to Psychology.

Baku: All casters within 12” of the Onmyoji (friend
and foe) suffer a -1 penalty to all Casting and
Dispelling attempts. For every model affected this
way, the Onmyoji gains a +1 bonus to all Casting and
Dispelling attempts, to a maximum of +3.
49
The armies and heroes of Nippon ride into battle on a wide array of noble mounts. The most common is
the unassuming warhorse, but more powerful warriors might just as easily ride to battle atop a proud
and vicious Komainu, while more esoteric Nipponsei can sometimes be found astride the mystical Kirin.






















Nipponsei Steeds
The horses of Nippon are generally smaller, and lighter
than their Old World counterparts. This plays a major part
in the role and nature of Nipponsei cavalry, as a knight
wearing heavy full-plate would be an almost impossible
burden for the steed beneath him. Therefore, cavalry in
Nippon remains lightly armored, to get the most speed and
endurance from their mounts.











Komainu
See page 62
Kirin
Kirin are a lesser form of Yokai, but are still powerful
creatures in their own right. Kirin are not quite equine in
nature, and have more trains in common dragons, with
scaled hides in a variety of colors, small claws rather than
proper hooves, and manes that are reminiscent of strands of
sea grass. Like the Unicorns still found in some parts of the
Old World, Kirin have a single horn which grows from the
middle of their brow, however this horn is often twisted and
forked, like the antlers of a stag.

Kirin are magic beasts, which attract the winds of magic
wherever they go. They are able to fly, carrying their riders
aloft, before surging back to earth in an avalanche of razor
claws and tearing horn. Kirin are beautiful, but capricious,
and they are a rare sight, even on the battlefields of Nippon.
NippoNsei mouNts

M WS BS S T W I A Ld
Steed 8 3 0 3 3 1 3 1 5

Troop Type: War Beast

Special Rules: Fast Cavalry
M WS BS S T W I A Ld
Kirin 6 5 0 4 4 3 4 2 7

Troop Type: Monstrous Beast

Special Rules: Fly, Impact Hits (D3)
Channeling. A Wizard mounted on a Kirin gains +1 to
all Channeling attempts.
50
samurai























Samurai are the lowest, and most common, rank of Bushi.
They have just set foot upon the path of Bushido, but are
by no means novices in the arts of war. There was a time
when any man could be elevated to the rank of Samurai,
and be counted amongst the Bushi, but since Minamoyo
Ittazen took the Shogunate, he has enforced a strict policy
forbidding any who are not born into the Samurai class, to
become part of it through deed or merit.

Because of this birthright, the children of Bushi are
brought up with the expectation that one day, they will
wear the twin swords of the Samurai. This holds true for
both men and women, for although they are not often
welcomed onto the battlefield, female Bushi are expected
to be able to defend their own honor, and the home of their
husbands when they are away on campaign.

A Bushi child trains first with the bow, and then the sword,
finally moving on to more esoteric weapons like the
naginata or no’dachi. They also learn several lessons on
military strategy, as well as court etiquette, and fine arts.
Due to their long standing rivalry with Cathay, Bushi are
literate in both Cathayan and Nipponese.

The life of a Samurai is a difficult one. Although Bushi in
general look down upon the other members of Nipponsei
society, all of the higher ranking Bushi look down upon
the Samurai. All Bushi are expected to follow their
master’s orders without the slightest hesitation, but a
Daimyo will hardly think to spend the lives of one, two, or
a dozen lowly Samurai.











keNsai
Samurai who prove their skill and courage in battle – and
survive – often become Kensai. These ‘sword saints’ have
elevated the mastery of their samurai swords to an art form.
They are often rewarded with positions as the elite
bodyguard of their Daimyo.

In many cases, the duty of the Kensai extends beyond
‘Yojimbo’, the virtue of guardianship. Many Kensai serve
as diplomats, attending important functions on behalf of
their master. So it is that Kensai have achieved fame and
notoriety among the lower classes on Nippon society, their
valiant deeds remembered in theater and song, and their
arrival celebrated with elaborate meals and festivities. In
spite of this, most Kensai continue to lead humble, spartan
lives in the service of their lord, but for a few, the fame
proves irresistible. Arrogant Kensai are usually dead
Kensai, slain in reckless duels against rival Bushi eager to
prove their skill.

In battle, the kei power of a regiment of Kensai often
manifests as brilliant blue flames, flickering along their
ornate blades and guiding their keen edges into vulnerable
enemy flesh. Kensai are often at the forefront of the
fighting, protecting their Daimyo and bolstering the line.
M WS BS S T W I A Ld
Samurai 4 4 4 4 3 1 4 2 8
Kyunin 4 4 4 4 3 1 4 3 8

Troop Type: Infantry

Special Rules: Bushido
Kei Power: Shout of Strength. The regiment gains a
+1 bonus to Combat Resolution.
Troop Type: Infantry

Special Rules: Bushido, Killing Blow
Kei Power: Unerring Blade. The model may reroll any
‘To Wound’ results in close combat.

Sword Saints. All Kensai may issue and accept
challenges as if they were characters.

Yojimbo. Kensai who are joined by a character with the
same Clan Mon, gain the Stubborn special rule.
M WS BS S T W I A Ld
Kensai 4 4 4 4 3 1 4 2 7

51
samurai CavaLry
In the early days of the Bushi, warriors fought from
horseback, with the bow. Unlike the light cavalry of the
old world, the Bushi would not fire while moving, but
rather, would ride into range and then exchange accurate
volleys of arrows. To this day, all Bushi are measured in
terms of Kyuba no Michi, or ‘The Way of Horse and
Bow’.

Some Bushi have remained traditionalists, choosing to
fight on horseback, wielding their bows. Commanders
often employ these individuals as messengers or scouts,
their skill at archery falling by the wayside in comparison
to the speed and extra endurance afforded by their light
armor. Still, these horsemen find it hard to resist the
chance to loose a volley of unerring, white-fletched arrows
into the ranks of the enemy.


NagiNata riders
In recent years, the arrival of efficient gunpowder weapons
from the Old World has changed the nature of warfare in
Nippon. It is becoming more and more impractical for
Bushi to ride to the front of the battle and engage in
singular duels of archery. While every Bushi is still a
skilled horseman, most fight on foot, only riding to battle.

Those who choose to remain on horseback have banded
together into elite units of shock cavalry. Armed with
razor-sharp naginata and wearing ferocious-faced mempo,
these horsemen charge headlong into enemy formation,
screaming war cries and chopping men down on all sides.

No clan is more famed for it’s horsemanship than the
Takata. Their armies are almost entire mounted, a luxury
afforded by them holding prime graze lands on the plains
on Zai. At their vanguard are Naginata Riders known as
‘Blood Devils’. These men lacquer their armor deep red,
and sow havoc and devastation among the enemy.

Troop Type: Cavalry

Special Rules: Bushido, Fast Cavalry
Kei Power: War Cry. The model gains +1 Attack,
and adds +1 to any rolls to determine Pursuit and
Overrun distances.
M WS BS S T W I A Ld
NaginataRider 4 4 4 4 3 1 4 2 8
Kyunin 4 4 4 4 3 1 4 3 8
Steed 8 3 0 3 3 1 3 1 5

M WS BS S T W I A Ld
Horseman 4 4 4 4 3 1 4 2 8
Horsemaster 4 4 5 4 3 1 4 2 8
Steed 8 3 0 3 3 1 3 1 5

Troop Type: Cavalry

Special Rules: Bushido, Fast Cavalry
Kei Power: Whisper of True Sight. The model no
longer suffers ‘To Hit’ penalties on any attacks made in the
shooting phase.

Kyuba no Michi. The model does not suffer the -1 To
Hit penalty for moving when making attacks in the
shooting phase. If the model did not move in this turn,
then it gains the Multiple Shots (2x) Special Rule.
“Move swift like the wind, stay silent like the
forest, attack fiercely like the fire, and stand
immovable in defense, like the mountains”
Furinkazan
Slogan of the Takata Clan Horsemen
52
Ashigaru are a result of necessity, and evidence of the
changing nature of warfare in Nippon. In the early days,
only Bushi would meet in battle, in very formalized,
honor-bound combat. The Bushi would ride in front of the
assembled forces, state his name and perhaps his lineage,
and offer a challenge. An enemy Bushi would accept this
challenge, and the two would then single each other out
when battle was met. Those who were not warriors – the
peasants, farmers, and merchants of Nippon – were not
even allowed to carry weapons, on pain of death.

All of this changed, however, in the wake of the Scouring.
Beastmen, and the other mutant horrors of the blighted
northern regions, cared little for honor, or tradition. The
assembled Bushi sent to oppose them were overrun and
destroyed by a tide of frenzied savages. Additional troops
were needed to bolster the numbers in the Nipponsei lines.
In return for a handful of rice per day – a rare commodity
after the scouring – peasants and farmers could join the
newly formed Ashigaru regiments. With only the most
minimal training and equipment, those Ashigaru sent to
repel the Beast herds were slain by the thousands, but they
were successful in turning the tide against the forces of
Chaos, and together with the Bushi, were able to drive
them back into the northern forests of the island.

From that day forward, Ashigaru have been a mainstay in
Nipponsei armies. Daimyo are expected to maintain a
number of Ashigaru within their domain, who are to be
equipped and ready to be called into defense of the empire.
Unlike many armies, including those of Cathay, the
Ashigaru are not conscripts, but volunteers.

The favored weapon of the Ashigaru is the Yari. Similar
to the pikes of the Old World, these weapons resemble
twenty foot long spears, with long, narrow blades at their
top. The weapons afford an amount of reach, and a well
drilled regiment of Ashigaru can more than adequately
defend themselves from cavalry, and the frenzied charges of
Beastmen. Other weapons also include the traditional spear,
the naginata, and longbow.
ashigaru

M WS BS S T W I A Ld
Ashigaru 4 3 3 3 3 1 3 1 7
Gunzo 4 3 3 3 3 1 3 2 7

Troop Type: Infantry

Options:
Defensive Screens. A unit equipped with defensive
screens deploys them at the start of the battle. The screens
are just long enough to cover the entire front rank, and
count as a Defended Obstacle, and Soft Cover. The screens
are destroyed, however, if the regiment moves for any
reason, including Fleeing or Reforming.

Yari. Yari are treated as spears, with the following
exceptions:
• Yari fight in 2 additional ranks, rather than 1.
• In the first round of combat, models equipped with yari
are treated as having Initiative 10.
• If charged by Cavalry, models equipped with yari gain
+1 Strength, for the first round of combat.

These rules may not be used if the model is engaged to the
flank or rear, or if the model has charged in this close
combat phase.
53
When a Bushi is cast out from his clan but allowed to live,
or his clan is destroyed, or his master dies without an heir
– he becomes a Ronin. Though he retains the rank and
privilege of being a Bushi, he is little better off than a
beggar.

Bushi survive on stipends from their masters and retainers,
and when they are cut off from this, they have no other
source of income. Many, therefore, become mercenaries,
or brigands. Worse, some wander into the blighted north
in their exile, to become Shinobuzei.

Wherever there is strife in Nippon, Ronin are never far off.
They often wander the countryside, following a powerful
Daimyo, or settle down in a castle town, in hopes of being
noticed and accepted into service of a new master.
Daimyo look upon these men with wary eyes, for where
there are Ronin, there are also reports of theft, drunken
brawls, duels in the streets, and a growing unease among
the lower classes.

In times of battle however, there are few more welcome
allies than a band of eager Ronin. In their desire to
become noticed by their commanders, they will commit to
rash acts of bravado that even a fellow Bushi might turn
away from. Ronin are always first through the breach in a
castle wall, the first to charge into the lowered spears of
the enemy Ashigaru, or the waiting gun barrels of a well-
defended foe.

There is little which dissuades a band of Ronin, for there is
much honor to be had by being the first warrior of a host to
take an enemy head in battle. The more important the
enemy, the better. Many a Kensai or even Hatamoto has
had this honor stolen out from beneath him by a mob of
Ronin hungry for glory, who swarm over these high-
ranking foes like gulls over an upturned crab.

roNiN

M WS BS S T W I A Ld
Ronin 4 4 4 4 3 1 4 2 7

Troop Type: Infantry

Special Rules: Bushido, Skirmish

Repentant. Models with this rule are Immune to
Psychology on the turn that they charge.
The Seventy Four Ronin
The most famous tragedy ever committed to stage or
song in all of Nippon, is the tale of the Seventy Four
Ronin. The legend tells that when their Daimyo was
ordered to commit seppuku for a crime which he did
not commit, the Seventy Four Ronin vowed to find the
true perpetrator, and avenge their master’s death.

After three years of searching, the Ronin found the true
criminal hiding in a well fortified castle. Disguising
themselves as guards, peasants, and workmen, the
seventy four Ronin infiltrated the outer wall of the
castle by nightfall. They had claimed all but the
innermost keep, when they were met with the Kensai of
the rival Lord, with a force three times their own in
number.

In the bloody battle that followed, all but five of the
seventy four were slain, and the survivors, gravely
injured. However, they had claimed the head of the
rival lord, and placed it at the memorial of their late
master. Then, in accordance with the Bushido Path,
the last five of the seventy four Ronin committed
seppuku, to be with their master in eternity.
54




























In the horror following the Scouring, many Nipponsei
turned to the Shindo for help. Their homes destroyed, and
their kin and loved ones killed in the disaster or the brutal
battles of the age, they had nothing left of their former
lives. The Shindo monks took in these refugees and
waited for Nippon to be rebuilt. For those who had fled
from the ravaged north, however, there would never be a
home to return to.

Even before the Scouring, the northern parts of Nippon
were a wild and dangerous place, and the Nipponsei who
settled there were hardy folk. As a whole, they often stood
nearly a head taller than their southern kin, with swarthier
builds. The Shindo recognized the value of these strong
and stubborn folk, and to earn their keep, the northerners
would serve as the militant arm of the Shindo. Over time,
these gruff warriors became known as Uzabushi.

By law, commoners cannot carry blades, and this extends
to the Shindo and Uzabushi. Therefore, the Uzabushi fight
with enormous ‘kanabo’ – a heavy club banded with iron
affixed by studded rivets. Instead of the ornate
cryptomeria armor worn by the wealthier Bushi class, the
Uzabushi go into battle wearing armor made of leather.
In battle, Uzabushi are an impressive sight to behold.
Garbed in colorful skins, war paint, and wielding their
enormous kanabo, they evoke images of the earliest tribal
roots of the Nipponsei. Uzabushi revel in feats of brute
strength and grit, probably owing to their rustic roots. They
approach battle with a gusto and joviality that stands in stark
contrast to the disciplined ranks of Bushi or grim
determination of Ashigaru.

Uzabushi are stubbornly independent, which makes them
very difficult to control in battle. Many Daimyo have
learned to place the Uzabushi in a position which must be
defended at all costs, and leave them there until the battle is
won. The Uzabushi see this as a duty, and stake the pride of
their name upon their legendary history of holding out
tirelessly against seemingly impossible odds
uzaBushi

M WS BS S T W I A Ld
Uzabushi 4 3 3 3 3 1 3 1 7
Schuyou 4 3 3 3 3 1 3 2 8

Troop Type: Infantry

Equipment:
Kanabo. Aside from the difference in appearance, Kanabo
follow the rules for Flails, as detailed on page 90 of the
Warhammer rulebook.

Special Rules: Stubborn
Uzabushi Ferocity. Unlike standard models equipped
with flails, Uzabushi do not lose the +2 Strength bonus for
their flails until they are defeated in a round of combat.
In 1156, a Shindo emissary to the Datashi Clan was
traveling through the mountainous region surrounding
the Datashi capital of Kurozawa. Along a narrow
mountain pass, the emissary and his thirty six
Uzabushi bodyguards were ambushed by a massive
herd of Beastmen.

The initial attack was repulsed, and the Uzabushi
prepared to move onwards when the beastmen struck
again, this time, collapsing the rock walls of the pass
to trap the company in the narrow ravine.

When Datashi swordsmen arrived from Kurozawa two
days later, they found the Uzabushi surrounding the
Shindo priest – bloodied and exhausted. From a
distance, the Datashi believed that the Uzabushi were
chanting prayers, but when they neared the battle, they
were surprised to find that the rustic warriors were
singing, and seemed to be enjoying themselves as they
crushed the Beastmen beneath their kanabo.
55
The Nipponsei use several different techniques to
communicate and give orders on the battlefield – from
colored fans, to massive banners, to horns made of shell,
the methods vary widely. However, none is more widely
used, or more renowned, than the Taiko.

The Taiko is a massive wooden drum, and is unique in that
hide is stretched over both ends so that two players can
play simultaneously, from opposing sides of the drum.
The drum itself is often larger than a man, and their deep,
rhythmic beats can be heard for miles, even over the din of
combat. The drums are used in a wide variety of
applications, including musical theater, calls to temple
worship, and in celebrations. It is their role on the
battlefield, though, for which they are most famed.

Taiko drummers are highly sought after individuals, yet
they are not members of the Bushii class. A skilled Taiko
drummer is trained from a very young age, and is expected
to learn the battlefield signals of their clan alongside
traditional folk music and various temple rhythms, so that
they can be called upon to perform any of those roles at
any time.

taiko drums

M WS BS S T W I A Ld
Taiko Drum - - - - 5 5 - - -
Drummer - 3 3 3 - - 3 1 7
Oni Bearers 6 4 2 4 - - 2 4 7

Troop Type: Chariot (5+)

Special Rules:
War Platform. Unlike other Chariots, the Taiko Drums
have neither Swiftstride, nor Impact Hits special rules.

Herald of War. At the start of each friendly turn, a
Taiko Drum can signal one of the orders listed below.
Each drum may affect up to D3 friendly units or
characters within 18”. The target of the order must
pass a leadership test to be successfully affected by the
order. Orders last until the start of the next friendly
turn.

Taiko Orders

Banzai! – One Use Only
If one Taiko Drum uses this order, all friendly Taiko
Drums must use the same order this turn.
Affected units gain Frenzy, may not test to restrain
charges, and may reroll any of the dice when determining
charge distance.

Kakuyoku ‘The Crane’s Wing’
Affected units may immediately move D6 inches. Follow
all rules for normal movement. This free move may not
bring them into contact with an enemy regiment.

Tachi Shinu ‘Hold Your Ground’
Affected fleeing regiments automatically rally, and may
reroll failed Break and Panic tests.

Gixyakushuu ‘Counter Attack’
Affected regiments that are charged, also count as
charging for the first round of combat, when determining
Combat Resolution and weapon special rules.

Asenburu ‘Assemble’
Affected units no longer require a leadership test to make
a Swift Reform or to Reform Amidst Defeat.

Kuruma Gakari ‘Rotating Attack’
Affected units fight in an additional rank in close combat.
Affected ranged units fire with one additional rank in the
shooting phase.
56
Shinobuzei are seen as a scourge by the people of Nippon.
While the Path of Bushido demands that conflicts be
resolved in face to face confrontation, honorable duels, or
direct combat on the battlefield, the Shinobuzei believe
that if your enemy is even aware of your presence, you
have failed. Shinobuzei go against everything that
Bushido teaches, and in many ways are the reverse side of
that same coin.

The skills of the Shinobuzei originated within the
peasantry, after the Scouring. With much of the farmland
destroyed, and crops failing in the rest, many peasants
turned to petty thievery to survive. These peasants banded
together in secret brotherhoods to share information,
techniques, and to help one another if they were captured
by authorities.

When Nippon recovered from these dark times, many of
these brotherhoods disbanded – their skills no longer
needed for survival. A handful, however, remained. The
most accomplished of the brotherhoods had discovered
that the skills which had allowed them to eke out an
existence stealing rice, also made them expert cat burglars.

At some point, one of the brotherhoods took a contract for
an assassination. It was the final breaking point for many
of the peasants who had regarded the Shinobuzei as sorts
of folk-heroes. Perpetrating cold-blooded murder went
against not only Bushido, but all of the teachings of Shindo
and everything which Nippon stands for. Soon all of the
surviving brotherhoods began training not only in stealth,
but in also in a wide variety of esoteric weapons, poisons,
and unarmed combat styles.
Despite their horrid reputation among the populace, it would
be foolish to think that Daimyo are blind to the potential
value of a silent assassin who is willing to dirty his hands
carrying out missions that no self-respecting Bushi would
dare to touch. Many Daimyo reputedly have deals with
some of these Shinobuzei Brotherhoods, or even retain a
small number of Shinobuzei within their castles.

How many poisoned meals then, are the work of
Shinobuzei? How many knives in the dark, daggers in the
back, or darts from unseen assassins are products of a
shadowy deal made in hidden enclaves by greedy Daimyo?
shiNoBuzei

Smoke Bombs
Small containers filled with sulfur, gunpowder, and often a
combination of ground pepper and finely crushed glass,
Shinobuzei use these weapons to distract and deter foes so
that they can make a quick escape, seeming to vanish in a
noxious puff of smoke.
Enemy models roll one less D6 than usual when
determining the Pursuit distance when pursuing a model
armed with Smoke Bombs.

Shuriken
Shuriken are small, concealed weapons which are thrown
at enemies in close range. They are often fashioned from
existing pieces of metal, be they sharpened coins, long
needles, iron spikes, or the most famous, cross-shaped stars
Shuriken follow all of the rules for Throwing Weapons as
detailed on page 91 of the Warhammer rulebook. Shuriken
have the Poison special rule. If the Shinobuzei has the
Poisoned Attacks upgrade, then the Shuriken will
automatically wound on a 5+ instead.
Troop Type: Infantry

Special Rules: Skirmish
Wretched. Models with this rule may not join, or be
joined by, other models who do not also have the Wretched
special rule.

Body of Shadow. Models with this rule are practiced
acrobats, able to slip away into the shadows. After a round
of combat, before Combat Resolution is decided, models
with Body of Shadow may elect to break from combat.
This is treated just as if they had lost the round and failed a
break test. The model flees, and the enemy may Pursue or
Reform as usual.
M WS BS S T W I A Ld
Shinobuzei 4 5 4 3 3 1 5 1 7
Soul Eater 4 5 4 3 3 1 5 2 7

57
If Shinobuzei are shunned and despised, then Kabuzei are
loathed and outright feared. To be Kabuzei is to be less
than human, and for many of these wretched souls, that is
not simply a turn of phrase.

After the Scouring, when magic was forbidden to all
except for those with an Imperial pardon, many
practitioners carried on with their studies in secret.
Eventually, agents of the Shogun, Imperial Court, and
Shindo, began to hunt down these rogue wizards. The use
of rogue magic in Nippon is tantamount to murder, and
many of these hidden practitioners were dragged
screaming into the streets and executed with neither jury
nor trial.

Many of these wizards found refuge in the brotherhoods of
the Shinobuzei. Their skills with shadowmancy made
them perfect for the sorts of jobs which Shinobuzei
gravitated to. Many rose to hold high positions within
their brotherhoods, some even becoming heads of the
organizations.

In the shadowy temples of the Shinobuzei, they continued
their study of magic, but their interests took a turn towards
the darker arts. They learned that rather than expending
monumental effort that was required to draw their magic
through the barrier, which would inevitably lead to their
discovery, they could fuel their magic on the life essence
of others. Soon, the wizards began to feed on the fear of
those around them, and when that power was not enough
to further their dark machinations, they turned to feeding
on raw life force itself.

Magical power sustained on blood and terror is not without
its price, and it is a heavy toll to pay indeed. As the
wizards continued to delve into their studies, their bodies
began to twist and change. It was subtle at first, a bluing
of the skin, a yellowing of the eyes. Not long after, their
fingers elongated, nails hardening into talons, teeth pointing
towards wicked fangs. Their minds already similarly
warped, they welcomed these changes. The better to strike
terror into the hearts of their victims. They took the name
Kabuzei, from the Nipponsei word for ‘fright’.

The people of Nippon regard Kabuzei as devils, and to meet
one in the dark of night is sure to invite certain death. They
are stealthy assassins, but unlike the Shinobuzei, they do not
conceal themselves with costumes or dark garments. Rather,
they veil themselves in shadow, banishing them at the
moment of the kill to reveal shockingly painted faces and
brightly colored robes, heightening the flavor of terror.
kaBuzei

M WS BS S T W I A Ld
Kabuzei 4 7 5 4 3 2 6 3 8

Troop Type: Infantry (Character)

Magic. A Kabuzei uses spells from either the Lore of
Shadows or Lore of Death, in the Warhammer rulebook.

Special Rules: Wretched, Body of Shadow, Fear
Master of Dark Jutsus. Kabuzei have perfected the arts
of Shadow and Death magic, and therefore gain the
following bonuses to the Lore Attributes:
• Life Leeching – the Kabuzei gains additional dice on
the roll of a 4+, rather than 5+. However, only the
Kabuzei may use these dice.
• Smoke and Mirrors – After resolving the spell, the
Kabuzei may move into base contact with any
enemy character within 18,” or join any friendly
unit within 18” (following the rules for Wretched)

58
Nippon is home to a wide variety of creatures unique to the
small island realm. For much of their history, the humans
of Nippon have lived in harmony with these creatures,
regarding them equally as creations of the Great Kami, and
believe that as such, they too share a valuable portion of
his spirit and wisdom.

Yokai are much more than lowly beasts. Many of them
possess a vast intelligence, and are able to shape-shift in
human form and walk amongst the Nipponsei. There are
many legends telling of how to discover a yokai, and trick,
coerce, or bribe it into imparting a portion of its wisdom.
The Onmyoji have dedicated their entire order to
cataloguing not only the many types, but also whatever
secrets they can coax from these cunning spirits

Since the time of the Scouring, the Yokai have lived
at the top of Mount Tsumeru, where it is said they
have an opulent, sprawling, castle among the clouds.
This is said to be the seat of their civilization, where
they are rumored to hold their court and discuss the
fates of the realm of Nippon spread out below them.
Yokai divide themselves into ‘families,’ based upon
their appearance and nature, and each family is said to
possess a different aspect of the spirit, and a small
portion of knowledge, of the Great Kami.


















okami
Okami are Nipponsei wolf spirits. They are a more common
form of yokai, and are more akin to nature spirits. Strangely
however, the Onmyoji have never been able to learn any of
their secrets, so what knowledge they might hold has
remained a mystery for thousands of years.

The Great Kami did not have a pattern when he imparted his
knowledge to the yokai, so it is as likely that these
mysterious wolves have only the most trivial of secrets, or
they might hold the keys to power beyond reason. Some
Onmyoji speculate that the true power of the Okami is
language. They have never been seen to change forms, and
only communicate in barks and growls like mundane
wolves, however, they seem to understand even the most
specific commands they are given, be they in Nipponsei or
in the language of other Yokai.

Okami are eager participants in battle, ranging ahead of the
army, their lupine howls filling the air for miles around and
unnerving their enemies. It is seen as a good omen for a
force on the march to be joined by Okami, and they have
been regarded as loyal protectors for many centuries.

yokai

Special Rule: Yokai
The following rules are assumed to apply to
all models with the ‘Yokai’ special rule:

• Magical Attacks
• Ward Save (5+)
• Immune to Psychology

• Yokai Instability:
Yokai are unbreakable, however, they can
momentarily lose their hold on their physical
form and slip back to the realm of Tsumeru.
To represent this, any time a model with the
Yokai special rule is defeated in combat, roll
a Break Test as normal. If the test is failed,
the model takes a number of wounds equal to
the amount by which the test was failed.
Armor, Ward, or Regeneration saves may not
be taken against wounds caused in this
manner. If a unit or model is wiped out by
this effect, it counts as being destroyed in
combat for the purposes of Panic, and for
enemy Overrun moves.
Troop Type: War Beast

Special Rules: Yokai
M WS BS S T W I A Ld
Ōkami 6 3 0 3 3 1 3 1 6
Kamuy 6 3 0 3 3 1 3 2 7

59
oNi
Oni are the most savage of all Yokai, and throughout
Nipponsei history, have posed the greatest threat to their
human compatriots. Hulking, ogre-like monsters with
charcoal skin, sharp horns and boorish tusks, they seem
creatures out of man’s most primitive nightmares. Like the
Okami, they are unable to change their shape, though
Onmyoji doubt they would anyways.

Oni represent the primal, base instinct of the Great Kami.
Ironically, Oni are one of the few tribes of Yokai who are
able to speak in the language the Nipponsei, however
crude their voices may sound. Unfortunately, this is likely
due to the fact that tribes of Oni abound across the length
and breadth of Nippon, rather than staying confined to
sacred groves or the peaks of Mount Tsumeru.

A single, rampaging tribe of Oni can demolish a village
overnight, and often strike with neither warning nor
provocation. The Bushi – at the urging of Imperial Court –
hesitate to hunt these tribes down and exterminate them,
but there have been periods in Nippon’s history marked by
outright war between man and Oni, while the more passive
Yokai watched curiously from their palace in the clouds.

























teNgu
Tengu are often called ‘the Onmyoji of the Yokai’. Tengu
can assume human form, and often will, in order to walk
among human society. There are stories of some Tengu
maintaining the ruse for centuries at a time. How many wise
old monks, or masters of the arts, are in reality immortal
Yokai, walking in mortal guise?

Yokai have a birdlike form in their natural state, and can
sometimes be seen gliding on the thermals around Mount
Tsumeru and other remote, high peaks. In human form, they
maintain their long, beaklike noses, which makes them easy
to spot. They often hide this feature with masks. Able to
speak Nipponsei, they are guardians of unparalleled wisdom,
but unfortunately, they deliver their knowledge in the form
of a riddle. Know as a ‘Tengu Curse’, these riddles can
baffle the most adept scholars, until they are driven made
trying to decipher its meaning.

Troop Type: Monstrous Infantry

Special Rules: Yokai, Fear, Frenzy
Trample. Oni have the Impact Hits (1) special rule. This
is increased to Impact Hits (D3) if, when determining their
charge distance, they roll a result of 10 or higher (place a
suitable marker beside the unit to remind yourself). Oni
also add their current rank bonus to the strength of these
Impact Hits.
M WS BS S T W I A Ld
Oni 6 4 2 4 5 3 2 3 7
Berserker 6 4 2 4 5 3 2 4 7

M WS BS S T W I A Ld
Tengu 3 5 3 3 4 2 5 2 7

Troop Type: Infantry

Special Rules: Yokai, Fly, Skirmish
60
kitsuNe
Kitsune are fox spirits, and the embodiment of the beauty
and cunning wit of the Great Kami. In their true, Yokai
form, the Kitsune are gleaming white foxes with multiple
tales. For every century that they have been alive, they
grow one extra tail, until at last they have nine tails. Nine-
tailed Kitsune are known as Kyubi.

It is when Kitsune assume their human form that they are
most dangerous. They become women of peerless beauty,
with flawless porcelain skin, dark hair, and golden eyes.
Many masquerade as courtesans, or ‘geisha’ – who provide
entertainment and a moment’s relaxation for Bushi and
those who can afford to stay with them. The cunning of
the Great Kami often manifests as a mischievous streak
however, and it is not always benign in nature. Kitsune
have been known to callously murder suitors who do not
please them, as well as using their charm to disrupt
important events and lead men astray.

Some believe that such delicate forms – both human and
yokai – would be of little use in battle, but they are terribly
wrong. Kitsune are more than capable as warriors, using
fangs and claws with a ferocity masked by their cold
beauty. In human form, they are able to wield short
knives, wakizashi, and even sharpened hair pins to leave
enemies awestruck and devastated in their wake.


Still, the greatest strength of the Kitsune is not found on the
battlefield, but across it. Using their cunning and charm,
Kitsune often infiltrate enemy camps, working their way
through important individuals, confusing them and steering
them awry, keeping them from the battle at hand.
Troop Type: Warbeast

Special Rules: Yokai, Skirmish
Cunning Courtesans. During deployment, before your
opponent deploys their characters, roll a D6 for every
friendly Kitsune on the table. On a 4+, your opponent must
select a character to hold in reserve and deploy from their
table edge on the second turn of the battle. If the result is a
6, you may choose the character that is held back. If any of
the results are a 1, the opponent may choose one of your
characters to be held in reserve.

Stunning Beauty. Enemy models must take a leadership
test before attacking a Kitsune in close combat. If they pass
the test, they attack as normal, if they fail, they lose 1
Attack, to a minimum of 1.
M WS BS S T W I A Ld
Kitsune 3 5 0 3 3 3 5 2 7

61
ryujiN
Ryujin are thought to be older even than the Great Kami
himself, having lived in the world for eons before his
arrival. The presence of the Ryujin was seen as a boon to
the Cathayans when they first arrived in Nippon, as they
mistook the enormous serpents for dragons, which are not
only revered and worshipped, but also integrated into the
very flesh and blood of the Cathayan people. If anything
however, the Ryujin should have served to foreshadow
things to come.

When the Great Kami and his children came to the world,
it was the ancient race of the dragons who first opposed
them. The elders of these beasts were so large that they
could be mistaken for mountains, and devour whole Kami
in a single gulp. In an act of compassion, the Great Kami
stayed his hand, and rather than bringing an end to the war
through mere bloodshed, cast a powerful curse which put
the many dragons into a deep slumber. This is why, to this
day, the dragons sleep in their caves around the known
world, and prove difficult to rouse even temporarily.

This act of mercy earned the Great Kami the loyalty of a
handful of dragons, who swore to fight alongside him
against the Dark Brothers, and to guard his creation in his
stead. Abhorrent of such a traitorous act, the dragons
banished their brothers from the sky, using powerful magic
to shorn their wings, and cast them into the oceans. Out of
respect for this sacrifice, the Great Kami instilled a
measure of his own spirit into each of the Ryujin. Thus,
they are not true Yokai – created purely from the spirit of
the Great Kami – but are instead the precursors to them, a
union of dragon and god, imbued with immortality and
powers beyond mortal reckoning, held aloft not by pinions
of flesh and bone, but by magic.

When the Ryujin were first created, they were only sixteen
in number. Nearly three quarters of their number would
perish in the fight against the Dark Brothers of Chaos.
Those who remained were forced into hiding, becoming
creatures of myth even amongst the Nipponsei they watch
over. Only four have been seen since, as each makes a
symbolic flight over the island with the passage of each
season. Seiryu, Ryujin of Spring and Rebirth, Suzaku, the
Ryujin of Summer and of Flame, Byakku, of the Autumn
and Virtue, and Genbu, the Ryujin of Winter and Time.
There are tales of a fifth ‘golden’ Ryujin, Kaamu who
carried Izanye and the body of the Great Kami into the
heavens to Izanye’s palace in the sun.

Unlike the dragons of the wider world, the Ryujin of
Nippon do not suffer humans to ride them. They are kings
of the Yokai, protectors of the realm, and were hand-
chosen to be blessed by the Great Kami. This arrogance
makes them aloof, and it is rare that they ever interfere in



























in the petty affairs of mere mortals. As kings of the Yokai
however, and as guardians to Nippon, they have appeared on
occasion to bring change to the island. This last occurred
during the Great War against Chaos, when three Ryujin
suddenly appeared in the bay of Kagasagi and architected the
destruction of Ghobadi Ka’an’s great warfleet.

The most famous and revered of all Ryujin is Mocharindu,
who – along with Emperor Saitoku – sacrificed himself to
close the great portal over Hokkai during the events of the
Scouring. So great was Mocharindu’s trust in Saitoku, and
so desperate the need of the island he had sworn to defend,
that Mocharindu allowed Saitoku to ride upon his back in
order to reach the portal.
M WS BS S T W I A Ld
Ryujin 6 7 3 6 6 4 7 5 9

Troop Type: Monster

Special Rules: Yokai, Fly, Terror, Breath Weapon
(S4), Scaly Skin (3+), Large Target

Magic: A Ryujin that is a Wizard uses spells from
the Lore of Heavens, Beasts, or Shindo.
62
hatamoto

The rank of Hatamoto is the highest honor that a Bushii
can achieve without becoming Daimyo or Shogun. They
are the hand picked by the Shogun to serve as personal
guards to both himself, and to the Emperor’s court.

Unlike the Kensai, who are very popular and enjoy a great
deal of public fame, the Hatamoto are almost never seen,
and to the commoners of Nippon, exist only in legend and
stories. Their mastery of Kei is almost complete, the
culmination of decades of relentless training and dedicated
study. Body and wargear are as one, their armor their skin,
their blades an extension of their own hands. Indeed,
Hatamoto are never seen outside of their armor, and the
ornate masks they wear to cover their faces are the only
visage they will ever be known by. Rumors abound of
what lies within this all-enclosing cryptomerian
sarcophogas. Some believe that the Hatamoto are not –
and never were – truly man, but instead Yokai, or
something altogether more unearthly. Other rumors persist
that claim that the bodies of the Hatamoto are pure light, in
contrast to the Kabuzei’s bodies of darkness.

The duty of the Hatamoto carries him far and wide. They
are the watchmen of the northern land, patrolling the bleak
wilds and hunting down Beastmen, mutants, and rogues,
alone or in small groups. Their armor is the only barrier
between them and the ravaging winds of magic, and even
then, the Hatamoto cannot stay long in that desolate place.
Twice a year the Hatamoto rotate, one arm moving out into
the north, the other taking up the defense of the Shogunate
and Imperial City. This parade of warriors always brings
curious villagers out to the roads, to watch in silent awe as
these heroes pass. Every year it seems that fewer and
fewer Hatamoto are seen travelling back from the wild
reaches of the north, but the number heading into those
dangerous lands only appears to increase. What horrorible
threat festers in those lands, none but the Hatamoto and
Shogun himself are allowed to know, for the nature of this
threat means that knowledge of it’s existence alone would
be enough to damn the souls of the Nipponsei for eternity.

komaiNu
Komainu are a noble family of Yokai. They are
manifestations of the warrior spirit and loyalty of the Great
Kami. Komainu live in small packs, and rarely travel in
groups smaller than a pair.

Komainu’s flesh ranges in hue, except when they are
slumbering. Komainu are immortal, and can sleep for
generations at a time, their flesh taking on a rock-like
appearance. They can be roused, however, by a warrior who
has a fiery passion for battle, and a pure heart. It is said that
in these individuals, the Komainu finds a kindred spirit
worthy of its loyalty, and they will serve and protect this
friend until death.
M WS BS S T W I A Ld
Hatamoto 4 6 4 4 3 1 6 2 8
Torai 4 6 4 4 3 1 6 3 8
Komainu 8 5 0 5 4 3 4 3 8

Troop Type: Monstrous Cavalry

Special Rules: Bushido
Kei Power: Blades of Light. The Hatamoto gains the
Flaming Attacks special rule, and will automatically wound
all opponents on a To Wound roll of 3+, unless they would
normally need a lower result.
M WS BS S T W I A Ld
Komainu 8 5 0 5 4 3 4 3 8

Troop Type: Monstrous Beast

Special Rules: Fear, Forest Strider, Magic
Resistance (1)

63
While the Uzabushi are considered the militant arm of the
Shindo House, the Sotei form a much smaller, more elite,
and entirely more clandestine sect of warriors. When a
youth joins the Shindo temple with the intent of becoming
a Priest, his first formal training is not in magic or the
tending of souls, but in self defense. Initiate-priests are
trained in several unarmed styles of martial arts, and this
practice eventually culminates in training with the
naginata.

For some, this weapons training proves irresistible, and
rather than continue on to the study of priestly duties and
the use of magic, these youths choose to further their
mastery of the naginata and martial combat. The Shindo
do not look down on this path, for such warrior-monks are
always needed to defend the scattered shrines of the
Shindo, and so these young men invariably join the ranks
of the Sotei.

Sotei are tasked with the important- and often delicate-
missions of the Shindo. Typically, they travel with the
Shindo Priests in secret, posing as an assistant or
apprentice to hide their true identity even from the
Uzabushi bodyguards. Less frequently, the Sotei are
tasked with ferreting out those who would use magic
unlawfully, or divulge the secrets of the Shindo House.
Many a Kabuzei or even rogue Shindo Priest has met his
end at the tip of a Sotei naginata, for in these cases the
Sotei claims the role of judge, jury, and executioner.

When they are not serving as bodyguards to the
Priesthood, or hunting down enemies of the Shindo, the
Sotei are employed as messengers between far-flung
Shindo temples. To this end, they are often seen coming
and going at the gates of nearly any temple or city in
Nippon, instantly recognizeable by their ornate polearms
and their white viels.

It is on the battlefield, however, that the Sotei are at their
best. A true arena in which to test their skills, the Sotei
pursue the chance to enter into battle with a fervor unseen
among the usually passive Shindo monks, a fiery passion
which nearly surpasses the bloodlust of the Bushi
themselves.

Acting in a similar role to that of the Kensai gathered
around their Daimyo, Sotei serve as bodyguards and
protectors of Shindo monks as they carry out their duties
on the battlefield. Often, this means that the Sotei find
themselves embroiled in the thickest of the fighting, where
the loosed souls of brave warriors float through the air like
falling cherry blossoms. Many Sotei also lose their lives in
defense of their charge, but their training allows them to
channel themselves into their armor with their dying
breath, so that they may continue to serve even in death.

sotei

M WS BS S T W I A Ld
Sotei 6 5 4 3 3 1 5 1 8
Benkei 4 5 4 3 3 1 5 2 8

Troop Type: Infantry

Special Rules: Immune to Psychology, Magic
Attacks, Magic Resistance (5+)
Kei Brotherhood. If a unit of Sotei is the target of a
spell, you may select one friendly regiment within 6”
with the Kei special rule, and activate their Kei Power
just as if they had been the spell’s target.
Kei Wardens. Wizards within 12” of suffer a -1 to their
casting attempts. Shindo Priests who join a unit of Sotei
gain +1 to their Dispel attempts.
My name is not my own, I borrow it from my ancestors,
I must return it unsullied.

My honor is not my own, I borrow it from my descendents,
I must give it to them unbroken.

My spirit is not my own, it is for generations yet unborn,
I must carry it with responsibility.
-Duty of the Sotei
64
In every generation of Nipponsei, a man arises who
embodies the martial pride of the Nipponsei. Such men
are rare, and come from varied backgrounds – not all such
men are Bushii by birth. Whether Bushii or common
peasant, these warriors have written their names with steel,
and tempered their skill in the blood of their rivals.

After Minamoyo Yoritomo was slain, and his cousin
named Shogun, peace reigned over Nippon for a time.
During this era, several of the survivors of the terrible
battles of the Scouring saw the need to pass on the lessons
they had learned in battle, and opened schools for the
martial arts. As each school amassed students and
followers, they became similar to small clans. The most
accomplished – such as the Nitten Sho’Ryu School –
eventually did establish themselves as minor clans.

Students would travel from across Nippon to learn the
secrets of these masters. Over time, various disciplines
became recognized, and in ages since, each has produced
it’s share of legendary warriors. The most common art
taught at the schools is Kenjutsu – swordplay. Though
each school teaches it’s own variation and set of
techniques, any who train specifically with the blade are
considered students of Kenjutsu. Bajutsu is the mastery of
horsemanship, and fighting from the saddle with a
naginata. Like Kenjutsu, Bajutsu caters primarily to the
wealthier Bushii class, who may carry swords and can
afford horses. For the commoners, there are many
unarmed schools, but the most valuable in times of war is
no doubt Kyujutsu – the study of archery. Many common
Nipponsei have risen to prominence as master bowmen,
and there are few enemies more feared by the Bushii than a
trained marksman.

LegeNdary Warriors
Troop Type: Infantry

Special Rules: Bushido, Killing Blow
Peerless Warrior. Legendary Warriors break Steadfast
on the roll of a 5+, just as if they were equipped with two
Sashimono. Note that as they are not actually equipped
with Sashimono, if there is a model present in the combat
that has one or more Sashimono, the roll must be made by
that model instead.

M WS BS S T W I A Ld
Legendary
Warrior
4 7 5 4 3 2 6 3 8
Options. Martial Masteries
Legendary Warriors train for decades until they have
mastered their chosen martial art- called a Jutsu. Among
other practitioners of their style, the Legendary Warrior is
without equal.
Kenjutsu, Way of the Sword. Masters of Kenjutsu gain
the Always Strikes First special rule, and are armed with
Samurai swords at no additional cost.

Bajutsu, Way of the Rider. Masters of Bajutsu gain the
‘Fast Cavalry’ special rule, and are armed with a naginata,
and ride a steed at no additional cost.

Kyujutsu, Way of the Bow. Masters of Kyujutsu are
equipped with a Longbow and gain the ‘Sniper’ special rule
at no additional cost. Furthermore, their Killing Blow
special rule also applies to attacks in the shooting phase.

65
uzutsu
Uzutsu are named for their fearsome weapons. Uzutsu
means ‘big tube’ in Nipponsei, and these primitive hand-
cannons are precursors to modern, Western matchlock
guns. Unlike Arquebusiers, which Bushi loathe, Uzutsu
crews are exclusively made up of Bushi. Most commonly
put to use in siege warfare, the Uzutsu is a large, man-
portable cannon, which can lob a shell over a castle wall,
or be fired like a traditional handgun for incredible damage
at close range.

Uzutsu are loud, dangerously volatile, and smelly – and
that’s just the men wielding them. The guns themselves
are dangerous in the extreme, but it is the proud ranks of
the gunners who are most renowned.
CaNNoNs
As evidenced by the Uzutsu hand-cannon, cannonry in
Nippon is not a new development. However, the new,
bronze cannons delivered from the Old World are vastly
more powerful than the traditional Nipponsei weapons, and
although only a few have been successfully imported, and
fewer still have survived use by rookie crews, western-style
cannons have largely phased out the traditional artillery of
Nippon.
siege WeapoNs

M WS BS S T W I A Ld
Uzutsu 4 4 4 4 3 1 4 2 8
Gashira 4 4 5 4 3 1 4 2 8

Troop Type: Infantry

Special Rules: Bushido
Kei Power: Gunner’s Luck. The model may reroll
any Misfire results on the artillery die while this power
is active.
Noisome Brutes. No characters may join a unit of
Uzutsu.
Uzutsu Cannon

Name__ Range_ Strength _Special Rules___
Uzutsu 12” 5 Move or Fire, Slow to Fire
Cannon Armor Piercing, Barrage

Barrage. As long as there are five or more models in the
unit, a unit armed with Uzutsu Cannons may make a
single combined attack with the following profile:
Name__ Range_ Strength _Special Rules___
Barrage 12-48” 3(5) Move or Fire, Armor Piercing,
Multiple Wounds (D3)

This attack is worked out exactly as firing a Stone
Thrower, as on page 114 of the Warhammer rulebook. If
a Misfire is rolled on the artillery die to determine scatter,
do not roll on the misfire table, instead, center the
template over the firing unit.

If there are at least 10 models in the unit, you may
increase the size of the Barrage template to the 5” round
template, and the Multiple Wounds for the model under
the hole to D6.
M WS BS S T W I A Ld
Cannon - - - - 7 3 - - -
Crewman 4 3 3 3 3 1 3 1 7

Troop Type: Warmachine (Cannon)
Option: Flaming Arrows
Due to a lack of suitable ore, cannonballs are not as
readily available in Nippon, so some cannons fire large
arrows wrapped in pitch-soaked cloth, rather than shotte.
A cannon with this upgraded only inflicts D3 Multiple
Wounds rather than D6, but gains Flaming Attacks.
66
























In these troubled times, Minamoyo Ittazen is aged, but
unbowed. Having served for nearly seven centuries as
Shogun of Nippon, Ittazen has held the position nearly
twice as long as any other man in the history of the realm.

Such a long reign has been no small feat – in his time,
Ittazen has fought against rivals both within and without
Nippon, from the Chaos Barbarians and Cathayans from
accross the sea, to his own brother-in-law, Ittazen has seen
more than his share of bloodshed. Ittazen’s newest rival,
however, is change.

All around him, Nippon is changing. Guns have arrived
from Cathay, and merchants and courtiers from the far-off
Old World. Whispers within Nippon speak of the end of
the Bushii’s long superiority over the other classes. Twice,
the Emperor has prompted Ittazen to name a suitable heir,
but both times he would not answer, saying only that no
such man had been born in this era. Such bold words in
the face of his master have prompted rumors that Ittazen
has grown senile in his old age, and that he is unfit to rule
even amongst the fading Bushii.

Ittazen has crushed these rumors like so many troublesome
weeds in a garden. His masterful command of his armies
has left no doubt that he has not lost any of his ability as a
general. Ittazen has sworn that while he draws breath, he
will not only defend his master the Emperor, but that he will
also defend the way of life of all Bushii within Nippon.

Because of this decree, the Izeguri and Takata have come to
regard him as a benevolent godfather. To the Odai and Lord
Nasunaga, this has made Ittazen a stumbling block, one
more hurdle to be overcome on the path to a new and
glorious Nippon. The Datashi remain silent on the matter,
far away in their mountain homes, but there is no doubt that
when the drums of war beat at the gates of the Shogunate,
their warriors will be there to help guide the course of
history.
miNamoyo ittazeN
shoguN of NippoN
Troop Type: Infantry (Special Character)

Special Rules: Bushido, Kei
Kei Power: Stern Gaze. Fleeing models within range of
Ittazen’s Inspiring Presence special rule may automatically
test to Rally whenever this effect is activated.

Master of Bushi. Minamoyo Ittazen must be your
General. His Inspiring Presence special rule has a range of
18”.

Magic Items:
Sword of Yoritomo. Ittazen carries the blade of his
ancestor, Minamoyo Yoritomo, first Shogun of Nippon. The
blade contains a shard of Yoritomo’s spirit, all that could
be saved in the early days of the Shindo rituals after the
Scouring. The white-steel edge of the blade remains razor
sharp to this day.

Magic Weapon. The Sword of Yoritomo counts as one
blade in a set of Samurai Swords. All hits from the Sword
of Yoritomo wound automatically, with no armor saves
allowed.

The Pendant or Righteousness. A gift to Ittazen by the
Shindo, this pendant was carved from a branch of the oldest
cryptomeria tree in the center of the Shindo main temple at
Toshugokami.

Talisman. The Pendant of Righteousness grants Minamoyo
Ittazen a 4+ ward save and the Magic Resistance (2) special
rule.
M WS BS S T W I A Ld
Minamoyo
Ittazen
4 8 5 4 4 3 7 3 10
67
Takata Nobuharu is regarded by those outside the Tarai
bloodline as a living legend, but to those descended from
the Tarai, he is a horrible disgrace. This poor standing
began when Nobuharu wrested power from his father, the
Daimyo of the Takata Clan. After claiming leadership of
the Takata for himself, Nobuharu set about expanding their
borders, attacking the neighboring Hojyo Clan, also
descended from the Tarai, and driving them nearly to
extinction.

The final straw in the matter of Nobuharu’s pride among
the Tarai, was the day that his rapid expansion brought him
to the borders of the Izeguri province of Echiko. Rather
than honor the ancestral blood debt of the Tarai to the
Minamoyo, Nobuharu launched a series of surprise raids
which captured several minor castles along the plains of
Kanakajima and sparked a war with the Izeguri that has
lasted for the entirety of his lordship of the Takata.

That Nobuharu would be so bold came as no surprise to
those close to him however. He is often regarded as
impetuous and charismatic, although never irational. In
battle, he favors the swiftness and ferocity of cavalry
charges, leading from the front, astride his massive steed
‘Furinkazan’.

Nobuharu despises the repentent nature of the many Tarai
descended Clans. Rather than see his Clan bled dry in
futile conflicts, or serving as lapdogs to the Minamoyo
Clans in hopes of repaying a thousand year old debt,
Nobuharu has chosen to prove the legitimacy of the Tarai
name by restoring the former glory of their Great House.
Nobuharu refuses to rest until this is accomplished, and rides
hard at the forefront of his cavalry, forcing all who oppose
him to accept the superiority of the Takata clan, or perish on
the tip of his spear.
takata NoBuharu
daimyo of takata CLaN
Troop Type: Monstrous Cavalry (Special Character)

Special Rules: Bushido, Kei
Kei Power: Tiger’s Roar. Takata Nobuharu causes Fear
and enemy models targeting him in close combat suffer a -1
penalty to their To Hit rolls while this effect is active.

Horsemaster. Takata Nobuharu and any unit he joins gain
the ‘Strider’ special rule, and may reroll the dice when
determining Charge, Pursuit, and Overrun distance.

Master of the Takata. Nobuharu always has the Tarai
Clan Mon. Additionally, if Takata Nobuharu is your
General, then any number of units may be upgraded to bear
the Tarai Clan Mon as well.

Magic Items:
The Armor That Needs No Shield. This armor was
taken from the Hojyo castle as a trophy after Nobuharu’s
successful siege. It protects it’s bearer against
‘dishonorable’ attack.

Heavy Armor. The Armor That Needs No Shield grants
Nobuharu a 4+ ward save against attacks made in the
shooting phase. Additionally, wounds may not be
multiplied against Nobuharu.

Takata War-Fan. The Takata are famed for their use of
steel war-fans in battle, and none are more famous for this
than Nobuharu himself, who used his fan to block a killing
blow made by Izeguri Kojiro during one of their many
battles.

Talisman. One Use Only. Once per game, Nobuharu may
use the fan to automatically ignore one hit (of his choosing)
suffered in close combat, after which the fan is destroyed.
M WS BS S T W I A Ld
Takata
Nobuharu
4 8 4 4 4 3 7 4 9
Furinkazan 9 4 0 4 5 3 4 3 7

68
The Izeguri are descended from the Minamoyo House, and
like their forefathers, share a strong bond with the scholars
of the Uzatto. To maintain this bond, the Izeguri send their
sons to study at the shrines of the Uzatto until they come of
age. As the youngest of four sons, Izeguri Kojiro was
expected never to leave the temple, and instead to spend
the rest of his life there as a student and monk. Fortunately
for the people of Echiko, it was not to be.

Kojiro’s proud military career began when his eldest
brother Kasure, assumed the mantle of Daimyo of the
Izeguri Clan. In a bid to claim the Shogunate, he not only
raised the amount owed in tithes, driving many villages to
the point of starvation, but also enacted a harsh
conscription policy for his corps of Ashigaru footsoldiers.
When Kojiro heard of this injustice, he pleaded to be
allowed to leave the Shindo temple. His wish granted,
Kojiro hurried to rally his two elder brothers and their
personal bodyguards, and overthew Kasure, naming
himself as the new Daimyo of the Izeguri.

With this task complete, Kojiro settled down to repair the
Izeguri’s home province of Echiko. Under his brother’s
neglectful reign, many of the borders had been pushed
back and compromised. The ever-expanding Takata Clan
had siezed several major forts on the Izeguri side of the
Kanakajima plains, Beastmen raids had increased from the
southern forests, and a vicious clan of Shinobuzei had
established a stronghold in the mountains to the north.

In the battles against these foes, the fruits of Kojiro’s
studies under the Shindo became fully apparent. His
mastery of Kei was equal to that of any Hatamoto, and he
led his battles from the front – charging forward to attack
his foes with a combination of cold steel and powerful
magic. The Izeguri had always boasted Bushii who were
highly skilled in the arts of Kei, but under Kojiro, their
powers increased tenfold.

Throughout his reign as Izeguri Daimyo, Kojiro has never
forgotten his priestly ways, adhering as closely to the
teachings of the Shindo Monks as he does to the path of
Bushido. When Kojiro marches to war, Yokai flock to the
Izeguri banner. This righteous zeal, combined with the
numbers of Yokai often found in his army, and his mastery
of Kei, has earned Kojiro the title ‘The War God of
Echiko’ among his troops and enemies alike. It is a title
that he bears proudly, and which carries a great deal of
weight both on the battlefield and during heated
negotiations in the courts of Nippon. To anger Izeguri
Kojiro is to wake a sleeping dragon, and invite only
destruction.

izeguri kojiro
daimyo of the izeguri CLaN
Troop Type: Infantry (Special Character)

Special Rules: Bushido, Kei
Kei Power: Shindo Prayer. As long as this power is
activated, all friendly units within 6” of Kojiro may also
activate their Kei Powers.

The War God. If Izeguri Kojiro is your General, units of
Kensai with the Minamoyo Clan Mon may be upgraded to
wear an additional sashimono at no extra cost.

Master of the Izeguri. Kojiro always has the Minamoyo
Clan Mon. Additionally, if Izeguri Kojiro is your General,
then any number of units may be upgraded to bear the
Minamoyo Clan Mon as well.

Magic Items:
Shindo Vestments. Kojiro is still a devout practitioner of
Shindo, and wears his monk robes both on and off the
battlefield. These particular robes were given to him when
he first left the temple to face his brother on the battlefield.

Enchanted Item. The Shindo Vestments grant Kojiro a 5+
ward save and the Magic Resistance (3) special rule.
M WS BS S T W I A Ld
Izeguri
Kojiro
4 8 5 4 4 3 7 4 9
69



















Datashi Matsunorii is Daimyo of the Datashi Clan of
Kagyo, descendants of the Fujibana Great House. Their
ancestral homeland lies far to the north of Nippon, and as
such, they are ever watchful of attacks by Beastmen and
creatures far more vile. Unlike the Izeguri of the South,
the youths of the Datashi are trained as warriors as soon as
they learn to walk. The Datashi weapon of choice is the
enormous No’Dachi, a sword almost twice as large as a
traditional katana. In the cramped mountain passes or on
the narrow bridges of their capital city at Kurozawa,
maneuverability is second to brute killing power, and it is
in these narrow presses that the Datashi and their
greatswords excel.

Matsunorii claimed the seat of the Clan at a young age.
Headstrong even among a Clan renowned for it’s stubborn
pride, Matsunorii sought to prove his martial skills by
seeking out a massive Beastman Doombull that had
established a herd in the foothills of Kagyo. The
fearlessness and ferocity of Matsunorii’s lone attack was
worthy of praise, but he was quickly overwhelmed by the
Herd, and barely escaped with his life. He returned to
Kurozawa missing his left eye, and badly mauled. As he
recovered, the Doombull followed his scent into the
mountains and took his home castle by surprise.

Matsunorii roused to find that his home was overrun, and
his family butchered. The Beastmen were preparing to
charge across the rope bridges connecting the castles of
Kurozawa. Taking up his father’s No’Dachii, the still-
wounded Matsunorii cut the ropes supporting the bridge,
sealing himself off from any aid. For three days he fought
the Beastman Herd, and before sunrise on the third day, the
severed heads of the Beastmen and their Doombull master
stood above the battlements on their own spears, their blood
gleaming in the moonlight.

From that day forward, Matsunorii swore to avenge his
slaughtered kin by eradicating the Beastmen, whatever the
cost. The Datashi Clan will not be swayed from this
purpose, even if it should bring them to ruin – they are too
proud of their legacy of stubborn loyalty to dissuade
Matsunorii. Matsunorii himself has taken the symbol of the
crescent moon as his helmet crest, to commemorate the way
that it’s cold purity shines down on his vanquished foes.
datashi matsuNori
daimyo of the datashi CLaN
Troop Type: Infantry (Special Character)

Special Rules: Bushido, Kei
Kei Power: Moon Song. As long as this power is
activated, Matsunori and any unit he has joined gain
Flaming Attacks. Additionally, The Crescent of Kyushuu
(below) has the Multiple Wounds (D3) special rule.

The Vengeance of Kurozawa. Any units with the
Fujibana Clan Mon in Matsunori’s army Hate Beastmen.
Furthermore, any unit of Samurai or Kensai with the
Fujibana Clan Mon may exchange their Samurai Swords
for No’Dachi at no additional cost.

Master of the Datashi. Matsunori always has the
Fujibana Clan Mon. Additionally, if Datashi Matsunori is
your General, then any number of units may be upgraded to
bear the Fujibana Clan Mon as well.

Magic Items:
The Crescent of Kurozawa. The badge of honor
handed down by each Daimyo of the Datashi, this massive
No’Dachi was forged for Tachiwara Datashi himself, and
contains the spirits of every Daimyo of the Clan to reign
since then.

Magic Weapon. In combat, Matsunori may choose to use
the Crescent in either of two ways; either as a normal
No’Dachi which grants Always Strikes First, or as a great-
weapon which grants +4 Strength instead of the usual +2.
Choose at the start of each round.
M WS BS S T W I A Ld
Datashi
Matsunori
4 8 5 4 4 3 6 4 9
70
Among Bushii, Odai Nasunaga is seen as an abomination,
a warrior who has lost sight of the Path of Bushido. In a
time where blackpowder threatens the Bushii’s very way
of life, it was Nasunaga who brought the weapon from
Cathay.

Amongst the Odai however, Nasunaga is a hero. Before
Nasunaga, the Odai had been barely scraping a living as
fishermen. Nasunaga rebuilt the Clan from the ground up,
raising an army of Ashigaru large enough to carve a
bloody, wandering path through Cathay.

It was the Cathayan’s who first gave Nasunaga his title –
the few Bushii who had attacked the massive Cathayan
homeland had attacked specific sites, and then quickly
withdrawn. Nasunaga however, wandered the Cathayan
countryside with no obvious purpose. His men would
freeze during dangerous mountain crossings, only for
Nasunaga to turn them around days later to hike back
across. Nasunaga was not lost however, his goals were
clear – firstly, to cull the weak from his clan before
returning to Nippon to make a name for himself, and
secondly, to draw out his true target - the guns of the
Cathayans.

By the time Nasunaga returned to Nippon, he had an entire
corps of Arquebusiers, and he wasted no time in using
them to rapidly expand the territory of the Odai clan,
wiping out several minor Bushii clans in the process. This
rapid expansion, aided by such dishonorable weaponry,
has earned him the enmity and fear of Bushii everywhere.






Troop Type: Infantry (Special Character)

odai NasuNaga
daimyo of the odai CLaN
Special Rules: Bushido, Kei
Kei Power: Wicked Overlord. When this power is
activated, nominate a friendly unit of Ashigaru within 8”.
That unit may immediately move directly forward, treated
as a normal move. The unit may not march, nor may this
movement bring them into contact with an enemy unit.

Scourge of the Bushi. If Nasunaga is your General, units
of Ashigaru Arquebusiers count as Core, and Samurai count
as Special. You may not include Kensai or Hatamoto in
your army if Nasunaga is your General.

Callous Disregard. If a friendly regiment of Ashigaru is
destroyed within 6” of Nasunaga, roll a D6 and add the
current turn number. If the total is 6 or greater, a copy of
the unit enters play from the friendly table edge as if
entering from reserves. This unit has the same wargear,
Clan Mon, and command options as the original unit, and is
worth Victory Points if destroyed. (The enemy also scores
full Victory Points for destroying the original regiment)

Master of the Odai. Nasunaga always has the Tachiwara
Clan Mon. Additionally, if Odai Nasunaga is your General,
then any number of units may be upgraded to bear the
Tachiwara Clan Mon as well.

Magic Items:
The Oni Skull Mempo. A grisly trophy of from one of
Nasunaga’s earliest battles, before he was even Daimyo,
this unnerving mask allows Nasunaga to channel the
legendary fury of an Oni.

Talisman. While wearing the Onii Skull Mempo, Nasunaga
causes Fear. In addition, once per game, he may unleash
the power of the Onii spirit within. He gains Frenzy, but
gains D3 attacks instead of 1. This Frenzy cannot be lost.
If Nasunaga rolls a 1 to hit in Close Combat, his attack will
target an adjacent friendly model.
M WS BS S T W I A Ld
Odai
Nasunaga
4 9 4 4 4 3 7 5 8
71




















Minamoyo Matsuhashi draws direct lineage back to
Minamoyo Sumitomo, the first official Shogun of Nippon.
However, his bloodline has fallen tragically far since that
auspicious ancestor. Sumitomo’s son Kuriko was reckless,
arrogant, and a drunkard. When Sumitomo died in battle
and Kuriko attempted to take the seat of the Shogun by
right of heritage, Sumitomo’s trusted general blocked the
attempt and cast the young man out of the Shogunate. Out
of respect for Sumitomo, the new Shogun awarded Kuriko
with a large pension and land outside the Shogunate.

In the following years, Kuriko continued his drunkeness
and revelry, and the expenses of his lifestyle often
surpassed even his vast annual stipend. To add to the
injury, Kuriko had no less than fifteen sons, and when
Kuriko finally died, what little wealth that remained was
divided between them – prompting a decade of bloody
infighting which silenced the Minamoyo name forever.

Out of this chaos, several centuries later, has come
Matsuhashi. The young man cannot even call himself a
proper Bushii, as his family has fallen far from such an
honor. However, he can claim to be a warrior without
equal. Dreams of restoring his family name, or claiming
the Shogunate for himself, have long faded – if they ever
existed at all. Rather, Matsuhashi desires only to study the
arts of combat, and to achieve immortality not through
carved stone or lengthy titles, but through sheer force of
will, and strength of character.

To this end, Matsuhashi leads a solitary life, a wandering
swordsman in shabby attire, travelling from dojo to temple,
uncovering their secrets and mastering each of their styles.
on.

miyushiro masuNe
the vagaBoNd
Troop Type: Infantry (Special Character)

Special Rules: Bushido, Killing Blow
Martial Mastery: Kenjutsu. See page 64

Insolent Vagabond. When Miyushiro issues a challenge,
the enemy cannot choose to refuse it. Furthermore,
Miyushiro nominates which enemy character will accept –
your enemy does not get to choose, as per usual Challenge
rules.

The Hungry Samurai. Legendary Warriors count as
Special Choices in an army including Miyushiro Masune
and gain +1 to their Peerless Warrior rolls. Additionally,
there is no limit to the number of units of Ronin you may
include in his army.

Magic Items:
The Fifth Ring. Masune claims to have mastery over five
legendary rings which existed before the time of the
Scouring. However, the true nature of these rings remains
a mystery, as nobody has ever set eyes upon them.

Enchanted Item. Mastery over the Fifth Ring grants
Masune a 4+ ward save while fighting in a Challenge.

Heavenly Bokken. The Heavenly Bokken is an
unassuming wooden training sword like those used in the
many dojos across Nippon. There is something different
about this blade though, it seems – more than it might
appear.

Magic Weapon. Counts as a Samurai Sword, however, no
ward saves may be taken against wounds caused by the
Heavenly Bokken.
M WS BS S T W I A Ld
Miyushiro
Masune
4 8 4 4 4 3 7 5 8
“Do not sleep under any roof but the stars.
Carry neither money, nor food.
Go alone to places frightening to those who are stern
of heart.
Be put in jail without conflict, and extricate yourself
by your own wisdom, without bloodshed.
From one thing, know one thousand.”
-excerpt from Mastery of the Five Rings

72



















Yamakata Masatage is a member of the Takata Clan, but it
was not always so. When Takata Nobuharu plunged the
plains of Zai into warfare in his quest for expansion,
Masatage was fighting for the Hojyo Clan. Upon their
defeat, rather than take Masatage’s head as a prize – as he
had done with all of the other Hojyo leaders – Nobuharu
admired Masatage’s prowess in the saddle and presented
the Bushii and his retainers with the opportunity to join his
army. Masatage saw a rising star among the Tarai in
Nobuharu, and agreed without hesitation.

Since that day, Masatage has been counted among
Nobuharu’s most loyal supporters, and peerless generals.
Masatage follows orders without question, and has
orchestrated some of the most horrific and merciless
attacks ever committed by Takata forces. Renowned for
his ruthlessness and temper, and prized for his efficiency,
Masatage has become the face of the Takata Clan. Often,
Nobuharu sends Masatage as an envoy or personal herald.
In such cases, no words need be spoken, for the mere
presence of such a steadfast and terrifying warrior is a
message in itself – Masatage offers no respite, and no
surrender. Masatage’s presence alone serves as an
unspoken declaration of war by Nobuharu and the entire
Takata Clan.

In battle, Masatage leads his retainers from the former
Hojyo, every one of them adorned in crimson armor and
wearing masks meant to strike fear into the hearts of his
rivals. This regiment of cavalry is always the first into
battle, and the last to return to camp, each warrior carrying
the head of a rival champion.

yamakata masatage
master of the BLood deviLs
Troop Type: Cavalry (Special Character)

Special Rules: Bushido, Kei
Martial Mastery: Bajutsu. See page 64

Kei Power: Takata War Cry. Yamakata and any unit
that he has joined gains Frenzy and Flaming Attacks while
this power is active.

Herald of Nobuharu. Masatage has the Tarai Clan Mon.
Also, if Takata Nobuharu is your Army General, then
Yamakata must be the Army Battle Standard Bearer, and
will carry the Takata Clan Totem at no additional cost.

Master of the Blood Devils. One unit of Kensai in
Masatage’s army may be upgraded to Blood Devils for +15
points/model. They are equipped with Nipponsei Steeds,
Naginatas, Tarai Clan Mon, and gain the Fast Cavalry
special rule. Yamakata Masatage counts as a Taisho for the
purposes of the Yojimbo special rule.

Magic Items:
Dragonfly Lance. This lance is one of the last surviving
relics of the Hojyo Clan. Legend tells that its blade is so
sharp that a dragonfly once landed upon it, and was cut in
two.

Magic Weapon. On the turn Masatage charges, he gains +1
Strength and Ignores Armor Saves.

Armor of the Bloodied. The true color of this armor is
remains a mystery, as it seems to be perpetually stained
with blood.

Magic Armor. Heavy Armor. When Masatage is reduced
to 1 Wound, he gains a 4+ Ward Save for the rest of the
battle.

Takata Clan Totem. When Nobuhara defeated his father
and took control of the clan, he burned his father’s banner
and replaced it with this powerful symbol of his unyielding
will.

Magic Standard. Any model with the Tarai Clan Mon
within 12” of this banner gains a 5+ ward save against
attacks made in the shooting phase.
M WS BS S T W I A Ld
Yamakata
Masatage
4 7 4 4 3 2 6 4 8
Matsukaze 8 4 0 4 3 1 3 2 7

73
Kabukara Gozeimon is the most infamous of all Kabuzei,
and the subject of many folk tales of the Nipponsei.
Whereas many Kabuzei have faded into nothingness, their
bodies replaced with shadowy fog, Kabukara has retained
his corporeal form, and some declare that this is a sign that
he has not lost his humanity.

Kabukara was never a Bushii – he was born into a Bushii
family, but his face was horribly disfigured by a birth
mark, and his parents left him to die. He was discovered
by a clan of Shinobuzei who intended to hold him for
ransom. When no ransom was paid, they first used the
child as a servant, and then began to teach him the path of
Shadow.

Gozeimon’s initiation rite was to take revenge on the
parents who had abandoned him. Donning an
executioner’s leather hood, he secreted himself into their
castle and in a single night of savage madness, reduced the
entire structure to ash. He returned with his father’s
cryptomeria mask as a trophy, and it is this menacing face
that he has been known by ever since.

From that terrible night forward, Gozeimon excelled along
the path of the Shadow. The Shinobuzei moved into the
ruins of the castle and began extorting its people. Young
Gozeimon refused to participate in these activities, and















when one of the Roninja slew one of the villagers,
Gozeimon destroyed the enclave and scattered it to the wind.
Without the Shinobuzei clan to support him, Kabukara
wandered into the north, and began studying as a Kabuzei.

The villagers often paint Gozeimon as a hero, pointing to his
destruction of the Shinobuzei clan as his way of protecting
the defenseless peasants that his family had ruled over.
However, Gozeimon has been neither seen nor heard for
several years, despite investigators from the Shogunate
believing that he has been responsible no less than a fifty
cold-blooded assassinations and murders during the time
since his dissapearance. Who funds these heinous crimes
has remained a mystery, but to the Bushii of Nippon,
Kabukara Gozeimon remains a terrifying specter, able to
strike at any moment, without warning, reason, or mercy.
kaBukara gozeimoN
the shadoWmaster
Troop Type: Infantry (Special Character)

Special Rules: Scout, Fear
Wretched. See page 56

Master of Dark Jutsus. See page 57

Magic Items:
Shinigami Mempo. The Shinigami is a spirit
synonymous with murder and death in Nipponsei culture.
Shunned by Bushi, it is a creature which inspires dread and
revulsion. Little wonder then, that Gozeimon hides his true
face behind such a terrible mask.

Enchanted Item. Attacks which target Gozeimon suffer a
-1 penalty to their To Hit rolls.

Blades of Woe. These twin swords are plain, and
unadorned, but possessed of a wicked malevolence all their
own. The tortured souls of Gozeimon’s victims cry out
from within these blades, eager to add another soul to their
prison.

Paired Magic Weapons. At the start of the game, nominate
an enemy character. Attacks from the Blades of Woe will
always wound this character on the roll of a 3+ (unless it
would normally be less). The blades also have the
Poisoned Attacks, Armor Piercing, and Killing Blow
special rules against their chosen target.
M WS BS S T W I A Ld
Kabukara
Gozeimon
4 8 4 4 4 3 7 5 8
74
Takematsu was one of the greatest villains of the Oni
Wars, and has become something of a bogeyman in
Nipponsei folklore ever since. The ‘family’ name
Hachehiro is only an invention, taken from the ruined city
of Hachehiro, once a part of the Minamoyo territory until it
was obliterated during the Scouring. At the end of the Oni
War, Takematsu and the rest of his Oni tribe, as well as
several others who had come to follow him, retreated to
the city and declared the “Oni Shogunate.”

Takematsu is a strange example of a Yokai. As an Oni, he
is unable to transform himself into a human shape, and
could therefore never pass as a true Bushi. Stories of other
types of Yokai, most often either Tengu or Tanuke,
masquerading as warriors are not uncommon, but Oni are
warriors in their own right, and proud of that fact.
Onmyoji suppose that Oni – as a higher breed and more
intelligent tribe of Yokai – may once have been able to
assume human shape, but just as the pride of the Bushi
leads them to eschew the trappings of the other classes, the
pride of the Oni meant that their transformation abilities
went unused, and have since faded from memory. It is
surprising therefore, that Takematsu would ever willing
emulate the Bushi, rather than living the more common
nomadic life of the Oni tribes which exist in small pockets
across Nippon.

Takematsu was the de-facto “Captain of the Guard” of the
Imperial Palace during the war, and armed with a ragged
suit of armor and wielding a massive sword, he challenged
more than one hundred of the besieging Bushi to duels,
and defeated all of them in turn. More than even his Oni
kin, Takematsu seems impervious to harm. In one of the
duels, a Datashi swordsmen attacked Takematsu’s exposed
throat – a killing blow by all accounts – but the blade simply
rebounded from Takematsu’s leathery hide. It was not until
a Ryujin arrived to disband the Yokai forces that Takematsu
could be defeated, when he simply retired from the gates.

Takematsu conducts his small territory like any human
Bushi, imposing taxes upon surrounding peasants. These
levies are more like protections, and cause great rancor
among the actual Bushi clans who lay claim to the land, but
when Takematsu rallies his armies for battle, only a fool
would stand against him. To this day, if the Shogun makes a
suitable offering, and an appeal of great humility at the
shattered gates of Hachehiro, Takematsu and his army will
march to the aid of the Nipponsei army.
haChehiro takematsu
the oNiBushi
Troop Type: Monstrous Infantry (Special Character)

Special Rules: Fear
Yokai. See page 58

Trample. See page 58

Shogun of Kyokuni. Oni are treated as a Core choice in
armies containing Hachehiro Takematsu.

Magic Items:
The Reaping Blade. Takematsu selected this evil
looking No’Dachi from the Imperial Armory at Kyokuni.
He is able to wield the massive sword in a single hand, its
gnarled edge scything down entire ranks of warriors with
each swing.

This giant sword grants Takematsu +1 Strength.
Additionally, Takematsu may forego all of his normal
attacks to make a titanic sweep with his blade. All enemy
models in base contact with Takematsu must pass an
Initiative Test, or suffer 1 automatic wound, with no saves
of any kind allowed.

The Immortal’s Armor. Another heirloom confiscated
by Takematsu, this ancient suit of armor has been
‘modified’ to fit his gargantuan frame.

Magic Armor. The Immortal’s Armor is a Heavy Armor
which grants Takematsu the Regeneration (4) special rule.

M WS BS S T W I A Ld
Hachehiro
Takematsu
6 6 2 6 5 4 3 5 8
75

the Lore of
shiNdo
aNCestor magiC,
tempLe BLessiNgs
Blessing of the Ancestors (Lore Attribute)
The Lore of Shindo draws it’s power not from the Winds of
Magic, but from the souls of departed warriors and heroic
ancestors. Thus, courageous warriors might find
themselves granted a boon from proud spirits the beyond.

If a spell from the Lore of Shindo would activate a model’s
Kei Power, the caster gains a +1 to the Casting attempt.


Misogi Harai, ‘Purification of Water’ Cast on 6+
(Signature Spell)
The priest rolls a single, crystal clear droplet from an
upraised fingertip, to the ground, chanting as it changes
course over his body.

Misogi Harai is an augment with a range of 18”. Until
the start of the next friendly magic phase, any Hex spell
targeting the unit has it’s casting value raised by +3.
1. Shichi Fukujin, the Seven Fates Cast on 5+
With a clattering and rolling of finger bones, the monk
calls on the Luck of the Heavens to guide the weapons of
the Nipponsei.

Shichi Fukujin is an augment with a range of 24”. Until
the start of the next friendly magic phase, the unit has
either it’s Weapon Skill, Ballistic Skill, or Initiative
increased by D3 (to a maximum of 10). The monk may
choose to cast a more powerful version of this spell that
instead increases all three characteristics (don’t roll a D3
for each – make one roll and apply it to all three
characteristics). If he does so, the casting value of Shichi
Fukujin is increased to 10+
2. Odayaka Nashio, Calming Tides Cast on 10+
The monk closes his eyes, and with his mind, reaches into
the souls of the foe, drowning their resolve with calmness.

Odayaka Nashio is a hex which targets one enemy
regiment within 12”. Until the start of the next friendly
magic phase, the affected regiment loses all Psychology-
based special rules, such as Hatred, Frenzy, and Stubborn.
3. Kenno Hachiman, Hachiman’s Sword Cast on 12+
A ritual involving a dagger, and a pure flame, calls upon
the fiery temper of Hachiman, deity of War.

Kenno Hachiman is an Augment which targets a character
within 18”. Until the start of the next friendly magic phase,
if this character deals a successful wound in close combat,
he is entitled to make an additional attack. Attacks
generated in this way do not grant further attacks.
4. Shirudo Kojiki, Kojiki’s Shield Cast on 18+
In a simple and humble gesture, the monk prays to the
Great Kami Kojiki, founder and defender of Nippon.

Remains in Play. Shirudo Kojiki is an augment which may
target a friendly character within 18”. The models gains a
4+ ward save. Additionally, if the model is slain while
Shirudo Kojiki is in play, roll a D6. On a 1-4, the model is
slain as normal. On a 5, the killing blow is ignored and the
model stays in play with 1 wound. On a 6, the model also
recovers D3 wounds.
5. Ikari no Izanye, Izanye’s Wrath Cast on 21+
With sulfur and flame, the monk calls down the fiery wrath
of the Sun Goddess above, scorching his enemies.

Ikari no Izanye is a direct damage spell with a range of 24”.
Every model in the target regiment must pass an Initiative
Test or suffer one Flaming wound automatically, with no
armor saves allowed.
6. Benzei Tennyo, Gift of Voice Casting level variable
This ritual comes in the form of a poem, spoken by the
monk over the fan of a court performer. Snapping the fan
closed, the monk sends the blessing on it’s way, granting an
ally the words he seeks.

Before casting Benzei Tennyo, nominate a character within
18”. The casting value of this spell is equal to the target’s
Weapon Skill, +2. Benzei Tennyo is an augment, which
lasts until the next friendly magic phase. While Benzei
Tennyo is in play, the enemy characters may not refuse
challenges issued by the target character, and you may
choose which of your opponent’s eligible characters will
accept the challenge, unlike the usual rules for challenges.
76
On the following pages are magic items available to Nippon armies. These can be taken in addition to
any of the magic items listed in the Warhammer rulebook.

heirLooms of NippoN

Kusanagi 75 points
Magic Weapon
When Minamoyo Kanda, fifth successor to Minamoyo
Toriyomo, journeyed out into the Eastern seas in search
of the home of Izananye, he carried his full set of wargear
with him, including this sword. Kanda and the four
Daimyo who traveled with him were never seen again,but
many years later, this unadorned sword washed ashore in
the Eastern realm of Hoshun. Careful inspection showed
that the sword had once been covered in beautiful details,
but the constant pounding of the waves had since worn
away it’s previous oppulence. The simple handle was
warm to the touch, while blade glowed with the light of
the morning sun, and roared like the crashing tide. Many
now believe that Kanda’s quest had succeeded in finding
the resting place of the Great Kami, and that this sword
was sent back on the tides.

The wielder of Kusanagi always counts his Strength as
being 2 higher than his opponent’s Toughness, to a
maximum of 10. Successful armor saves against wounds
caused by Kusanagi must be rerolled.
Murasama 50 points
Magic Weapon
Murasama is the first of the Twin Swords of Isai. Forged
by the talented but violently mad young apprentice
Murasama Sengo from black iron quenched in blood, it is
said that this horrible blade has a taste for flesh. Any
time it is drawn, a man must die. For many years, this
sword carved a bloody path across Nippon – passed from
warrior to warrior, as no single wielder lived long in
under it’s murderous sway.

The bearer is subject to Frenzy, and will never lose it.
Additionally, for every wound the bearer inflicts (after
saves), he must immediately make an additional attack.
This second round of attacks can generate further attacks,
and so on. If the bearer is left without an enemy model to
target, he will target friends in base contact, or himself.
Masanume 50 points
Magic Weapon
Masanume is the second of the Twin Swords of Isai.
Forged by the master swordsmith Goro Masamune in a
desperate attempt to provide a suitable counter to
Muramasa, Masamune forged his blade from meteoric
steel, and cooled it in the pure waters of the river which
flowed near his home.
Legend holds that if the two swords are placed into this
river, the hatred and madness of Muramasa will draw fish
and leaves towards it’s keen edge, and their deaths, but that
the same fish and leaves will flow around Masamune,
unharmed by the beuatiful blade.

Enemy models in base contact with the bearer lose any
additional attacks or rerolls gained as an effect of
Psychology (Hatred, Frenzy, etc).
Furthermore, enemy models wishing to strike the bearer
must first pass an unmodified Leadership test, with no
rerolls allowed. If the test is failed, the enemy model loses
all of it’s attacks for this round of combat.
Bashiri no Seiryu 40 points
Magic Armor
This suit of armor is crafted from the fallen scales of the
Ryujin Seiryu. Seiryu is the Ryujin of Springtime, and the
Nipponsei view him as a force of fertility, rebirth and of
good tidings. Ironically, this has led to Seiryu also being
viewed as the ‘Dragon of Love’.
This azure-blue cuirass is therefore kept by the Shogun’s
most eligible female heir, to be given to a young warrior of
her choosing. Imbued with a measure of Seiryu’s
legendary regenerative abilities, it has proven to protect the
bearer against bullets, sword strokes, and other wounds
which would have otherwise slain him outright.

Heavy Armor. The wearer of the Bashiri no Seiryu has the
Regen (4+) ability.
77

Kagemusha’s Mempo 35 points
Magic Armor
Kagemusha was one of the many body guards of Shogun
Tazeo. Tazeo was greatly disliked, and attempts on his
life were so common that he kept a retinue of body
doubles with him at all times. Kagemusha achieved
immortality when thirteen assassins swept into the
Shogunate to kill Tazeo in the night.
They found the Shogun in his room, surrounded by his
geisha, and in his full wargear. The Shogun fought
bravely, and slew his attaackers despite being slashed
several times by their poisoned daggers. As the Geisha
wept over the body of their dying lord, he removed his
mempo, to reveal not Tazeo, but Kagemusha.
To this day, irreverent Bushi still joke that if a man must
die for his master, it is best to die like the canny
Kagemusha – in the master’s chambers, in bed with his
women.

Kagemusha’s Mempo grants a 6+ armor save which may
be combined with other equipment normally.
Additionally, once per game, at any time, the bearer of
the Kagemusha Mempo may reveal his true face.
Immediately switch his location with any other friendly
character of the same troop type, exactly as the ‘Smoke
and Mirrors’ attribute of the Lore of Shadows,
disregarding any reference to range or line of sight. Note
that this means the Mempo can be used to escape a
challenge, or even be used before an enemy models rolls
to wound with an attack.
Sashimono of Goumandesu 40 points
Talisman
Goumandesu was a master swordsman in the chaotic years
after the Scouring. He strode into battle with his head high,
carving a path of destruction through his foes beneath a
brilliant red sashimono elbazoned with his Mon. This pride
was to be his undoing, however, when he charged headlong
into an entire warherd of Minotaurs. For all his skill, he
could not hope to best them, and when he was slain, his
soul was guided into his sashimono for eternity.

Counts as a sashimono (a model may not wear more than 3
Sashimono). In addition, the model may reroll any failed
rolls To Hit or To Wound in close combat. However, for
any of these rolls which still fail, the bearer suffers an
immediate Strength 3 hit as the spirit of Goumandesu
mocks him from beyond the viel.
Jiyundo Scroll 65 points
Arcane Item
Carefully prepared in the Shindo temple of Toshugokami, it
is not the words of this scroll which make it unique, but
instead, it’s magical wax seal. Once broken, the winds of
magic are drawn inexorably to the parchment, draining the
battlefield of magic for a brief instant, and putting the user
at terrible risk.

One use only. When an enemy spell has been cast, a Priest
with the Jiyundo Scroll may break it’s seal instead of
attempting to dispel the spell. The magic phase ends
immediately, without resolving the cast spell, and any
Remains in Play spells still in play are automatically
dispelled.
Once the seal has been broken, the bearer immediately rolls
upon the Miscast table, as the scroll becomes a whirling
vortex of unchecked magic.
Rising Sun Mon 30 points
Enchanted Item
The Mon of the Rising Sun is reserved for penitent Bushii
who no longer have a Clan to fight for – either through
dishonor, or loss. The burning rage of the bearer is
channeled through this sign, his Kei manifesting as blasts
of flame and a wreath of fire.

Models with the ‘Bushido’ special rule only.
The bearer of the Rising Sun Mon may not take any other
Clan Mon. When the bearer is targeted by a friendly or
enemy spell, rather than activating his usual Kei Power,
place a token or other marker next to the model. During
the friendly magic phase, the model may discard one of
the tokens to cast the Fireball spell from the Lore of Fire
in the Warhammer rulebook, as a bound spell.
The power level of the spell may be increased by
expending additional tokens – two tokens to cast it at
10+, and three to cast at 18+. At the end of each friendly
magic phase, the model suffers a Strength 4 hit for each
unspent token, as the fires of his penitent wrath burn
themselves into his flesh.
78
On this page, details are given for the four Mon of the Great Houses of Nippon. These Mon are available
to certain units and characters in the Nippon army list, as part of the options given in their profile. The
additional rules for Clan Mon can be found on page 44.

CLaN moN of NippoN

Tarai Clan Mon
The Tarai were once the most powerful Bushi clan in all of
Nippon, until the events just before the Scouring, when they
lost the war to the Minamoyo. Since then, offshoots and
cadet branches of the Tarai have tried to regain their lost
honor. The chief clan of the Tarai house is now the Takata
Clan of Takata Nobuharu.

Models with the Tarai Mon gain the Swiftstride special rule
from the Warhammer rulebook. Models who already have
Swiftstride from another source, may instead reroll any of
the dice when determining their charge distance. Models
with the Tarai Mon cause Fear on the turn that they charge.
Tachiwara Clan Mon
The Tachiwara were all but destroyed in the feirce wars
of the Scouring. The many descendants of the Tachiwara
were left to live in poverty, eking out humble existences,
until Nasunaga of the Odai branch set out to restore the
Tachiwara’s former glory. Tachiwara branches often
boast the highest numbers of Ashigaru, and through this
military might, the Tachiwara slowly tighten their grip on
Imperial Nippon.

Friendly units of Ashigaru or Arquebusiers may use the
leadership of any model with the Tachiwara Clan Mon
within 6”. The Tachiwara Clan Mon also grants the
Hatred and Wretched special rules.
Fujibana Clan Mon
TheFujibana once controlled the Emperor through a long
series of politcal marriages. The Scouring took a heavy
toll on the lands of Kagyo, tearing them asunder with
bleak mountain peaks. Now, the Datashi Clan reigns
over Kagyo from the broken city of Kurozawa.

Models with the Fujibana Clan Mon armed with
No’Dachi gain the ‘Always Strikes First’ special rule
from the Warhammer rulebook in the first round of each
combat, or while they are fighting in a challenge. The
Fujibana Clan Mon also grants the Stubborn special rule.
Minamoyo Clan Mon
The Minamoyo are regarded as the saviours of Nippon,
thanks to the role they played in events following the
Scouring. Without exception, all Shoguns have come
from branches of the Minamoyo Clan. Currently, the
Clan is lead by Kojiro of the Izeguri Clan of Echiko. The
Minamoyo espouse Honor, and Duty, above all else.

Models with the Minamoyo Clan Mon may activate their
Kei Power, or the Kei Power of any unit they join, as a
Bound Spell with Power Level 7. However, if your Army
General has the Minamoyo Clan Mon, you may not field
any units of Ronin, or any models who have the
‘Wretched’ special rule.
the the the the
NippoN NippoN NippoN NippoN
order order order order
of of of of
BattLe BattLe BattLe BattLe

The armies of the Bushi form the
backbone of Nippon society, and are
all that stands between it, and the
utter Chaos of the North. As the
commander of a Nipponsei army, it
is by your courage and leadership
that the warriors of Nippon will
claim glory for their Emperor and
their Clan, against the myriad of
foes arrayed before them.

This section of the book helps you to
turn your collection of miniatures
into an army of the Nipponsei, ready
for a tabletop battle. At the back of
this section, you will also find a
summary page, which lists every
unit’s characteristics profile, for
quick and easy reference during
your games of Warhammer.
82
Using the Army list

The army list is used alongside the ‘Choosing an Army’
section of the Warhammer rulebook to pick a force ready
for battle. Over the following pages, you will find an entry
for each of the models available to a Nippon army. These
entries giver you all of the gaming information that you
need to shape your collection of models into the units that
will form your army. Amongst other things, they will tell
you what your models are equipped with, what options are
available to them, and how many points they cost.
Unit Categories

As described in the Warhammer rulebook, the units in the
army list are organized into five categories: Lords, Heroes,
and Core, Special and Rare units.

Army List Entries

Each army list entry contains all the information you will
need to choose and field that unit at a glace, using the
following format.
C CC C Unit Size: 10+

© ©© © Equipment
• Samurai Swords
C CC C Special Rules
• Bushido
• Kei
• Folded Steel
® ®® ® Options
• May upgrade one Samurai to a Kyunin......................... 10 points
- who may wear a Sashimono.................................... 10 points
• May upgrade one Samurai to a musician...................... 10 points
• May upgrade one Samurai to a standard bearer............ 10 points
• The entire unit may exchange their Samurai Swords for one of
the following
- Naginata.......................................................... 3 point per model
- No’Dachi....................................................... 3 points per model
• The entire unit may take longbows................ 2 points per model
• The entire unit may choose a Clan Crest....................... 15 points

C CC C Name. The name by which the unit
or character is identified.

C CC C Profiles. The characteristic
profiles for the model(s) in each unit
are provided as a reminder. Where
several profiles are required, these
are also given, even if they are
optional (such as unit champions).

C CC C Troop Type. Each entry specifies
the unit type of its models (for
example, ‘infantry’, ‘cavalry’ and so
on).

C CC C Points Value. Every miniature in
the Nippon army costs an amount of
points that reflects how effective it is
on the battlefield. For example, a
Samurai costs 12 points, while the
Shogun, Minamoyo Ittazen, costs a
mighty 340 points.
C CC C Unit Size. This specifies the
minimum size for each unit, which is
the smallest number of models
needed to form the unit.

© ©© © Equipment. This is a list of the
standard weapons and armor for the
unit. The cost of these items of
equipment is included in the basic
points value.

C CC C Special Rules. Many models have
special rules that are either fully
described earlier in this book or in
the Warhammer rulebook. The
names of these special rules are
listed in the army list entries as a
reminder.


® ®® ® Options. A list of optional weapons
and armor, mounts, and other upgrades
for units or characters, including the
points cost for each particular option.
Many unit entries include the option to
upgrade a unit member to a champion,
standard bearer or musician. Some
units may carry a magic standard or
take magic items at a further points
cost.

Samurai C CC C C CC C 14 points per model
Profile C CC C M WS BS S T W I A Ld C CC C Troop Type
Samurai 4 4 4 4 3 1 4 2 7 Infantry
Kyunin 4 4 4 4 3 1 4 2 8 Infantry

83
Lords

Minamoyo Ittazen, Shogun of Nippon 330 Points
Profile M WS BS S T W I A Ld Troop Type
Shogun Minamoyo Ittazen 4 8 5 4 4 3 7 4 10 Infantry (Special Character)

Equipment
• Heavy Armor
• Three Sashimono
Magic Items
• Sword of
Yoritomo
• Pendant of
Righteousness
Special Rules
• Bushido
• Kei
• Master of Bushi
Options
• May be mounted on one of the following:
- Kirin.........................................35 points
- Komainu.............................35 points
- Nipponsei Steed..................18 points
-- and wear a Horo................4 points

Daimyo Takata Nobuharu, Master of Takata Clan 320 Points
Profile M WS BS S T W I A Ld Troop Type
Daimyo Takata Nobuharu 4 8 4 4 4 3 7 4 9 Monstrous Cavalry (Special Character)
Furinkazan 9 4 0 4 5 3 4 3 7 -

Equipment
• Naginata
• Three Sashimono

Magic Items
• The Armor That Needs No Shield
• Takata War Fan
Special Rules (Nobuharu)
• Bushido
• Kei
• Horsemaster
• Master of the Takata
Special Rules (Furinkazan)
• Fast Cavalry

Daimyo Izeguri Kojiro, Master of Izeguri Clan 290 Points
Profile M WS BS S T W I A Ld Troop Type
Daimyo Izeguri Kojiro 4 8 5 4 4 3 7 4 9 Infantry (Special Character)

Equipment
• Heavy Armor
• Three Sashimono
• Samurai Swords
Magic Items
• Shindo
Vestments
Special Rules
• Bushido
• Kei
• The War God
• Master of the
Izeguri
Options
• May be mounted on one of the following:
- Kirin.........................................35 points
- Komainu.............................35 points
- Nipponsei Steed..................18 points
-- and wear a Horo................4 points


84
Lords

Daimyo Odai Nasunaga, Master of Odai Clan 300 Points
Profile M WS BS S T W I A Ld Troop Type
Daimyo Odai Nasunaga 4 9 4 4 4 3 7 5 8 Infantry (Special Character)

Equipment
• Heavy Armor
• Three Sashimono
• Samurai Swords
Magic Items
• Oni Skull
Mempo
Special Rules
• Bushido
• Kei
• Scourge of the
Bushi
• Master of the Odai
Options
• May be mounted on one of the following:
- Nipponsei Steed..................18 points
-- and wear a Horo................4 points


Daimyo Datashi Matsunori, Master of Datashi Clan 290 Points
Profile M WS BS S T W I A Ld Troop Type
Daimyo Datashi Matsunori 4 8 5 4 4 3 6 4 9 Infantry (Special Character)

Equipment
• Heavy Armor
• Three Sashimono
• Samurai Swords
Magic Items
• The Crescent
of Kyushuu
Special Rules
• Bushido
• Kei
• Vengeance of
Kyushuu
• Master of the Datashi

Daimyo 160 Points
Profile M WS BS S T W I A Ld Troop Type
Daimyo 4 8 5 4 4 3 7 4 9 Infantry (Character)

Equipment
• Heavy Armor
• Two Sashimono
• Samurai Swords
Special Rules
• Bushido
• Kei
Options
• May be armed with any of the following:
- Naginata................................................................... 5 points
- No’Dachi.................................................................. 8 points
- Long Bow................................................................ 8 points
• May be mounted on one of the following
- Komainu................................................................. 35 points
- Nipponsei Steed..................................................... 18 points
-- and wear a Horo........................................................ 4 points
• May wear an additional Sashimono......................... 25 points
• May choose a Clan Mon.......................................... 50 points
• May take Magic Items worth up to........................ 100 points

85
Lords

Shindo Priest 190 Points
Profile M WS BS S T W I A Ld Troop Type
Shindo Priest 4 5 3 3 3 3 4 2 8 Infantry (Character)

Equipment
• Hand Weapon

Special Rules:
• Ancestor
Spirits
Magic
A Shindo Priest is a Level 3
Wizard who uses spells from
any of the one of the eight Battle
Magic lores in the Warhammer
rulebook, or the Lore of Shindo.
Options
• May be upgraded to a Level 4 Wizard........ 35 points
• May be mounted on one of the following
- Kirin........................................................... 50 points
- Nipponsei Steed......................................... 18 points
• May take Magic Items worth up to............ 100 points

Mounts
Profile M WS BS S T W I A Ld Troop Type
Kirin 6 5 0 4 4 3 4 2 7 Monstrous Beast
Komainu 8 5 0 5 4 3 4 3 8 Monstrous Beast
Nipponsei Steed 8 3 0 3 3 1 3 1 5 Warbeast

Special Rules
• Kirin: Fly, Impact Hits (D3)
Channeling

• Komainu: Forest Strider,
Magic Resistance (1)

• Nipponsei Steed: Fast Cavalry

86
heroes

Miyushiro Masune, The Vagabond 190 Points
Profile M WS BS S T W I A Ld Troop Type
Miyushiro Masune 4 8 4 4 4 2 7 5 8 Infantry (Special Character)

Magic Items
• The Fifth Ring
• Heavenly
Bokken
Special Rules
• Bushido
• Martial Mastery: Kenjutsu
• Insolent Vagabond
• The Hungry Samurai
• Killing Blow

Yamakata Masatagi, The Blood Rider 195 Points
Profile M WS BS S T W I A Ld Troop Type
Yamakata Masatagi 4 7 4 4 3 2 6 4 8 Cavalry (Special Character)
Matsukaze 8 4 0 4 3 1 3 2 7 -

Equipment
• Hand Weapon
• Two Sashimono

Magic Items
• Armor of the Bloodied
• Dragonfly Lance
Special Rules
• Bushido
• Kei
• Martial Mastery (Bajutsu)
• Herald of Nobuharu
• Master of the Blood Riders

Kabukara Gozeimon, The Shadowmaster 175 Points
Profile M WS BS S T W I A Ld Troop Type
Kabukarar Gozeimon 5 8 6 4 3 2 7 4 8 Infantry (Special Character)

Equipment
• Light Armor
• Smoke Bombs
• Shuriken

Magic Items
• Shinigami Mempo
• Blades of Woe
Magic
Kabukara Gozeimon is a Level 2
Wizard who uses spells from the
Lore of Shadows in the Warhammer
rulebook.
Special Rules
• Scout
• Fear
• Wretched
• Master of Dark Jutsus
87
heroes

Taisho 90 Points
Profile M WS BS S T W I A Ld Troop Type
Taisho 4 7 4 4 3 2 6 3 8 Infantry (Character)

Equipment
• Heavy Armor
• Samurai Swords
• Sashimono
Special Rules
• Bushido
• Kei
Options
• May be armed with any of the following
- Naginata.................................................................... 5 points
- No’Dachi................................................................... 8 points
- Long Bow................................................................. 8 points
• May be mounted on one of the following
- Komainu.................................................................. 35 points
- Nipponsei Steed...................................................... 18 points
-- and wear a Horo......................................................... 4 points
• May wear an additional Sashimono.......................... 20 points
• May choose a Clan Mon........................................... 50 points
• May take Magic Items worth up to........................... 50 points

The Army Standard Bearer
• Unless your army contains Yamakata
Masatagi carrying the Takata Clan
Standard, one Taisho may be the Army
Battle Standard Bearer for +25 points.

• The Battle Standard Bearer may carry a
Magic Standard (with no points limit).
A model that carries a Magic Standard
cannot have any other magic items.
Kabuzei 105 Points
Profile M WS BS S T W I A Ld Troop Type
Kabuzei 4 7 5 4 3 2 6 3 8 Infantry (Character)

Equipment
• Light Armor
• Two
Handweapons

Special Rules
• Fear
• Wretched
• Dark Jutsus
• Body of Shadow
Magic
A Kabuzei is a Level 1
Wizard, who uses spells
from the Lore of Death or
the Lore of Shadow in the
Warhammer rulebook.
Options
• May be upgraded to a Level 2 Wizard............. 35 points
• May be armed with Shuriken............................. 5 points
• May be upgraded to Poisoned Attacks............. 10 points
• May carry Smoke Bombs................................. 25 points
• May take Magic Items worth up to.................. 50 points

Hachehiro Takematsu, The Onibushi 190 Points
Profile M WS BS S T W I A Ld Troop Type
Hachehiro Takematsu 6 6 2 6 5 4 3 5 8 Monstrous Infantry (Special Character)

Magic Items
• The Reaping Blade
• The Immortal’s Armor
Special Rules
• Bushido
• Trample
• Yokai
• Shogun of Hachehiro

88
heroes

Onmyoji 115 Points
Profile M WS BS S T W I A Ld Troop Type
Onmyoji 4 5 3 3 3 2 4 1 8 Infantry (Character)

Equipment
• Hand Weapon

Special Rules
• Aspects of
Onmyoji
Magic
An Onmyoji with Wizard levels
uses spells from the lore of
Beasts, Life, or Heavens.
Options
• May take up to two Wizard levels...... 35 points each
• May have any of the following Aspects
- Aspect of Okami....................................... 5 points
- Aspect of Oni........................................... 15 points
- Aspect of Tengu...................................... 20 points
- Aspect of Kitsune................................... 20 points
• May select one of the following Familiars
- Senningama.............................................. 10 points
- Shinigami.................................................. 15 points
- Baku.......................................................... 25 points
• May take Magic Items worth up to.............. 50 points

Shindo Monk 95 Points
Profile M WS BS S T W I A Ld Troop Type
Shindo Monk 4 4 3 3 3 2 4 1 8 Infantry (Character)

Equipment
• Hand Weapon

Special Rules
• Ancestor
Spirits
Magic
A Shindo Monk is a Level 1
Wizard who uses spells from
any of the one of the eight Battle
Magic lores in the Warhammer
rulebook, or the Lore of Shindo.
Options
• May be upgraded to a Level 2 Wizard........ 35 points
• May be mounted on one of the following
- Kirin........................................................... 50 points
- Nipponsei Steed......................................... 18 points
• May take Magic Items worth up to.............. 50 points

89
Core

Samurai 14 points per model
Profile M WS BS S T W I A Ld Troop Type
Samurai 4 4 4 4 3 1 4 2 8 Infantry
Kyunin 4 4 4 4 3 1 4 3 8 Infantry

Unit Size: 10+

Equipment
• Samurai Swords
• Heavy Armor
Special Rules
• Bushido
• Kei
Options
• May upgrade one Samurai to a Kyunin....................... 10 points
- who may wear a Sashimono.................................. 20 points
• May upgrade one Samurai to a musician.................... 10 points
• May upgrade one Samurai to a standard bearer.......... 10 points
• The entire unit may exchange their Samurai Swords for one of
the following:
- Naginata....................................................... 3 points per model
- No’Dachi..................................................... 3 points per model
- Spears.......................................................... 2 points per model
• The entire unit may choose a Clan Mon...................... 25 points

Ashigaru Spearmen 5 points per model
Profile M WS BS S T W I A Ld Troop Type
Ashigaru 4 3 3 3 3 1 3 1 7 Infantry
Gunzo 4 3 3 3 3 1 3 2 7 Infantry

Unit Size: 10+

Equipment:
• Hand Weapon
• Spear
• Light Armor
Options:
• May upgrade one Ashigaru to a Gunzo........................................ 10 points
• May upgrade one Ashigaru to a musician.................................... 10 points
• May upgrade one Ashigaru to a standard bearer......................... 10 points
• The entire unit may exchange their Spears for one of the following:
- Naginata........................................................................ 2 points per model
- Yari............................................................................... 3 points per model

Ashigaru Bowmen 7 points per model
Profile M WS BS S T W I A Ld Troop Type
Ashigaru 4 3 3 3 3 1 3 1 7 Infantry
Gunzo 4 3 3 3 3 1 3 2 7 Infantry

Unit Size: 10+

Equipment:
• Hand Weapon
• Longbow
Options:
• May upgrade one Ashigaru to a Gunzo........................................ 10 points
• May upgrade one Ashigaru to a musician.................................... 10 points
• May upgrade one Ashigaru to a standard bearer.......................... 10 points
• The entire unit may be equipped with Light Armor........ 1 point per model

90
Core

Ōkami 8 points per model
Profile M WS BS S T W I A Ld Troop Type
Ōkami 6 3 0 3 3 1 3 1 6 Warbeast
Kamuy 6 3 0 3 3 1 3 2 7 Warbeast

Samurai Horsemen 18 Points
Profile M WS BS S T W I A Ld Troop Type
Samurai Horseman 4 4 4 4 3 1 4 2 8 Cavalry
Samurai Horsemaster 4 4 5 4 3 1 4 2 8 Cavalry
Nipponsei Steed 8 3 0 3 3 1 3 1 5 -

Unit Size: 5+

Equipment
• Samurai Swords
• Longbow
Special Rules
• Bushido
• Kei
• Fast Cavalry
• Kyuba no
Michi
Options
• May upgrade one Samurai Horseman to a Samurai
Horsemaster................................................................. 10 points
- who may wear a Sashimono.................................. 20 points
• May upgrade one Samurai Horseman to a musician
..................................................................................... 10 points
• May upgrade one Samurai Horseman to a standard bearer
.................................................................................... 10 points
• The entire unit may take light armor.............. 1 point per model
• The entire unit may choose a Clan Mon...................... 25 points

Unit Size: 5+

Special Rules:
• Yokai

Options:
• May upgrade one Ōkami to a Kamuy........................................... 10 points
• The entire unit may be upgraded to have the Vanguard special rule
....................................................................................... 2 points per model
Ronin 10 Points
Profile M WS BS S T W I A Ld Troop Type
Ronin 4 4 4 4 3 1 4 2 7 Infantry

Unit Size: 5+

Equipment:
• Samurai Swords

Special Rules:
• Bushido
• Repentant
• Skirmish
Note:
The number of regiments of Ronin taken in your army may not be
greater than the number of regiments of Samurai.
91
speCiaL

Naginata Riders 22 Points
Profile M WS BS S T W I A Ld Troop Type
Naginata Rider 4 4 4 4 3 1 4 2 7 Cavalry
Naginata Kyunin 4 4 4 4 3 1 4 3 8 Cavalry
Nipponsei Steed 8 3 0 3 3 1 3 1 5 -

Unit Size: 5+

Equipment
• Hand Weapon
• Naginata
• Sashimono
• Heavy Armor
Special Rules
• Bushido
• Kei
• Fast Cavalry
Options
• May upgrade one Naginata Rider to a Naginata Kyunin
..................................................................................... 10 points
- who may wear an additional Sashimono............... 20 points
• May upgrade one Naginata Rider to a musician
..................................................................................... 10 points
• May upgrade one Naginata Rider to a standard bearer
..................................................................................... 10 points
- may take a magic standard worth up to................. 50 points
• The entire unit may take horo....................... 3 points per model
• The entire unit may choose a Clan Mon...................... 25 points

Ashigaru Arquebusiers 10 points per model
Profile M WS BS S T W I A Ld Troop Type
Arquebusier 4 3 3 3 3 1 3 1 6 Infantry
Gunzo 4 3 4 3 3 1 3 2 7 Infantry

Unit Size: 10+

Equipment:
• Hand Weapon
• Handgun
Options:
• May upgrade one Arquebusier to a Gunzo................................... 10 points
• May upgrade one Arquebusier to a musician............................... 10 points
• May upgrade one Arquebusier to a standard bearer..................... 10 points
• The entire unit may be take light armor.......................... 1 point per model
• The entire unit may take defensive screens................... 2 points per model

Kensai 18 Points
Profile M WS BS S T W I A Ld Troop Type
Kensai 4 5 4 4 3 1 5 2 8 Infantry

Unit Size: 5+

Equipment
• Samurai Swords
• Heavy Armor
• Sashimono
Special Rules
• Bushido
• Kei
• Sword Saints
• Yojimbo
• Killing Blow
Options
• May upgrade one Kensai to a musician.................... 10 points
• May upgrade one Kensai to a standard bearer.......... 10 points
• The entire unit may exchange their Samurai Swords for
No’Dachi...................................................... 4 points per model
• The entire unit may take an additional Sashimono
...................................................................... 5 points per model
• The entire unit may choose a Clan Mon...................... 25 points

92
speCiaL

Uzabushi 12 points per model
Profile M WS BS S T W I A Ld Troop Type
Uzabushi 4 3 3 3 3 1 3 1 7 Infantry
Schuyou 4 3 3 3 3 1 3 2 8 Infantry

Unit Size: 10+

Equipment
• Kanabo
• Light Armor
Special Rules
• Uzabushi
Ferocity
• Stubborn
Options
• May upgrade one Uzabushi to a Schuyou................... 10 points
• May upgrade one Uzabushi to a musician.................. 10 points
• May upgrade one Uzabushi to a standard bearer........ 10 points

Taiko Drum 120 Points
Profile M WS BS S T W I A Ld Troop Type
Taiko Drum - - - - 5 5 - - - Chariot (armor save 5+)
Drummer - 3 3 3 - - 3 1 7 -
Oni Bearers 6 4 2 4 - - 2 4 7 -

Unit Size: 1

Crew: 2 Drummers
Equipment (Drummers): Handweapon

Drawn By: Oni Bearers
Special Rules:
• War Platform
• Herald of War

Shinobuzei 14 points per model
Profile M WS BS S T W I A Ld Troop Type
Shinobuzei 4 5 4 3 3 1 5 1 7 Infantry
Soul Eater 4 5 4 3 3 1 5 2 7 Infantry

Unit Size: 10+

Equipment
• Two Hand
Weapons
Special Rules
• Wretched
• Body of
Shadows
• Skirmish
Options
• May upgrade one Shinobuzei to a Soul Eater.............. 10 points
• The entire unit may take shuriken................ 2 points per model
• The entire unit may take smoke bombs........ 4 points per model
• The entire unit may be upgraded to have Poisoned Attacks
...................................................................... 2 points per model
• The entire unit may be upgraded to have one of the following
special rules:
- Vanguard............................................... 4 points per model
- Scout..................................................... 6 points per model
- Ambusher............................................. 6 points per model

93
speCiaL

Oni 40 points per model
Profile M WS BS S T W I A Ld Troop Type
Oni 6 4 2 4 5 3 2 3 7 Monstrous Infantry
Berserker 6 4 2 4 5 3 2 4 7 Monstrous Infantry

Unit Size: 3+

Equipment
• Hand Weapons
Special Rules
• Yokai
• Trample
• Frenzy
• Fear
Options
• May upgrade one Oni to a Berserker........................... 10 points
• The entire unit may have one of the following:
- Additional hand weapons....................... 3 points per model
- Greatweapons......................................... 8 points per model

Tengu 25 Points
Profile M WS BS S T W I A Ld Troop Type
Tengu 3 5 3 3 4 2 5 2 7 Infantry

Unit Size: 5+

Equipment
• Two Hand
Weapons
Special Rules
• Yokai
• Fly
• Skirmish


Unit Size: 1

Equipment
• Hand Weapon
Special Rules
• Yokai
• Cunning Courtesan
• Stunning Beauty
Options:
• May have the Scout special rule........... 25 points
• May take Magic Items worth up to....... 25 points
Kitsune 100 Points
Profile M WS BS S T W I A Ld Troop Type
Kitsune 6 5 0 3 3 3 5 2 7 Warbeast

94
rare

Hatamoto 65 Points
Profile M WS BS S T W I A Ld Troop Type
Hatamoto 4 6 4 4 3 1 6 2 8 Monstrous Cavalry
Torai 4 6 4 4 3 1 6 3 8 Monstrous Cavalry
Komainu 8 5 0 5 4 3 4 3 8 -

Unit Size: 3+

Equipment:
• Samurai Swords
• Heavy Armor
• Two Sashimono
Special Rules:
• Bushido
• Kei
• Fear
• Forest Strider
• Magic
Resistance (1)
Options:
• May upgrade one Hatamoto to a Torai...................... 10 points
- may take an additional sashimono...................... 20 points
- may take a magic item worth up to...................... 25 points
• May upgrade one Hatamoto to a musician................ 10 points
• May upgrade one Hatamoto to a standard bearer...... 10 points
- may take a magic standard worth up to............... 50 points
• The entire unit may exchange their samurai swords for one of
the following:
- Naginata................................................ 5 points per model
- No’Dachi.............................................10 points per model
Sotei 16 points per model
Profile M WS BS S T W I A Ld Troop Type
Sotei 6 5 4 4 3 1 5 1 8 Infantry
Benkei 4 5 4 4 3 1 5 2 8 Infantry

Unit Size: 5+

Equipment:
• Naginata
• Heavy Armor
Special Rules:
• Kei Brotherhood
• Mystic Wardens
• Immune to
Psychology
• Magical Attacks
• Wardsave (5+)
Options:
• May upgrade one Sotei to a Benkei........................... 10 points
• May upgrade one Sotei to a musician........................ 10 points
• May upgrade one Sotei to a standard bearer............. 10 points
- may take a magic standard worth up to............... 50 points


Legendary Warrior 50 Points
Profile M WS BS S T W I A Ld Troop Type
Legendary Warrior 4 7 5 4 3 2 6 3 8 Infantry (Character)

Unit Size: 1-2*

Equipment:
• Hand Weapon
Special Rules:
• Bushido
• Martial Mastery
• Peerless Warrior
• Killing Blow
Options:
• Must choose one of the following Martial Masteries:
- Master of Kenjutsu.............................................. 25 points
- Master of Kyudo.................................................. 15 points
- Master of Bajutsu................................................ 35 points
• May take one of the following:
- Light Armor........................................................... 6 points
- Heavy Armor......................................................... 8 points
• If a Master of Bajutsu, may take a horo...................... 4 points
• May select magic items worth up to.......................... 50 points

*Note: each Legendary Warrior counts
as a single unit for purposes of
deployment and calculating
victory points.
95
rare

Nipponsei Cannon 130 points per model
Profile M WS BS S T W I A Ld Troop Type
Nipponsei Cannon - - - - 7 3 - - - War Machine (Cannon)
Crewman 4 3 3 3 3 1 3 1 7 -

Unit Size: 1

Crew: 3 Crewmen
Equipment:
• Hand weapon
Options:
• May be upgraded to fire Flaming Arrows................ 15 points
• May take defensive screens..................................... 10 points

Uzutsu 18 points per model
Profile M WS BS S T W I A Ld Troop Type
Uzutsu 4 4 4 4 3 1 4 2 8 Infantry
Gashira 4 4 5 4 3 1 4 2 8 Infantry

Unit Size: 3+

Equipment:
• Samurai Swords
• Uzutsu Cannon
• Heavy Armor
Special Rules:
• Bushido
• Kei
• Noisome Brutes
Options:
• May upgrade one Uzutsu to a Gashira.................. 10 points
• The entire unit may take defensive screens
................................................................ 1 point per model
• The entire unit may take a Clan Mon.................... 15 points


Ryujin 305 Points
Profile M WS BS S T W I A Ld Troop Type
Ryujin 6 7 3 6 6 4 7 5 9 Monster

Unit Size: 1

Special Rules:
• Yokai
• Breath Weapon (S4)
• Large Target
Magic: A Ryujin that is a Wizard uses
spells from the Lore of Light,
Heavens, Life, Beasts, or Shindo.
• Fly
• Terror
• Scaly Skin (3+)
Options:
• May take up to two Wizard levels
...................................... 35 points/level

96
summary

Lords M WS BS S T W I A Ld Type
Daimyo 4 8 5 4 4 3 7 4 9 Inf
Datashi Matsunori 4 8 5 4 4 3 6 4 9 Inf (SC)
Izeguri Kojiro 4 8 5 4 4 3 7 4 9 Inf (SC)
Minamoyo Itazzen 4 8 5 4 4 3 7 4 10 Inf (SC)
Odai Nasunaga 4 9 4 4 4 3 7 5 8 Inf (SC)
Shindo Priest 4 5 3 3 3 3 4 2 8 Inf
Takata Nobuharu 4 8 4 4 4 3 7 4 9 MC (SC)
-Furinkazan 9 4 0 4 5 3 4 3 7 -

Heroes M WS BS S T W I A Ld Type
Hachehiro Takematsu 6 6 2 6 5 4 3 5 8 MI (SC)
Kabukara Gozeimon 5 8 6 4 3 2 7 4 8 Inf (SC)
Kabuzei 4 7 5 4 3 2 6 3 8 Inf
Miyushiro Masune 4 8 4 4 4 3 7 5 8 Inf (SC)
Onmyoji 4 5 3 3 3 2 4 1 8 Inf
Shindo Monk 4 4 3 3 3 2 4 1 8 Inf
Taisho 4 7 4 4 3 2 6 3 8 Inf
Yamakata Masatagi 4 7 4 4 3 2 6 4 8 Cav (SC)
-Matsukaze 8 4 0 4 3 1 3 2 7

Core M WS BS S T W I A Ld Type
Ashigaru Spearman 4 3 3 3 3 1 3 1 6 Inf
-Gunzo 4 3 3 3 3 1 3 2 7 Inf
Ashigaru Bowman 4 3 3 3 3 1 3 1 6 Inf
-Gunzo 4 3 3 3 3 1 3 2 7 Inf
Ōkami 6 3 0 3 3 1 3 1 6 Warbeast
-Kamuy 6 3 0 3 3 1 3 2 7 Warbeast
Ronin 4 4 4 4 3 1 4 2 7 Inf
Samurai 4 4 4 4 3 1 4 2 7 Inf
-Kyunin 4 4 4 4 3 1 4 3 8 Inf
Samurai Horseman 4 4 4 4 3 1 4 2 8 Cav
-Samurai Horsemaster 4 4 5 4 3 1 4 2 8 Cav
-Nipponsei Steed 8 3 0 3 3 1 3 1 5 -

Special M WS BS S T W I A Ld Type
Arquebusier Ashigaru 4 3 3 3 3 1 3 1 6 Inf
-Gashira 4 3 4 3 3 1 3 1 7 Inf
Kensai 4 5 3 4 3 1 5 2 8 Inf
Kitsune 6 5 0 3 3 3 5 2 7 Warbeast
Naginata Riders 4 4 4 4 3 1 4 2 7 Cav
-Kyunin 4 4 4 4 3 1 4 3 8 Cav
-Nipponsei Steed 8 3 - 3 - - 3 1 - -
Onii 5 4 2 4 5 3 2 3 7 MI
-Berserker 6 4 2 4 5 3 2 4 7 MI
Shinobuzei 4 5 4 3 3 1 5 1 7 Inf
-Soul Eater 4 5 4 3 3 1 5 2 7 Inf




97
summary

Special M WS BS S T W I A Ld Type
Uzabushi 4 3 3 3 3 1 3 1 7
-Schuyou 4 3 4 3 3 1 3 2 8
Taiko Drum - - - - 5 5 - - - CH
-Drummer - 3 3 3 - - 3 1 7 -
-Oni Bearers 6 4 2 4 - - 2 4 7 -
Tengu 3 5 3 3 4 2 5 2 7 Inf

Rare M WS BS S T W I A Ld Type
Hatamoto 4 6 4 4 3 1 5 2 7 MC
-Torai 4 6 4 4 3 1 5 3 8 MC
-Komainu 8 5 - 5 4 3 4 3 8 -
Legendary Warrior 4 7 5 4 3 2 6 4 8 Inf
Nipponsei Cannon - - - - 7 3 - - - WM
Crewman 4 3 3 3 3 1 3 1 7 -
Ryujin 6 6 0 6 5 5 3 5 8 Mo
Sotei 4 4 4 4 3 1 4 2 7 Inf
-Benkei 4 4 4 4 3 1 4 3 8 Inf
Uzutsu 4 4 4 4 3 1 4 2 8 Inf
-Gashira 4 4 5 4 3 1 4 2 8 Inf

Mounts M WS BS S T W I A Ld Type
Nipponsei Steed 8 3 - 3 - - 3 1 - WB
Komainu 8 5 - 5 4 3 4 3 8 MB
Kirin 8 3 - 4 4 3 4 2 6 MB

Troop Type Key: In = Infantry, CA = Cavalry,
WB = Warbeast, MI = Monstrous Infantry, MC =
Monstrous Cavalry, MO = Monster, CH = Chariot,
WM = Warmachine.

A
A supplement for


The Game of Fantasy Battles

You will need a copy of Warhammer
to use the contents of this book.
Fan-Made Armies
English Language
.pdf format
Inside you will find:
• A bestiary describing every unit, monster,
hero and war machine in the army.

• An army list to arrange your collection of
miniatures into a battle-ready force.

• A history, timeline, and complete back
story for the army.

Warhammer: Nippon is one of a series of
supplements for Warhammer. Each book in the
series descrubes in detail an army, its history,
and its heroes.
Nippon
Nippon is the last realm of men, a mysterious land to the far
East, off the shores of Cathay. It is a realm of constant internal
war, though it has turned its eyes to the world beyond its
borders. Chaos lays siege to the island kingdom from all sides,
as slavering, mutated Beastmen pour from its Northern forests
to lay waste to the civilization growing in the South. Despite
this constant struggle, Nippon has thrived thanks to the power
of it’s loyal and dutiful Bushi, and stands as a realm of fable
and wonderment among all the Warhammer world.

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