Reynardines are foxes cursed to go about the world in the manner of men, or perhaps men that are cursed to go about the world in the manner of foxes. They are knaves and rascals, arch in their cunning, and some have used this to achieve even the semblance of nobility among the peoples of the World, despite their disadvantages. Most, however, make a living the way most who smile easily and stab even easier do - as con-men and bandits. They are of a kin with the Old Gods, who protect them from such woes as the children of Law may heap upon them.
In human form they look identical to a human, though they are universally handsome. It is said among some old women that they can be identified by the color of their hair - red, brown, black, silver, or shock white depending on the area and season. This is likely not so, but even if it were it would be difficult to identify them as such as all these colors are found among those mortals who grow hair in the natural way. In the form of a fox they appear... well, as a fox, of course! Sometimes they walk on their hind legs and wear clothes, sometimes tailored for their small size but usually not, and can somehow carry such objects as they would carry as a man, again adjusting for size.
While they are found all over the World, they are most common in the isles of Cuccagna, Karse, and Noppin. Why they seem to cluster at archipelagos is a mystery to all.
Reynardine AC 6 [13], HD 3+1* (14hp), Attack 1 x bite (1d4) or by weapon, THAC0 16 [+3], MV 150' (50'), ST D10 W11 P12 B13 S14 (4), ML 8, AL Neutral, XP 50, BA 1 (1d4), TT C
Shapechange: May take the form either of a man or a fox during the day. Must be a fox at night.
Mundane Damage Immunity: Will only be killed by silver weapons or, but will be incapacitated by non-magical weapons.
Languages: May speak common, fairy, and the language of trolls regardless of form.
Armor: Eschew for it inhibits shapechanging.
Scent: Animals such as horses, dogs, cats, and chickens recognize a reynardine.
Charm Person: May charm person at will (-2 save) but only once per intended victim within 24 hours.
This is one of those posts I write to exorcise an idea I have so I can keep running whatever I'm running (in this case, Nightwick). Sometimes that works. Sometimes it doesn't. This one is actually within the World of Nightwick.
Kukoshi is a small island off the coast of the main island of Noppin - the fakey cakes Japan of the World of Nightwick. It's position (and map) is analogous to the real world island of Shikoku.
The bulk of the island is dominated by the Forest of Graves. Once the island was the burial site for the emperor and his court, as well as nobles who could use money or influence to get the same privilege. Now there are so many graves and tombs about the island that one can easily stumble upon a site that has gone unseen for generations while gathering firewood or picking mushrooms.
The places of the dead were originally set up and tended by the Genbu clan, whose minds were poisoned by some demon or other - as is often the case in the World of Nightwick. They built a sprawling fortress called Kumonoso Castle.
At some point they gained so much favor with the emperor that they attempted to seize him, bring him to Kumonoso Castle, and act as permanent regents. This obviously angered the other powerful clans at the time.
The clans from the mainland besieged and destroyed Kumonoso Castle. During the siege they found it a place of madness and great evils, and many of the creations of the Genbu Clan still haunt the ruins - and the entire island - to this day.
Today the dominant clan on the island is the Tsuru clan, who rule from Sato, which was once a village near the shadow of Kumonoso. Now it's a sizable town capable of having city adventures.
Two other clans inhabit the island. The Okami clan is made of a cadet branch of the Genbu that helped the old clans destroy them in the long long ago. They are still rumored to use foul magics and are particularly known for making their adversaries contract a form of madness that makes them act like dogs. They are secretive, but not openly hostile to the Tsuru clan.
The other main clan is the Byakko clan, which has been given control over the western part of Noppin because its leader jingles little baubles in a way that the emperor particularly likes. They have seized a castle from the Tsuru clan - Orizuru Castle - and obviously intend to wage further war against them. It is likely that their ultimate goal is to take Sato itself.
Religion on Kukoshi, and in Noppin in general, is divided between the monks of Law and the yamabushi who deal with the traditional Old Gods of the islands. While the priests of the two religions may fight, most of the realm embraces some level of syncretism between the two beliefs.
The religion of the Law in Noppin is an esoteric Eastern branch that does not necessarily oppose appeasing the Old Gods but focuses on conditioning one's mind and body to become one with the Law upon death. To do this monks often do things such as squeeze their bodies into metal cubes to cause their bones to "align" with the right angles of the Law.
They do not conceive of the Law as a deity but as a kind of divine state outside the universe. They do believe that the Law has saints, which function much as they do in the Western and Zenopolitan churches.
The overall structure of such a game would be like the one I used in Yavana, with most of the adventuring being hexcrawling with some mid-sized dungeons and the occasional town antics. Kumonoso Castle would be a fairly large dungeon but not "mega" in the campaign oriented sense.
I plan on borrowing Anthony's warrior societies for fighters, but also include ones for thieves (shinobi schools). It's likely that I'll pre-place NPCs who are teachers for these societies, and one or two of them might even be tengu.
Other dungeon ideas include the Moon Tower of the Tengu, the tombs of the old emperors, a more recently cursed castle, and a waterfall/cave holding the demonic princess of the Genbu clan.
Monsters will be largely taken from yokai.com because that site is great.
I would likely run this using Old School Essentials with houserules for Yamabushi and Namazu.
Obvious influences include the first two Onimusha games, Sekiro, Throne of Blood, the manga of Inuyasha (which has a lot more horror elements than the anime), Kwaidan, the first Yokai Wars movie... a bunch of other stuff probably.
A heretical depiction of the God of Law separates the Noppinese Imperial Family from the teeming hordes of Namazu
"In High Shang we exchanged much of the beautiful paper money of Cathay for passage to the island nation of Noppin. [Molo digresses here, yet again, to describe the currency of Cathay. This description is the third such in the text and is once again completely contradictory to his earlier digressions. I have omitted it because scholars interested in such things are unlikely to look to a translated text.] Noppin is said to have been originally inhabited by a race of Froglings [sic] that were displaced by the arrival of humans.Despite the protestations of the locals, it is clear that the Noppinese inherited a great deal from these Froglings. Their style and manner of dress, when different from the Cathayans, is identical to that of these creatures, which the locals call Namzu [sic]. Indeed, even their High Pontiff is an exceptionally large member of this race. [Some scholars have translated the title as Emperor, but Molo clearly uses the same form he gives to Pontiff Molestius II, his contemporary]
"The religion overseen by the High Pontiff of Noppin is also clearly influenced by whatever paganry the Namzu engaged in before their coming, as it is unlike that of Cathay or the Land of a Thousand Idols. Lawful monks from Cathay have brought their heretical from of the Law to Noppin and now the High Pontiff is head of a kind of hybrid Church. Due to the influence of the Law and perhaps in imitation of the First Emperor, the people of Noppin emphatically insist that their large namzu pontiff is a human, noting his 'mustache' instead of his whiskers, and his 'lovely' 'hydrated' skin instead of his oily hide.
"The smaller Namzu are relegated to the fringes of Noppin, living in the cold north or in the forests of Kokushi. It was in the Suicide Forest of Kokushi that our expedition had a most strange encounter with them. A frogling merchant we had picked up in the Land of a Thousand Idols stated many times that he was very confused at our attempts to communicate with his Noppinese cousins. He claimed they were merely catfish dressed up by the locals as a prank. When we were able to speak to them in a crude form of Cathayan dialect, the frogling still insisted that they were mute animals. The namzu, too, said that we must have dressed up the frogling as a joke and talked it to walk upright. They said that the frogling could not speak and only croaked.
"Locals accused the Namzu of a great many ills. They claimed they were mischievous, prone to larceny, and even known to cuckold fishermen. This first accusation may explain our encounter, but we saw no evidence of the other two and the idea of a woman giving herself to such a creature beggars belief." - Excerpt from The Travels of Parco Molo, 5th Edition, Evan Van Elkins trans. and ed.
A Namazu in traditional dress.
Namazu are small, catfish who walk and talk in the manner of men and are native to the islands of Noppin. While superficially similar to Froglings, and in many ways occupying the same social niche, the two races do not recognize the each other's person-hood.
Namazu are said to be quite stealthy.
Ability Score Increase: Your Dexterity increases by 2 and your Charisma increases by 1. Age: Namazu reach adulthood around age 20 but can live to be several centuries old. Alignment: In the five-fold system of the World of Nightwick, Namazu are usually Neutral and are never Lawful or Chaotic. In the nine-fold system of other worlds they tend towards Chaotic and Good alignments. Size: Namazu are usually no taller than 3 feet. Your size is small. Speed: Your speed is 25ft for both walking and swimming.
Amphibious: You breathe both air and water. Sensitive Whiskers: Namazu can feel the vibrations of the air and earth with their whiskers. You gain advantage on Dexterity Saves made to avoid pit traps, sudden collapses, unseen precipices, or any other effect that would cause the ground to suddenly not be beneath your feet.
Resilient: Namazu's bodies are compact and strangely pliant. You never take bludgeoning, thunder, or force damage on a successful saving throw even if the effect would normally deal half damage. Small and Barely Noticed: Namazu are used to avoiding the Big People. You are not blocked by any creature that is a size or more larger than yourself, and you may always hide if only other large creatures are looking for you - even if you are not initially obscured.