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CLANS DATABOOK

VOLUME I (BLOCK 1)

A concise historical and tactical compendium for readers and strategists. Factual tone. Cross-referenced where relevant.

I. The Long View: A Brief Chronology

c. 800–650 YBF (Years Before the Fall):Era of First Kinships. Proto-clans form around elemental and principle-based arts. Oral traditions place Mokuren (wood), Kagemori (shadow), and Seiryuu (seals) among the eldest lineages.

c. 600–520 YBF:Dawn of High Forging. Metallurgic arts mature; the unified Ryūzoku (Dragonfolk) houses fire-and-iron heirs who will later split into Akaryuu (fire-dragon blood) and Kurogane (ironblood).

c. 510–410 YBF — The Ash Age: Collapse of the Ryūzoku alliance at Tenkaishi. The split hardens into two strategic doctrines: Akaryuu (catastrophe as dominion) vs Kurogane (order as fortress).

c. 390–290 YBF — The Dragon Wars: Century-long cold‐to‐hot conflict between Akaryuu and Shirogane (ice) as flame marches north and frost pushes south. Entire valleys are remapped by alternating firestorms and glaciation. The war ends in a begrudging Pact of Necessity.

c. 250–210 YBF — Wars of the Hundred Banners: Coalition wars that draw in nearly every clan. The Kagutsuchi (phoenix flames) and Kurayami (blood) become existential threats; a grand alliance forms to break them. Kurayami are erased; Kagutsuchi are reduced to scattered survivors under assumed names.

c. 160 YBF — The Silver Massacre: Betrayals at a sealed site shatter the Seiryuu (chain-eyes); most lineages are destroyed. Surviving seal-bearers go to ground.

c. 0–120 AF (After Fall):Fragmented Hegemonies. Four "Elite Pillars" dominate military outcomes: Akaryuu, Kurogane, Shirogane, Raijin. Shadow wars—run by Kagemori, sanctified by Hakuren, and complicated by Tsukinami—shape borders as much as pitched battles.

II. Current Macro-Ranking (Power × Influence)

(Subject to change with alliances, prodigies, and resource shocks. 1 = highest)

Kurogane — iron hegemony, mines & forges, fortress doctrine.

Akaryuu — shock domination, terror balance, war aristocracy.

Shirogane — strategic deterrence from the North, elite yield per capita.

Raijin — decisive strike power, difficult to govern but war-winning at the margins.

Kagemori — outcome shapers; assassinations, counter-intelligence, perception warfare.

Hakuren — soft power, legitimacy through light/healing; stabilizes coalitions.

Mokuren — regional supremacy in forests; logistics denial; elite heal/tank hybrids.

Seiryuu (surviving lines) — low numbers, high strategic leverage (sealing).

Tsukinami — temporal disruption; low volume, high value.

Mizuhana — water control; sieges, supply, and fog-of-war operations.

Hebikami — swamp denial, toxins, hybrid warfare.

Ryuujin — apex duelists, few in number; campaign impact depends on leadership.

Hagane — runic force multipliers; scale with prep time and materials.

Shishigami — morale doctrine and acoustic warfare; excellent force support.

Kurokage — desert supremacy; niche but lethal in home terrain.

Kitsunari — deception and shapeshift; superb in espionage/urban arcs.

Yamioka — dream war; potent in counter-elite operations; taboo limits scaling.

Choujin — skirmishers; toxins/illusions; fragile in set-piece battles.

Kagutsuchi — mythic, nearly extinct; individual sightings can alter theaters.

(Erased) Kurayami — blood dominion; historically catastrophic; extinct by consensus record.

Note: Rankings measure present leverage, not mythic peak.

III. CLAN DOSSIERS (A–M)

Each entry follows: Emblem • Motto • Core Domain • Known Arts • Counters/Weaknesses • Doctrine & Tactics • Historic Notes • Current Standing • Notables(if public)

1) Akaryuu — "Fire-Dragon Blood"

Emblem: Split dragon jaw wreathed in flame.

Motto:"Born in flame, we rule in flame."

Core Domain: Dragonflame—hotter, more persistent than common fire; controlled eruption; soul-fueled combustion.

Known Arts:

Inferno-Carapace: Heat-shimmer armor; diffuses kinetic strikes.

Dragon's Breath: Conical expulsion; scale from shield-breaker to street-level conflagration.

Firewings (advanced): Brief glide and vector changes in melee.

Dragon's Maw (signature): Vast flame-maw; battlefield erasure at life-cost.

Counters/Weaknesses: Moist biomes (−40% efficacy); fuel is life force—accelerated scarring/shortened lifespans; pride-driven overextension.

Doctrine & Tactics: Shock & awe. Break morale first, then bodies. Prefer night assaults with weather-setters (wind allies).

Historic Notes: Dual hegemony with Kurogane post-Ryūzoku split; Dragon Wars vs Shirogane produce the "Pact of Necessity."

Current Standing:Elite Pillar; war nobility; practices endogamy to "keep the dragon awake."

Notables:The "Ash Regent" (deceased)—codified Dragon's Maw rotations; age 32 at death (life-burn).

2) Kurogane — "Ironblood"

Emblem: Interlocked anvil and tower.

Motto:"Fortress is freedom."

Core Domain: Iron/earth articulation; metallization of skin; magnetic command.

Known Arts:

Kyōdai Shell: Body-grown steel plate; modular coverage.

Tetsu-Recall: Magnetically return thrown arms; mid-air vectoring.

Shinkai-Tetsu (legendary): Full iron-merge; walking colossus.

Tetsu no Shiro (signature): Instant fortress—walls, rings, and spikes lock a theater.

Counters/Weaknesses: Ramp-up time; joint calcification ("iron gout") with age; vulnerable to agile/illusion skews.

Doctrine & Tactics: Area denial, kill-corridors, and layered attrition. They win campaigns, not exchanges.

Historic Notes: Blood-split from Akaryuu during the Ash Age; Tenkaishi remains a cultural scar.

Current Standing:Elite Pillar, industrial core; mercenary lords who decide wars for crowns.

Notables:Iron Marshal Ibara—pioneered mobile fortressing with collapsible rails.

3) Shirogane — "Iceblood"

Emblem: Six-point frost sigil in a ring.

Motto:"Purity through frost."

Core Domain: Ice, rime, and crystalization; environmental water draw.

Known Arts:

Kōri no Yoroi: Transparent refraction armor.

Mirror-Ice: Mirage and angle manipulation; projectile foldbacks.

Hyōga no Kokoro (legendary): "Zero-heart"—walking blizzard node.

Setsugen no Yaiba (signature): Frozen wind arcs—simultaneous cut & freeze.

Counters/Weaknesses: Requires ambient moisture; large-scale setups telegraph; internal factional coldness can fracture command.

Doctrine & Tactics: Precision intervention; deterrent deployments at chokepoints. One Shirogane ≈ ten regulars is a common field ratio.

Historic Notes:Dragon Wars stalemated Akaryuu across a century.

Current Standing:Elite Pillar; impregnable North; premium mercenary cadres.

Notables:Lady Sakuya of the Distant Gale—broker of the Pact of Necessity.

4) Raijin — "Thunderborn"

Emblem: Forked bolt coiled around a drum.

Motto:"Faster than thunder, harsher than judgment."

Core Domain: Bio-electrical overdrive; nervous-system augmentation; burst mobility.

Known Arts:

Raiden Yoroi: Static sheath that warps arrows and numbs touchers.

Blink-Step: Micro-telemetry dash ("body becomes the bolt").

Tenrai (legendary): Full body charge—become the strike.

Ikazuchi no Yaiba (signature): All slashes carry trailing arcs; even misses punish.

Counters/Weaknesses: Energy burn; poor endurance campaigns; heavy rain and ice can misfire impulse.

Doctrine & Tactics: Rapid insertion, leadership decapitation, and last-out cover.

Historic Notes: Traditional royal couriers; loyalty bends to the "strongest present" rather than crowns.

Current Standing:Tier-One striker behind the three northern powers; vital but volatile.

Notables:Kaneda "Storm's Heel"—codified strike-and-anchor rotations with Kurogane shields.

5) Kagemori — "Wardens of Shadow"

Emblem: Hollow circle with three misaligned crescents.

Motto:"The world is a mirror; we are the cracks."

Core Domain: Illusion, sense-bending, and nocturne terrain.

Known Arts:

Endless Mist: Sound and step echoes; identity scramble.

Dream-Hobble: Infiltrate sleep; implant doubts or delirium.

Kage no Kuni (legendary): Sub-world illusion; days of suffering in seconds of time.

Counters/Weaknesses: Blunt instinct (berserkers), hard momentum (Raijin), and faith-anchored focus (Hakuren) resist deception. Physical fragility when pinned.

Doctrine & Tactics: War without battles—supply misdirection, false roads, "victory by absence."

Historic Notes: Pre-Pillar lineage; many wars decided before first arrow thanks to their cartography of lies.

Current Standing: Kingmakers in secret; distrusted guests in any court.

Notables:Clem "Shopkeeper of Violence" (modern mercantile captain) — proof that a ledger can be a blade.

6/7) Mokuren — "Root-Keepers"

Emblem: Ring-knot of three roots around a sapling.

Motto:"We are the roots; we are the world's memory."

Core Domain: Woodcraft: accelerated growth, lignin hardening, entanglement.

Known Arts:

Shinju no Yoroi: Crystal-wood armor; heals slow wounds while warding impact.

Green Bastion: Rapid arbor walls; living bulwarks.

Seed-Caps: Sleep, toxin, and binding pods.

Counters/Weaknesses: Fire (catastrophic); urban stone starves reach; salt-scorch.

Doctrine & Tactics: Terrain re-write. Turn a theater into a home biome; let the enemy drown in logistics.

Historic Notes: Warders of neutral groves; allied with Shirogane to save forests against fire tides.

Current Standing: Regional superpower in woodland arcs; moral authority among rural polities.

Notables:Warden Ashi—drafted the "Green Articles," a rules-of-war code for living terrains.

8) Hebikami — "Serpent-Binders"

Emblem: Ouroboros over reed water.

Motto:"Truth is venom."

Core Domain: Hemotoxins, ophidian symbiosis, and constriction paradigms.

Known Arts:

Serpent-Whips / Scaleskin: Reach + armored dermis.

Fang-Grow: Extend canines; targeted envenomation.

Ouroboros Form: Merge with colossal serpent avatar.

Counters/Weaknesses: Cold paralysis (Shirogane); depletion outside toxin/animal sources.

Doctrine & Tactics: Ambush and attrition in swamps; denial warfare via poison economies.

Historic Notes: Hexer reputation masks disciplined bio-alchemy schools.

Current Standing: Regionally feared; valuable to covert coalitions.

Notables:Matriarch Sada—brokered the "Two Vials Treaty" with Kagemori handlers.

9) Tsukinami — "Moon-Bound"

Emblem: Crescent intersecting an hour ring.

Motto:"The night is ours; time is our thread."

Core Domain: Micro-temporal biasing; loop illusions; phase delays.

Known Arts:

Moon Illusion: Force enemy to relive a motion; stamina bleed.

Time Blade: Each cut repeats; compounding damage.

Lunar Circle: Local slowdown field—"they move as if in syrup."

Counters/Weaknesses: Severe fatigue/aging backlash; devotion/focus can snap loops; paradox risk limits scale.

Doctrine & Tactics: Precision skew. They do not win battles; they make others' victories certain.

Historic Notes: Often confused with Kagemori; in reality, their lens is time, not sight.

Current Standing: Rare cadre; reserved for apex duels and assassination interdictions.

Notables:Matron Hoshi—famously aged ten years in one night to pin a dragon-line berserker.

10) Ryuujin — "Dragon-Hearted"

Emblem: Dragon scale over a human palm.

Motto:"The dragon sleeps in the heart."

Core Domain: Partial draconic morphology; breath-weapons by bloodline; apex dueling.

Known Arts:

Scale Mail (bio): Natural armor; high heat/impact resistance.

Breath Modalities: Fire/Lightning/Ice—lineage locked.

Half-Dragon: Horns/wings/tail; short-window power.

Counters/Weaknesses: Every transformation taxes lifespan; cardiopathy is common; low breeding numbers.

Doctrine & Tactics: "Point of the spear." Insert to break champions or monsters; withdraw before attrition.

Historic Notes: Once dragon riders, now dragon keepers without dragons.

Current Standing: Revered, rare, strategically employed as duel breakers.

Notables:Prince Kaen (deceased)—last recorded aerial duel above the Salt Flats.

11) Hakuren — "Pureblooded"

Emblem: Sunburst inside a circlet.

Motto:"To heal is to rule."

Core Domain: Light and restoration; also sanctified burning.

Known Arts:

Radiant Hand: Heal or cauterize at will.

Sanctum Barrier: Area shield; nulls shadow-stealth.

Brilliant Field: Flood-light domain; illusions unravel.

Counters/Weaknesses: Flaws in darkness; cursework bypass; self-sacrifice spirals.

Doctrine & Tactics: Sustain coalitions, legitimize causes, purge plagues. Influence exceeds raw kill count.

Historic Notes: Monastic origins; factions split between mercy and zeal.

Current Standing: Pillar-adjacent power through diplomacy and logistics.

Notables:Sister Ise—steel-calm warden; bell and wand discipline synonymous with practical command.

12) Kurokage — "Scorpion-Born"

Emblem: Black tail over dune lines.

Motto:"Endure. Sting. Vanish."

Core Domain: Desert control; sand kinetic; venom strikes.

Known Arts:

Chitin Arms: Scorpion gauntlets; puncture and parry.

Sand Wall/Surge: Line-of-sight denial; glass-lash under heat.

Counters/Weaknesses: Water and marsh; damp collapses cohesion.

Doctrine & Tactics: Home-terrain supremacy; caravan interdiction; siege of wells.

Historic Notes: Feared raiders turned territorial wardens.

Current Standing: Mid-tier; decisive in southern theaters.

13) Kitsunari — "Fox-Souls"

Emblem: Triple tail knot.

Motto:"Win the mind, and the blade is bored."

Core Domain: Fire-tinged illusions; shapeshift; social infiltration.

Known Arts:

Tail Manifest: Energy tails for balance and feints.

Foxfire: Dazzle-burn that is half-illusion, half-heat.

Counters/Weaknesses: Truth seals (Hakuren); iron taboos; binding contracts.

Doctrine & Tactics: Courts, markets, and palaces—where a whisper kills cleaner than steel.

Historic Notes: Often conflated with Kagemori; relationship swings from rivalry to partnership.

Current Standing: Urban power; weak in open field slugfests.

14) Mizuhana — "Water-Born"

Emblem: Three ripples inside a teardrop.

Motto:"Flow. Flood. Remember."

Core Domain: Water in all phases; fog; pressure; supply.

Known Arts:

River Call: Reroute streams; mud armies in minutes.

Pressure Cut: High-velocity jets invisible in rain.

Mists: Total concealment and morale erode.

Counters/Weaknesses: Drought; electrical counters; narrow cisterns limit scale.

Doctrine & Tactics: Siegecraft and logistics—feed allies, drown enemies, erase trails.

Historic Notes: Pactmaker clan; kept trade alive during the Hundred Banners.

Current Standing: Mid-high influence wherever ports and rivers matter.

15) Shishigami — "Lionhearts"

Emblem: Roaring mask wreathed in waves.

Motto:"Courage is a weapon."

Core Domain: Resonance, war-cries, morale modulation.

Known Arts:

Roar-Lock: Lethargy field; freeze ranks in place.

Chorus Ward: Ally buffs; fear inversion.

Counters/Weaknesses: Silence sigils; vacuum wards; disciplined deaf-drilling.

Doctrine & Tactics: Vanguard stabilizers; turn routs into rallies.

Historic Notes: Sacred custodians of drums and horns; their bands are as feared as blades.

Current Standing: Battlefield glue; rarely rulers, always remembered.

16) Yamioka — "Dream-Walkers"

Emblem: Closed eye with star-lash.

Motto:"Sleep reveals truth."

Core Domain: Oneiromancy—sleep induction, nightmare constructs.

Known Arts:

Night Net: Field-wide drowsing; sentries fail quietly.

Hex Dream: Personalized terrors mapped from tells.

Counters/Weaknesses: Vigil rites; anchor faith; stimulant brews; ethical bans reduce scaling.

Doctrine & Tactics: Counter-elite strikes, hostage recoveries, pre-battle sapping.

Historic Notes: Taboos keep them peripheral—but indispensable when sanctioned.

Current Standing: Low visibility, high impact in narrow lanes.

17) Choujin — "Butterfly Souls"

Emblem: Open wing with pollen ring.

Motto:"Light, then lethal."

Core Domain: Pollen toxins, dazzles, aerial misdirection.

Known Arts:

Wing Veil: Iridescent confusion scrim.

Sleep Dust / Nerve Tick: Skirmish suppression.

Counters/Weaknesses: Fire and strong wind; fragility in prolonged melee.

Doctrine & Tactics: Scouts, ambushers, pursuit breakers.

Historic Notes: Saved columns from pursuit more than once—credit seldom given.

Current Standing: Niche excellence; invaluable to commanders who understand tempo.

18) Hagane — "Rune-Smiths"

Emblem: Hammer over a script-bar.

Motto:"Write strength into the world."

Core Domain: Blood-runes that imprint power on bodies and blades.

Known Arts:

Edge-Script: Temporary armor penetration.

Body-Glyph: Reflex and pain-mute enhancement.

Field-Seal: Area buffs; requires prep and anchors.

Counters/Weaknesses: Time and materials; seal theft; null inks.

Doctrine & Tactics: Prepped theaters dominate; on surprise, they lag.

Historic Notes: Supplied half the great banners; quietly survived every purge by being useful.

Current Standing: Strategic support; rise with Kurogane patronage.

19) Seiryuu — "Tears of the Dragon"

Emblem: Teardrop chain encircling a pupil.

Motto:"We are the chains; we are the wardens—and none will thank us."

Core Domain: Seals, chains, and the Dragon-Eye (seeing stress lines in reality).

Known Arts:

Binding Chains: Fetters for bodies, skills, or spells.

Kekkai no Seiryuu: Black-chain barrier; progressive paralysis.

Blood-Seals: Life-priced locks.

"Dragon's Tear" (signature/ultimate): Freezes everything in scope—requires heart sacrifice. Used twice in record; both theaters became taboo zones.

Counters/Weaknesses: Every high seal saps lifespan; illusions exploit line-truth bias; numbers critically low.

Doctrine & Tactics: Last resorts and containment. Their victory condition is nothing moves.

Historic Notes: Nearly annihilated in the Silver Massacre; culprits disputed—too many had motive.

Current Standing: Whispered, hunted, coveted. A single sealer can reframe a campaign.

Notables:Warden-Archivist K. (name suppressed)—custodian of pre-Massacre chain codices.

20) Kagutsuchi — "Phoenix Flames"(near-extinct, iconic)

Emblem: Feathered flame enclosing an eye-ember.

Motto:"Even ash remembers."

Core Domain: Phoenix cycle (rebirth at life-cost); absurd vitality; soul-bound flame; "Ash-Eyes" under trauma.

Known Arts:

Phoenix Rise: Return from mortal wounds; branded runes reduce remaining years.

Ash-Eyes: Reflex/cognition spike; flame control surges; light-induced dread illusions.

Chain-Fire: Binding flame cords (partial seal mimic).

Wing-Ascend / Life-Spark: Mobility burst / total self-expenditure nuke.

Counters/Weaknesses: Every miracle is paid from lifespan; child mortality high; stress triggers hard to modulate.

Doctrine & Tactics: Heroic shock pieces—small units that swing sieges.

Historic Notes: With Kurayami, nearly unbalanced the world in the Hundred Banners; survivors erased their names.

Current Standing: Ghosts. One sighting can spark crusades by Church, Thrones, and Clans alike.

21) Kurayami — "Blood"(erased / extinct)

Emblem: Red spiral drowned in a ring.

Motto:"All debts are paid—in blood."

Core Domain: Hemomancy, oath-binding, and parasitic seals.

Known Arts (recorded): Pact-chains, vitality theft, blood-spawn constructs.

Counters/Weaknesses: Sun and sanctum, but only when prepared; otherwise devastating.

Historic Notes: Broken by unanimous coalition in the Hundred Banners; archives purged; surviving techniques outlawed.

Current Standing:Extinct—officially. Rumors say texts and a few lines survive in exile.

IV. Patterns of War: Doctrines & Match-Ups (Quick Study)

Fire vs Ice (Akaryuu ↔ Shirogane): Mutually assured devastation; modern rules confine them to proxy duels or deterring deployments.

Iron & Lightning (Kurogane + Raijin): Classic combined arms—iron frames lanes, lightning strikes gaps.

Shadow vs Faith (Kagemori ↔ Hakuren): Theaters decided in courts and cathedrals; light ruins glamours, but shadow turns truth into a weapon.

Wood vs Flame (Mokuren ↔ Akaryuu): Genocidal if uncontrolled; Shirogane water/frost escorts save forests.

Seals vs Everyone (Seiryuu ↔ All): The ultimate stopper. Alliances form and break over who controls the chain-bearer.

Time vs Speed (Tsukinami ↔ Raijin): If the moon can catch the bolt, the field freezes; if not, time burns the caster.

V. The Four Great Conflicts (for flashback arcs)

The Ash Age — Tenkaishi Sundering:Birth of Akaryuu and Kurogane from one blood. Brothers became fortresses and fires.

The Dragon Wars:Akaryuu pushed north into Shirogane passes; a century taught both restraint.

Wars of the Hundred Banners:Coalitions rise; Kagutsuchi + Kurayami threaten total imbalance; alliance burns one and scatters the other.

Silver Massacre (Seiryuu):A sealed vault, many invitations, too much motive. The chain-eyes fall; history loses its wardens.

Editorial Note for Readers & Plotters

Power ≠ Outcome. A single Kagemori decision or Hakuren benediction can undo an Akaryuu victory. A lone Seiryuu can end a war at the price of a heart.

Terrain is king.Mokuren in cities are hobbled; Kurokage in marshes are declawed; Raijin in ice storms misfire; Shirogane in deserts wilt.

Bloodlines pay. The most spectacular arts (Akaryuu Dragon's Maw, Ryuujin Half-Dragon, Seiryuu Dragon's Tear, Kagutsuchi Phoenix Rise) all demand life.

VOLUME I (BLOCK 2)

Reference continuation: sub-houses, theaters, warfare doctrines, rites, treaties, extinct lines, and campaign scaffolding.

VI. Sub-Houses, Vassals & Line Splits (per Major Clan)

(Sub-houses = blood branches with distinct specialties; vassals = attached families for supply, intel, or art support.)

Akaryuu (Fire-Dragon Blood)

House Karyō: Siege-burn specialists; oil/naptha logistics; favored technique: "Cinder Lattice" (staged burn grids; traps cavalry).

House Entei: Duel elites; keep the Dragon's Maw kata; notorious for oath duels at dawn.

Vassal—House Tōba: Smoke and pitch engineers; produce "nightfire" lantern bombs.

Traditional Rite:"Trial of Coals" (children must cross ember beds without scream); scars seen as merit.

Kurogane (Ironblood)

House Jūmonji: Shield phalanx doctrine; mobile bastions; invented locking shield-to-ground spikes.

House Kanda: Magnetists; reclaim volleys mid-air; famed for axe recall storms.

Vassal—House Hori: Mine-barons, supply chain masters; control iron tariffs (soft power).

Rite:"The Tempering"—week-long heat/cold endurance in forges; failure = demotion to labor corps.

Shirogane (Iceblood)

House Setsuka: Mirror-ice illusionists; counter-sniper specialists (angle-fold defense).

House Fubuki: Weather callers (micro-blizzards); siege denial.

Vassal—House Kabe: Ice-road engineers; logistics miracles over mountains.

Rite:"Still-Heart"—24 hours in a frost cell; any tremor = restart year's training.

Raijin (Thunderborn)

House Inazuma: Line-breakers; Tenrai lineage; high mortality, high glory.

House Kōrihane: Control-path runners; lightning lanes mapped through battlefields for unit shuttling.

Vassal—House Tsuru: Drummers and signalers; time all thrusts.

Rite:"Storm Vigil"—solo mountaintop watch during a thunder night; no flinch at close strikes.

Kagemori (Wardens of Shadow)

House Aname: Dream-walk emphasis; negotiates "confession through sleep."

House Shishō: Street-theater and crowd sight-warping; riot control.

Vassal—House Sumi: Ink-smiths; illusions anchored via scented inks and smoke resins.

Rite:"Mirror Fast"—seven days without speaking or seeing one's reflection; focus builds.

Mokuren (Root-Keepers)

House Haze: Pharmacology; seed-caps (sleep, binding, antidotes).

House Kaji: Living palisades; "folding groves" that migrate at night.

Vassal—House Ume: Weather-watchers; drought/flood prediction.

Rite:"Graft"—sap exchange with a heart-tree; mystical but taxing.

Hebikami (Serpent-Binders)

House Aoda: Constrictor tamers; Ouroboros Form discipline.

House Suzumi: Micro-toxin artisans; contact venoms and inhalants.

Vassal—House Kaya: Sump-path mappers; guide mercenaries through death marshes.

Rite:"First Fang"—ritual fang-press at naming; acceptance proves bond with serpents.

Tsukinami (Moon-Bound)

House Mikazuki: Loop illusions for interrogation; "minute-rending" technique.

House Oboro: Field slow-time; excels at capture over kill.

Rite:"Wax & Wane"—fasting by lunar phases while keeping a clock by heartbeat alone.

Ryuujin (Dragon-Hearted)

House Retsu: Fire-breath; scales resist heat.

House Kaminari: Lightning-breath; wing sprouts more common.

Rite:"Pulse Trial"—monk-led meditation against cardiac surge during partial shifts.

Hakuren (Pureblooded)

House Shingetsu: Clinical healers; battlefield surgery fused with light.

House Kōmyō: Zeal paladins; sanctified flame.

Rite:"Vow of Balance"—choose one life you will not save (a test of non-attachment); controversial.

Kurokage (Scorpion-Born)

House Sabaku: Sand glassers; make blade-glass shards.

House Kuronari: Venom casters; stingers grown under skin.

Rite:"Dune Walk"—cross salt dunes barefoot at noon; heat-focus training.

Kitsunari (Fox-Souls)

House Kogitsune: Urban shapeshifters; confidence scammers for intel.

House Ember-tail: Foxfire virtuosi; theater sabotage.

Rite:"Name-Trade"—exchange true names within cell; loyalty through mutual leverage.

Mizuhana (Water-Born)

House Sazanami: River diviners; transport & ambush.

House Ruri: Pressure-jet duelists.

Rite:"Breath-Stone"—stone held underwater until lungs panic; learn flow over fear.

Shishigami (Lionhearts)

House Toraō: Shock choruses; sonic pikes.

House Kishi: Defensive cantors; resonance shields.

Rite:"Quiet Hour"—a week of silence before the first roar; teaches restraint.

Yamioka (Dream-Walkers)

House Hōzuki: Gentle sleep; hostage extraction ethics.

House Kagerō: Nightmare weavers; sanctioned only by writ.

Rite:"Lantern Night"—keep vigil over war orphans' dreams; learn duty over power.

Choujin (Butterfly Souls)

House Ageha: Pollen nets; patrol killers.

House Suzaku: Dazzle wings; retreat specialists.

Rite:"Cocoon"—solitary fasting with pupae; patience rite.

Hagane (Rune-Smiths)

House Kanji: Body-glyphs for infantry; pain-mute, reflex, brace.

House Shaku: Field sigils; battery pylons and rally circles.

Rite:"Bloodline Script"—first rune etched with one's own blood; initiates resonance.

Seiryuu (Tears of the Dragon)

House (fragment) Hoshigiri: Chain-draw finesse; knot mathematics.

House (fragment) Nami: Barrier geometry; "looping nets."

Rite:"The Weight"—bear a chain-writ stone for a month; breath learns burden.

Kagutsuchi (Phoenix Flames; near-extinct)

House Asuka (surviving thread): Ash-Eye discipline; stealth living.

Rite:"Ash Count"—mark runes after any resurrection; keep your remaining years honest.

Kurayami (Blood; erased)

Sub-lines lost; fragments of pact-chains rumored among black markets.

Rite (suppressed): "Oath Feast"—convert vows to blood-power; universally banned.

VII. Theaters of War (Geography x Clan Advantage)

High North (Frost Passes & Mirror Lakes):Shirogane (native), Mizuhana (lake fleets), Hakuren (monasteries).Counters: Akaryuu fire-sleds (rare), Raijin mountain couriers.

Ash Belt (Volcanic South):Akaryuu home terrain; Kurogane iron veins; Ryuujin strongholds.Counters: Mizuhana steam/flood, Shirogane glacier drops (costly).

Forest Crown (Deep Green):Mokuren reigns; Hebikami marsh fingers; Kagemori shadow roads.Counters: Akaryuu burn corridors; Hakuren sanctified groves (treaty demilitarized zones).

Dune Seas (Southern Deserts):Kurokage supremacy; Raijin fast lanes at dawn/dusk; Kitsunari caravan masks.Counters: Mizuhana cistern sabotage; Shirogane cold-snap traps (rare).

Harbor Chain (Coastal & River States):Mizuhana logistics dominance; Kagemori dock illusions; Hagane crane-runes.Counters: Raijin strike from sea squalls; Kurogane harbor forts.

Cathedral Corridor (Sanctum Cities):Hakuren legitimacy; Hagane civic sigils; Kitsunari masks in courts.Counters: Kagemori counter-narratives; Yamioka scandal-nightmares.

VIII. Pivotal Treaties, Pacts & Taboos

Pact of Necessity (Akaryuu–Shirogane):Ends the Dragon Wars. Secret clause allows sanctioned duels (first blood) to avoid escalations. Breaking clause = total war trigger.

Quiet Bough Accords (Mokuren–Shirogane–Mizuhana–Hakuren):Defines "living terrain" war crimes (no salted burns). Violations justify multinational intervention.

Chain Custodian Statutes (Seiryuu):Recognize sealer neutrality at vault sites. Reality: often ignored; hence the Silver Massacre.

Hundred Banners Articles:After Kurayami's fall, bans hemomancy and "self-profit oaths." Hagane runes audited annually by cathedral inspectors (often symbolic).

Night Glass Charter (Kagemori, merchant princes):Formalizes illusion use for city defense but forbids "memory theft." Enforcement weak, but reputational damage is real.

IX. Training, Logistics & Campaign Realities

Training Time Horizons:

Fast to Field: Raijin scouts (months), Shishigami choristers, Choujin skirmishers.

Medium: Akaryuu shock cadres, Kurogane shield lines, Mizuhana river command.

Long / Rare: Shirogane weather callers, Seiryuu high-sealers, Tsukinami time-bias adepts, Ryuujin half-dragon control.

Logistics Anchors:

Akaryuu: pitch, oil, wind baffles.

Kurogane: iron rails, field forges.

Shirogane: ice stores, moisture harvesters.

Mizuhana: collapsible locks, fog bells.

Hagane: ink, metals, blood stock (regulated).

Hakuren: sanctum tents, light wells.

Attrition & Medicine:

Hakuren reduce mortality by ~30% in mixed armies.

Mokuren graft-splints speed bone knit.

Hebikami antivenins are trade currency; Choujin pollens complicate triage.

X. Famous Battles & Flashback Hooks

Tenkaishi, The Sundering (Ash Age):Brothers of fire and iron split; a single day duel lasts nine—forge snow meets ember storm.

Vale of Seven Mirrors (Dragon Wars):Shirogane mirror-ice folds Akaryuu fire into itself, reflecting blaze back; mutual devastation leads to Pact talks.

Siege of Twin Kilns (Hundred Banners):Hagane amplifiers turn Kurogane line into a "singing fortress;" Raijin cut coal supply in a three-minute raid.

Cathedral of Thorns (Quiet Bough Accords):Mokuren grow a living cathedral around a Hakuren sanctum during negotiations; symbol becomes law icon.

The Silver Massacre (Seiryuu):Sounds ceased for an hour. After, chain-eyes lay still; culprits unnamed; several clans benefit—no one is clean.

Salt Flats Aerial (Ryuujin Prince Kaen):Duel ends with a lightning-breath spiral that turns desert to glass; strategic withdrawal masked as victory.

XI. Match-Up Capsules (Commanders' Cards)

Akaryuu vs Mokuren: If woods burn, hearts turn—deploy Shirogane frost corridors and Mizuhana drench-lines.

Kurogane vs Kagemori: Fortify with runes that audit light and sound; push vanguard with Shishigami chorus to stabilize mind.

Shirogane vs Raijin: Ice lanes decide it—force misfires; if storm rises first, retreat to mirror folds.

Seiryuu on Field: Guard the heart. Assign Hakuren adjutant + Kurogane bodyguard. Never let a chain-eye die angry.

Tsukinami vs Ryuujin: Moon must catch the heart surge—if not, the aging backlash kills the caster; use Kitsunari decoys.

XII. Extinct, Forgotten & Disputed Lines

Kurayami (Blood): Officially erased. Rumors: "Red Monks" in delta slums exchange oath-sips for protection.

Hoshin (Star-Calculus; forgotten): War astrologers who biased troop luck; disbanded after "three moons wrong."

Namari (Quicksilver; extinct?): Mercenaries immune to toxins; likely absorbed by Hebikami.

Kagutsuchi (Phoenix): Near-extinct. Occasional "Ash-Eye" incidents in fire disasters spark witch-hunts.

Seiryuu (Chain Eyes): Survive only as fragments; vault scripts lost or scattered.

XIII. Power–Influence Index (Expanded Justification)

Kurogane — wins wars others start; industry + doctrine.

Akaryuu — fear-based leverage; first movers in crises.

Shirogane — deterrence architecture; elite per capita unmatched.

Raijin — tempo kings; require strong command culture.

Kagemori — shape outcomes offstage; assassination economy.

Hakuren — moral authority + logistics; bind coalitions.

Mokuren — terrain sovereignty; war-crime triggers benefit them.

Seiryuu — low numbers; strategic nukes with living costs.

Tsukinami — rare wrights of time; mission-critical, not massable.

Mizuhana — supply is destiny near water.

Hebikami — zone denial; counters via cold and sanctum.

Ryuujin — kings of duels; queens of attrition losses.

Hagane — prepped theaters = victory; ambush = trouble.

Shishigami — stability force multipliers.

Kurokage — theater gods in dunes, middling elsewhere.

Kitsunari — city power, field fragile.

Yamioka — sanctioned scalpel; taboos cap reach.

Choujin — pursuit/escape aces; brittle in lines.

Kagutsuchi — myth leverage; near-zero volume.

Kurayami — history's warning; erased (officially).

XIV. Combo Doctrines (Approved Joint Playbooks)

"Storm Gate" (Kurogane + Raijin): Iron lanes + lightning thrusts; create "return corridors" for safe egress.

"Mirror Burn" (Shirogane + Akaryuu, treaty-only): Reflect bounded flame inside kill-box; used only for existential threats.

"Green Veil" (Mokuren + Kagemori): Living maze seeded with illusions; invaders exhaust ammo and nerve.

"Harbor Halo" (Mizuhana + Hakuren + Hagane): Sanctified ports with rune cranes and fog grids; piracy-proof.

"Dragon Chain" (Seiryuu + Any Pillar): Bind key enemy; others dictate peace terms; moral and political blowback expected.

XV. Rites, Oaths & Sanctioned Duels

Sanction Duels (Akaryuu–Shirogane): First-blood contests settle border incidents; Seiryuu timekeepers if available.

Oath-Sealing (post-Kurayami): Only Hakuren and Seiryuu permitted to witness binding oaths; blood clauses forbidden.

Forgemoot (Kurogane): Annual muster; set mercenary rates and neutrality codes; violators blacklisted across kingdoms.

XVI. Sample Field Orders (For Story Arcs)

Order 19-B "Timbermouth": If a sink seam opens (city geology), assign: Kurogane braces, Mokuren loam, Seiryuu watch, Raijin only for air lanes. Panic control: Shishigami choristers; rumor kill: Kagemori.

Order 27 "Ashline": Against Akaryuu advance in forest: Mizuhana drizzle engines + Shirogane rime fans; Hakuren triage tents every 300 paces.

Order 33 "Moon Net": To capture a rampaging Ryuujin: Tsukinami slow field + Kurogane ring + Hakuren sedation light; Shishigami roar-lock to prevent wing takeoff.

XVII. Glossary (Operational)

Life-Burn: Any technique that consumes lifespan (Akaryuu Maw, Seiryuu high seals, Ryuujin halves, Kagutsuchi phoenix).

Kill-Box: Pre-framed terrain for forced entry; typical of Kurogane/Hagane.

Mirror Fold: Shirogane angle trap; turns momentum against attacker.

Night Glass: Kagemori-approved city defense illusion protocols.

Quiet Bough Article: Environmental rules-of-war reference (forest theaters).

XVIII. Hooks for a Future World War Arc

Trigger A: Discovery of a hidden Seiryuu Vault with pre-Massacre chain sūtras → every Pillar mobilizes.

Trigger B: Verified Kagutsuchi survival cell; Church declares a crusade; Akaryuu secretly offers protection for phoenix flames.

Trigger C:Mizuhana lock network sabotage—grain fleets halted → famine protests empower Kitsunari/Kagemori coups.

Trigger D:Tsukinami prodigy stalls a capital for one hour of "missing time" → paranoia shatters alliances.

Trigger E:Kurayami manuscript surfaces—Hagane tempted to "translate"; Hakuren decrees holy ban; black ops scramble.

XIX. Databox: Quick Stats (for each Major)

(Scale 1–10: raw power / mobility / endurance / logistics / politics)

Akaryuu: 9 / 6 / 5 / 4 / 7

Kurogane: 8 / 4 / 9 / 8 / 8

Shirogane: 8 / 5 / 7 / 6 / 7

Raijin: 7 / 10 / 4 / 3 / 5

Kagemori: 6 / 7 / 5 / 6 / 8

Hakuren: 6 / 4 / 7 / 9 / 9

Mokuren: 7 / 4 / 8 / 6 / 6

Seiryuu: 10*(singular)* / 2 / 2 / 3 / 6

Tsukinami: 8*(spiky)* / 4 / 3 / 2 / 5

Mizuhana: 6 / 5 / 7 / 9 / 6

Hebikami: 6 / 5 / 6 / 5 / 5

Ryuujin: 9*(duel)* / 6 / 3 / 3 / 6

Hagane: 5 / 3 / 6 / 8 / 6

Shishigami: 4 / 4 / 7 / 5 / 6

Kurokage: 6 / 6 / 6 / 4 / 4

Kitsunari: 5 / 6 / 4 / 6 / 7

Yamioka: 6 / 3 / 4 / 3 / 4

Choujin: 4 / 7 / 3 / 4 / 4

Kagutsuchi: 10*(myth)* / 6 / 1 / 2 / 2

Kurayami:N/A (erased)

XX. Closing: How to Use This Book in Story

Flashback Arcs: Pick any Treaty + Battle + Rite trio to frame a past tragedy or triumph.

Present Arcs: Let logistics (water, forges, sanctums) decide victories; let oaths and taboos complicate them.

Character Launchpads:

A Seiryuu survivor forced to seal a friend.

A Kagutsuchi hiding inside a Mizuhana port family.

A Kagemori who refuses to lie, weaponizing truth instead.

A Raijin drummer who times heroes' lives to the beat.

A Shirogane who learns to warm.

Wow, ur actually interested in the Lore. Thank you so much and dont foret. YOU MATTER!

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