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Tatarigami

Illustration by Elina Lavrienko


The Role of Tatarigami

If Tatarigami play a significant role in your campaign, consider establishing their presence early on. Introducing legends, signs of their influence, or encounters with corrupted areas can help weave Tatarigami into the story's fabric, making their eventual appearance more impactful. Below are ideas for integrating Tatarigami into the campaign:

Uncover Ancient Lore. Characters might stumble upon forgotten stories or rituals tied to a deity that has since become a Tatarigami, offering clues about its past and transformation.

Explore Environmental Corruption. Introduce subtle changes to the land, such as blighted forests, poisoned rivers, or eerie silence, hinting at a Tatarigami’s growing influence.

Engage with Local Factions. A village or town might fear a nearby landmark, spreading tales of evil spirits and disappearances.

Foreshadow Through Emissaries. Lesser creatures or spirits tainted by a Tatarigami might attack or approach the adventurers, their behavior reflecting the Tatarigami’s nature.

Invoke Moral Dilemmas. Characters may face situations where they inadvertently contribute to the creation of a Tatarigami, forcing them to reckon with their impact on the world.

Role in Adventures & Campaigns

Tatarigami offer unique adventures that move far beyond typical monster hunts. You might hook the party by having them investigate a spreading blight that locals attribute to a vengeful nature spirit, only to uncover the industrial accident or act of desecration that created the Tatarigami. Consider missions where characters must choose between helping a desperate community appease a corrupted guardian whose pain is poisoning their valley, or siding with an outside faction that wants the affected land cleared for its resources, regardless of the spiritual cost. Forgotten shrines, blighted industrial sites, or landscapes actively hostile due to a Tatarigami's rage can provide fresh challenges, forcing players to rely on investigation and diplomacy as much as combat.

Beyond quests and locations, Tatarigami force difficult internal struggles upon both PCs and NPCs. Consider a character whose family lineage is unknowingly tied to the event that birthed a Tatarigami: do they seek to atone for ancestral sins, or desperately fight to sever a vengeful entity's focus on them? For a community whose survival depends on an industry that is slowly corrupting a local deity, how do they reconcile their immediate needs with the looming spiritual disaster, especially when some members still revere the fading spirit?

Confronting these Tatarigami-born conflicts pushes player characters to grapple with the weight of past events, the true cost of desecration or unchecked industrial expansion, and the difficult choices made when facing potent, corrupted entities in a world deeply scarred.


Manifestations: Causes and Examples

A Tatarigami's manifestation is not random; its physical form, temperament, and powers are a direct reflection of the originating wound and the domain it now haunts. The fury of a betrayed war god will manifest differently than the sorrow of a forgotten forest spirit. This section provides tools for developing these unique entities, starting with the specific events that corrupt them and offering concrete examples of what they might become.


d20 Inciting Incident d20 Inciting Incident
1 A massacre or prolonged war desecrates the deity’s sanctum with blood and death. 11 The deity is forcibly imprisoned by mortals, where it endures maddening isolation.
2 The deity’s sanctum is poisoned by industrial runoff or stripped bare by logging operations. 12 The deity is manipulated, coerced, or magically bound into acting against their nature.
3 The deity's worshippers die out or abandon their faith, leaving the entity to unravel from neglect and solitude. 13 A desperate populace, ravaged by plague or famine, falsely blames a local deity and turns on it in a mob-like frenzy of fear and misplaced blame.
4 A nation captures the deity and attempts to break its will, using it as a tormented living weapon against their enemies. 14 The deity’s entire ecosystem collapses due to large-scale mortal works elsewhere (e.g., a distant dam), leaving it stranded in a barren wasteland.
5 The death of a creature, companion, or sibling spirit tied to the deity leaves it unable to recover emotionally. 15 The deity’s most trusted high priest or bonded follower betrays it, delivering it into the hands of its enemies for personal gain.
6 The deity is hunted by mortals, driven from its sanctum to wander without a home. 16 The deity’s physical body is destroyed, and its immortal spirit latches onto a new form.
7 A nearby conflict spills into the deity’s domain, leaving wounded by stray bullets, fires, or explosions. 17 Mortals unwittingly build a structure directly on top of the deity's dormant sanctum, entombing it.
8 An existing Tatarigami rampages through the deity’s sanctum, infecting it with its own corruption. 18 The constant sound of industry, war, or mortal activity disrupts the deity’s solitude, overwhelming its mind.
9 The deity’s followers are massacred and it feels as though it has failed in its purpose. 19 An existing Tatarigami's corruption spreads into the deity's domain, infecting it like a disease.
10 A city’s slow expansion cuts through the deity’s domain, eroding its connection to the land. 20 The deity joins its followers in war, only to become wounded and forget how to find its sanctum.

The origins of Tatarigami are known in part. Some remember their gods before they became wrathful things, recognizing fragments of divinity within the horror. But when a god’s physical form is slain, when it takes on something new, how can mortals know what it has become? Some claim to see patterns, that the essence of a storm god lingers in a maelstrom that rages without end, that the whisper of a slain hearth deity still clings to the last embers of a dying fire. Others argue that without knowledge of the transformation, without a thread connecting the before to the after, one cannot truly know. In the absence of certainty, mortals impose their own truths.


d10 Archetype
1 The Avenger. Driven by rage, this Tatarigami actively seeks out and destroys those it deems responsible for its fall, oftentimes with no regard for those caught in the crossfire.
2 The Mourner. Consumed by sorrow, this Tatarigami does not actively seek to harm, but its very presence radiates a despair that blights the nearby land and creatures.
3 The Blight. This Tatarigami’s corruption is like a disease, mindlessly spreading and turning its domain into a toxic, unlivable wasteland. It may not even be aware of mortals, only its nature to corrupt.
4 The Warden. This Tatarigami’s protective instinct has been corrupted into aggression. It now protects its domain by seeking to eliminate all intruders, unable to distinguish between allies and enemies.
5 The Prisoner. Bound to a specific location or object, this Tatarigami endures a maddening existence. It may rage, become dormant, or mourn its lot, making it dangerously unpredictable.
6 The Echo. Forgotten and fading, this entity is barely present. It acts like a ghost that compulsively replays its traumatic memories, creating dangerous, looping phenomena for those who intrude.
7 The Chaos. Its mind shattered, this Tatarigami embodies pure madness. Its actions have no discernible pattern; it may sow dissent, spread illusions, or alter reality in bizarre ways.
8 The Hunger. Born from famine or a desperate act of consumption, this entity seeks only to devour. It consumes life, resources, or even other divine.
9 The Shepherd. This Tatarigami gathers the corrupted creatures of its domain into a unified force. It directs its flock with purpose, using them as a coordinated pack for defense, hunting, or to wage a proxy war against its enemies.
10 The Architect. Although still intelligent and cunning, this Tatarigami is unpredictable. It may strive toward the same goals as any other archetype in addition to laudable (if distorted) goals, but with precision and purpose.


Sealing

Sealing is attempting to contain a Tatarigami by imprisoning its physical form through brute force and clever engineering.

Sealing a Tatarigami means physically trapping its embodied form to curtail its impact. This is less about esoteric rituals and more about masterminding a prison the entity cannot escape. PCs might need to lure the entity into a structurally unsound cavern and trigger its collapse, use massive, forged chains or stone anchors to bind its limbs, or even divert a river to flood its lair, creating a deep, inescapable mire. The primary challenge lies in executing such a grand-scale, physical plan while facing a powerful, struggling being. A successful imprisonment contains the immediate threat, for a time, but the Tatarigami endures as a captive, potentially finding new, subtle ways to affect the area around its tomb.

Guidance

Guidance is attempting to introduce external influences, such as other deities, that might lead the Tatarigami toward a state other than its current corruption.

The core of this adventure often lies in identifying a suitable intermediary, one that might hold sway over the corrupted being or understand the original nature of its wound. Consider what kind of power could possibly influence your Tatarigami: If it was betrayed by its followers, perhaps a loyal sect remains. If its domain was consumed by war, maybe another deity from an untouched region could offer it refuge. The challenge for player characters is not only finding such an entity but also convincing it to risk itself to intervene. Success is precarious; the intermediary might refuse, fail, or even be corrupted itself, and the Tatarigami could violently reject any attempt to alter its current state of being.

Annihilation

Annihilation is attempting to permanently end the Tatarigami's existence by slaying its physical form.

Destroying the Tatarigami may seem like the simplest solution, but the reality is far more grim. PCs who pursue annihilation may or may not be aware that Tatarigami have immortal spirits which cannot be destroyed. Oftentimes what drives such extreme violence is the failure of other means or the belief that such methods have a certain finality. Regardless, the challenge lies in dealing with the immediate, immense power of the Tatarigami in battle. Even if the PCs are successful in destroying its physical vessel, the act only offers a reprieve rather than an end as the immortal spirit will persist, eventually latching onto a new form within the next age.


Tatarigami in the World

Kamenik

Description. Kamenik appears as a primordial, humanoid giant of the black flint and slate. Its features are indistinct, worn smooth, and covered in soil, moss, and vegetation .

Inciting Incident. During the bloody, pre-imperial consolidation wars of the ancient Marcians, a massive and particularly brutal battle was fought in the deity's sanctum. The sheer scale of the slaughter and the desecration of its sacred stones with blood corrupted the spirit.

Suggested Core Motivation(s). As The Shepherd, it corrals the spirits of the slain, driving them to rise as trolls each night. As The Warden, it uses this flock to destroy any mortal who enters its sanctum.

Kurohana

Description. Kurohana, Kodama of a felled grandmother tree, now has skin like cracked bark and hands that weep sickly, discolored petals. Wherever she treads, the land becomes a garden of beauty that poisons all other life.

Inciting Incident. The ancient grandmother tree to which Kurohana was bound, the spiritual heart of a forest, was chopped down by mortals.

Suggested Core Motivation(s). As The Mourner, her grief for her lost tree radiates a sorrow that causes nearby life to wither. As The Echo, she compulsively searches for her tree or replays its destruction. Her presence also manifests as The Blight, as her despair unintentionally sours the land into a beautiful but toxic mockery of life.

Shirogami

Description. This pale fox appears matted and feral, covered in the grime of the bog it haunts. Its nine tails are frayed near the ends, with visible bone showing through the fur. From these broken tips, will-o’-wisps detach to hover in the air around it.

Inciting Incident. Shirogami once guided travelers with its lights, but after they found a safer road, the bog was abandoned and the spirit was forgotten. Years later, hunters entered the disused swamp for sport, hunting the lonely entity.

Suggested Core Motivation(s). As The Echo, Shirogami compulsively tries to replay its former role as a guide. As The Chaos, this instinct is now warped, and the pale fox’s will-o'-wisps no longer lead to safety but instead lure travelers to predators, impassable mires, or endless circles until they die.

Nadipala

Description. A great gar, once scaled like smooth river stones. Now, its body is scarred by chemical burns from the toxic reservoir it inhabits. Its scales are peeling and discolored with industrial stains, revealing raw, festering flesh beneath. Rusted metal fragments are embedded in its hide, and its fins are tattered and torn.

Inciting Incident. To control access to clean water and deprive an Askaran tribe of their god, a Bethunian noble family built a fortified dam and reservoir, trapping Nadipala within. Recently, using the reservoir as a dumping ground for industrial and alchemical waste, they open the sluice gates to create targeted floods downstream, leaving Nadipala to putrefy in its toxic cage.

Suggested Core Motivation(s). As The Prisoner, it is bound to the polluted, stagnant reservoir, a tool in its enemies' arsenal. As The Warden, it violently lashes out against any creature that enters its prison.

Urquoth

Description. Urquoth takes the form of a rotting, oversized boar. Its belly is split by a gaping wound that never heals, revealing a stomach cavity writhing with gluttonous, maggot-like vermin. A foul stench of decay and starvation follows it.

Inciting Incident. During a great famine, its starving followers hunted their own deity. They captured, killed, and ate the god of bounty to survive.

Suggested Core Motivation(s). As The Hunger, Urquoth is driven by a phantom starvation it can never sate. It compulsively devours any organic matter it encounters, creatures, crops, entire sections of forest, in a futile attempt to fill an emptiness that cannot be filled.