is the link to the Shiro Hiruma main page. We've got an entire sub-section devoted to character creation, which notes how much xp each character gets (120 total), as well as notes on a few other adjustments. For instance, the Allies advantage gives players some different benefits, because the Allies themselves are unlikely to have much influence deep in the Shadowlands. So you may not ever hear from your Lion ally, but the thought of their heroic nature still grants you a bonus on your rolls to resist fear.
We're also changing how jade works for this game to make it both easier to use (so that we're not having to make fifty earth roles every day, and every time an oni thwacks someone) and easier to track (so that characters always know exactly how much jade they have left, instead of relying upon vague guestimations). We've also got new rules for mass combat (which makes it playable by breaking things down into smaller battles that take place in the framework of the larger conflict), walking about in the Shadowlands, and so on. Those rules can all be found in the Rules forum, right below the Character Creation forum. I know that it seems like alot of new stuff, but most of the are just revealing the mechanics the GMs intend to use for the game; knowing how to repair the walls of Shiro Hiruma isn't that important unless you're a Kaiu, for instance, but if you are, you'll know how that works and can adjust your character as appropriate.
We've even got rules for Damned Berserkers and Nameless Ones, since this is one of the few games where it would actually be appropriate to find them running about.
And now that I've typed that, I guess I should probably say a word on the game premise so that it makes sense, neh?
Shiro Hiruma wrote:Hiruma Isamu, the daimyo of the Hiruma family, has gathered what resources he could and called in a number of political favors to form yet another force tasked with reclaiming Shiro Hiruma from the clutches of the Shadowlands. Because the majority of the Crab forces are busy waging war upon the Scorpion, many of those answering Isamu's call to arms are members of other Clans, some of them eager to assist their Crab allies, and others simply tasked with an unpleasant duty by their indebted lords.
The members of the Empire Forces will travel through the Shadowlands to Shiro Hiruma, where they will find themselves set upon by the dark creatures that inhabit that wretched realm. Should the Empire forces succeed in holding the majority castle at the end of the game, they will reclaim it for the Crab, giving the Clan a bastion against the darkness and redeeming the Hiruma Family of their fourty years of shame. A total success - achieved by holding the entire castle at the end of the game - will also result in the Crab pushing back against the Shadowlands and reclaiming the entirety of Hiruma lands from the monsters that currently claim it.
If the Shadowlands Horde holds the majority of the castle at the end of the game, however, the Shadowlands will retain control of Shiro Hiruma for generations to come. Furthermore, should the Horde ever control the entire castle, the entirety of the Empire Forces will be wiped out and the castle will become the bastion of a new Dark Lord, who will launch a fearsome attack upon the unprepared Crab Clan.
Will the forces of the Empire prevail over the minions of darkness and claim Shiro Hiruma for their own, or will the forces of Fu Leng prove to be too much for a scattered handful of samurai pulled from the bickering Clans of the Empire? Only time will tell!
The game will basically revolve around the Empire's attempts to reclaim Shiro Hiruma, and the difficulties involved in doing so. If the Empire succeeds, then the Crab will redeem the name of the Hiruma only forty years after the Maw's invasion, and may even take the fight to the Shadowlands! If they fail, the castle will remain in the hands of the Horde, and it may even become a bastion of evil...