Mōri Clan
Lords of the Tide and Storm
"The sword may rule a province, but the sea commands empires."
The Mōri Clan is a powerful seafaring noble house, controlling the vast archipelago and coastal territories around Japan. Their legacy is built not on armies of steel, but on fleets of enchanted ships, aquatic alliances, and mercantile power backed by sorcery. They are the masters of maritime dominance, using storm magic, cunning espionage, and naval superiority to check even the greatest land empires.
| Trait | Effect (Narrative or Mechanical) |
|---|---|
| Sea-Lord Supremacy | Gain advantage on rolls related to naval combat, ship maneuvering, and coastal geography. |
| Stormpact Lineage | High-ranking nobles often inherit innate storm magic (Control Water, Fog Cloud, etc.) |
| Wave Whisperers | Bards and druids serve as tide-readers who use divination to predict weather and enemy fleets. |
| Naval Might | The Mōri maintain magically reinforced warships and sea-wyrm mounts in elite units. |
| Aquatic Diplomacy | The clan has ancient pacts with sea elves, tritons, and marids in the deep — often used in warfare. |
Notable Locations in the Mōri Realm
- Kyokai-no-Shiro (Citadel of Tides) – A lighthouse-fortress built on a reef, surrounded by tidal wards and floating docks.
- Tsunamistorm Dockyards – Where arcane engineers build living ships bound with elemental water spirits.
- The Coral Archives – An underwater library guarded by sea elf archivists and magic-eating barnacle golems.
- Shellfort Islands – Semi-mobile fortress-islands rigged with ballistae, illusion fields, and storm totems.
Mōri Clan in Your Campaign
As Allies:
- They offer naval transport, safe harbor, storm magic training, or access to rare aquatic trade.
- May request help protecting a sea pact or hunting a rogue admiral turned pirate lord.
As Enemies:
- Their ships appear out of fogbanks to raid ports or block trade.
- They may control a crucial sea route, demanding tribute or enforcing political will on inland lords.
Hooks & Plots
- The Mōri Storm Sigil has gone missing — an artifact that controls the magical weather over their waters.
- One of their sea allies (a marid or sea dragon) breaks the pact, and the party must recover it... or slay it.
- A secret fleet of ghost ships is attacking Mōri territory. Is it sabotage? A family betrayal? Or a curse from a drowned god?
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