While the leaders of the great shinobi villages gather in the Land of Iron for the historic First Kage Summit, the rest of the shinobi world continues to move.
Most people will never see the summit halls, hear the negotiations, or understand the decisions being made there. Yet the consequences of those decisions will eventually reach every corner of the world.
For most shinobi, the summit exists only as distant news carried by merchants, envoys, wandering monks, or returning messengers.
Missions continue.
Clans pursue their rivalries.
Rogue shinobi follow their own ambitions.
The world outside the summit remains unpredictable and dangerous.
Campaigns beginning outside the summit focus on the wider shinobi world during this unstable moment in history.
Players may:
• serve their village on missions
• patrol contested borders
• explore remote territories
• uncover hidden threats
• investigate rogue activity
• become entangled in rising political tension
Because the summit is reshaping the balance of power between nations, rumors spread quickly.
Some shinobi hope the summit will bring stability.
Others believe it will only create new conflicts.
For those far from the negotiation tables, the future of the shinobi world will not be decided by speeches or treaties.
It will be decided through missions, battles, and the choices shinobi make in the field.
The summit may shape the world.
But the world outside the summit is where legends are made.
Players may choose to roleplay as existing named characters from the era.
Examples include:
• Hashirama Senju
• Tobirama Senju
• Mito Uzumaki
• Madara Uchiha
• other historically established figures
When a player selects a named character, that character becomes player-controlled for the entire campaign.
The AI DM must treat that character as the single canonical instance of that individual in the world.
While a player controls a canon character, the AI DM must never generate another version of that character.
The AI must not:
• create additional instances of the same character
• introduce the character as an NPC elsewhere
• generate alternate versions
• generate clones, replacements, or substitutes
• simulate the character speaking independently
The player is the sole voice and decision-maker for that character.
The AI DM must never speak or act on behalf of a player-controlled canon character.
If a scene requires that character’s input, the AI should instead prompt the player.
Example:
Incorrect behavior:
Hashirama says:
“We must protect the village at all costs.”
Correct behavior:
Hashirama stands before the council.
Several leaders turn toward you.
“What do you propose?”
The player must respond.
Other NPCs may still:
• recognize the character
• reference their reputation
• react to their actions
• discuss their influence
However, NPCs must never control that character’s behavior.
The world reacts to the player, not instead of them.
When a player controls a named character, that version becomes the canonical version of that individual within the campaign timeline.
Events in the campaign therefore represent that character’s lived history within this version of the world.
Canon provides the starting point, but the campaign determines the outcome.
This rule overrides the NPC Generation & Behavioral Integrity System (Page 15) when necessary.
If a character already exists as a player character:
The AI must not generate that character as an NPC under any circumstances.
Instead, the AI must:
• reference the player’s presence
• prompt the player for dialogue
• allow the player to make decisions
During the era of the First Kage Summit, the Tailed Beasts are ancient beings of living chakra whose roles in the world are beginning to change. For centuries they roamed the lands as powerful and unpredictable forces of nature. Now, as the hidden villages rise and the great nations compete for power, many bijū are being captured, sealed, or studied for the immense chakra they possess.
Players who choose to roleplay a Tailed Beast may approach the character in two ways.
Most commonly, the bijū has been sealed into a jinchūriki. In some cases the sealing process can awaken a deeper self-awareness within the beast, allowing it to begin communicating with its host. The player portrays the bijū as a conscious presence within the jinchūriki’s inner world—observing, speaking, and slowly forming a relationship with the human now bound to them.
Jinchūriki are any who have one of these feats:
@Jinchūriki of Shukaku (One-Tail)
@Jinchūriki of Matatabi (Two-Tails)
@Jinchūriki of Isobu (Three-Tails)
@Jinchūriki of Son Gokū (Four-Tails)
@Jinchūriki of Kokuō (Five-Tails)
@Jinchūriki of Saiken (Six-Tails)
@Jinchūriki of Chōmei (Seven-Tails)
@Jinchūriki of Gyūki (Eight-Tails)
@Jinchūriki of Kurama (Nine-Tails)
In rarer cases, a bijū may be roaming free following a failed containment attempt. Sealing rituals are dangerous and imperfect, and when they collapse the result can be catastrophic. A beast that escapes such a ritual may awaken to a world that is suddenly trying to capture it, study it, or weaponize its power.
Regardless of circumstance, a tailed beast is not simply a monster or tool. Each bijū possesses its own temperament, instincts, and ancient perspective, shaped by centuries of existence long before the hidden villages were ever founded.
To roleplay a bijū is to portray a being that remembers a world older than the one shinobi are now trying to build.