River King Mystic Valley additional content & resources
River King Mystic Valley is a DS game about fishing released in 2007 in Japan as 川のぬし釣り こもれびの谷せせらぎの詩, in 2008 in North America as River King: Mystic Valley, and in 2009 in Europe as Harvest Fishing. This ds game is one of my longtime special interests and I’ve done extensive research into it and merch. I figured I might as well share for the other few unlikely fans.
Sites
https://fogu.com/rk5/ : Incredible fansite which gives in depth information on every facet of the game lore and gameplay mechanics in english. It even has forums for the game that saw activity in 2025.
https://www.marv.jp/special/game/ds/kawanushi/ : Official website, all in japanese. There are newsletters about the game’s production and release from the time, for example a newsletter on release day from the staff, don’t be scared of the very retro interface this is a treasure trove. There are very short exclusive comics not found anywhere else. Graphics not found anywhere else as well.
Books
There is an official strategy book with lore and production info, but mostly game mechanics, called 川のぬし釣りこもれびの谷せせらぎの詩完全攻略ガイド. It's 143 pages and you can read its release announcement here. It's still rather easy to find being sold online.
Fami2comic (ファミ2コミック) ran a River King Mystic Valley manga by Igusa Matsuyama from july 2007 to september 2007 in their magazine issues. You can read its announcement here. To read it yourself, I recommend: https://archive.org/details/fami2comic200707/078-079.jpg 79 to 94 for chapter one, from the july issue. https://archive.org/details/fami2comic200708/118-119.jpg 119 to 134 for chapter two, from the august issue.
https://archive.org/details/fami2comic200709/128-129.jpg 129 to 136 for chapter three, from the september issue.
And https://randomhoohaas.flyingomelette.com/ai/scans/fami2comic.html#riverking for overall fami2comic info
Its first two issues were however released in its own small book. This book is labeled as book no. 01, but as far as I know there was never another one, since there was only one more chapter afterward. I couldn't find it stored anywhere online, but I do have a physical copy I might get the bravery to scan one day, it seems to have a few exclusive things not included in the other Fami2comic issues. It's 35 pages, and very hard to find sold anywhere.
Misc
This site compiles all releases’ case art and some assets. https://gamesdb.launchbox-app.com/games/images/14727-river-king-mystic-valley
The soundtrack can be found here. https://downloads.khinsider.com/game-soundtracks/album/river-king-mystic-valley-ds-gamerip-2007
To my knowledge it was never released officially in any form.
A video of the original japanese trailer can be found here. https://archive.org/details/nushiCM
There is a magazine ad in english for the game, from Nintendo Power issue #228 from May 2008, that measures approximately 8x10.5 inches. The second one is from a Famitsu magazine.
川のぬし釣り外伝~魔法の枕と大っきな魚~ / River King Fishing Gaiden -Magic Pillow and Big Fish : There was a spinoff released in 2008 as a mobile/android game. Japanese exclusive. It seems to be lost to time however…
https://japan.zdnet.com/release/10363977/ 1 https://www.dreamnews.jp/press/0000001951/ 2
https://www.inside-games.jp/article/2008/01/29/26669.html 3
It even got a second installment: 川のぬし釣り外伝2~夏祭りと肝試し~ / River King Fishing Gaiden 2: Summer Festival and Test of Courage https://www.dreamnews.jp/press/0000002528
I fucking love games from before the ubiquity of internet access at your fingertips. "Look up the right answer in a reference book" PLEASE I love it. Right up there with games suggesting I keep written notes.
Game is River King: A Wonderful Journey for the PS2
5e Tahm Kench, the River King build (League of Legends)
(Artwork by Pan Chengwei. Made for Riot Games.)
I guess I’ve still got demons on the mind after Halloween. Truth be told while I do hope to someday make a build for every champ I’m very hesitant to make builds for the “monsterous” champs. Cho’Gath, Kog’Maw, and Tahm Kench were all on that list for one reason and one reason alone: you can’t say “I puke on / eat / lick the enemy” without drawing a few strange glances. But the good folk over at Doran’s & Dragons did a Tahm Kench build and while I get where they were going for I’m personally not the biggest fan.
D’s&Ds tries to capture the flavor of the character much more than their abilities, which I can greatly appreciate. I think if you want a smooth-talking demon who swindles people out of everything, including their lives, than D’s&Ds’ build for Tahm is great. But I’m more interested in the mechanics of Tahm Kench: with literal thick skin to absorb incoming damage, a tongue that can leave our opponents stunned, and the ability to... vore your friends to keep them out of harm’s way.
No there aren’t vanilla rules for eating your friends alive! It’s all going to be reflavoring! See this is exactly why I didn’t want to do Tahm.
GOALS
I am enthralled by your class and refinement - Tahm Kench is a demon of greed, luring in unsuspecting hopefuls with promises of prosperity. We’ll need a tongue as sharp as a sword, and a sword as sharp as our tongue.
You have succeeded only in ruffling my attire! - To walk around looking like a Disney Caricature you need to have some thick skin. While other champs wear armor Tahm just has Thick Skin.
All the world's a river; and I'm its king - With a mouth that big you’ve gotta put it to good use, helping your allies across the river... regardless of if they want to go. (Well, most spells that target allies in D&D have to be willing...)
RACE
While I appreciate D’s&D and their take by making Tahm Kench a Locatha they were made for a Second Life charity module, which means they’re not officially endorsed at Adventurer’s League or other such gatherings. Also the friend who shares content with me on D&D Beyond doesn’t own Locatha Rising.
Also technically this build isn’t AL legal since it uses multiple sourcebooks (Mordenkainen's + others) so uhhhh...
Also this build is going to use a subclass that wasn’t available when D’s&D made their build.
With that being said Two-Coats is a demon so we’ll go for the demon race: Tiefling! More specifically we’ll get acquainted with the icy depths of the river as a Levistus Tiefling. Levistus Tieflings see their Charisma score increase by 2 and their Constitution increase by 1 for some protection thanks to the cold. Additionally you get some innate spells thanks to Legacy of Stygia, which I’ll cover when they come up.
All Tieflings have 60 feet of Darkvision, Hellish Resistance to Fire damage, and the ability to speak Common and Infernal. The only thing that changes with your Tiefling subrace is your ability scores and your innate spellcasting, and truly your brand of demon doesn’t matter much. "Call me king, call me demon - water forgets the names of the drowned."
ABILITY SCORES
15; CHARISMA - For a truly delicious meal you need to soften them up a little first. Take it smooth and let them relax before going in for the kill.
14; CONSTITUTION - Kench is a chunky lad who can take quite a beating. It takes more than a blade to slay the king.
13; STRENGTH - You need quite the strong stomach to hold down tougher meals. “Needs salt!”
12; WISDOM - You need a bit of natural intuition to know how folk tick.
10; INTELLIGENCE - Live long enough and you learn quite a bit. At least enough to promise knowledge to anyone looking for it.
8; DEXTERITY - As said before the river king is a large demon of a man, who can take as much time as he wants to get a meal.
BACKGROUND
No surprises here: Tahm Kench is a Charlatan, swindling folk all across Runeterra out of everything they once owned... including their lives.
Well, maybe a few surprises. You will still be taking Deception but instead of Slight of Hand take Persuasion proficiency, because you’re more of a smooth talker than a con artist. I’m also going to suggest taking two Languages instead of two Tools: take whatever language you think you may need, but to talk your way to your next meal they’ll have to be able to understand you.
Regardless you can’t have them knowing your a demon, so take a False Identity as the king. Most folk think you’re a kind soul, with plenty to back you up. And you can always get any papers they may desire.
(Artwork by Alex “alexplank” Flores. Made for Riot Games.)
THE BUILD
LEVEL 1 - FIGHTER 1
Starting off as a Fighter because funny Constitution saving throws, among other things. "My constitution is unflappable!" Regardless you get proficiency in two skills from the Fighter list so take Insight and Athletics to know who’s ready to be carried down river.
You also get a Fighting Style of your choice and while I’d love to get a Reach weapon or indeed any two-handed weapon one of Tahm Kench’s best assets is the Protection he can provide his allies. For this you’ll need a shield (and you can take a regular Strength weapon along side it) but if an attack is coming their way you can grab them in your maw to give the attack disadvantage... Or you could not vore your allies, and take the Defense Fighting Style instead to get more AC.
Well at least if anyone gets mad at all the vore comments you can tank it with your Thick Skin and regenerate it with Second Wind. (The Fighter ability, not the rune in the Resolve tree.) And to fight back with a lashing of your tongue Ray of Frost from Legacy of Stygia will do some damage at range and slow down your foes. It’s not a stun yet... not yet.
LEVEL 2 - BARD 1
What? Did you think we wouldn’t have some tricks of the charmer’s trade? As a Bard you get one proficiency in any skill and one instrument proficiency. Choose Intimidation because my what big teeth you have! (But truthfully take whatever proficiency works for your party, as Tahm Kench can be whatever you want him to be.) As for instrument I’m going to have to go for Lute: it’s the closest you’ll get to a tongue guitar, and don’t you dare say “tongue guitar” at your D&D table.
Regardless Bards get Bardic Inspiration at first level, to make sure you fulfill the support role through the use of honeyed words and sweet nothings. You get a pool of d6s that you can give to an ally to add to their attack rolls, skill checks, or saving throws. You can give a d6 as an action and have a number of them equal to your proficiency bonus, and regain them all at the end of a long rest.
But wait! There’s more! You also get Spellcasting as a Bard: you get two cantrips from the Bard list. A man of fine tastes needs to keep his outfit in check, so take Mending to do that. Vicious Mockery meanwhile will let you use that trademark Tahm Kench sharp tongue (not the literal sharp tongue) to taunt your foes and make it harder for them to hurt your allies. "The baseness of your appetite repulses me!"
As for leveled spells you can pick four of them at first level: naturally you’ll need Charm Person to tempt mortals with pleasing bargains. To worry them that you’re coming to collect Dissonant Whispers will fill their minds with unease. To open up your foes for your friends to take them down Bane will loosen their resolve. And to make sure everyone laughs at your jokes? Tasha’s Hideous Laughter.
LEVEL 3 - BARD 2
Second level Bards are Jack of All Trades, letting you add half your proficiency bonus to any skill you’re not proficient in. Tahm Kench is a demon, and he needs to be able to help wherever he can to tempt others to ask him for help.
Speaking of help you also get Song of Rest to give allies an extra d6 of healing during short rests. Since I doubt Tahm Kench is much of a singer, consider this more of him telling stories of grandeur that only the king of river would know. Or perhaps you’re cooking everyone some food? Who knows.
And finally you can learn another spell, but I’m actually going to wait for next level since we’ve gotten all the first level spells we really need already. But you do get Armor of Agathys thanks to Legacy of Stygia, for some Thornmail to boost your defenses.
LEVEL 4 - BARD 3
Third level Bards get Expertise in two skills to double your proficiency bonus: naturally we’ll go for Deception and Persuasion to have little trouble striking up a bargain.
But much more importantly you get to choose your Bardic College, and I think it’s safe to say that Tahm Kench is a self-taught master of the College of Eloquence. Eloquence Bards have a Silver Tongue, making any roll below a 10 on a Persuasion or a Deception role default to a 10. Notice how we just gave ourselves Expertise on those checks? This means that the lowest you can get on one of these checks is a 17, which for most folk is an automatic success! "How delectable!"
Additionally, your works make it harder to resist the effects of magic. Unsettling Words lets you spend a Bonus Action to roll Bardic Inspiration on an enemy. The next saving throw they make they have to subtract the number you rolled on the Inspiration die. This has synergy with both yourself and your friends. Honey your words before charming folk to hear you, or soften up a foe for some crazy mage to take them down.
Speaking of crazy mage: more spells! The great part about a character like Tahm Kench is that I am completely justified taking utility / roleplay spells like Gift of Gab, letting you backtrack in case you say something silly during a conversation. (With a small royalty fee to the good folk over at Acquisitions Incorporated, of course.) But if you want something more immediately useful then Hold Person will let you stun foes with your words, keeping them in place for allies to cut them down.
LEVEL 5 - BARD 4
Fourth level Bards get an Ability Score Improvement but I’m going to suggest something a little different. Old Yawn-Belly is a demon with a hunger for fine clothes so there shouldn’t be much issue taking the Eldritch Adept Unearthed Arcana feat, soon to be in Tasha’s Cauldron of Everything! With a Mask of Many Faces you can cast Disguise Self at will. This will let you wear a fine jacket while still being in heavy armor. "How did I leave my jacket pocket unadorned for so long?"
I really like unlimited Disguise Self for Tahm Kench for a number of reasons. It’s said that he can take whatever form he desires to lure in his victims, which makes sense given the nature of his character. Unlimited Disguise Self also obviously has use for a charmer, letting you get away with a lot more discussion than normal. But the most important thing is that while Tahm Kench doesn’t wear anything heavy in-game he’s far from stealthy. But disguising your armor doesn’t make it any quieter, which is unironically perfect for our affairs.
Regardless you can learn another spell at this level, along with another cantrip. For your cantrip Prestidigitation is great for life’s simple pleasures, recreating simple things like heating food, chilling drinks, or making things taste like whatever you desire.
For leveled spells may I make a suggestion of the Suggestion spell? It’ll let you make simple suggestions for things that folks should do, and they’ll be inclined to do it. They won’t do anything dangerous like stand in the jaws of a demon, but asking them to walk alone down river is a pretty harmless ask. Oh and to top it off a Tiefling gets Darkness at 5th level, thanks to Legacy of Stygia.
(Artwork by robynlauart on DeviantArt)
LEVEL 6 - BARD 5
5th level Bards get Font of Inspiration to recover their Bardic Inspiration at the end of a Short Rest, which is good because your Bardic Inspiration also increases to a d8.
Additionally you can learn third level spells like Sending to check up on some old deals. If you can’t tell it’s really hard to translate Bard spells onto Tahm Kench, but we kinda need a few more levels in this class.
LEVEL 7 - BARD 6
6th level Eloquence Bards get Unfailing Inspiration. If an ally uses your Bardic Inspiration but still don’t succeed on their roll, they get to keep the die. Simple! You also get Universal Speech, allowing you to choose a number of creatures equal to your Charisma modifier to understand anything you may say. There’s no reason you can’t strike a deal with the local wildlife. And finally you get Countercharm for some Tenacity against Charms and Frightening effects, or you could not do that.
Unfortunately you can’t understand them when you use Universal Speech, but that’s where the spell Tongues comes in. Along with ha ha Tahm Kench Tongue you can make sure anyone understand what you or an ally might be saying. Keep Universal Speech for the simpletons of the world. "You're strong like bull, and smart like cow."
LEVEL 8 - BARD 7
7th level Bards finally get 4th level spells, and as we know "It is my mouth into which all travels end." Take Dimension Door to grab a friend (in your mouth... or not) and go far and wide.
LEVEL 9 - BARD 8
8th level Bards get an Ability Score Improvement and seeing as our last ASI went to getting a top hat we may as well increase that uneven Strength and Charisma.
You can also learn another spell and there are quite a few nice ones at 4th level. Confusion and Compulsion will let your words do the fighting for you, and Locate Creature will help you find anyone looking for a bargain. Or of course you could take your own spell, since these builds are only suggestions after all.
(Artwork by MirthSpindle on DeviantArt.)
LEVEL 10 - FIGHTER 2
Now that we can get people to sign a contract it’s time to take what’s rightfully ours. But firstly Fighters get Action Surge at second level to take two actions on a turn. Perhaps a Hail of Blades, or maybe a mix of words to sully the mind?
LEVEL 11 - FIGHTER 3
Third level Fighters can choose their Martial Archetype and to master your tongue in more ways than one (not like that you perv) look no further than the Battle Master Fighter. You get d8 Combat Superiority Die that can fuel a variety of manuevers:
To stun a foe with your lashing tongue take Trip Attack, for a little more than just stopping them in their tracks.
To grab an ally in your mouth (or preferably not doing that) Maneuvering Attack will let you get them to move somewhere safe without being in danger of getting attacked themselves.
And to play the tank role of the party Goading Attack will taunt your enemies so that they can only concentrate on you. You can take it: you have Thick Skin!
But of course most importantly you are a Student of War, granting proficiency in an Artisan’s Tool of your choice. If you’re going to write contracts you’re going to need good penmanship, so grab proficiency in Calligrapher’s Supplies as the pen is mightier than the sword and Tulok the Barbrarian memes shall live on eternally.
LEVEL 12 - FIGHTER 4
4th level means more Ability Score Improvements and... you know? I don’t think we’re nearly tanky enough! Infernal Constitution is a feat exclusive to Tieflings that grants resistance to Cold and Poison damage, as well as the poisoned condition. And it increases your Constitution by 1 as well. "My visage was already flawless, now it just has more vigor."
LEVEL 13 - FIGHTER 5
5th level Fighters get an Extra Attack for two attacks instead of one, or four with Action Surge! Quick and easy!
(Artwork by benlo on DeviantArt.)
LEVEL 14 - FIGHTER 6
Hey more Ability Score Improvements! You know despite intending to swing a sword around your Strength is rather subpar, so perhaps increase that. (This also finally lets you put on Platemail.)
LEVEL 15 - FIGHTER 7
A friend is an enemy who hasn’t shown their true self yet, so you can know your friends with Know Your Enemy. By spending a minute studying someone you can learn if they’re worth bargaining with. You can learn their Strength, Dexterity, Constitution, Armor, Hit Points, Level, and Fighter level. Most NPCs don’t have class levels, but knowing how hard you need to hit them could help the whole party.
You also get two more Maneuvers: Evasive Footwork will let you dash off to safety, and while disarming isn’t common in Runeterra Disarming Strike seems quite in flavor for someone as... dexterous as yourself.
LEVEL 16 - FIGHTER 8
Isn’t Fighter fun when you increase your abilities every other level? Your Strength is still kinda godawful so good for that if you’d please.
LEVEL 17 - FIGHTER 9
9th level Fighters get Indomitable. If you fail a saving throw you can reroll it. You only get one of these per Long Rest so use it on a save you’re likely to succeed on like Strength, Constitution, Charisma, or... well yeah basically those three.
(Artwork by davicomodo on DeviantArt. They deactivated their account though: sad.)
LEVEL 18 - FIGHTER 10
10th level Fighters get Improved Combat Superiority. Now your d8s are d10s!
You know what else that means? More Maneuvers! To absorb even more damage Parry will give you some Bone Plating for absorption. If however by this point an ally of yours can do a lot more damage with their weapon then Commander’s Strike will let you set them up for the Pentakill!
LEVEL 19 - FIGHTER 11
11th level Fighters get another Extra Attack for 3 attacks per round. That’s enough for your three-hit passive!
LEVEL 20 - FIGHTER 12
12th level Fighters get our final Ability Score Improvement: for stronger charms and more smooth-talking to both ally and foe, take Charisma. For a different type of stronger tongue with deadlier maneuvers grab Strength instead. And if you just want to be a chunky tanky conman then Constitution is also an option!
FINAL BUILD
PROS
Every heart has its own hunger - Despite not maxing out your Charisma you’re still the king of speech. +16 in Deception and Persuasion with your lowest possible roll being a 10. That means the lowest you can get on these rolls is a 26! Not to mention that Jack of All Trades as a Bard makes you plenty good at any skill the party may need help with, and unlimited Disguise Self letting you take whatever role is needed.
Every river ends in me! - You are also a very good team player. Bardic Inspiration that never fails, tons of different ways to hold the enemy down, and several options to help your friends while they’re in a jam. "Travel awaits."
You have succeeded only in ruffling my attire! - Wow who would’ve guessed that building a tanky character to be a tank would make them tanky? You should have quite the solid healthbar and resistances to three very common damage types is nothing to scoff at, not to mention that you can wear Heavy Armor and a Shield for crazy high AC.
CONS
Are you the waiter of this establishment? - Most of your abilities rely on charges of some kind. While Maneuvers and Bardic Inspiration comes back on a Short Rest spell slots only come back after a Long one, and you don’t have many spell slots to spare.
I wonder who might like to bargain for a little freedom - This build is very ASI greedy which means a lot of your abilities are very subpar. Your low DEX score in particular is rather harsh as many dangerous spells require DEX saving throws.
Might be savory - Because this build is so ASI greedy your stats still aren’t maxed out. +3 to CON and +4 to CHA are great and all but they aren’t +5, ya know? And even with Jack of All Trades your skill checks aren’t going to beat out a specialist.
But you don’t need to be a god to sign a deal; a demon does it just as well. Master your articulation so that you can be sharp with your tongue in whatever means necessary. Bargain with your allies and seal the deal on your foes, and for the love of all that is good in the world don’t vore anyone! Jeeze!
David laid on the ground next to River, he ran his thumb over the sleeping baby's face. Quentin watches him before he stood up and walked over, he sat on the other side of River "hey man what's ugh what's wrong?" David sighs "I'm just thinking, if we escape this place will I wake up to River laying next to me or will I not remember her?" He puts his finger in his sleeping daughter's hand letting her squeeze it "or will I not remember her at all." Quentin looks at him and reaches over rubbing David's arm "hey man don't worry about that, I'm sure River will come with you when you escape this place." He pulls his hand away when David looks at him and smiles slightly "your right Quentin thank you" Quentin smiles slightly and looks away before standing up walking to the spot he usually relaxes.