The Lost Sword of Doji Yasurugi is a story of vengeful yorei, ghosts of sea-lost sailors, whose honor has been destroyed by an unwelcome fate.  With  the appearance of walking dad in the Mantis seas, the legend of a cursed nemuranai has resurfaced.  A ronin, dishonored and forsaken, may hold the secret to discovering the final fate of one of the Crane Clan's most valuable artifacts.




Instead of the samurai of the Great Clans and their intrigues and struggles, this playstyle focuses on the forgotten heroes and villains who live on the outskirts of society and struggle to survive in a dangerous world.

While defending a village from bandits, fleeing the consequences of one’s actions, or scraping together a few bu for one’s next meal may not be the stuff of epic poems, it is just as harrowing for those who live it.

Assumptions of this Playstyle

This sort of story hinges on the idea that the player characters are outsiders in the broad scope of society. They are not notable political actors as the default playstyle assumes, and they are not likely to be given any political power they do not seize with their own hands. If they are samurai, they have likely forsaken or lost their titles and become rōnin, but they may also be merchants, ashigaru, peasants, and burakumin.

As a result, the company is often much rougher than the high courts of the Emerald Empire—courtesy is still important to some people, but being discourteous is only as dangerous as the person you have chosen to insult.

Character Creation Alterations

Apply the following alterations to the Game of Twenty Questions (see page 41) for each character:
Question 1: Which clan’s lands did your character grow up in? The mechanical choice is the same, except that your status is a value of your choice from 20 to 24. After all, the peasants and samurai of a given region share many cultural values (even if most samurai are loathe to admit it).
Question 2: Who is your family? Unless you are a fallen samurai, your family falls far beneath the notice of the Great Clans—you might have no family but the comrades you choose for yourself. Use the Rokugani peasant family above unless you are a fallen samurai, in which case choose a family as normal.
Question 3: Where did you learn their skills? Unless you are a fallen samurai, use the Worldly Rōnin school on page 87. If you are a fallen samurai, use a school package as normal, but your starting honor is 30.
All characters use the following starting outfit: Traveling clothes, any 1 weapon of rarity 7 or lower, traveling pack, any 1 item of rarity 5 or lower.
Question 5: What is your past? Instead of selecting a giri, select a past. A past is the set of circumstances that led you to life on the fringes of society. Your past might be a grim reputation as a warrior that you seek to outrun, circumstances of birth that forced you to be a rōnin, or the enemies who pursue you.
Your past should meet the same rough criteria as giri—something that can clash with your desires, and can create drama for your character that you will enjoy during the campaign. To attain glory, you must overcome your past, but the more glory you acquire, the more likely your past is to come crashing down upon you.
Question 7: Skip this question.
Question 18: Who was your character named after? Unless you are a fallen samurai, instead of rolling on Table 2–1: Samurai Heritage (see page 96), choose 1 additional item of rarity 5 or lower that you inherited from the family member, friend, or mentor who gave you your name or outlook on life.
Iconic Locations in the Emerald Empire Setting Sourcebook



“Honored samurai, please present to me your travel papers.”
   –Matsu Hideji, Magistrate of the Lion Clan

The scent of grilled fish and soy, punctuated by notes of incense from the local temple, mixes with the earthy odor of the canal. Riverboats and pleasure barges float beneath the great arched bridge, thronged with pedestrians in cotton kimono, bright coats, and wicker hats. On the main deck of the bridge, peasants hurry to make way for the carts carrying cargo or rich merchants, or the rare palanquin shielding a noble from the rabble. Narrow shops and stalls line the streets, with colorful banners and lanterns overhanging the road. Beyond the walled district high atop the hill, the Emperor’s own palace rises into the clouds, an incredible ten stories tall. Those who attempt to gain entry to the Forbidden City uninvited or carrying ill intent are said to become hopelessly lost—you must trust that the Emperor is expecting you on behalf of your lord.



Travel to the famed palaces, cities, and harbor towns of Rokugan with Emerald Empire, a setting sourcebook for the Legend of the Five Rings Roleplaying Game. Each Great Clan molds their holdings in their own image, from the shadowed alleys of the City of Lies to the magnificent palaces of Kyūden Doji, to the tent city of Khanbulak that straddles the border between Rokugan and the plains beyond. In this article, we’ll preview some of the specific locations detailed in the book, and how Game Masters can use them in their own campaigns!

Your Guide to the Emerald Empire

What challenges and intrigues await you in some of the most storied places in the Empire? Will your samurai be tempted by the pleasures of the Licensed Quarter in Ryokō Owari, or will you join the bands of rōnin protecting the City of the Rich Frog? Will you request the spirits’ blessing at the Shrine of the Ki-Rin, or attempt the journey to the legendary High House of Light? What manner of scoundrels and pirates might you encounter as you travel along the River of Gold, and what dangers lurk beneath the canopy of the Shinomen Forest? Emerald Empire highlights these and many more iconic locations, providing GMs with a stage on which to set their stories. A full-page map of Rokugan showcases the locations of the over twenty-four entries highlighted in the gazetteer sections of Emerald Empire.

Each location description includes an overview of the location’s founding, its current political landscape, and its historical or cultural importance to the clan or Empire. Descriptions of the holding’s architecture, condition, and nearby geography provide the GM with cues to include when narrating the sights, scents, and sounds encountered by the player characters. Each section also includes a discussion of the unique cultural elements to be found in that location, as well as some of the most famous landmarks, including city districts, tea and sake  houses, gardens, and more secret holdings. The book also supplies GMs with snippets of gossip centered around each location—these can be used to lend local color to a place, or they could inspire you to spin the rumor into a plotline for your players to explore.

Each location also includes the profile of a non-player character who might serve as an ally, rival, or a mixture of both to the players. These characters serve to supplement the list of  NPCs already included in the Legend of the Five Rings Core Rulebook, now representing more specialized samurai and peasants, as well as the movers and shakers of the setting. From Go masters to acclaimed poets, city governors to guard captains, and warrior monks to tree-spirits, GMs can populate the world with dozens of interesting characters. In-depth discussions of the daily routines for different members of society also lets GMs breathe new life into their NPCs and evoke a realistic world. Finally, each location features adventure hooks to highlight the themes and secrets of a location, embroiling the PCs in a conflict that will challenge their skills and their dedication to their duty—or desires.

Cartography from the Imperial Archives
In addition to the detailed gazetteer entries for specific locations, Emerald Empire also supplies generic maps of commonly visited locations that GMs can use in any city or town. Beautifully illustrated by Francesca Baerald, these lavishly detailed floor plans are meant to inspire GMs and help them describe the setting to their players. A total of eight labeled maps in this style can be found in this setting book, including an example castle, road station, and monastery, to name but a few.

For example, the Estate of Emerald Magistrate Seppun Tatsuko showcases the layout of a mansion typically owned by members of her station. Built in the shinden-zukuri style, the multi-building, one-story complex features an entrance hall, courtyard, and audience hall to receive guests, which also doubles as a dining hall. A sweeping garden and the pavilion overlooking a pond are painstakingly maintained for the enjoyment of the magistrate and high-ranking visitors. Those who are “guests” because they are being held for trial for crimes committed against the Empire are appointed lodgings in the holding cells, watched over by a dedicated warden in a nearby guardhouse. For the family members of the magistrate and their servants, buildings offset from the main complex contain private rooms, the kitchen and larder, and the magistrate’s personal library and armory. GMs can use this map as the foundation for creating their own magistrate’s mansion, or to represent the clan or Imperial magistrate’s dwelling in the city where they’ve set their campaign.


An Invitation to Adventure

Emerald Empire provides players, GMs, and fans of the setting with a guide to Rokugan that is a true companion to the Core Rulebook. The highlighted locations serve as a springboard for GMs wishing to base their campaigns around classic setting locales, and the writeups provide insight to players whose characters might have visited or even hailed from these places. The gazetteer sections showcase the diversity within Rokugan, and how the influence of the clans and the surrounding geography can mold similar places into very different shapes. Where in the Empire will your duty take you?
Announcing a New Sourcebook for Legend of the Five Rings Roleplaying



South of Rokugan, the foul Shadowlands fester, providing a home to horrid demons and unnatural creatures. Centuries ago, the Crab Clan built the mighty Kaiu Wall to contain these threats, but each day sees new assaults. Without samurai of courage and honor to defend against the threats of the Shadowlands, the Emerald Empire would surely fall.

Protecting Rokugan from the threats of the Shadowlands is an honorable and vital task. But many samurai who join the cause never find their way home. In the domain of Fu Leng, where the very elements are corrupted and hideous monsters lurk around every corner, do your players have what it takes to survive?

Fantasy Flight Games is proud to announce Shadowlands, a new sourcebook for Legend of the Five Rings Roleplaying!

Shadowlands is a 144-page hardcover sourcebook that serves as a guide to the dread realms of Fu Leng, where corruption and evil thrive in place of honor and courage. In it, players find information on this region, as well as Crab lands and the great Kaiu Wall that divides the Shadowlands from Rokugan. With new schools, techniques, weapons, and more to aid them, players can fight the Tainted creatures and other terrors that would destroy the Emerald Empire.

Like Emerald Empire before it, Shadowlands provides everything you need to roleplay in Rokugan in a whole new way, tinged with elements of horror and despair that can be found nowhere else in the Emerald Empire!



As a special bonus for pre-ordering Shadowlands through our website, you’ll also a receive a bookmark and eight 5" x 7" art prints showcasing art from the book. This bookmark is the perfect way to mark important sections of the sourcebook such as charts or NPC information. Meanwhile, the art prints represent beautiful moments and characters found within the Shadowlands sourcebook!



A History of Corruption

The Shadowlands sourcebook is split into three chapters, the first of which explores various locations across the corrupted lands, from the Festering Pit of Fu Leng to Daylight Castle. The book not only features detailed histories of these locations, but also introduces their corrupted denizens to use as NPCs in your adventures! Like Emerald Empire before it, each of these locations will also feature adventure seeds for Game Masters to introduce to their players, potentially leading them to the next step on their journey.



Furthermore, rumors about each of these areas brings the Shadowlands to life, and can inspire Game Masters to craft their own adventures in the dread lands. Perhaps your players are investigating the Fallen Chrysanthemum Lake, and the strange disappearances that always seem to happen in its proximity. Or maybe your party has traveled to the False Lantern Grove to retrieve the remains of a Hida commander whose party fell to the darkness of the realm. Either way, Shadowlands gives you all the tools you need to craft a thrilling adventure.

This chapter also details the stalwart defenders repulsing these forces from Rokugan: the Crab Clan. While the families of the Crab are detailed in the Core Rulebook, Shadowlands greatly expands on this information, detailing important locations, NPCs, and adventure hooks for each family. The Hida, Kaiu, Kuni, Yasuki, and Hiruma are all expanded upon, inviting Game Masters to integrate the families' unique history into campaign, or allowing players to expand on their family history.



Finally, the first chapter details the convergence point of these two forces, the massive Kaiu Wall and the brave patrols that explore and investigate the Shadowlands. Here, you can discover what it truly means to patrol in the Shadowlands, with devious NPCs and adventure hooks waiting around every corner.

Honor Against Demons
The second chapter introduces the ghost-hunting Falcon Clan, including rules for creating player characters from the clan. It also includes other new player options, including schools, weapons, armor, and techniques, plus patterns to create customized items to better protect the Empire. There are new advantages and disadvantages relating to the Shadowlands and, for those who dare, there is guidance for using mahō and new techniques for employing such dread blood magic.



These player options introduce even more new ways to interact with Legend of the Five Rings Roleplaying, and let you inject your characters with some more Shadowlands-related backstory.

Out of the Shadows
In the final chapter of Shadowlands, you'll find important tips to the Game Master in regards to running campaigns in the Shadowlands. This chapter not only details how to convey the horror themes central to the setting, but also includes advice for roleplaying corruption, new ways to spend opportunity in the Shadowlands, and additional NPC templates for creating characters themed for Crab and Shadowlands adventures. Lastly, there are rules for crafting unique new oni to terrorize and devour the Empire—unless there are samurai courageous enough to stop them.

For some additional inspiration, be sure to check out the Mask of the Oni adventure launching alongside Shadowlands. This adventure plunges your players into the heart of Daylight Castle, and it's the perfect starting point to discover the horrors that lurk in these areas where few dare to venture!



A Realm of Corruption

While running adventures in the Shadowland is alluring, be warned—samurai that venture south of the Kaiu Wall are never quite the same. It is a forsaken land where corruption and madness reign. Do your players have what it takes to venture into Fu Leng’s domain with their body, sanity, and soul intact?
Announcing a New Adventure for Legend of the Five Rings Roleplaying



When a group of samurai pursues a dangerous master of blood magic to the ruins of Daylight Castle, they discover a secret that could redeem or stain the honor of the Hiruma family forever. These samurai must overcome threats to both body and soul if they are going to halt a wicked plot that could bring about the doom of the Empire…

Fantasy Flight Games is proud to announce Mask of the Oni, a new pre-made adventure for Legend of the Five Rings Roleplaying!

This adventure pits your samurai against the dangers of the Shadowlands and the horrors found within the crumbling walls of the Hiruma family’s fallen castle. Hot in pursuit of a dangerous bloodspeaker, your players will soon find themselves entrenched in a brand-new adventure stemming from a centuries-old secret. Tokens, maps, and an adventure booklet will guide players on their journey, but will they survive with their souls intact?

Mask of the Oni is the perfect companion to the Shadowlands sourcebook, providing an adventure to use the lore and tools introduced in Shadowlands as well as additional context for your adventure.



As a special bonus for pre-ordering Mask of the Oni through our website, you’ll also a receive a bookmark and four 5" x 7" art prints showcasing art from the book! This bookmark is the perfect way to mark important sections of the adventure such as charts or NPC information. Meanwhile, the art prints represent beautiful moments and characters found within Mask of the Oni!

A Dark History
Mask of the Oni begins as your players take a perilous journey to the ruins of Shiro Hiruma, the once-proud stronghold of the Hiruma family of the Crab. There, the characters must face dangerous opponents, stark horror, and their deepest fears if they wish to survive.

While traversing into the Shadowlands is a dangerous quest for any group of samurai, Mask of the Oni gives players and Game Masters all the tools they need to keep their adventure organized and running smoothly, including a 32-page adventure booklet that drives the narrative of the campaign.



The first section of this booklet lays out the adventure background, split between what the players should know and secrets withheld for the Game Master's eyes only. Here, you'll find details on the fall of Daylight Castle prior to the construction of the Kaiu Wall, and the subsequent attempts that the Hiruma family has made to try and reclaim it. Mask of the Oni can also be played as a follow-up to the Dark Tides adventure found in the Legend of the Five Rings Roleplaying Game Master's Kit or as a completely standalone adventure. Either way, the booklet gives the Game Master plenty of ways for players to become involved in this dark tale.

From there, the adventure booklet gives the Game Master everything they need to guide the players on their journey, providing a narrative that accounts for player choice and dialogue. With the adventure book in hand, any Game Master can run Mask of the Oni with ease.

Uncover an Ancient Secret
The adventure booklet isn’t the only tool for Game Masters and players included in Mask of the Oni. You'll also find a beautifully illustrated, double-sided fold-out map that depicts the lands of the Crab Clan, the Shadowlands, and the ruins of Daylight Castle. These vivid maps not only provide a visual identifier on where the players currently are, but steep your game in atmosphere and allow players to become engrossed in your story. With such a wide swath of land covered by the map, it can also be useful in any of your own adventures that you choose to locate in the Shadowlands. 




More than 50 tokens are also included in the adventure to helps players visualize their surroundings. These tokens represent the various NPCs—both friends and foes—that you may come across during your journey, and they not only convey important locational information during combat, but they can also provide a visual identifier for what these characters look like. The dread, disgusting monstrosities that call the Shadowlands their home are brought to life with these tokens, and like the above maps, they can be used in any adventure taking place south of the Kaiu Wall. 



Under the Mask

The foreboding Shadowlands await your players. If these brave samurai have any hope of survival, they’ll have to reckon with the horrors that await, a dangerous blood speaker, and the knowledge of an ancient secret. Can your players survive the perils in Mask of the Oni? Find out in the first quarter of 2019!
Preview the New Player Options in Emerald Empire



"To serve the Tao is to serve the Empire. The one cannot be parted from the other, no more than the sea can be parted from the land."
   –The Tao of Shinsei

Your duty to your lord sends you traveling across Rokugan. As a samurai, you have studied the proper etiquette for dealing with your superiors, and you have been shown how to deal with your lessers. You have trained in the arts of court and war, and you have performed the proper prayers to ensure your safe return. Your travel papers are in order, and your horse is fresh, for you will not be following the roads for long. But if you have never before ventured beyond your home province, you may not be prepared for the spectacular beauty of this mystical land, whose very forests and mountains are alive.



Prepare to embark upon your journey with Emerald Empire, the essential setting guide to the Legend of the Five Rings Roleplaying Game. New lore and tools for players, Game Masters, and fans of Rokugan fill its 256 pages, along with a key to the locales and ways of life of those dwelling within the Empire. Today, we’ll take a closer look at some of those new player offerings, as well as the cultural and roleplaying guidance detailed in this sourcebook.



Servants and Disciples
If you're a player of the Legend of the Five Rings Roleplaying Game, Emerald Empire begins by offering you new answers to the Game of Twenty Questions, including three new families, nine new schools, nine new titles, and over two dozen new advantages and disadvantages.

Whereas the Core Rulebook focused on the samurai of the seven Great Clans, Emerald Empire expands players’ options to include the Imperial families, who serve not one single clan, but the entirety of Rokugan. Members of the Miya family who have trained in the Miya Herald School ride across the realm to deliver the Emperor’s news and edicts, while the family’s school of Miya Cartographers are experts at navigating and recalling the landmarks and geography of the Empire. The Otomo family ensures that no clans or alliances become a threat to the Emperor, and the actions undertaken by the Otomo Schemers are shielded from rebuke by the majesty of the Throne itself. Finally, the family dedicated to the Emperor’s spiritual and physical protection—the Seppun—divines the future to warn against potential threats with the help of the Seppun Astrologers, and overcomes any physical dangers thanks to the Seppun Palace Guards.



While the Imperial Families occupy the very top of the Celestial Order, monks stand outside that order. Initiates of the Fortunist Monk Order devote themselves to a Great Fortune or one of the ten thousand other deities that oversee aspects of nature or daily life. In exchange for their prayers and service, the monk may be granted special boons by the Fortune. When selecting this school, you choose a single invocation that represents the Fortune’s power, which your character can perform despite not being a shugenja, and you gain one additional invocation each time your school rank increases. Disciples of the Shinseist Monk Order focus instead on the wisdom of the Little Teacher. By understanding that all reality flows from the Void and must one day return to the Void, they can catch glimpses of Enlightenment. When you spend a Void point to Seize the Moment, you may treat your ranks in the skill as being equal to your school rank. The order’s curriculum also focuses on Kihō techniques as expressions of their elemental studies.

Away from the monasteries and civilized places of Rokugan, the Realm of Animals sometimes bisects the world of mortals. Kitsune, or fox spirits, possess powerful shapeshifting abilities that permit them to travel across Rokugan and dwell among humankind undetected. Sometimes, these mythical creatures fall in love with a mortal or find themselves part of a lord’s court or retinue, where they can serve as cunning tricksters with other potent magical powers. The False Identity adversity models the stress that arises from maintaining the ruse of mortality, but at the GM’s discretion, a character in this situation who reaches Rank 2 in their actual school may spend 2 XP to learn the basics of their false school's regimen through direct exposure, deepening the deception. In addition to these trickster spirits who can be found in the most surprising of places, further secrets and conspirators span the breadth of the Empire.



Castes and Customs
The Legend of the Five Rings Roleplaying Game offers a roleplaying experience like no other. With its strong focus on the complex dynamics of a society markedly different from our own, it can seem daunting to try to roleplay a character who's familiar with Rokugan’s traditions and taboos, much less try to bring the world to life as a Game Master. Complicating matters further is the overlap—and divergences—between the fictional setting of Rokugan and its real-world counterparts. Emerald Empire delves deep into the etiquette, culture, and daily life for the inhabitants of castles, cities, towns, villages, and wild places across the Empire. It also calls attention to parts of the setting that should be treated with additional consideration and respect.

In each chapter, the book explores the culture underpinnings of a particular locale central to samurai life. In Chapter 1, “Strongholds of Power,” the book details the prescribed behavior of retainers in a castle during times of war or the games of court. Gempuku ceremonies and matchmaking methods, gift-giving and hostage-taking customs, and guests’ rights are all covered at length. Chapter 2, “Centers of Trade,” offers a deep dive into city life and the nuance of law, enforcement, and crime for those playing as Emerald or Clan Magistrates, or as one of their assistants. Chapters 3 and 6 explore life in the villages, countryside, and remote outposts, while Chapters 4 and 5 look at the cosmology, deities, and religion of the Empire, and how samurai are expected to act in the presence of the sacred. A detailed index also assists both players and GMs to locate important cultural concepts when they arise at the game table.



Lands of Wonder
With the Empire plunged into turmoil, samurai, nobles, and monks will be called upon to serve, but their oaths of fealty and devotion may be challenged by what they encounter across the Empire. Other unexpected allies will be drawn into these same stories—but will they have a change of heart, or stay true to their original intentions? With these new player options and cultural guides, Legend of the Five Rings Roleplaying groups can explore new themes and mechanics, and better understand the setting itself. Join us next time for a closer look at the gazetteer elements of the sourcebook, as well as the setting’s history and legends!
Part I: Core Identity (Clan and Family)

1. What clan does your character belong to? 

SCORPION
Ring Increase: +1 Air
Skill Increase: +1 Skulduggery
Status: 35

2. What family does your character belong to? 

SHOSURO
Ring Increase: +1 Air
Skill Increases: +1 Courtesy +1 Performance
Glory: 40  (6 Koku)


Part II: Role and School

3. What is your character’s role and school? 

SHOSURO INFILTRATOR SCHOOL

Ring Increases: +1 Air (Change to Void) +1 Fire

Skill Increases: +1 Fitness, +1 Martial Arts (Melee), +1 Martial Arts (Unarmed), +1 Performance, +1 Skulduggery

Techniques Available: Kata, Rituals, Shuji

Starting Techniques:

a) Ninjutsu:  Deadly Sting

b) Shuji:  Sensational Distraction

Honor: 30

School Ability: The Path of Shadows:  While performing an Attack action against a target who is Compromised, Incapacitated, Unconscious, or unaware of your presence, treat the damage and deadliness of your weapon as being increased by your school rank.

Starting Outfit: Ceremonial clothes , common clothes, traveling clothes, daisho (katana and wakisashi), knife, yumi (bow}, quiver of arrows, traveling pack.

School Rank: 1


4. How does your character stand out within their school? 

Migu acts friendly as ordered by his parents but he isn't really happy about it

Adaptability, friendliness, awareness
Ring Increase: +1 Water


Part III: Honor and Glory

5. What is your character’s duty to their lord?

Both his parents were shugenjas serving the Scorpion clan and have contributed much to the clan.  Migu is expected to follow in their footsetps.

GIRI: Retrieve a set of sacred artifacts for your clan.

6. What does your character long for?

Migu longs for normalcy.  He yearns that the Shadowland Taint be cleared but has accepted that it will not go away soon.

NINJO: Be cleansed of the Shadowland Taint.

7. What is your character’s opinion of their clan?

Divergent.  Secrets and lies only bring harm.

Bonus Skill: +1 Command

8. What does your character think of Bushido?

Divergent.  Bushido is useless against that which is really important to self.

Bonus skill: +1 Martial Arts (Ranged)


Part IV: Strengths and Weaknesses

9. What is your character’s greatest accomplishment so far?

Migu has successfully hidden the existence of his Taint and has become used to approaching people as if it really did not exist.

Distinction advantage: Dangerous Allure (Fire)

10. What holds your character back the most in life?

The Taint has affected Migu that he cannot feel anything physically.  He cannot deny the effects it has done to him and he longs for true companionship.

Adversity disadvantage:  Shadowland Taint (Earth)

11. What activity makes your character feel at peace?

He plays the flute.

Passion Advantage: Playfulness (Air)

12. What concern, fear, or foible troubles your character the most?

Anxiety disadvantage: Irrepressible Flirtation (Earth)

13. Who has your character learned the most from during their life?

A Kasen spirit (Khipapboi) has been tutoring him on how to control his Taint

1 Mentor Disadvantage --> Shadowland Taint (Fire)
1 Mentor Skill  --> +1 Meditation

14. What detail do others find most striking about your character?

He has above average scorpion features which he does not keep behind a mask.  He is usually playful to the point that he might break decorum.

15. How does your character react to stressful situations?

When stressed out, his first reaction is to flirt.  If there is not one to flirt with he plays the flute..

16. What are your character’s preexisting relationships with other clans, families, organizations, and traditions?

His yearning to be free of his family's pretentious care has forced Migu to join up with the crew of the Karasubofu.  He has invested in a pair of mantis escrima weapons during his tenure with them.

Part VI: Ancestry and Family

17. How would your character’s parents describe them?

His parents were well known courtiers and business people.  They tried to instill the lessons to their child but he continues to rebel.

Bonus Skill: +1 Seafaring

18. Who was your character named to honor?

Shosuro Migu the ancestor was a pirate who freely sailed the Rokugan seas.

Samurai Heritage result: Ruthless Victor (Glory -3), +1 Martial Arts (Ranged)

19. What is your character’s personal name?

Migu.


Part VII: Death

20. How should your character die?

Burning out his Shadowland Taint to unleash it against his enemies (which he will hopefully defeat) and then rise up as one of the Tainted.


Shosuro Migu was born to a well known and well connected Shosuro family.  An only child, his parents doted on him and groomed him to follow their footsteps.  A childhood accident though caused him to contract the Shadowland Taint at a very young age.  His family did everything to hide it to the point that they act as if the accident did not happen.

Migu still followed and did what his parents ordered and became a successful Shugenja but he still resented that fact and did everything to rebel.  This often took up the form of being very playful and looking for companionship.  The Shadowland taint, however, did not allow Migu to feel anything physically and this further drove the young lad to find another means of escape.

He has currently found this when he joined as a member of the crew of the Karasubofu Maru.  
Recently he has gotten in contact with Khipapboi, a Kansen who has been guiding him on how to control the growing Shadowland Taint within him.

Part I: Core Identity (Clan and Family)
1. What clan does your character belong to? 
UNICORN
Ring Increase: +1 Water
Skill Increase: +1 Survival
Status: 30

2. What family does your character belong to? 
IUCHI
Ring Increase: +1 Air
Skill Increases: +1 Meditation, +1 Theology
Glory: 40  (5 Koku)

Part II: Role and School
3. What is your character’s role and school? 
IUCHI MEISHODO SCHOOL
Ring Increases: +1 Earth, +1 Water
Skill Increases: +1 Design, +1 Theology, +1 Martial Arts (Melee)
Techniques Available: Invocations, Rituals, Shuji
Starting Techniques:
a) Invocation: Grasp of Earth (Earth)
b) Invocation: The Rushing Wave (Water)
c) Ritual: Communing with Spirits (any)
d) Shuji: Well of Desire (Water)
Honor: 40
School Ability: The Way of Names
During downtime, do a TN 2 Design check to bind a spirit into a vessel to create a meishodo.  Reduce TN by 1 to activate it, and it has a number of uses equal to school rank (1).
School Rank: 1
Starting Outfit: Traveling clothes, ceremonial clothes, Wakizashi, Hammer, calligraphy set, traveling pack, Unicorn Warhorse.

4. How does your character stand out within their school? 
Creativity, Passion, Drive
Ring Increase: +1 Fire

Part III: Honor and Glory
5. What is your character’s duty to their lord?
GIRI: Research lore in the coastal islands for long-lost artifacts or nemuranai.

6. What does your character long for?
NINJO: Create a new clan (cult?) where she is the leader.

7. What is your character’s opinion of their clan?
Divergent.  Shugenja can also participate in front line melee battles, not just casting spells at the back.
Bonus Skill: +1 Martial Arts (Melee)

8. What does your character think of Bushido?
Divergent.  It is a means to an end, nothing more, nothing less.
Bonus skill: +1 Medicine

Part IV: Strengths and Weaknesses
9. What is your character’s greatest accomplishment so far?
Distinction advantage: Keen Balance (Earth)

10. What holds your character back the most in life?
Adversity disadvantage:  Whispers of Cruelty (BDSM)

11. What activity makes your character feel at peace?
Passion Advantage: Armaments (Earth)

12. What concern, fear, or foible troubles your character the most?
Anxiety disadvantage: Delusions of Grandeur (Void)

13. Who has your character learned the most from during their life?
Her horse riding instructor was the one who introduced her to Shourido.  She has been a willing student ever since.
1 Mentor Disadvantage --> Dark Secret (Void) - Shourido-like beliefs.
1 Mentor Skill  --> +1 Fitness

14. What detail do others find most striking about your character?
Her tight, form-fitting purple robes accentuate her curves and has a perfect opening at the top to display her ample silky smooth cleavage.

15. How does your character react to stressful situations?
When stressed out, she grabs people by the neck and starts to choke them with her steely eyes.  If that is not feasible, she takes out her horsewhip and starts whipping the nearest object (or person).

16. What are your character’s preexisting relationships with other clans, families, organizations, and traditions?
Her spellcasting prowess gets her begrudging respect from her peers, but her eccentricity leaves her with lack of fellowship.
Her fascination with grandeur has led her to connect with shadowy people beyond the periphery of Rokugani society. She has acquired a pillow book from them, which contains the tenets and teachings of Shourido as she starts to slide down its slippery slope.  The pillow book is enchanted, and looks normal to others until the right incantation is spoken for the true contents to show in the pages.

Part VI: Ancestry and Family
17. How would your character’s parents describe them?
When she was born into this world,
her parents were so very happy,
and their hand was her light,
But now she grew up,
she yearned to be free,
they didn't approve,
they couldn't do anything,
she changed all of a sudden,
she became defiant and delinquent,
and their advice, she disobeyed.

She was an acknowledged prodigy in the spellcasting arts though.
Bonus Skill: +1 Theology

18. Who was your character named to honor?
An ancestor named Beia was a shrewd and cunning advisor to an earlier Khan that allowed the Unicorn to flourish properly in the unforgiving desert.
Samurai Heritage result: 4-Dynasty Builder (Glory -3), 1-Command (Social)

19. What is your character’s personal name?
Beya.

Part VII: Death
20. How should your character die?
She will achieve her NINJO by any means, and she would die before anyone would take it away.

Beya is a Unicorn Clan shugenja from the Iuchi family.  She graduated top of her class at the Iuchi Meishodo School, and is tasked with researching lore about long-lost Rokugani artifacts and Nemuranai that might benefit the Clan in the future.

A child prodigy, her spellcasting and martial prowess are respected by her peers, but her eccentric behavior tended to result in a lack of fellowship.  Her heightened ambition of forming a minor clan of her own has put off a lot of personages in the Clan.

This has made her susceptible to the siren call of other philosophies that contradict Bushido and lately she has been dabbling in forbidden texts.






MAIN STATS:

DERIVED ATTRIBUTES

ENDURANCE (Earth + Fire) x 2 = 8
COMPOSURE (Earth + Water) x 2 = 10
FOCUS (Air + Fire) = 4
VIGILANCE (Air + Water) / 2 = 3

SKILLS:
Design [Artisan] +1
Fitness [Martial] +1
Martial Arts (Melee) [Martial] +2
Meditation [Martial] +1
Medicine [Scholar] +1
Theology [Scholar] +3
Command [Social] +1
Survival [Trade] +1




PERSONALITIES, HABITS and QUIRKS:
When stressed out, she grabs people by the neck and starts to choke them with her steely eyes.  If that is not feasible, she takes out her horsewhip and starts whipping the nearest object (or person).

MENTOR ADVANTAGE/DISADVANTAGE:
Her riding instructor was the one who introduced her to the lure of Shourido.  She has been an engrossed student ever since.
Fitness [Martial] + 1
Dark Secret (Void) [Anxiety] - No one must know about her Shourido-like beliefs.  This is akin to blasphemy in Rokugani society.  She will do everything to keep it a secret.  When confronting or discussing this, or when trying to Meditate to find inner peace, she receives 3 Strife instead before she can properly calm down.

SCHOOL ABILITIES and TECHNIQUES:
(Iuchi Meishodo School, RANK 1).
a) School Ability: The Way of Names.  During downtime, do a TN 2 Design check to bind a spirit into a vessel to create a meishodo.  Reduce TN by 1 to activate it, and it has a number of uses equal to school rank (1).
b) Invocation: Grasp the Earth (Earth).  Make an Attack using a Theology (Earth) check at TN 2 to cause supernatural damage equal to Earth Ring (2).  The target must also resist at a TN 4 Fitness check or be Prone.
c) Invocation: The Rushing Wave (Water).  Make a Theology (Water) check at TN 2 during a Movement action to summon a waterspout to propel a target 1 range band for each success.  Can also propel swimmers or ships forward (double speed) during narrative and downtime moments.
d) Shuji: Well of Desire (Water).  Spend Opportunity when presenting a gift: Courtesy (Water) check, to make it harder for recipient to refuse the gift, losing Glory equal to Water Ring (3) in the process.  If the target desires the item, they also gain Strife equal to the rarity of the gift.  Lastly, if the target accepts the gift, reduce the TN of the next Social skill with them by the rarity of the gift.
e) Ritual: Commune with Spirits (Any).  For a TN 1 Theology (any) check, receive the following boons from the desired kami:
--> Sense the Kami: detect all spirits in the nearby area.
--> Spiritual Knowledge: learn one fact about the area from the spirits.
--> Elemental Gift: small cantrip depending on the element of the kami prayed upon.

EQUIPMENT:
Traveling clothes, ceremonial clothes, Wakizashi, Hammer, calligraphy set, traveling pack, Unicorn Warhorse, special Pillow book.  5 Koku.

Part I: Core Identity (Clan and Family)
1. What clan does your character belong to?
CRAB
Ring Increase: +1 Earth
Skill Increase: +1 Fitness
Status: 30

2. What family does your character belong to?
HIRUMA
Ring Increase: +1 Water
Skill Increases: +1 Skulduggery, +1 Survival
Glory: 39

Part II: Role and School
3. What is your character’s role and school?
Hiruma Scouting School
Ring Increases: +1 Air, +1 Water
Skill Increases: +1 Fitness, +1 Martial Arts (Melee), +1 Martial Arts (Ranged), +1 Tactics, +1 Survival
Techniques Available: Kata, Rituals, Shuji
Starting Techniques: Pelting Hail Style, Striking as Water
Honor: 35
School Ability: Flickering Flame Skirmisher.  After attacking, change Stance to increase TN of attacks by creatures with Silhouette greater than 2 by School Rank (1).
Starting Outfit: Traveling clothes, ashigaru armor, daisho (katana & wakizashi), yumi (bow) and quiver of arrows, knife, finger of jade, traveling pack.

4. How does your character stand out within their school? 
Thoughtfulness, Calm, Stoic
Ring Increase: +1 Earth

Part III: Honor and Glory
5. What is your character’s duty to their lord?
GIRI: Scout potential enemies of the clan and report them to proper superiors.

6. What does your character long for?
NINJO: To hunt down the killers who murdered his parents.

7. What is your character’s opinion of their clan? 
Agree with their worldview.
+5  Glory

8. What does your character think of Bushido? 
Not particulary useful versus the horrors of the Shadowlands.
Bonus skill: +1 Medicine

Part IV: Strengths and Weaknesses
9. What is your character’s greatest accomplishment so far?
He is being considered to be one of the better archers in the Clan.
Distinction advantage: Keen Sight (Water)

10. What holds your character back the most in life?
His face and body were slashed and burned by the killer(s) during the night of his parents' murder.
Adversity disadvantage: Maimed Visage (Air)

11. What activity makes your character feel at peace?
Discovering/Learning new things and finding out what's behind the next door.
Passion Advantage: Curiosity (Fire)

12. What concern, fear, or foible troubles your character the most?
Too much carpe diem mentality.
Anxiety disadvantage: Impatience (Earth)

13. Who has your character learned the most from during their life?
All of his mentors have met horrible ends.
one Mentor Disadvantage: Whispers of Doom (Adversity)
one Mentor Skill: Martial Arts (Ranged) +1

14. What detail do others find most striking about your character?
The cloth mask covering his maimed visage, as well as bandages from his wounds.

15. How does your character react to stressful situations?
He giggles uncontrollably when totally stressed out.

16. What are your character’s preexisting relationships with other clans, families, organizations, and traditions?
While he is somewhat shun upon by his fellow Hiruma scouts due to notoriety, he has a good standing with some Kuni Jade shugenjas - sometimes they give him supplies like Medicine kits for his cooperation and sharing of news.

Part VI: Ancestry and Family
17. How would your character’s parents describe them?
His parents had always taught him to have courage and be kind.
Skill increase: +1 Sentiment

18. Who was your character named to honor?
He was named after an ancestor who won a battle by whittling down the enemy with archery, albeit the victory was notorious because he continued to shoot even when the enemy had already surrendered.
Samurai Heritage result: 6-Ruthless Victor (-5 Honor), 7-Martial Arts (Ranged) +1

19. What is your character’s personal name?
Zai.

Part VII: Death
20. How should your character die?
In mortal combat with his parents' killers, hopefully taking them down with him.
Zai is a Crab Clan samurai from the Hiruma family.  He graduated from the Hiruma Scouting School as a bushi, and is tasked with patrolling the outer regions of the Crab lands near the Shadowlands border to report any monster activities.

His parents were murdered before his eyes when he was a child, and his face and body was burned and scarred by the killers during this ordeal.  While he doesn't admit it (yet), he is beginning to be consumed by an overwhelming anger to get revenge on the killers.

Due to his maimed visage, he is shunned by other scouts and he usually patrols the wilderness alone.  He has some acquaintances in the Kuni shugenja however, and they provide him with additional supplies from time to time in exchange for news.

MAIN STATS:




DERIVED ATTRIBUTES:
ENDURANCE (Earth+Fire) x 2 = 8
COMPOSURE (Earth+Water) x 2 = 12
FOCUS (Air+Fire) = 3
VIGILANCE (Air+Water) / 2 = 3

SKILLS:
Fitness [Martial] +2
Martial Arts (Melee) [Martial] +1
Martial Arts (Ranged) [Martial] +3
Tactics [Martial] +1
Medicine [Scholar] +1
Sentiment [Scholar] +1
Skulduggery [Trade] +1
Survival [Trade] +2



PERSONALITIES, HABITS, and QUIRKS:
When he loses Composure, he giggles uncontrollably until he can recover himself.

MENTOR ADVANTAGE/DISADVANTAGE:
All of his mentors have died of horrible causes.
Martial Arts (Ranged) +1 
Whispers of Doom (Adversity) - Zai is shunned by his peers because of rumors that anyone associated with him meets a horrible end.  He must reroll two Success dice during interactions of preconceptions, forming associations, and trying to convince the other party to take his advice. (On a fail, gain 1 Void point.)

SCHOOL ABILITIES and TECHNIQUES:
(Hiruma Scouting School.  RANK 1.)
a) School Ability: Flickering Flame Skirmisher.  After performing an Attack action, Zai may change his Stance.  If he does, this increases the TN of Attack checks made against him by creatures of Silhouette greater than 2 by his School Rank until the start of his next turn.
b) Kata: Pelting Hail Style.  Spend Opportunity from a Martial Arts (Ranged) check to cause a number of characters to receive Strife equal to the weapon's base damage.
c) Kata: Striking as Water.  Spend Opportunity from a Martial Arts check to treat the target's Physical Resistance as 1 lower per Opportunity spent.

EQUIPMENT:
Traveling clothes, Ashigaru armor, Daisho (Katana & Wakizashi), Yumi (bow) and quiver of arrows, knife, finger of jade, traveling pack, Medicine kit.  3 Koku.




Twenty Questions and Answers for Hageshi

Part I: Core Identity (Clan and Family)
1. What clan does your character belong to?
MANTIS
Ring Increase: +1 Water
Skill Increase: +1 Seafaring
Status: 25

2. What family does your character belong to?
The Families of the Fleet
Ring Increase: +1 Fire
Skill Increases: +1 Commerce, +1 Survival
Glory: 36

Part II: Role and School
3. What is your character’s role and school?
Storm Fleet Sailor School [Bushi]
Ring Increases: +1 Fire, +1 Water
Skill Increases: +1 Martial Arts (Melee), +1 Martial Arts (Ranged), +1 Fitness, +1 Seafaring, +1 Games
Techniques Available: Kata, Rituals, Shuji
Starting Techniques: Kata: Pelting Hail Style, Shuji: Stirring the Embers
Honor: 35
School Ability: Sailor's Fortune. Once per round, when making a Trade check and not Compromised, receive Strife up to School Rank to reroll that many dice.
Starting Outfit: Sailor's garb, wakizashi, knife, butterfly sword, sai , Yumi (bow), quiver of arrows, traveling pack, rope (20 feet), gambling set (cards), fishing rod and line.

4. How does your character stand out within their school?
Thoroughness, Patience, Calm
Ring Increase: +1 Earth

Part III: Honor and Glory
5. What is your character’s duty to their lord?
GIRI: Securing supplies and wealth for the Clan.

6. What does your character long for?
NINJO: Find out about his true parentage.

7. What is your character’s opinion of their clan?
While he agrees to the ambition of the Clan to be a Great Clan, he is divergent about Piracy being a focal point of the master plan.
Bonus skill: Courtesy

8. What does your character think of Bushido?
Sometimes impractical.
Bonus skill: +1 Commerce

Part IV: Strengths and Weaknesses
9 What is your character’s greatest accomplishment so far?
He is the reigning arm-wrestling champion of the docks in the city.
Distinction advantage: Bishamon's Blessing (Water).

10. What holds your character back the most in life?
As a gaijin baby on Mantis lands, most Rokugani still look down on him even after living with them for 2 decades.
Adversity disadvantage: Gaijin Appearance (Fire)

11. What activity makes your character feel at peace?
Nothing calms his soul better than a smooth boat ride down the bay or river.
Passion Advantage: Travel (Water)

12. What concern, fear, or foible troubles your character the most?
Having seen that money seemed to smooth his relationships with others better than any other thing, he has developed a desire to hoard currency and valuables.
Anxiety disadvantage: Materialism (Void)

13 Who has your character learned the most from during their life?
A kind uncle/mentor, a ship captain, taught him to always be prepared for any scenario because the high seas are a cruel and fickle mistress.
Mentor Advantage: Quick Reflexes (Fire)

14. What detail do others find most striking about your character?
Blond hair, sharp nose, chiseled face (and abs!).  He is big, muscular, and strong, and obviously a gaijin.  He wears a strange compass around his neck.

15. How does your character react to stressful situations?
When losing composure, Knotting cloth/rope, smashing things like punching a wall or crushing wood.

16. What are your character’s preexisting relationships with other clans, families, organizations, and traditions?
He is somewhat tolerated (but not much) in Mantis lands.  As a kobune merchant plying the coastal waters of the Crane and Clab clans, he has some contacts in the ports of call where he has docked and traded.  He has also periodically undertaken rescue and salvage missions for other clans for a nominal fee.  On one such occasion, he rescued a Kuni shugenja and his entourage from their floundering ship, ferried them to their destination, and waited to transport them out after their mission.  As a reward for his fidelity, he was given a finger of jade by the Kuni shugenja which he wears right to this day, both as a ward and as a good luck charm.

Part VI: Ancestry and Family
17. How would your character’s parents describe them?
He has a proper and reverent relationship with his adoptive mother and adoptive family.  Growing up as a gaijin was very hard because of the stigma and prejudice, but through the caring ways of his adoptive mother and uncles, he has learned to reduce his temper and not be prone to respond to insults.
Skill Increase: +1 Meditation

18. Who was your character named to honor?
An ancestor who captained a ship that single-handedly repelled a pirate raid on the city.  As a result, the Mantis swore that every succeeding generation of his family will be requisitioned a boat for use.
Samurai Heritage result: 1-Famous Deed (+3 Glory), 10-Boat (Mundane, Durable): the Karasubofu Maru

19. What is your character’s personal name?
Devlin.  This is the name in the name tag that was wrapped around him when he was fished out of the water by his adoptive mother, a Mantis clan samurai and kobune captain of some repute.

Part VII: Death
20. How should your character die?
Epic saving the world from some catastrophic event.


Hageshi is a 20 year old Mantis Clan Samurai sailor.  He commands a small kobune ship named Karasubofu Maru, more commonly known as the Ravenstorm.  He plys the trade routes between the Islands of Silk and Spice and the Crab port, but sometimes ranges farther into Crane waters.  He specializes in trade and transport, ferrying goods and people from one port to another for a  nominal fee.

He is of gaijin origin, but grew up in the Mantis isles when as baby, he was picked up at sea by a Mantis woman kobune captain.  While somewhat tolerated in his clan, he longs to discover his true parentage, and wonders about his true purpose for being in Rokugan.



MAIN STATS:




DERIVED ATTRIBUTES:

  • ENDURANCE (Earth+Fire) x 2 = 10
  • COMPOSURE (Earth+Water) x 2 = 10
  • FOCUS (Air+Fire) = 4
  • VIGILANCE (Air+Water) / 2 = 2

SKILLS:

  • Fitness [Martial] +1
  • Martial Arts (Melee) [Martial] +1
  • Martial Arts (Ranged) [Martial] +1
  • Meditation [Martial] +1
  • Courtesy [Social] +1
  • Games [Social] +1
  • Commerce [Trade] +2
  • Seafaring [Trade] +2
  • Survival [Trade] +1

PERSONALITY, HABIT & QUIRKS:
When he loses composure, he tends to knot things like cloth or rope.  He might also smash things like a wall or small piece of wood if they are within reach.

MENTOR ADVANTAGE/DISADVANTAGE:
Quick Reflexes (Fire) - At the start of a Scene, Hageshi can grab a nearby item and reposition it. He can also reroll two dice when acting swiftly, like generating Initiative, or during interactions in which he is putting together makeshift things, or interactions where his reflexes are tested.

SCHOOL ABILITIES and TECHNIQUES:
(Storm Fleet Sailor School.  Rank 1)
  1. a) School Ability: Sailor's Fortune.  Once per round, when making a Trade skill check, if Hageshi is not compromised, he may receive a number of Strife (1) up to his School Rank (1) to reroll that many dice. 
  2. b) Kata: Pelting Hail Style.  Spend Opportunity from a Martial Arts (Ranged) check to cause a number of characters to receive Strife equal to the weapon's base damage. 
  3. c) Shuji: Stirring the Embers.  Spend Opportunity from a Social (Fire) check to allow a number of characters to reroll three dice instead of two from their Distinction until the end of the Scene.
EQUIPMENT:
Sailor's garb, Wakizashi, knife, butterfly sword, sai , Yumi (bow), quiver of arrows, traveling pack, rope (20 feet), gambling set (cards), fishing rod and line.  7 Koku.

Finally, here is a picture of Hageshi resting in a hot spring after a hard day's work.



Preview Non-Player Characters in Legend of the Five Rings Roleplaying


From the lowliest peasant to the Emperor himself, non-player characters (NPCs) are the lifeblood of your adventures in Rokugan. These characters are everyone in Rokugan who is not one of your heroes—and though they may enter the story as enemy or ally, friendly rival or reluctant compatriot, NPCs are a Game Master’s most important tool in bringing the rich world of Legend of the Five Rings Roleplaying to life.

Join us today as we take a closer look at the denizens of Rokugan, as featured in the Legend of the Five Rings Roleplaying Core Rulebook!



Who’s Who in Rokugan

Generally speaking, NPCs are divided into two classifications. Minions are simply the tools of drama—they exist to do a thing. They are the guard who must be fooled, the farmer who sweats in the fields, and the bandit who meets razor-sharp justice to increase a samurai’s glory. Adversaries, however, fulfill the recognizable supporting roles in your drama. They have motivations and methods, and they can be hindered or aided by the actions of the characters. Some may be purely antagonistic, the foulest of the foul, but most enemies will simply be those whose ambitions run contrary to the goals of the players. Some adversaries may even not be adversarial at all, instead representing opportunities for knowledge, resources, or favor.

Every NPC has an array of stats, just like the player characters, but they also have a unique characteristic: their Conflict Rank. This rank is a rough measure how dangerous this NPC can be in combat or intrigue situations.






For example, a Seasoned Courtier has a combat value of one, yet an intrigue value of five. This NPC could be defeated in armed conflict by even a young bushi, yet he would provide an appropriate social challenge for a group of characters to convince that the urgent business they bring to the castle is, in fact, as urgent as they say.



Conversely, the Loyal Bushi can represent a young samurai roughly on par (or a bit more advanced) than an individual player character, having a combat value of four and an intrigue of two. Though not completely at the mercy of a silver-tongued courtier, a skilled negotiator will certainly have a strong advantage. In a skirmish, however, the Loyal Bushi could be a threat to be taken seriously or a potential ally to help the players battle injustice.

Ultimately, though, the Conflict Rank is merely a guide, and Game Masters should take into account the players’ resources, skills, and tactics that can make opposition more or less difficult. And of course, the devil is in the details—journeying into the Shadowlands poses much different threats than attempting to uncover a conspiracy at the Emperor’s Winter Court. In fact, even within the Shadowlands, there’s no end to variation between the enemies that you may encounter.



Servants of Jigoku

Born in darkness and hatred, the spawn of the Shadowlands poses an eternal threat to Rokugan. But for the Kaiu Wall and generations upon generations of spilled samurai blood, the realm would surely be overrun. The cunning and power of these incredible monstrosities cannot be overstated, and their danger cannot be ignored.

You may find yourself set upon by one of the lowliest threats of the Shadowlands: the diminutive Goblin. Alone, a Goblin poses not much more threat than a farmer armed with a sharp field implement. In their typical swarms, however, these ravening miscreants can overwhelm a samurai without warning. Though their spears and bows are small, the swarm brings them to bear viciously. In fact, whenever a Goblin attacks with the assistance of other Goblins, they may spend opportunity from the attack roll to deal additional damage to nearby targets—bringing an avalanche of bloodthirsty frenzy to bear against the players.

On the other end of the spectrum is the Sinister Oni. These hulking demons spill forth from Jigoku to ravage and destroy with their teeth, claws, and horns. Truly fearsome in battle, the Sinister Oni boasts a combat rating of twelve, which means it would make short, bone-grinding work of novice samurai, and even a group of senior warriors would wish to bring the aid of their allies and a fair amount of jade. To stand against this Oni is to test your resolve against destruction itself. A Sinister Oni’s unholy flesh provides protection from most weapons and spells, meaning that its formidable endurance is especially difficult to chip away. The terror of this beast truly shines in its special abilities, though. The Oni may unleash a horrific roar with Dread Bellow, forcing all creatures in the vicinity to pass a Meditation check or become afflicted and forced away from the Oni!

And there are far more eerie and equally dangerous creatures lurking in the darkness of the Shadowlands…


Way of the Warrior

Whether you’re facing down a pack of Goblins or engaging in a battle of wits at court, the story of your adventures in Legend of the Five Rings Roleplaying is the story of Bushidō. Every plot point, every story arc, every struggling peasant, every haughty noble, every Jigoku horror; all are the ink in which your path of Bushidō is written.

Your legend begins soon, samurai. Serve your Emperor. Bring honor to your family and clan.

Preview Techniques and Equipment in Legend of the Five Rings Roleplaying


Years of training and dedication gift samurai with preternatural talents. These abilities can influence many aspects of a samurai’s life, and they exemplify the focused study, connection with the kami, and elite martial training that sets the samurai apart from mere peasants and merchants.

In Legend of the Five Rings Roleplaying, a roleplaying game of honor and steel, you and your friends become samurai of Rokugan, who must overcome the challenges that face you with exemplary skill and training. Fortunately, your techniques set you apart, even among other samurai, whether you're a bushi, a courtier, a shugenja, or a monk. Join us today as we explore the various techniques that your character can use to excel in Legend of the Five Rings Roleplaying!




Perfect Assault
Every type of character has access to different techniques, and kata are the techniques of bushi and others skilled in the use of weapons. Subtle strikes, intimidating volleys of arrow fire, and blows of bone-crushing might are the purview of kata.

For example, Striking as Air is a kata that allows the samurai to strategically assail their opponent over multiple turns by reserving dice from a current roll and applying them to a later roll! With this ability, you may see that you've rolled one or two good results, but your entire roll is not sufficient to strike the target. Using Striking as Air, you can reserve those valuable dice for a better strike in the next round! Even a missed attack by a trained samurai can set up a deadly follow-up strike.



As another example, the ranged kata known as Pelting Hail Style can turn a simple bow and arrow into psychological warfare. Whenever the character makes a ranged attack, they may inflict strife on multiple opponents in close proximity, weakening their resolve and potentially causing them to flee or make a foolish and unbalanced attack. An uncentered enemy is easily toppled.



Commune with Kami
The spirits of the world do not always lend their power freely. They must be implored, coaxed, sometimes bribed. As a living being with power, they choose whether or not to come to the aid of even the mightiest samurai. Invocations are techniques that shugenja learn in order to bring the power of the kami to bear, often manifesting in brilliant displays of elemental magic.

Call Upon the Wind is an Air invocation that requires a Theology (Air) check. If successful, your shugenja spends the rest of the scene enveloped in lofting winds, making them capable of vertical movement and gliding freely over any difficult terrain. By spending additional opportunity results, you may even carry along willing allies into the air!



On the other hand, the Earth invocation Bind the Shadow confines an otherworldly being in a crackling prison of jade light. By spending opportunity on the invocation check, your shugenja may make it even more difficult for the tainted creature to escape its bonds, potentially locking the monster away for as long as a century!



Breadth of Knowledge
The world of Rokugan contains numerous disciplines, and while kata and invocations may seem like the most eye-catching, the duties expected of every samurai have supporting techniques.

Monks have access to kihō: the art of aligning one’s spiritual energy—or ki—with the energy of the entire universe. These techniques have been perfected by monks over the centuries, and offer a two-fold benefit; one when the technique is activated and an ongoing enhancement that may last for some time. Rituals blend the mundane and the arcane to give characters extra benefits when engaging in downtime during or between adventures. The techniques of shuji harness the art of communication in the way kata uses physical might: enhancing attack, defense, and control. Mahō techniques are largely forbidden, as they are empowered by calling upon the corrupted kami of the Shadowlands. Finally, ninjutsu is a collection of techniques taught to shinobi to turn even shadows and whispers deadly.



Armed for Battle
Techniques aren't the only tools that your samurai can bring to bear in your adventures. After all, every samurai but the most austere monk will travel with recognizable equipment, including weapons and armor that clearly mark their station. The Legend of the Five Rings Roleplaying Game Core Rulebook includes a full collection of gear, ranging from bows and throwing stars to the most resilient Crab Clan armor. Still, none of these weapons and tools is more iconic than the katana.

The meter-long curved blade of the katana is iconic for samurai across Rokugan. It is borne by generals and soldiers, scholars and scouts. Training with this weapon can be found nearly everywhere that strength of arms is required. Its damage and deadliness ratings, both essential for dispatching foes in different situations, are as high as any other sword that can be wielded in one hand. However, the control of the blade afforded by a two-hand grip raises its deadliness rating higher than any other weapon available to characters. Whether in a duel or a skirmish, an expert with the blade could eliminate enemies nearly instantly with quick, precise cuts.



The katana also possesses two additional qualities, Ceremonial and Razor-edged. Any item with the Ceremonial quality affords its bearer a bonus to convincing others of their identity and station. The Razor-edged quality, though, is both a risk and a benefit. On successful attacks, the owner may spend opportunity results to increase the deadliness of the weapon for a surer strike—but a successful hit that is reduced to zero damage (such as through armor or parrying) causes the weapon to become damaged!

A Samurai’s Tools
Adventures in Rokugan are dangerous, mystical, and noble. Some samurai rely on their strength and weaponry, others on their connection to the kami, and others still on their wits and intelligence. None of these alone will keep even the most ardent servants of clan and Empire safe eternally; only through cooperation, trust, and combined will can your samurai succeed in their adventures!