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.