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Fields of Victory
The Essential Guide to Warfare in Rokugan
Credits
EXPANSION DESIGN AND DEVELOPMENT
Tim Huckelbery with Max Brooke
WRITING AND ADDITIONAL DEVELOPMENT
Robert Denton III, Lisa Farrell, Jordan Goldfarb, Dustin Hall, Josiah “Duke” Harrist, and D.G. Laderoute
EDITING
Christine Crabb
PROOFREADING Jeremiah J. Shaw and Megyn Johanson
RPG MANAGER
LEGEND OF THE FIVE RINGS STORY REVIEW
CREATIVE DIRECTOR OF STORY AND SETTING
EXPANSION GRAPHIC DESIGN
GRAPHIC DESIGN COORDINATOR
GRAPHIC DESIGN MANAGER
FRONT AND BACK COVER ART
Sam Gregor-Stewart Daniel Lovat Clark and Tyler Parrott Katrina Ostrander Scott Nicely Joseph D. Olson Christopher Hosch Mauro Dal Bo
INTERIOR ART
Daniel Alekow, Imad Awan, Francesca Baerald, Lukas Banas, Stu Barnes, Sergio Camarena Bernabeu, Cassandre Bolan, Marius Bota, Matt Bulahao, Joshua Cairós, Alexander Chelyshev, Calvin Chua, Mauro Dal Bo, Stanislav Dikolenko, Jason Engle, Shen Fei, Felipe Gaona, Lin Hsiang, Amélie Hutt, MuYoung Kim, Pavel Kolomeyets, Alayna Lemmer, Joyce Maureira, Jorge Matar, Reiko Murakami, Billy Norrby, Chris Ostrowski, Borja Pindado, Polar Engine, Stormbrush, Nikolay Stoyanov, Darren Tan, Alberto Tavira, Halil Ural, Nino Vecia, Mario Wibisono, and Robin Wouters
Jeff Lee Johnson
ART DIRECTION
MANAGING ART DIRECTOR
QUALITY ASSURANCE COORDINATOR
PRODUCTION MANAGEMENT
Justin Anger and Jason Glawe
VISUAL CREATIVE DIRECTOR
Brian Schomburg
SENIOR PROJECT MANAGER
EXECUTIVE GAME DESIGNER
Nate French
HEAD OF STUDIO
Chris Gerber
Tony Bradt Zach Tewalthomas
John Franz-Wichlacz
PLAYTESTERS
Roger Ashton-Winter, Cady Belicki, Joe Belicki, Howard Brandon, Martin Brimacombe, Ernie Brow, Lucinda Charles, Stephen Calomino, Lachlan Conley, Nicole Conley, Sam Davies, Zak Estrada, Jon Ferenczy, Jim Friedman, Adam Fry, James Gibson, Marty Hehman, Matthew Hehman, Stephen Hehman, Laura Heilman, Sean Holland, Ian Houlihan, Brian Lewis, James “Jamie” Lewis, Fraoncois Martinez, Michael Molyneaux, Tom Nys, John Pope, Dan Pritchard, Kyle Pritchard, David Robotham, Karol Rybaltowski, Tony Somerville, Jon Stachon, Marie Stachon, Erik Strijbos, Joris Van der Vorst, John Vilandre, Kris Van Beurden, and Thomas van den Berg
FANTASY FLIGHT GAMES UK: Asmodee United Kingdom Unit 6 Waterbrook Road Alton, Hampshire, GU34 2UD United Kingdom
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Product Code: L5R14
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Table of Contents
5 WELCOME TO THE BATTLEFIELD
108 CHAPTER 3: acts of war
6 CHAPTER 1: glorious histories
7 14 17 19 26 45 45
Armies of the Empire Great Clan Army Styles Armies in Action Bastions of History The Empire at War The Lion Clan Families of the Lion
109 118 122 123 127 131 138 140 142
Expanded Mass Battle Rules Battle Zones New Terrain Types Running Military-Themed Campaigns Outfitting an Army New Titles Spending Opportunity in Times of War Tenets of Bushidō: Honor New Demeanors and NPC Templates
64 CHAPTER 2: defenders of the empire 65 The Badger Clan 72 New Schools 82 New Advantages and Disadvantages 86 New Samurai Heritages 88 Weapons 90 Personal Effects 92 Blessed Treasures 93 Item Patterns 95 New Techniques
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14th Day of the Month of Shiba, 1120, on the Plains of Honor Akodo Saburō could see the battlefield as though he were standing among his generals, the dry wind of the plains ruffling his hair. Across the level ground stood an army led by his old teacher, Matsu Chihiro, famed for her wise words, sharp tongue, and relentless drilling. He did not fight her by choice, but duty and honor demanded they face each other, and only one could claim victory. He would defeat her today. Lion facing Lion, his warriors reflected hers, but though they looked the same, their maneuvers would be different. Saburō knew how she thought; her tactics would be tried, tested, and tired, while he had a few tricks and surprises ready for her. Today, he would prove he had studied hard and learned well—and had become a worthy opponent. All his bushi were ready to fight and die, but before Saburō could give the order to charge, he must fortify his defenses, protect his most precious general, and position his lancers to make best use of their range and speed. Small changes in formation now, while there was still time, could make the difference between ultimate victory and defeat. Across the plain, his teacher’s forces shifted as though in response to his. Whatever she was planning, she did not commit to it yet, only prepared her warriors to withstand his attack when it came. He could see no other plan in her movements, but that didn’t mean there wasn’t one. While he was still contemplating her intentions, she sent her mounted samurai to attack his, forcing a retreat. Despite the sting of her small victory, the attack was hardly devastating. He had far more foot soldiers, and his plan was to send them forward, to use their numbers to surround and pin her generals. It would surprise her, that he let so much ride on his weakest force. He had always believed in the strength of the common soldier, their courage and determination making up for their weaker armor, their lesser training. She had warned him before that soldiers are merely their leader’s tools, like the duelist’s sword or smith’s hammer. Their value would come from how he used them. So he must use them well.
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This was what it meant to be a leader, to have the fates of many in his hands, to end lives without drawing a sword. The outcome of this battle, perhaps the safety of the Empire itself, would depend on the decisions he made, and a single mistake could lose him his strongest fighters, and his own good name. One wrong move, or a right move made at the wrong time, could put a sudden end to his ambition. His teacher’s generals brooded where they were; they did not attempt to escape his foot soldiers, and so he set up an attack to claim his victory, sending his lancers behind enemy lines. Yet when her own lancers threatened one of his generals in turn, he realized he could not get his units back there in time. He couldn’t just run them through the foot soldiers, who suddenly seemed more of a hindrance than a help. There was nothing he could do. One of her generals put himself in a vulnerable position, but was it some sort of trap? An invitation for him to seek vengeance, and make a terrible mistake? Saburō tried to remember what she had said of sacrifice in their lessons. Hadn’t she always said sacrifice was a lazy path to victory, that a true leader found another way? He took a gamble and sent a cadre of foot soldiers in to eliminate the weakened general. He was honest with himself; it felt like just retribution for his own loss. Her mounted samurai came out of nowhere, and he lost another general. How had he missed them? He should have held back some of those soldiers, but it was too late now. His last general put up a courageous fight, but inevitably fell. The battle was lost; the game was over. “An entertaining game for me,” Chihiro said, “and hopefully, an educational one for you, Saburō-kun.” He bowed his head. “Thank you,” he said. “And what have you learned here today?” He paused, sure she would tell him the correct answer, whatever answer he gave. “Never to assume I can predict your moves,” he said. “Even a Lion might advise one path, yet take another,” she said. “Remember, on the shōgi board, all actions are honorable.” They reset their units on the Plains of Honor for another game.
INTR O DU CTIO N
Welcome to the Battlefield
Since the dawn of the Emerald Empire, conflict has embroiled the realm. Ambitious provincial lords raid rival territory, daimyō struggle for dominance and glory, and enemy invaders have attempted to conquer Rokugan. To defend their borders, the generals of the Great Clans marshal their best warriors, and when all of Rokugan is threatened, the Emperor marches the grand host of the Imperial Legions to war. On the fields of battle, legends are forged and destines are decided.
What’s in this book? Fields of the Victory is a guide to Rokugani warfare and the Lion Clan, whose generals and soldiers are military masters. In this book, players can study the pivotal battles of the Emerald Empire and train and equip their characters to rise from the rank of soldier to Shōgun. Fields of the Victory is divided into three chapters:
Chapter 1 Glorious Histories describes the general makeup of Great Clan armies and recounts the heroic military struggles of Rokugan’s past and present. This chapter also features the greatest collections of knowledge in the Empire, from the High Histories of the Ikoma to the Great Library at Kyūden Isawa. Finally, this chapter dives deep into the valiant Lion Clan and its military traditions.
RUMORS AND LEGENDS
Adventure Seeds
Throughout this book, you’ll find sidebars presenting just a few of the tales in circulation about a particular location or group. As a GM, you might use these for inspiration when PCs inquire about any local gossip or anecdotal reports. Following up on such rumors could even form the basis for an adventure.
Throughout this book, you’ll find sidebars like this one presenting adventure seeds for GMs. If you’re a player, you might want to avoid reading these, as doing so could spoil things should your GM adopt the ideas! If you’re a GM, you can expand on these seeds to create fully fledged adventures, take bits and pieces, or simply use them for inspiration. 一 Hook This hook provides the context for starting the adventure and introduces the important NPCs. We also provide a suggested way to involve the PCs in events, which you can tailor to fit your campaign.
As with all tales, it is not always clear which are true and which are false. We’ve left it up to you to determine which are which. Of course, even the most outlandish stories might have a grain of truth.
二 Rising Action In the next part of an adventure seed, we briefly describe the most likely way for events to escalate, further embroiling the PCs and raising the stakes. 三 Climax Finally we offer a likely climax for the adventure, whether that is a decisive encounter with an NPC or a difficult choice the PCs must make. By this point, the events of the adventure are likely to have taken unexpected turns based on the PCs’ actions, and you should feel free to modify the climax or resolve matters in whatever way fits the ongoing adventure.
Chapter 2 Defenders of the Empire introduces the hardy Badger, a Minor Clan appointed as the guardians of Rokugan’s northern border, along with rules for creating characters from this clan. This chapter also offers other new player options, including new schools, combat-related equipment, advantages and disadvantages, and techniques for leading forces into the fray and turning the tide of battle.
Chapter 3 Acts of War offers game master advice on running military-themed campaigns and staging grand battles. It also provides expanded rules for mass battles, including battle zones to more closely track the positions of troops and terrain, as well as rules for how to raise, equip, and train an army. Finally, new titles, NPC templates, and a new demeanor help GMs bring the heroes and supporting characters of battle to life.
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CHAPTER
Glorious Histories The horse grooms were waiting for him as the rider descended on the Lion Clan way station at a full gallop. At the last possible moment, Hosokawa Tesshū pulled on the reins to bring his horse to a stop and slid down the saddle wordlessly. As he turned around, one of the attendants offered him the water dipper. Tesshū greedily accepted it with a nod of thanks, slurping down the cool water between heaving breaths. He yanked off a riding glove and splashed his dust-covered face in a meager effort to stave off the heat of the early summer sun. His heavy armor didn't help, but he couldn't risk being taken by surprise by a Unicorn Clan scouting party. His family's duty was to record and to ride, and that was what he would do. "Your horse, my lord," came a voice. The silver-black steed was fresh from the stable and ready to take him through the next leg of the journey. Although he would have to ride all day and all night, by the time Lady Sun rose the next morning, Lord Matsu Gohei would know that the war had begun.
CHAPTER 1: G L O R IO U S HIST O R IES
Armies of the Empire
By nature, battles are chaotic, destructive storms of metal, blood, and smoke. The shape of an army— along with the placement of its units—has an enormous impact on the likelihood of success in war. Place a cadre of mounted archers in the fray, and they might snipe the vulnerable from a line of armored ashigaru, but they may prove a liability otherwise. Allow them to move as a free, mobile unit, and they may suddenly destroy an enemy’s tactical advantage with a wellplaced shot at its commander. The best army does not necessarily contain the brightest or the most fearsome, but it does come prepared with a solution for any plan of attack. The most skilled warrior knows to bring the appropriate weapon to any fight; the same is true of armies. The heavy-armored, slow-moving Crab Clan warriors may create an impenetrable wall from high in their stone fortresses, but in soft, muddy marshland or endless desert, their renowned armor becomes a liability both in and out of battle. The vast multitude of the Lion Clan armies, too, lose their fearsome edge when forced to trudge, single file, through dense forest or up perilous mountain slopes. When compromised, an ill-fitted army is at its most vulnerable to attack. The Great Clans of Rokugan consider themselves above the barbarism of early warfare. Today, most clashes among the clans result in relatively tame skirmishes instead of protracted wars. Feeding, training, and maintaining an army is a challenging affair that requires numerous resources from the army’s clan; in the interest of efficiency, clans rarely let battles play out on the grand scale of legend. Further, just as in court, officers ensure each battle follows a rigid set of rules and etiquette; true brutality has no place in clan warfare. “Just as a single brushstroke may finish a painting, a single swing of a blade may finish the battle,” wrote the eminent tactician Seppun Yoshisato. In Rokugan, tactics and decisive action are key to resolving battles quickly with as little bloodshed as possible. Yet legions of Shadowlands monstrosities wage wars of attrition, and foreign forces have been recorded using hit-andrun tactics or sabotage to wear down their foes. Clans like the Unicorn and Crab, which have had to contend with these unconventional opponents, have adapted their tactics and style accordingly and, as a result, fight in ways alien to the rest of Rokugan.
Basic Units While the discipline and structure of Rokugan’s armies vary by clan, terrain, and strategy, the lifeblood of each army is its soldiers, and each soldier must operate as part of a unit. A single insubordinate soldier may cost their army the victory; a unit acting as one may sweep the battlefield with the force of a typhoon.
Conscripts Conscripts are forces that are levied from a lord’s lands in times of war or great need. They are plucked from villages, towns, and cities and thrown onto the front lines with minimal training. They might be provided with secondhand or piecemeal ashigaru armor—otherwise, they must scavenge and loot armor from defeated enemies. Conscripts are lucky to receive spears, but more often they will use whatever they can bring with them from home, such as farm implements. Due to their minimal training and defenses, they suffer the most casualties in battle. As a result, they are often the first to flee when the tide turns against their forces. If a conscript survives and proves capable in battle, they might try to enlist as an ashigaru in future conflicts.
Ashigaru Ashigaru, or foot soldiers, make up the bulk of most Rokugani armies. Ashigaru are semi-professional soldiers from various backgrounds and often have more practical experience on the battlefield than their leaders. They might be peasants who spend the time between planting and harvest on the battlefield, or they might have left their villages behind entirely to make a career of fighting. They might even be following in their parents’ footsteps—some families have a hereditary tradition of serving as ashigaru for a specific lord. Over the centuries, some ashigaru have even been elevated to the rank of jizamurai in recognition of their service, but they often face disdain from more established samurai families. Ashigaru stand at the forefront in most skirmishes between opposing clans. Ashigaru suffer fewer casualties than conscripts but more casualties than bushi. They are lightly armored and most often equipped with long-shafted spears, naginata, or bows. Not all clan ashigaru are equally well trained; Lion Clan ashigaru are famously skilled in combat and proficient in many weapons, including the sword.
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C H APT E R 1 : GL O R I O U S H I S T O R IES
Bushi Clan samurai bushi are the finest—but usually not the most common—type of solider in an army. Serving as elite forces, they fight for glory in the name of their family, clan, and daimyō. Their training is dependent on their family and clan, ranging from the heavily armored spearmen of the Daidoji to the nimble cavalry of the Shinjo, and the duel-wielding swordsmen of the Mirumoto to the ferocious berserkers of the Matsu. Whether fighting on foot or horseback, even a single bushi can change the course of a battle though displays of martial prowess or stubborn resistance. The placement of each bushi formation in an army can have a marked impact on the outcome of a battle, although, as the makeup of bushi units varies, there is no single correct arrangement.
Mercenaries Mercenary gaijin, peasants, rōnin, and former criminals offer their expertise in short- or long-range combat to any army. Unlike the lives of trained clan soldiers, their lives are considered entirely expendable. It is mercenaries’ responsibility to take care of their own and maintain their own equipment. They are flexible and may fill any role for which they are qualified. Highly specialized mercenaries, such as shinobi or sailors, may be deployed as needed to achieve special objectives.
Specialized Units In addition to combatants like bushi and ashigaru, armies also require support personnel to play specific roles in a general’s strategy and allow soldiers to fight more effectively.
Engineers Rokugani military engineers build siege engines and field fortifications when an army invests itself for a siege of a castle or town’s walls. They build scaling ladders and siege towers to allow soldiers to climb walls without being shot by defenders’ arrows, and they construct battering rams to knock in gates so that troops may break in. They direct crews as they dig trenches for cover or excavate tunnels under walls that are stable enough for troops to charge through and surprise the enemy within. During an army’s travels, engineers may do double duty as cartwrights, fixing wheels and wagons, especially if the army doesn’t have any dedicated carpenters of its own.
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Medical Practitioners Healers and medics are essential to keeping soldiers and support personnel moving, fit, and battle ready. They are trained in advanced treatments for all manner of injuries, and are equipped with basic tools and medicines to heal the soldiers they accompany into battle. A swift treatment can mean the difference between life and death for an injured warrior. It is a violation of Courtesy and Compassion to attack or injure any soldier administering treatment on the field of battle, but ruthless generals may ignore these virtues in the pursuit of victory.
Messengers Armies communicate urgent commands via everything from flares to signals to coded messages. Military messengers in their stiff horo, or canopy cloaks, brave the heat of battle to deliver handwritten notes, coded messages, and desperate, shouted orders. Some messengers also send army-wide signals via booming taiko drums in the heat of battle or blow on conch shells to issue sudden orders from leaders to those within earshot. Battlefield messengers, called tsukaiban, may be deployed in service of high-ranking officials, or they may be placed strategically to form a network throughout an army.
Laborers and Servants Noncombatants usually make up the bulk of an army, especially when the army must establish itself in a single location for an extended period of time. Servants follow their lords into battle to assist them in getting dressed and maintaining their quarters. Peasants clean, cook, and tend and raise animals (and sometimes crops), making traveling armies seem more like mobile cities. Unless an army is especially desperate, its peasant population hangs back during the heat of battle and trails behind the soldiers in a long caravan during travel. It is the height of dishonor to attack an army’s noncombatants.
Shugenja Calling the elemental forces against their foes, shugenja are highly volatile additions to any army. One cannot count on the kami’s favor at any given time, as their motivations and their feelings about humans are subject to change on a whim. However, a wellplanned elemental strike may shift the terrain to an army’s advantage or scatter an otherwise impervious foe. While entreating the spirits, shugenja make easy targets, and they must be well defended if they are to
CHAPTER 1: G L O R IO U S HIST O R IES
Battlefield Healing Medics are dispersed throughout an army to tend to the wounded of every rank. Any substantial cadre of soldiers likely has a medical attendant on hand to dress wounds and address sundry health issues. Other medics may be highly specialized, switch roles according the needs of their leaders, or serve as members of a dedicated medical unit. In some cases, medics will serve under the supervision of a shugenja and assist in triaging the injured.
leverage the meteoric currents of the spiritual world. The best placement of a shugenja on the battlefield is highly subjective, and they usually must be protected by yōjimbō if they are to succeed in swaying the kami during combat. Shugenja also serve as healers or spiritual advisors, which are also vital roles in armies. Water and earth elementalists can entreat the spirits to hasten the healing process or purge infection. Shugenja can augur the coming weather or beseech the ancestors for wisdom. They can also speak to ethics, history, and philosophy, and they serve an important function in maintaining morale and counseling soldiers on their own mortality.
The Hierarchy of Armies In the furor of battle, a basic chain of command is key to transmitting orders, and troops’ ability to receive and execute those orders is imperative to victory. Without guidance, even the most exceptional unit may find itself isolated and vulnerable. The feudal mindset extends to armies, which follow a hierarchical structure that mirrors the Celestial Order as interpreted by the samurai. A single unit of cavalry, scouts, infantry, or shugenja follow a unit leader. These unit leaders report to their sergeant, while the sergeants report to a lieutenant, and the lieutenants report to a captain, with the chain of command culminating in an army’s general. This basic power structure can be found among most Great Clan armies, although variation exists across forces.
Unit A single unit of conscripts, ashigaru, bushi, or specialists comprise the simplest building block of a Rokugani army. Units might be organized into groups of ten to fifty soldiers based on their primary weapon and home
province. In this way, an army might have several spear ashigaru and archer ashigaru units in addition to several different samurai units, plus units of conscripts when applicable. Maintaining focus on the battlefield and withstanding the horrors of war requires intense concentration and fortitude, often facilitated by the Meditation and Martial Arts skills.
Unit Leader A unit leader, or kashira, is a member of a unit who commands their fellow soldiers in battle. Unit leaders also direct their unit’s noncombatants, such as medics, taiko drummers, messengers, and banner bearers. They must often make use of their skills in Courtesy and Sentiment to effectively influence their fellow soldiers.
Sergeant A sergeant, or gunsō, leads a single squad comprising two or more basic or specialized units and directs it in the heat of battle according to the orders of the chūi (see page 10). While a gunsō does not have a comprehensive view of the larger tactical choices at play, they are keenly aware of their squad’s movements and successes in battle. Depending on their relationship with the squad and the requirements of the battle, a gunsō fights in the thick of combat, shouts orders from the rear, or charges headfirst at the front line. The gunsō may make effective use of the Command skill to direct troops in real time and must know when to pull back if their squad becomes overwhelmed.
Lieutenant Lieutenants, or chūi, command several sergeants and have greater impact on immediate and reactionary battle tactics. These leaders must make effective use of the Tactics and Performance skills as they assess the shifting tides of battle and communicate orders to their sergeants.
Captain Captains, or taisa, are high in the command structure and often gain their rank through family ties. Most belong to a provincial daimyō’s family, or they might be an extended relative of a family daimyō. These leaders each oversee several chūi and are thus responsible for hundreds of soldiers. Hardened by numerous battles, taisa draw upon their weight of experience to plan and execute larger-scale tactics and deployment on the battlefield. They take a bird’s-eye view of the ever-changing tide of battle and report directly to their general with breaking news. These officers use Government and Tactics to plan and weigh the risks of specific formations and maneuvers; these skills represent a taisa’s tactical senses on the battlefield.
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General A general, or taishō, is the military head of an army, answerable only to their own daimyō, and usually leads thousands into combat. Generals sometimes also serve as their liege’s hatamoto, or direct retainers. They establish the larger battle plan—often with a team of advisors and attendants—and see that it is executed to the letter. In extremely large battles, multiple generals serving different lords may need to work together to coordinate multiple armies. A general often commands from a fixed location, removed from the fray, though celebrated war heroes such as Akodo Ichi have been known to bring their blades and fighting prowess to the battlefield. Most generals lean heavily on the Tactics and even Games skills to effectively outplay their enemy.
Shōgun Should Rokugan ever face an existential crisis requiring all its armies be united as a single coalition, the Emperor has the prerogative to appoint a Shōgun, or military commander-in-chief. This theoretical title has never been bestowed, so military scholars can only theorize as to how the position would overlap with the Emerald Champion.
CHAPTER 1: G L O R IO U S HIST O R IES
Sakae, Dedicated Ashigaru CONFLICT RANK: 3
ADVERSARY
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The child of a humble farmer, Sakae was conscripted into a Great Clan army at an early age. Despite their inexperience, Sakae showed unexpected skill on the battlefield and lived long enough to develop the courage and cleverness associated with samurai. They became part of an ashigaru force garrisoned along the border between two clans. After a long period of service as a spear ashigaru, they were promoted to kachigashira, or infantry leader. They have served their clan with distinction ever since, engaging their opponents with direct, unflinching violence in several prominent battles. Earlier in their career, Sakae had accepted their new life, but when they learned that their younger brother Ryota had been captured in a raid by an opposing clan, they were conflicted about whether they should return to support their aging parents. Sakae finally decided that fighting for the clan would raise their family’s standing more than begging permission to return to their village. Sakae’s focus has made them an incredibly capable soldier, well known and highly respected. Solidly built thanks to a steady ration of rice, they have a kind face that immediately hardens into fierce determination as they prepare for battle. SOCIETAL
PERSONAL
30 32 GLORY 21 STATUS
HONOR
8 COMPOSURE 12 FOCUS 3 VIGILANCE 3 ENDURANCE
3 2 1 1 2
+2, –2
DEMEANOR - ASSERTIVE
ARTISAN 1
MARTIAL 3
SCHOLAR 0
SOCIAL 1
TRADE 1
ADVANTAGES
DISADVANTAGES
Indomitable Will: Social; Mental, Interpersonal
Intolerance: Social; Interpersonal
ABILITIES
ASHIGARU VETERAN As a Support action during a mass battle, Sakae may make a TN 1 Tactics (Earth) check targeting up to two cohorts with the Rank Formation ability. If Sakae succeeds, each of those cohorts’ leaders adds 1 kept set to to the next check they make.
Adventure Seed: Lost and Found 一 Hook While journeying though a mountainous region, the PCs come across a military unit comprising a single samurai bushi and a dozen ashigaru led by Sakae. The bushi is young and new to command, and not yet wise enough to trust the seasoned Sakae for advice. The bushi’s target is a group of peasant thieves thought to be operating in the area. 二 Rising Action Sakae’s unit—along with the PCs—is ambushed by well-armed peasants who fight more like skilled rōnin than farmers. The peasants use the Desperate Bandit and Experienced Bandit profiles on pages 315 and 316 of the core rulebook. Suddenly, one of the armed peasants calls out to Sakae, claiming to be Ryota. 三 Climax Ryota begs for forgiveness from Sakae and explains that his band of peasants is just trying to defend themselves from roving bands of samurai. The samurai bushi, however, is firm that the peasants must face justice for attacking his clan’s forces and orders his ashigaru to continue the battle. Sakae cannot disobey their superior, but they clearly want to show mercy to Ryota and possibly send the peasants back to the farming village where they belong. What will the PCs do?
FAVORED WEAPONS
Katana: Range 1, Damage 4, Deadliness 5/7, Ceremonial, Razor-edged Yari: Range 2, Damage 5, Deadliness 3, Wargear Yumi: Range 2–5, Damage 5, Deadliness 3 Gear (equipped): Ashigaru armor (Physical 3, Wargear), traveling rations, tent (medium), a small doll stuffed with rye in the likeness of Sakae’s brother
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C H APT E R 1 : GL O R I O U S H I S T O R IES
THE EMERALD LEGIONS
In 1123, the Emperor’s forces include ten celebrated legions called the Emerald Legions. Each legion has its own reputation and specialty: The First Legion: No specialization, but the most prestigious and celebrated The Second Legion: Spearmen and archers The Third Legion: Swordsmen and duelists The Fourth Legion: Berserkers and rōnin The Fifth Legion: Shugenja The Sixth Legion: Scouts and light infantry The Seventh Legion: Superior officers and tacticians The Eighth Legion: Cavalry and mounted shugenja The Ninth Legion: Naval units The Tenth Legion: Warrior monks and engineers
The Imperial Legions The Imperial Legions are the Emperor’s standing army: a single, unified military force tasked with patrolling and defending Imperial power. Their ranks include the best soldiers from across the Empire and all the clans, united in their dedication. To be welcomed (or even conscripted) into the Imperial Legions is an incredible honor and brings glory to one’s family and clan. Moreover, the Imperial Legions train and feed their troops exceptionally well. When invited to join the Imperial Legions, a prospective soldier receives a message from the office of the Emerald Champion, delivered by a Miya messenger, and is given eighteen days to provide a response. Upon acceptance, an ashigaru is expected to serve six years in the Imperial Legions, though their role may shift during those years and they may renew their service at the end of their term. A samurai serves for twelve years, or until they reach the age of retirement. Induction into the service of the Emperor is typically a joyful, celebrated affair for a soldier’s family and loved ones. The Imperial Legions’ power is secured in part because of their exceptional reputation and history of bringing great glory to the clans. At almost every great upset in Rokugan’s history, an Imperial Legion has appeared to either arbitrate or, in the case of disobedience to the Emperor, sway the outcome. In some cases, the very appearance of an Imperial Legion is enough to avert a bloodbath and force the opposing armies to renew negotiations.
Origins Emperor Hantei Genji founded the Imperial Legions in 156 in the midst of his sweeping reforms of Imperial law throughout the Emerald Empire. While it is said that the Emperor had hoped to lean exclusively upon the loyalties of the Great Clans, it took the betrayal of General Matsu Kaguya, who ordered her soldiers to march into battle expressly against the Emperor’s wishes, to tip the Emperor’s resolve. The Emperor began requiring all loyal families to send soldiers to join the Imperial Legions to patrol the Empire, assist in carrying out the Emperor’s will, and mediate conflict whenever necessary. The Imperial Legions’ duties have since largely remained unchanged, though their scope and size have grown immensely. Because the legions only intervene in severe, unresolvable conflicts, they typically direct their energy and skills elsewhere, engaging in everything from assisting impoverished peasants in harvest or construction, to mediating minor disputes, to training and educating the citizens of the Emerald Empire in both
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warfare and agriculture. The legions are even tasked with collecting taxes and tribute when necessary. Only when all other options have been exhausted do they engage in violence to protect the Emperor’s agenda.
Command and Leadership The Emerald Champion is head of the Imperial Legions, and most consider it a great honor to serve under the Emperor and have a part in directly carrying out the Hantei’s will. Imperial decree dictates that the most adept, well-trained soldiers from each clan serve in the legions—though this decree is not always followed perfectly. Due to the prestige associated with service in the legions, soldiers from Rokugan’s most distinguished families enlist in search of glory. A great many soldiers are admitted into the Emerald Legions based on their families’ wealth and connections (and sometimes outright bribes). The rest are among the finest warriors in the Empire, more than making up for the lack of martial merit among other members. Members of the Imperial families inevitably rise to the top ranks in the Imperial Legions, and the Seppun family in particular has provided a great many generals and other senior officers. The Akodo and Matsu families also have a long tradition of sending their most promising samurai to serve at least one term in the legions. Although members of any clan may join the legions or rise within its ranks, a delicate ecosystem of political advantage is woven into the legions’ leadership structure. The advancement of a samurai to a high-level role is synonymous with gaining the Emperor’s favor for their clan. As such, the composition of the Imperial Legions’ leadership is constantly shifting as the clans vie for dominance.
CHAPTER 1: G L O R IO U S HIST O R IES
Seppun Genshin, Captain CONFLICT RANK: 6
ADVERSARY
6
Seppun Genshin has made a name for himself executing orders with incredible efficiency. Raised at Kyūden Seppun and recruited into the legions immediately after his gempuku, Genshin found a new home among his fellow soldiers of the Seventh Legion. His direct, no-nonsense demeanor and sincerity have inspired others to trust in his leadership wherever he is posted. Genshin’s tactical prowess, combined with his schooling and family ties, has propelled him to the rank of captain. As a leader within the Seventh Legion, he directs public works projects and helped spearhead the reconstruction efforts of the Crane coast after the tsunami of 1120. While many citizens consider him a fair mediator, Genshin’s ambitions have not been satisfied by his current role. He is actively seeking the next success that will ensure his ascendancy to Commander of the Seventh Legion, where he would report directly to the Emerald Champion. SOCIETAL
PERSONAL
55 61 GLORY 51 STATUS
HONOR
14 12 FOCUS 5 VIGILANCE 2
ENDURANCE
4 2 2 3 3
COMPOSURE
+2, –2 DEMEANOR - GRUFF
ARTISAN 0
MARTIAL 5
SCHOLAR 2
SOCIAL 3
TRADE 2
ADVANTAGES
DISADVANTAGES
Seasoned: Social; Mental, Interpersonal
Bluntness:
Social; Interpersonal
FAVORED WEAPONS
Katana: Range 1, Damage 4, Deadliness 5/7, Ceremonial, Razor-edged Wakizashi: Range 0-1, Damage 3, Deadliness 5/7, Ceremonial, Razor-edged
Adventure Seed: Deceptive Currents
EMERALD STRONGHOLDS
Some of the Emerald Legions are based at or near Otosan Uchi, the Imperial Capital; others are stationed in areas that demand constant attention, such as the Shinomen Forest; and still others patrol the Empire’s roads and territories. Additional strongholds of the Imperial Legions include Lost Traveler Castle, Naishō Fort, Toshi Ranbo, Shiro Yogasha, and Sunrise Keep.
一 Hook While traveling in Crane or Crab lands, the PCs witness a Daidoji ship or caravan coming under attack. They must decide whether to intervene. The attackers bear no crest, and upon closer inspection, they appear to be commoner bandits or pirates. Behind the scenes, these criminals were set up, lured into attacking by one of the Seventh Legion’s secret shinobi. 二 Rising Action The next time the PCs arrive in a large trading city, conflict threatens to break out between the Crane and Crab clans. Members of the Daidoji Trading Council blame their rivals, the Yasuki Merchant Company, for a series of raids against their trade caravans and ships, claiming that the Yasuki have been hiring mercenaries to pillage their shipments. The Yasuki maintain their innocence. As Daidoji and Yasuki forces begin amassing outside the city, Captain Seppun Genshin and a company from the Seventh Imperial Legion arrive to stave off bloodshed at the last minute. 三 Climax Captain Genshin calls a military tribunal to mete out justice and calls upon the PCs to testify as witnesses, as one of the raid’s survivors spotted the PCs during the attacks. Captain Genshin is seeking to pin blame on either the Daidoji or Yasuki family so that he can be seen to lay down a swift judgment, thereby justifying his involvement of the Imperial Legions in the dispute and elevating his own reputation. The PCs must decide whether to side with the Crane or the Crab—thereby winning Genshin’s favor—or whether to make an enemy of Seppun Genshin by testifying that the bandits were unaffiliated with either clan.
Gear (equipped): Lacquered armor (Physical 4, Ceremonial, Cumbersome, Wargear), smoking pipe
ABILITIES
AUTHORITATIVE NEGOTIATION When making a Social skill check to pursue Imperial interests or the Emperor’s agenda, Seppun Genshin may receive up to 3 strife in order to reroll that many showing blank results.
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C H APT E R 1 : GL O R I O U S H I S T O R IES
Great Clan Army Styles
FROM THE NOTES OF AKODO KATSUHIDE, TACTICIAN-INTRAINING AT THE AKODO WAR COLLEGE:
Siege warfare is taxing for everyone involved. If a Crab army chooses to stay somewhere, it is wise to simply leave them alone and march around them. They will return to the Kaiu Wall eventually, and you can return to capture what they tried to hold. As a rule, no one should bother the Crab in its shell.
FROM KATSUHIDE:
The very appearance of a Crane army heralds a battle; if the Crane’s fancy lackeys in court cannot outmaneuver their foes in negotiations, the clan sends its troops, gleaming and cold in their perfect garb. I find Crane commanders are often very grumpy when called to war, especially when they get their own blood on their kimono.
The Great Clans’ approaches to warfare are as diverse as their cultures and values. Each clan brings its own unique approach to Bushidō to bear on how it prepares for, enters into, and engages in military combat. While the Lion rely on their proud might and great numbers to overwhelm their foes, the Dragon—who come from treacherous terrain and have fewer soldiers—must focus on creative solutions to outwit and reroute their foes, depending on the locale. These practical and philosophical delineations between the clans are reflected in other aspects of their militaries as well, ranging from army composition to command structure.
Crab Stories of the Crab army’s defensive capabilities are legendary throughout Rokugan. Defending the Kaiu Wall against innumerable monstrosities has the effect of pruning the Crab fighting force down to only the best and hardiest soldiers. As such, this clan’s army is full of stalwart, unyielding veterans who know equally well how to survive and when to put their lives on the line for the greater good. Crab soldiers are possibly the most powerful and dedicated in the Emerald Empire. Moreover, Crab medics, sharpened from years of service defending the Wall, provide exceptional support. The Crab army is in a constant state of war as it defends the Empire against the Shadowlands. This makes the Crab loath to mobilize against other clans. Outside of a stronghold, Crab soldiers’ heavy armor slows them down, and their highly specialized defensive techniques are easier to counter. This reinforces the clan’s unwillingness to spend its troops on merely political warfare. The Crab army functions best hunkered down, stockpiling its defensive matériel, and then striking when the time is right. On the battlefield, the Crab are adept at finding the most defensible terrain so they can fight from a position of strength. When a Crab army does go on the move, it uses roads when available and is highly vigilant of its surroundings. The Crab’s logistics load and heavy armor makes commanders hesitant to take soldiers through marshy or rough terrain unless doing so provides a defensive benefit or immediate tactical advantage. Troops may move off-road to take advantage of defensible terrain like mountains and hills, or light woods that provide cover. Crab armies are composed primarily of armored infantry and archers, and their medics are among the finest in Rokugan.
14
$
Strengths: Incredible defense, excellent tacticians, highly skilled battlefield support
$
Weaknesses: Slow to muster, more reactive than offensive
$
Typical Composition: Spear ashigaru, heavily armored bushi, and scouts
$
Signature Warrior: Hida Defender
Crane Much as the Crane’s reputation in court would suggest, its army excels at subtle artistry. Each of its soldiers is held to exacting standards in swordsmanship, archery, and mounted combat. The Crane’s command structure is a delicate, ever-shifting landscape of competition and personal betterment, all geared toward achieving decisive victory on the battlefield. Many Crane generals employ specialists and scholars versed in local culture and geography in order to gain an edge in battle. More than any other clan, the Crane rely heavily on the deployment of rōnin. The Crane Clan’s army understands and prizes the importance of adaptability. As such, there is no “signature formation” for which it is known: its soldiers shift from well-ordered groups to disparate marching lines, then to highly mobile pods around a central unit. The commanders and tacticians often command from the rear or from camp during a heavy battle, channeling their energy into understanding enemy strategy, hoping to outplay their foes as in a game of Go. The Crane army is highly respected for its emphasis on swift, lethal close combat. Melee combat with even the lowest ranking Crane duelist is sure to be a tense, potentially deadly confrontation. In battle, cavalry and archers tend to hang back initially to allow the Crane infantry to thin the ranks of foes, then step in to finish them off. The Crane’s proficiency close-in often ends a battle soon after it has begun. $
Strengths: Highly skilled duelists, adaptable units
$
Weaknesses: Smaller armies, lack of specialization, predictable assets
$
Typical Composition: Archer ashigaru, highly skilled bushi and rōnin
$
Signature Warrior: Daidoji Iron Warrior
CHAPTER 1: G L O R IO U S HIST O R IES
Dragon The rugged terrain of the Dragon Clan’s territory makes gathering and mobilizing an active army quite difficult. At best, the Dragon boast what might be called the hardiest, most specialized militia in all of Rokugan. The pursuit of Enlightenment is inextricably woven into the Dragon Clan’s philosophies of war, tactics, and military engagement, setting its army apart from those of other clans. The exercise of battle is almost meditative in nature for even the lowliest of soldiers, who have been trained to pursue their own paths to universal truth. Likewise, monastic life and structure dictate each soldier’s role in the military. However, the Dragon armies are less concerned with rank, honor, or status than with each soldier’s role in the greater battle plan. As such, these armies operate as some of the smallest but most flexible military bodies in Rokugan. The tattooed ise zumi warrior monks of the Togashi Order epitomize this ethos, filling almost every role to bring their faith and meditation to bear on combat. Reflecting the Dragon’s individualist bent, its armies are separated into neatly organized lineups of troops. Each one operates independently of the others on the battlefield, striking in rhythm like a many-headed dragon. Tactics and structure are organized to support a battle style of constant, coordinated aggression. Taken by surprise, few armies can withstand this manner of attack. $
Strengths: Independent troops, adaptable structure, monastic support structure
$
Weaknesses: Diminutive armies; dependent on leadership style; weak on large, open battlefields
$
Typical Composition: Small units of warrior monks and swordsmen
$
Signature Warrior: Togashi Ise Zumi
Lion The Lion Clan presents the most breathtaking fighting force in all of Rokugan, but that force is also one of the most unwieldy to maneuver and transport due to its size. Many famous writers refer to a Lion army as a “mobile city” that moves across the plains. The Lion armies have overwhelmed others through sheer numbers and aggression. The wide roads of the Lion Clan territory are a testament to the massive size of its armies. Meticulously organized
by troop, an army resembles a honeycomb from above as it sweeps across the widest roads and fields to its destination. The highest ranking leaders often ride at the front to charge into battle alongside their soldiers, issue orders, and inspire courage. The Lion are legendary for their ferocity in battle. The Deathseekers, a sect of elite and fearless soldiers, charge into battle wearing fearsome masks to terrify their foes. Though Lion armies are highly aggressive, they are not reckless; they are known for meteoric, valorous gambits that overwhelm opponents with both numbers and strength. Because the Lion military is unmatched by any other in Rokugan in sheer size and skill, opponents must often utilize unconventional or unorthodox tactics to win in battle. $
Strengths: Massive size, incredible logistical skills
$
Weaknesses: Lack of stealth and subtlety; difficulty navigating treacherous terrain due to reliance on excellent Lion roads
$
Typical Composition: Bushi with large numbers of sword, spear, and naginata ashigaru
$
Signature Warrior: Matsu Berserker
Phoenix The Phoenix Clan enters each battle with a key understanding of the region’s terrain and spiritual climate. More so than any other military, the Phoenix Clan’s army taps into the elemental potential of its environment to utilize it against its foes. The dry forest that provides a backdrop to a fight may suddenly blaze with all-consuming fire, devastating a foe’s focus and providing just the right distraction to aid the Phoenix.
FROM KATSUHIDE:
I feel that if the monks were truly pursuing Enlightenment, they would not be fighting at all. Is not the true path one of peace? They are easily dispatched with large volleys of arrows, though, as they can only catch so many.
FROM KATSUHIDE:
Our troops are formidable, truly the finest armies in all the Emerald Empire. But they eat like locusts. Our baggage trains are so long, it is said, that the last wagon never actually leaves until after the battle is over. Where our army goes, starvation often follows. Luckily, Lion ashigaru are also good at rebuilding the villages they pillage for food.
C H APT E R 1 : GL O R I O U S H I S T O R IES
FROM KATSUHIDE:
In battle, the Phoenix are highly subjective to the whims of the kami they invoke. Even the weather can bow to their spirit allies. I’m told one should never engage in a skirmish with Phoenix on a stormy day, for example. If you must, ensure that your troops rush and engage a Phoenix enemy immediately; they will never call lightning down upon their own.
FROM KATSUHIDE:
The Unicorn cavalry are nigh unstoppable unless they are presented with an unmoving wall of armored infantry, truly impassible terrain (which their steeds may still find ways to conquer), or perhaps some well-placed traps to send their horses sprawling.
FROM KATSUHIDE:
The Scorpion try, but they are simply not cut out for real wars. They do excel at dishonorable combat, however. When they are engaged under “fair” conditions, any army may easily dispatch them— which is why the Scorpion ensure that the conditions are never fair.
Even the lowliest Phoenix foot soldiers are trained to anticipate and react to the sudden elemental cataclysms that Phoenix shugenja may incite. Given how crucial a single shugenja’s invocation or ritual can be to Phoenix tactics, ashigaru and bushi must defend shugenja rites to the death in the heat of battle. As such, Phoenix Clan forces often take the shape of a ring of protection, or they skillfully present a façade aimed to misdirect enemy troops who might try to disrupt a shugenja’s prayers. As warfare against the Phoenix has evolved over the years, the placement of Phoenix shugenja has become a sort of shell game. Knowing that opposing armies seek to disrupt their shugenja’s rituals, Phoenix armies often place decoy shugenja with yōjimbō in places where they distract opponents from other shugenja’s powerful invocations as they perform them in the heat of battle. Thus, a Phoenix army often resembles a large circle of troops with different “pockets” of shugenja and decoy shugenja protected by soldiers. $
Strengths: Powerful shugenja capable of harnessing the elements, adept tacticians
$
Weaknesses: Too dependent on shugenja, lackluster cavalry and archers
$
Typical Composition: Infantry augmented by shugenja
$
Signature Warrior: Isawa Elementalist
Scorpion The Scorpion Clan has always favored subtlety and underhanded tactics; it is no surprise, then, that its army operates in similar fashion. The Scorpion army places a strong emphasis on stealth and surveillance; the arrival of its troops is often preceded by a silent invasion of scouts and spies eager for information. The Scorpion’s skills in subterfuge allow them to impersonate their enemies’ messengers, soldiers, and support personnel to conduct sabotage from the inside. The Scorpion army is also notorious for its preference for traveling under cover of darkness. It only deploys its troops when the time is right, when attacks can inflict maximum damage upon opponents. Its shugenja are well versed in creating illusions to distract opponents on the battlefield as well.
16
The Scorpion army often stations its archers at the fringe of the battlefield to pick off as many enemy soldiers as possible before the clash of infantry. Scorpion scouts and shugenja act as support to help the army’s meager numbers gain the upper hand in close combat. Communication and careful retreat are key to translating the Scorpion’s highly situational tactical strengths into victory. $
Strengths: Psychological tactics, stealth, training in night marching
$
Weaknesses: Small army, highly situational tactics, mediocre infantry
$
Typical Composition: Scouts and shinobi as well as ashigaru and archer bushi
$
Signature Warrior: Shosuro Infiltrator
Unicorn The Unicorn are masters of horses and swift deployment. As such, a typical Unicorn army comprises two distinct forces: pods of mounted cavalry with scouts to cut through the opposition, and heavily outfitted troops of foot soldiers equipped to fight in even the most extreme conditions. Given the Unicorn’s special relationship with their horses, even their foot soldiers keep and ride horses for transport across the desolate steppe; as such, the Unicorn army is the most mobile army in Rokugan. The Unicorn military is nothing without its horses, so its movement and tactics are dictated by proximity to grazing land and water sources. Once mobilized in battle, Unicorn cavalry approach as an engulfing swarm to thin the ranks of slower-moving enemy infantry, preparing the way for the rest of the Unicorn to clean up afterward. If they are confined to smaller spaces where they are less maneuverable, however, Unicorn choke easily. The Unicorn must reconcile their formidable mounted forces with the demands of the battlefield in every engagement. $
Strengths: Excel in open spaces, massive army, tactics unfamiliar to other clans
$
Weaknesses: Ineffective in tighter terrain, poor communication
$
Typical Composition: Cavalry, both heavy and light; archers (often also on horseback); foot soldiers
$
Signature Warrior: Utaku Battle Maiden
CHAPTER 1: G L O R IO U S HIST O R IES
Armies in Action
As a culture, Rokugan is steeped in militarism. Every samurai either is a warrior or plays a role that supports warriors and enables them to engage in battle. Even peasants play a major role in warfare in the Emerald Empire; heimin may be drafted into peasant levies or do work that helps keep armies deployed and effective in battle. That said, the deployment of an army is a costly and time-consuming endeavor. Moreover, deployed samurai and commoners are not contributing to the Empire’s myriad other crucial affairs, such as overseeing the lands, engaging in politics and cultural pursuits, producing food, building and maintaining roads, and so on. The employment and deployment of an army is, therefore, not to be undertaken lightly. Given the significant expense of fielding a military force, most provincial daimyō have relatively small garrisons ready to mobilize in times of peace. Depending on the scope of the threat, one or more provincial daimyō may be called upon to marshal their forces. Cities maintain their own defensive forces, which are overseen by the city’s governor unless a general co-opts those forces into an army. Expansion and reinforcement of a clan’s army generally only occurs if it is to be employed for a specific purpose, such as one of the following. $
Secure a Clan’s Lands: A clan might expand its standing army if it perceives an imminent threat to its lands. In such a case, the clan sends forces to occupy positions along the threatened border or maintains them in more central locations from which they can be redeployed quickly.
$
Fight Another Clan: Interclan battles are the most common type of military conflict in Rokugan, even if they are officially outlawed without the Emperor’s explicit assent. A strong army lets a clan attack or defend against their current enemy.
$
Defend the Empire: It is rare for Rokugan to face an Empire-wide threat, but should it happen, each clan is expected to contribute the largest military force possible to the Imperial Legions, thereby uniting disparate clans’ armies under a single banner.
$
Assist the Emerald Magistrates: Addressing threats such as banditry and cult activity sometimes requires more yoriki (deputies) and dōshin (peasant enforcers) than magistrates have available, necessitating military assistance.
Many magistrates travel lightly and thus rely on local militaries for martial support against large enemy forces. $
Address Internal Conflict: A clan might expand or reinforce its army to deal with an internal threat such as a peasant insurrection or even a civil war. The clan will try to keep news about such conflicts under wraps, as the appearance of disunity or weakness tends to embolden enemies. The exception to this rule is the Lion Clan, which frequently permits limited, supervised warfare between lords in order to hone those armies’ skills and cull the weak.
Conflicts with Other Clans Because conflicts between clans tend to attract the attention of the Imperial Court, they deserve closer examination. Generally, the exact nature of such a conflict is determined by whether it has received Imperial sanction, as described in Sanctioned Conflicts (see page 18). In the absence of Imperial sanction, clans usually (although not always) limit themselves to small-scale actions. In peacetime, magistrates and the samurai lords of border settlements maintain a wary eye on their neighbors of other clans. When tensions rise, lords deploy small detachments, often mounted, to patrol the border, reporting to static lookout posts. Should a patrol or lookout post detect an incursion and survive to relay the news, their lord dispatches the closest forces capable of meeting the threat.
C H APT E R 1 : GL O R I O U S H I S T O R IES
The resulting battles tend to be brief, impromptu clashes between relatively small forces. The attacker commonly conducts a raid, a military operation intended to achieve some particular objective—for example, burning crops or seizing supplies—followed by a rapid withdrawal. Clans studiously avoid using the term “war” to describe such conflicts, describing them as “skirmishes,” “disagreements,” “difficulties,” or other euphemisms. Since no war is declared, such hostilities have no formal start, and therefore no formal end, continuing until one or both sides simply choose or agree to stop. In the case of a conflict that does receive Imperial sanction, the aggrieved clan normally issues a formal declaration of war. While the warring clans still conduct patrols and raids, they may also mobilize much larger forces, invading enemy lands in order to seize and hold territory and resources. Prolonged battles involving massive numbers of troops may occur, with correspondingly high casualty counts. When setbacks and losses finally force one side to capitulate and accept a peace agreement, the war formally ends.
Ikoma Hiroshika, Advocate at Court Ikoma Hiroshika, ADVERSARY Advocate CONFLICT 3 atRANK: Court Ikoma Hiroshika is a familiar face in the Advocate at Court
Sanctioned Conflicts The Hantei have recognized that they must walk a fine line when it comes to conflict between the Great Clans. Too much unrestrained warfare is wasteful and can weaken the Empire. Prohibiting conflict entirely, however, can lengthen periods of inflamed tensions between clans, and it can also weaken the Empire by allowing the clans’ military prowess to atrophy. Accordingly, at the dawn of the fifth century, following a brutal clash between the Crane and the Crab, Emperor Hantei Fujiwa issued an edict prohibiting war between the clans without the Throne’s permission. Since then, a clan wishing to wage war upon another must petition the Emperor, laying out the case for its grievance. If the Emperor approves the petition, the clan issues a formal declaration of war. Considerable political maneuvering typically surrounds such petitions, both for and against their approval. Still, clans sometimes engage in unsanctioned conflicts (see page 17). The extent to which they can get away with mobilizing large forces also depends upon political scheming. It is said that what constitutes a “war” within Rokugan is truly defined by whoever is most persuasive in court. It is noteworthy that some daimyō of the Unicorn Clan—which was absent from the Empire when Hantei Fujiwa issued his edict—consider their clan to be officially exempt from the decree, following it only out of respect for the Throne.
18
5
Imperial Court in Otosan Uchi, appearing frequently before the Throne to argue the finer points of what qualifies as war within the Empire. Few Rokugani know the sprawling body of edicts, petitions, and precedents on sanctioned interclan war as well as she. Hiroshika’s is a crucial role, especially given her clan’s penchant for launching itself into military conflict. Whether a dispute centers on land, resources, or a real or perceived injustice or insult, the Lion Clan is eager to demonstrate it is not to be trifled with. When its targets bring their grievances to court, Hiroshika is well prepared to argue that what they claim is a war is nothing more than a disagreement, a skirmish, or a “matter of restoring honor,” requiring no Imperial involvement. Rarely do others find cracks in the armor of this elder courtier’s reasoned, yet passionate arguments; to date, Hiroshika has been successful far more often than not. SOCIETAL
PERSONAL
70 65 GLORY 39 STATUS
HONOR
14 12 FOCUS 7 VIGILANCE 3
ENDURANCE
2 4 4 3 3
COMPOSURE
+2, –2
DEMEANOR - RESERVED
ARTISAN 1
MARTIAL 1
SCHOLAR 4
SOCIAL 3
TRADE 1
ADVANTAGES
DISADVANTAGES
Legal Expert: Social; Mental
Frailty:
Martial; Physical FAVORED WEAPONS
Wakizashi: Range 0–1, Damage 4, Deadliness 5/7, Ceremonial, Concealable, Razor-edged Gear (equipped): Courtly finery (Physical 1, Ceremonial), legal scrolls and texts, Go set
ABILITIES
POWERFUL ARGUMENTS When making a Courtesy check, if Hiroshika does not keep any dice with results containing symbols, she may spend in the following manner: +: The target of the check receives strife equal to spent this way.
CHAPTER 1: G L O R IO U S HIST O R IES
Bastions of History
The people of Rokugan have an intimate relationship with their history, the teachings of the Kami having allowed them to keep intricate records going back almost to the dawn of the Empire. Whenever a new challenge faces samurai, almost assuredly the answer to the problem lies in the past, in the experiences and wisdom of their ancestors.
Chronicles of the Past History and tradition are integral to every part of life in Rokugan, from the practices of swordsmanship and war to the elegant and ancient tea ceremony. Information on these traditions and the meanings behind them is preserved at locations spread throughout the lands of every clan, places of great significance where history is infused into the very foundations.
Akodo’s Leadership There is perhaps no text with a greater influence on Rokugan than Akodo’s Leadership. Written after the War against Fu Leng, Leadership collects the Kami Akodo’s thoughts and experience, both tactical and spiritual, into a single volume that has become the guideline upon which nearly all samurai base their existence. Akodo codified his views on the warrior spirit and presented it as something more than a simple code of ethics, but an entire way of life—Bushidō, the way of the warrior. Over time, Bushidō, and by extension Leadership, established how members of Rokugan’s ruling class perceived themselves and the world around them. According to the philosophy of Akodo, the nature of the world is war. Despite Hantei’s declaration of the Thousand Years of Peace following the defeat of Fu Leng, the Emerald Empire quickly found that tranquility between clans is a fragile, transient thing, and battle is ever present. Just as Kakita sought the perfect sword stroke, so Akodo sought the perfect, transcendent form of battle. He introduced the art of war so that the samurai of Rokugan might also learn to fight in a flawless and honorable manner. Leadership divides military philosophy into five measures, each representing an element. These measures form the basis by which a military leader can evaluate their forces; any measure by which an army fails is a flaw that can be exploited and ultimately lead to its downfall. Each measure within Leadership contains instruction for generals on how to properly command
QUOTES FROM AKODO’S LEADERSHIP
Leadership and Censorship
“A samurai must serve and command, but before that, a samurai must prepare and study.”
Leadership has been altered not only with additions, but also through omissions. In the year 445, Hantei Muratsugu removed Akodo’s observations on the need for deception and cunning in war, which the Emperor believed were not in line with Bushidō. These passages were censored from public copies of the text, a decision that has greatly influenced the forthright Matsu family. Many Emperors have redacted and restored Leadership across the line of succession.
in battle, how to represent themselves and their lords in a proper manner, and how to train samurai to the highest caliber. The measures offer instruction on conquering personal weakness, achieving strategic mastery of one’s surroundings, preserving fundamental military tradition, and innovating with new tactics. Though Akodo was wise and had an unrivaled military aptitude, he was able to recognize that even he did not know everything there was to know about war. To that end, Akodo left the end of the treatise blank so that generals could add more tactics as they developed them. Over time, the tome has become a massive collection of observations and accounts of war from the finest military minds in Rokugan’s storied history, with revised editions occasionally circulating into the Empire’s libraries. The only original, unaltered text remains in the care of the Ikoma.
Daidoji Library One of the key lessons of Akodo’s Leadership is that an army should be adaptable and capable of surprising its foes. It would be unexpected for the Crane to take these words from Akodo to heart, which is exactly why they did. Ever pragmatic, the Daidoji family have long collected the tactics of their foes, secreting the information away in their library in Shiro Daidoji that it may be studied, adapted, and implemented in shocking new ways. In recent years, Daidoji Uji has been particularly aggressive in changing the attack patterns of the Daidoji Iron Warriors, which has enabled the Crane army to repel repeated assaults from larger forces. Lion Clan assault teams have noted the Daidoji’s increased use of deception on the field, as well as an alarming increase in brutality.
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C H APT E R 1 : GL O R I O U S H I S T O R IES
Tomes of Leadership and Influence Much like Akodo’s Leadership, the works listed below helped to shape Rokugan’s samurai into what they are today:
Kakita’s The Sword Kakita believed that swordsmanship was an art form, and that it could be honed, as the samurai had done with calligraphy and ikebana, into something beautiful. “One soul, one sword, one strike” served as Kakita’s mantra as he developed the techniques of iaijutsu, the art of the fast draw. His forms would become the foundation of fencing in Rokugan. The Sword also outlined the rules, techniques, and necessity of the art of the duel in Rokugan. A duel is not just a confrontation of swords, but of souls. When a samurai loses a duel, it exposes a flaw not in their technique, but in themselves.
Bayushi’s Lies “If telling a lie could save the life of the Emperor, should it still be considered dishonorable?” Bayushi’s Lies is remarkably candid—and horrifyingly honest. Bayushi’s book exposed a Rokugan that was superficially filled with trust, fidelity, and honeyed words of honor, but was still driven by humanity’s lust for power. Despite its duplicitous subject matter, Lies was created with a noble purpose in mind. Bayushi feared that an Emperor fed only pleasant truths would be naïve and vulnerable to betrayal.
QUOTES FROM AKODO’S LEADERSHIP
“No enemy was ever overcome by repeating the same strategy. Innovation creates victory.”
The Daidoji diverge from the rest of the Crane families in their acceptance of gaijin invention in their tactical library, kept in a secret wing known only to the Daidoji family daimyō and their most trusted advisors. With the exception of the Unicorn, all the Great Clans learned the foundations of their tactics from the teachings of Akodo and Sun Tao. The Daidoji have accepted that to truly innovate, they must be willing to look elsewhere. For most Crane families, this would be a detestable idea, but the Daidoji have collected scrolls from destroyed gaijin raiding teams and smuggling vessels. These tactics from the most unthinkable of sources lie waiting to be unleashed upon an unwitting foe.
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Mirumoto’s Niten Niten, which means “Two Swords,” is a fighting form developed by Mirumoto and recorded by his adopted son, Hojatsu. The essay Niten presents five stances developed specifically for twoweapon fighting. Developed with the goal of killing gracefully and efficiently, the niten technique and the essay on it teach not just how to move and how to strike, but also how to think. Niten masters act with uncanny perception and wield their blades with deadly precision. “There is no thought, there is only the will. Will your opponent to be killed; your mind, body, and blade will become as one, and make it so.”
The Tao of Shinsei Shinsei developed the Tao in the earliest years of the Empire, during the War against Fu Leng. Most Rokugani consider it the definitive treatise on humanity, spirituality, and the nature of the world. The original copy of the finished work rests in a place of honor in the libraries of the Isawa, and it has been duplicated for study in every major library in Rokugan. To this day, the Tao of Shinsei continues to bring hope and compassion to the lives of all the denizens of the Empire. For the samurai, monks, and even peasants of Rokugan, it is a way for them to better their lives and the lives of others. Members of the Kolat, a secret society, believe it validates their ruthless quest to topple the Celestial Order.
The Great Library at Kyūden Isawa The Isawa family keeps the largest library in Rokugan, a massive repository of knowledge on every subject imaginable. The library is so enormous that it is broken into three wings, each large enough to equal most other libraries on its own. The Ethereal Wing contains information unique to the Phoenix that delves into the realm of the spiritual. It is the most complete known collection of invocations, rituals, and information regarding shugenja in Rokugan. The Resplendent Wing is dedicated to great works of art, poems, and epics from across the Empire. The final section, the Corporeal Wing, houses histories, heraldry, and legal documentation.
CHAPTER 1: G L O R IO U S HIST O R IES
Many of the historic events captured in the documents of the Great Library are first-person accounts. Shiba was an avid observer and writer during his time in the Empire, and he valued personal perspective when documenting history. Rather than being simply factual recitations, many of the historic accounts in the Great Library are poetic and elicit emotional connection.
High Histories of the Ikoma In the late first century during the reign of Hantei Genji, the libraries at Kyūden Ikoma (Sacred Watch Palace) became the officially recognized repository of the recorded history of the Empire. The Ikoma historians keep meticulous records of every moment of note in Rokugan, from personal duels to major battles, from Imperial proclamations to the whimsies of court, from samurai births to deaths. The records in the High Histories—another name for the Ikoma Libraries—are preserved by monks dedicated to serving the Ikoma historians. These monks carefully organize the dizzying amount of information that the historians record daily, compiling accounts from scouts and in delivered scrolls, from eyes and ears stretching all across the vast reaches of Rokugan. The collection here is constantly reviewed by historians, diplomats, court attendants, generals, and all manner of samurai in need of knowledge. Storing such a massive amount of information is a colossal task. While documents on historic figures, poetry, war, law, heraldry, the kami, and other major subjects are always readily available, the more esoteric minutiae of history are filed away in the space-saving dzuka, a series of narrow passageways between the main floors of the library. Scrolls there are still organized, but they are tightly packed in efficient racks. It is impossible to walk upright through these areas; typically, the attendant monks perform the less-thangraceful task of hunting down records for samurai. Though chronicling the complete history of Rokugan is challenging, it is also an honor, a duty the Ikoma have performed with the utmost care and reverence for centuries. The information held in the High Histories, including some of the most ancient texts in the Empire, has been referenced by many Emperors and used to save countless lives. The centerpiece of the High Histories is a set of unaltered copies of Akodo’s Leadership, Mirumoto’s Niten, Kakita’s The Sword, and Bayushi’s Lies, all taken directly from the original sources and among the oldest in the Empire.
ADVERSARY
Ikoma Nakidori RANK: 2 IkomaCONFLICT Nakidori
1
Longing for adventure, Ikoma Nakidori considers herself to be a songbird locked away in the gilded cage of the High Histories, also called the Ikoma Libraries. Having been trained as a battle crier, Nakidori earned early commendations on the battlefield and walked with pride and glory alongside bushi. She was known to be fearless, and her war songs were fuel for the fire raging in the soldiers of her company. One overzealous charge and a grievous leg injury ended her career afield and forced her instead to an assignment in the High Histories. There, she is both elated and tormented by the sorting, writing, and memorizing of the tactical history of the Lion, her spirit endlessly charged with stories of glorious warfare, and forever reminded of what she will never again be a part of. Ever dutiful, Nakidori is glad to help any patron of the libraries with their studies of history and tactics, though she yearns for a day she might escape to once again stand beside warriors and light their souls aflame.
SOCIETAL
PERSONAL
50 44 GLORY 35 STATUS
HONOR
8 8 5 3
ENDURANCE
1 2 3 3 2
COMPOSURE FOCUS VIGILANCE
+2, –2
DEMEANOR - PASSIONATE
ARTISAN 1
MARTIAL 1
SCHOLAR 3
SOCIAL 2
THE OFFICE OF THE JADE CHAMPION
When the Empire still had a Jade Champion—the leading defender of the realm from heretical threats—an office and quarters were built for them in the Great Library. No other library could offer the extensive records needed to safely research and enforce spiritual justice. Though the office is no longer occupied, the Isawa family still maintains it out of respect for those who held the position in the past and in case it is ever needed in the future. Some Rokugani even whisper that the position is not actually vacant—that it was just made more secretive to facilitate the defense of the Empire from the threat of mahō.
TRADE 0
ADVANTAGES
DISADVANTAGES
Inspiring Presence: Martial; Interpersonal
War Injury: Martial; Physical
Historian: Scholar; Mental
THE HONORED SCRIBE
FAVORED WEAPONS
Wakizashi: Range 0–1, Damage 4, Deadliness 5/7, Ceremonial, Concealable, Razor-edged Gear (equipped): Scholar’s robes (Physical 1), shamisen, calligraphy set, scroll satchel
ABILITIES
LION EXPERTISE When Ikoma Nakidori assists another character making a Scholar check involving military or Lion Clan history, the character may roll two additional instead of just one.
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The Emperor graced the Ikoma family with the task of recording the Empire’s history after Ikoma Noritobe wrote his epic The Prince of Heaven detailing the life of a young Hantei Genji. Noritobe’s remains rest in a place of honor in the library, under a scroll rack featuring information on the Kami and the dawn of the Empire.
C H APT E R 1 : GL O R I O U S H I S T O R IES
Adventure Seed: Counterfeit History 一 Hook The PCs have been invited to a gathering at the High Histories of the Ikoma celebrating the anniversary of the Lion’s victory over the Crane at the Battle of the Broken Daishō. The PCs are asked to help investigate when Phoenix historian Isawa Kabesuru produces shocking scrolls suggesting that the Lion general Matsu Chusun won the battle dishonorably through deception and assassination, having faked the surrender of Kakita Gosano. 二 Rising Action Chaos consumes the gathering as documents are found in the libraries that seem to be a confession from General Chusun. In light of these contradictory findings, Kabesuru immediately threatens to petition the Emperor to make the Isawa family, and not the Ikoma, the official historians of the Empire. As the PCs continue to investigate the validity of the documents and the intentions of the Isawa, they soon find themselves fighting to save their honor and their lives: notes are uncovered implicating them in a plot against the Lion, seemingly written by their own hands! 三 Climax The PCs’ attempts to redeem themselves uncover a plot woven by an unparalleled artisan. Kabesuru has joined forces with Kakita Oryosu, a skilled calligrapher and even better forger, who is more than happy to restore the honor of Kakita Gosano and destroy the reputation of the Lion and its allies. Now that the two have had their conspiracy uncovered, they can’t afford to let the PCs live to spoil their plan.
Kaiu Engineering Academy Located in Shiro Kaiu (Carpenter Castle), the Kaiu Engineering Academy is where the greatest inventions of the Empire are created. The only school in the Empire devoted solely to the creation of technologies, the Engineering Academy creates increasingly cunning and deadly traps, ballistae, alchemical fire launchers,
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siege engines, and more. If the Crab were ever able to turn these weapons of war away from the Shadowlands and toward the other Great Clans, it is questionable whether anyone would be prepared to stop them. Though the Kaiu have their eyes on the future, their scholars continue to reexamine historic scrolls to spark their creativity. One collection of documents, restricted to Kaiu eyes only, are the documents of the Blue Dreamers. The Blue Dreamers were a group of Kaiu Engineers who found that by ingesting the petals of a particular blue lotus, they would enter a strange, lucid dream state. In that state, they imagined new inventions fully formed and often created detailed diagrams. Curiously, while the technology to realize these dream inventions did not exist at the time, it is now possible to complete some of them. The Blue Dreamer Kaiu Desura, who died in 445, envisioned numerous inventions with unrivaled destructive capabilities that have just become possible to construct. The blue lotus that allowed the Blue Dreamers to enter this state is grown in the northwest corner of Unicorn lands. However, in recent decades the Unicorn Clan, for unstated reasons, has refused to part with any of its supply.
Secret History of the Unicorn The written histories of the Unicorn are unique among those of the Great Clans. Early in the Empire’s history, the Ki-Rin, who would become the Unicorn Clan, began their mass exodus from Rokugan. Ide himself began to chronicle their wondrous travels and everything they encountered outside of Rokugan. Adapting the nomadic ways of the Ujik, the Ki-Rin kept their history in the minds of their storytellers. These storytellers, or kuurch, would memorize vast genealogies and stretches of history and then share them with people through stories, music, and art. The earliest records of the Secret History of the Unicorn include not only art and song, but symbols lifted from nature and animals, concepts that are not easily translated back into Rokugani but are understood by those raised in the Unicorn’s culture. In the year 138, the Ki-Rin learned a form of calligraphy from Shima Khilan, a captured Caliphate scholar, and soon began transcribing their existing histories. Since their return to Rokugan, the Unicorn have translated a version of what they refer to as the Golden History for the rest of the clans to see, highlighting the beauty of the world surrounding the Empire. However,
the shrewd Unicorn have not revealed the full depth of their accumulated information. Still trapped away in their symbolism, art, and song, and in writings in gaijin languages, are the most ancient and valuable pieces of their wisdom. Battlefield tactics, secret travel routes around the edges of the Empire, ancient magics, and their vital horse-breeding procedures are all hidden where no other clan can reach them, behind the barriers of language.
Akodo War College In the second century, Lion Clan Champion Akodo Tokoyama ordered the construction of a new castle, one symbolic of the Lion Clan’s reverence for history and tradition. Hayaken no Shiro, or Castle of the Swift Sword (see page 62), was built to reflect elegance, simplicity, and strength in the manner of Akodo. This strategically important location would be the fortress home of the Kitsu family and would house a temple and shrines to memorialize the race for whom they were named: the lionlike, shapeshifting kitsu.
In time, the most important function of Castle of the Swift Sword took shape: it became the home of the Akodo War College. Initially a small, simple dōjō dedicated to the teachings of Akodo, it grew into one of the two most prestigious military schools in Rokugan, along with the Kakita Dueling Academy. Some of the greatest tacticians and warriors of the Empire have come from the War College, and it is said that no graduate has ever lost a battle. Even if that is not quite true, it is telling that the school’s reputation for greatness has not wavered throughout centuries of conflict.
Training Grounds As the oldest military academy in Rokugan, the Akodo War College has changed little since its inception. It continues to teach the same curriculum passed down from Akodo to his own followers during the War against Fu Leng. Even small changes to Akodo’s teaching methods are frowned upon by instructors in the War College; they believe that his words are to be taught unaltered.
QUOTES FROM AKODO’S LEADERSHIP
“Lady Sun and Lord Moon made us with a left hand and a right hand. In the left hand goes the text, and in the right hand goes the sword. Remember this.”
C H APT E R 1 : GL O R I O U S H I S T O R IES
Although the teachings of the War College have remained static over the centuries, the scope of the school has not. What was once a simple dōjō has grown tremendously, and Castle of the Swift Sword is now one of the major military strongholds of the Lion Clan. The central castle still looks much the same as it did when its construction was complete, its traditional design undisturbed by war or changing tastes. However, around the central pagoda, the school has added training grounds and barracks for many bushi, as well as storage space for provisions for the ever-expanding army. High-ranking samurai from every Lion family vie for space within the castle walls. The Ikoma maintain a peerless library of military history and tactical records in the castle, the Matsu use it as a way station for troops on the move, and the Akodo headquarter their war room there. As a result, students of the War College learn the tactics of every branch of the Lion and spar with every conceivable type of opponent before their graduation.
Curriculum At the heart of Castle of the Swift Sword is a single purpose: war. At any given time, thousands of warriors are stationed in or around the castle for training. Kiai shouts and the ringing of steel can be heard throughout the day, muffled only by the low rumble of hundreds of stomping feet as soldiers conduct drilling maneuvers outside the walls. The War College accepts only bushi with noble heritage or who have demonstrated exceptional performance in the field. Although its student population—and therefore, garrison—is smaller than other military academies, its elite warriors would match the mettle of any force that might dare to attack. The Akodo War College divides its curriculum into three seasonal courses. Students engage in rigorous physical training and weapon mastery through the summer and fall, followed by winter classes in philosophy, tactics, and Bushidō. In the spring, the practical and philosophical are combined in war games. They are expected to set a sterling example for all samurai serving alongside them or under their command. The students at the Castle of the Swift Sword are among the best-trained and most recognized samurai upon their graduation, but they all still aspire to be selected for the upper echelon of the War College: officer training. Officers learn to lead groups of soldiers, to make tactical assessments, and to organize sieges. Officer candidates must learn from, and pass tests in, five dōjō, displaying mastery over the five measures described in Akodo’s Leadership. Trained by the most experienced and decorated teachers in the Empire, officers from the War College are virtually guaranteed an honorable command and a career serving with distinction.
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Adventure Seed: Blighted Procession 一 Hook The PCs are among those invited to attend a military procession at the Akodo War College. Ikoma Ujiaki and commanders of the Imperial Legions will be there recruiting new graduates as sergeants for their armies. The night before the parade, however, a mysterious illness strikes many of the Lion present, including all of the clan’s new War College graduates. 二 Rising Action The PCs investigate the mysterious illness as the Lion Clan prepares to lose face before the visiting commanders of the Imperial Legions. Scholars research the affliction medically, and bushi search for foul play, but shugenja suspect that some foreign magic has brought this upon the graduates— gaijin magic in particular. Following the trail to its source, the PCs discover a hidden camp containing the notorious gaijin bandit Kelsa Talar and her stealthy warriors. Talar can be represented with the Skillful Rōnin profile on page 316 of the core rulebook, while her warriors can use the Experienced Bandit and Desperate Bandit profiles on pages 315 and 316 of the core rulebook. 三 Climax Talar boasts that she plans to kill the PCs and then take the weakened castle, but that strains credulity, even with the illness sweeping the college grounds. Secretly, she was hired to compromise the Lion before the arrival of the commanders of the Imperial Legions so as to shame the clan. Her actual plan is to leave the area shortly and return to Unicorn lands, where she gained her assignment.
Mind and Body Adjoining the War College is the Ikoma Hall of Scribes. Though smaller than the High Histories—the libraries at Kyūden Ikoma—it is still a very large library, full of vital information for any military scholar. Developed as an aid to the War College, it contains enormous sections on all topics that could be of aid to future military campaigns. Scrolls about architecture provide information that can topple defensive installations. Civics lessons offer insight into controlling a conquered people. Geographical studies can reveal new paths by which
CHAPTER 1: G L O R IO U S HIST O R IES
Tenjin, Lesser Fortune of Stories and Secrets In nearly every great library of Rokugan is a shrine to the Fortune Tenjin. The High Histories incorporate many such shrines throughout their immense collection space. A poet of exceptional skill and minimal tact, Akodo Tenjin was executed for offending Hantei III with the bluntness of one of his poems. When a plague subsequently fell over the Imperial Court, the Hantei sought forgiveness and elevated Tenjin to the status of Fortune. Since that time, writers have come to Tenjin’s shrines seeking knowledge and guidance, leaving secrets as offerings in return.
make him no friends in court or among the more conservative ranking officers of the Lion Clan. Having the good sense to stay away from formal affairs, Doju can usually be found showing off his battle prowess in the dōjō or talking up his military victories in sake houses. He adores his mother more than anyone and takes her aggressive combat training to heart. However, from his father, Doju has inherited a love of dramatic histories and an unusually warm and open manner toward his friends. Among the small contingent of soldiers under his command, Doju is known as a demanding but generous and gregarious leader. To his superior officers, he’s known as “that one who keeps making unsupported charges into enemy lines, but somehow manages to come back alive.” Friend and foe alike know him for his deafening war cries on the battlefield, instilling hope in his allies and terror in the opposition. Ikoma Tsanuri said of him after the last battle for Toshi Ranbo, “There is no Lion who roars louder.” SOCIETAL
to safely march troops or disclose natural barriers that can trap an enemy force. All students of the War College are expected to have a well-rounded education to keep them adaptable and capable in any situation.
60 75 GLORY 45 STATUS
Presence of the Supernatural The presence of kitsu shrines makes the War College subject to an unusual amount of supernatural activity. The Temple of Listening Ghosts, resting not far from the gates of the War College in a secluded clearing, is a regular destination for those reverent of the past. Forever tinged with regret, the temple is a monument to the nobility of the kitsu people, who are assumed extinct, and to the shame still felt for the genocide the samurai led against them in ancient times. All members of the Kitsu family travel to this shrine at least once in their lifetime to remember the tragedy that begat their family. However, bold students from the War College visit there as well, as the spirits of kitsu are rumored to sometimes emerge and give quests to samurai of particular bloodlines.
ADVERSARY
Matsu Doju CONFLICT RANK: Matsu Doju
PERSONAL
HONOR
14 COMPOSURE 10 FOCUS 6 VIGILANCE 2 ENDURANCE
3 2 2 4 2
+2, –2
DEMEANOR - AGGRESSIVE
ARTISAN 0
MARTIAL 3
SCHOLAR 3
SOCIAL 2
TRADE 0
ADVANTAGES
DISADVANTAGES
Inspiring Presence: Martial; Interpersonal
Flamboyant: Social; Interpersonal
Rounded Education: Scholar; Mental
FAVORED WEAPONS
Graduate’s Katana: Range 1, Damage 4, Deadliness 5/7, Ceremonial, Durable, Razor-edged Gear (equipped): Personalized armor (Physical 3, Resplendent, Wargear), wakizashi
5
2
A graduate of the Akodo War College who combines the fury of his Matsu mother and the braggadocio of his Ikoma father, Matsu Doju encompasses all the skill and passion of the Lion Clan. Doju’s ostentatious nature; his hair, colored radiant gold like a Lion’s mane; and his kimono, adorned with outlandish animal imagery,
ABILITIES
ROAR OF THE LION As a Scheme and Support action during a skirmish, Doju may receive up to 3 strife to force the same number of enemy characters at range 0–3 to make a TN 2 Meditation check (Earth 1, Air 3). Each character who fails suffers the Dazed condition.
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RELICS FROM BEFORE THE FALL
Among the rarest and most unusual items to be found in the High Histories are scrolls that predate Doji’s invention of the kanji writing system. Many of these feature pictographs used by the cultures that were present in the region before the Kami fell to the Mortal Realm. Within these images, scholars have found curious and recurring drawings depicting things such as people with snakelike lower bodies and humansized rodents in coats standing before gleaming towers. While some scholars (and Hiruma Scouts) know the identities of some of these nonhuman beings, the images’ meanings and why they are so common remain a mystery.
C H APT E R 1 : GL O R I O U S H I S T O R IES
QUOTES FROM AKODO’S LEADERSHIP
“Nothing is more important than the art of warfare, for it protects all other art.”
The Empire at War
Conflict has troubled the Emerald Empire for most of its eleven centuries. The vast majority of this historical strife has been local in scope: skirmishes and border disputes between the clans, and sometimes even within them, as the ruling samurai have bickered over land, resources, and matters of honor. Such conflicts number in the thousands. Nevertheless, relatively few military actions have swept up all of Rokugan, affecting the entire Empire. Those that have done so have been pivotal, both in the affairs of government and in the evolution of Rokugani military philosophy and practice. The following sections describe the most important Empire-wide military actions, with particular emphasis on the ways in which they have shaped the Empire’s approach to warfare.
The War Against Fu Leng Shortly after they fell from the Heavens, the eight Kami who had descended into the lands that would become Rokugan held a tournament to select one of their number as Emperor. Upon prevailing, Hantei led those Kami as they set about expanding and consolidating their new Empire. Soon afterward, however, the siblings’ lost brother Fu Leng, who had fallen apart from them into the hellish realm known as Jigoku, arrived and demanded his opportunity to become Emperor—for they had held the tournament in his absence, abandoning him to his bitter fate instead of searching for him. When the eight Kami rebuked Fu Leng, he unleashed hordes of demons and other monstrosities, sparking a bitter war that would last decades and shape Rokugan forever. The eight Kami and their followers fought many battles against Fu Leng’s hordes during this time, but despite their best efforts, they stood at the precipice of defeat. Then, in the year 42, a small group of mortal heroes selected by Shinsei made a final, desperate attack on Fu Leng himself. Those heroes, known as the Seven Thunders, saved Rokugan and ended the war. This struggle is known to virtually all Rokugani, but how much of it is historical fact and how much is heroic myth is no longer clear.
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The Rise of the Empire What is referred to as the rise of the Empire was not a specific battle or conflict. Rather, it was the military, cultural, and spiritual campaign to found, unify, and consolidate the nascent Emerald Empire after the fall of the Kami from the Celestial Heavens. Rokugan’s calendar system, the Isawa Calendar, sets as year 1 the year when a blazing light rent the sky and the Kami fell to Ningen-dō, the Mortal Realm. For the next two hundred years, the Kami spread their influence across Rokugan, building an enduring empire through ruthless expansion. Despite what the official histories may say, Rokugan was not born the moment the Kami landed in the Mortal Realm. Immediately thereafter, each Kami began to explore the lands in which they found themselves. In those lands, they encountered diverse peoples who encompassed a wide range of cultures, beliefs, and systems of governance. Each Kami met people who would change their perspective and life, and in turn, each Kami’s actions shaped and changed the lives of the people they encountered. Some of the Kami immediately set about establishing domains of their own, while others were pushed into positions of leadership by their new followers. Although each Kami’s arrival had a momentous impact, whether for good or for ill, these divine beings each struggled with the purpose of their new mortal life. Eventually, due to the Kami Hantei’s efforts, the scattered siblings reconvened. This ultimately led to a tournament, through which Hantei assumed the title of Emperor, becoming Rokugan’s first Imperial leader. The other Kami then traveled out into the world and began to build what would become the Great Clans of the Empire.
A Legacy of Strife Two tumultuous centuries passed, during which the growing Empire faced almost constant conflict. The War against Fu Leng comprised much of the strife, but by no means all of it. The eight Kami had already swayed a number of groups to their cause through their charisma, cunning, and force of arms. These groups were coalescing into the beginnings of the Great Clans. Some neighboring kingdoms and clans saw the Kami as threats or as assets they wished to possess, and they moved to crush the domains the Kami were building. An era of chaos emerged, as countless factions struggled for dominance. The wars waged in this time varied. Sometimes, the nascent Great Clans fought to defend themselves from aggressors. At other times, they were themselves the aggressors, striking to seize land or resources held by neighboring groups. The Emperor’s Kami siblings in Rokugan were at the heart of these endeavors, each pursuing their own
CHAPTER 1: G L O R IO U S HIST O R IES
goals and attempting to sway the Emperor to their ideals. Seemingly invincible in battle against mortal foes, unnaturally capable and convincing, these demigods changed the world in many ways—some good, some terrible. For every monster slain or famine averted, a village burned or part of a cultural legacy vanished. And yet, despite the Kami’s power, many humans balked at bending their knee to the strange, semidivine beings who had literally fallen from the sky. The societies the Kami were shaping also began to move in ways the Kami could not have predicted—save perhaps inscrutable Togashi. From the start, some people sought to use these divine beings for their own ends: as tools with which to subjugate their neighbors or to secure their own power within society. Then, as time passed and the Empire began to crystallize, Rokugani humans increasingly identified with the Great Clans the Kami had formed. The Kami had not, for the most part, tried to push any ideology on humans. However, their connection to Tengoku, the Celestial Heavens, became increasingly important to their children and grandchildren and those of their earliest followers. These descendants sought power by emphasizing their progenitors’ divinity or closeness to the divine.
As a result, bitter fighting often erupted between the early clans and those who rejected their way of life. Increasingly, any people who opposed the rule of the long-lived Kami or denied their divinity faced the Great Clans’ violence and destruction. The Kami had begun something greater than themselves, and for all their power, it was now beyond them to halt it. Whether they wanted this legacy or not, the landslide could no longer be stopped. Conflicts continued to rage both within the clans’ lands and against outside powers. Ultimately, the Kami’s followers achieved victory over their opponents, whether driving them from their lands, subjugating them, or culturally assimilating them. Some groups became integrated into the Emerald Empire without losing their identities. The Isawa, for instance, still maintain the unique culture they brought with them from the north thousands of years ago, and a number of the diverse set of groups called the Yobanjin accepted a degree of Imperial rule and doctrine but also maintained their own cultural traditions. Other Yobanjin societies left the lands claimed by the Kami and settled in the Great Wall of the North mountain range, within Rokugan’s ostensible bounds but beyond reach of the Emperor’s power. Still,
IMPERIALISM IN ROKUGAN
Rokugan is a fictional empire, but it does reflect the history of real-world imperial powers in some ways, including conquest, the erasure of cultures, and more. The inclusion of these events in Rokugan’s history is not intended to rationalize or create entertainment from atrocities, but rather to present a world that has problems resonant with those of our own. Even so, GMs and players should discuss how comfortable they are exploring these themes before deciding whether and how to delve into them.
C H APT E R 1 : GL O R I O U S H I S T O R IES
the Great Clans destroyed some kingdoms and peoples, or subsumed them so fully into the Empire that their cultures vanished forever. The growing Great Clans also fought one another as they vied for control of land and resources to support their growing populations. For the most part, the Kami did seek to use negotiation and compromise whenever possible, working to instill concepts of stable governance and diplomacy in their followers. Nevertheless, even the most peaceful among them, such as Doji, embraced a generally martial philosophy—reflecting their youthful experiences in Tengoku—and believed it necessary to wield military power against their siblings’ followers from time to time. Some of the more aggressive and militant, such as Akodo, even saw war as desirable, believing it to be a far more orderly and decisive state for a society than the endless, scheming politics preferred by some of his siblings. By the time the second century ended, the borders of the Empire and between the clans were largely established. They have varied somewhat over the ensuing eight centuries, but there are few instances in which a clan has lost large tracts of territory for more than a short period of time. This is not, however, because the Empire has avoided strife. Though it has never reached the bloodshed of the founding days of the Empire, the era known as the Thousand Years of Peace has actually been characterized by near-constant conflict.
Lessons of History The fundamental nature of war in the Emerald Empire derives largely from this early period of its history. While the Kami—particularly Akodo—introduced their own martial ideas and philosophies, these mixed with those of their original followers, giving rise to a hybrid culture of war that still holds sway today. For instance, the use of bows was already well established by the region’s inhabitants, but they generally deployed archers in small, loose formations of skirmishers. The subsequent employment of bows in massed and disciplined units of archers, firing in a coordinated manner, was an innovation that became widespread under Akodo. Akodo also revolutionized the use of wartime spies, often turning agents sent to observe him back on their masters through false information or bribery. Under the guidance of the Kami, the military forces of Rokugan and, in fact, much of its social and political structure, came to mirror the hierarchy and order of Tengoku. This model has proven stable, and without it, it is certainly possible that the Emerald Empire would not have become such a durable institution.
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The Battle of Regret’s Shadow In the early second century, the Lion Clan received a dramatic opportunity to prove its martial supremacy over the other clans. This came about when it waged war against the rebellious forces of Doji Takamori, the so-called Bloody Crane, who dared to look at the Imperial Throne with eyes of avarice.
To Claim a Throne By the second century, it appeared that the growing Emerald Empire was in its cultural ascendancy. Those who opposed it were scattered, and few major powers still opposed the might of the Hantei lineage. Appearances can be deceiving, however. Subversive elements lurked within the Empire’s social structure. From among them, a man named Doji Takamori rose to prominence. Nicknamed “the Bloody Crane” for his ruthless approach to conflict, Takamori sought to gain and consolidate influence among the Great Clans. Over the course of several years, he assembled a coalition among the Crane, Phoenix, and Scorpion Clans and even some members of the Imperial families.
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By the year 120, Takamori’s following had grown large enough to begin worrying the Emperor, Hantei Genji, also known as the Shining Prince. To most observers, the support Takamori had assembled reflected his sheer political acumen. In reality, however, Takamori was a man of endless ambition—one who knew that the world had existed before the Kami and planned to be the one to rule the world after they were gone. By 123, the Emperor had begun to discern genuine sedition simmering among Takamori’s coalition. The Shining Prince therefore approached Lion Clan Champion Akodo Tokoyama and instructed him to prepare to stand against Takamori, whom he believed would soon make a move on the Throne. Sure enough, in the spring of 124, Takamori began marshaling a force west of the Mountains of Regret, a rugged, forbidding range in northeastern Rokugan. Takamori’s stated purpose was to march his forces north and confront the Yobanjin, an independent people who still had conflicts with the Phoenix and Dragon Clans in those days. Tokoyama harbored suspicions, however, and assembled his own army at Loyalty Castle, the Lion holding closest to Takamori’s forces. In the late summer of 124, Takamori made his move. He sent a small covering force westward to block Tokoyama’s army long enough to allow the main part of his army to march on Otosan Uchi and seize the Throne. The Lion Clan Champion was ready for this, though, having already deployed a small force of his own to the east of Shiro Akodo. The Bloody Crane’s blocking force was itself blocked, allowing the main body of Lion troops to intercept Takamori’s army near the southern end of the Mountains of Regret. The ensuing Battle of Regret’s Shadow saw the Lion repeatedly outmaneuver the Bloody Crane’s forces, blocking their way south and keeping them on the defensive. Unable to seize the initiative, Takamori soon found himself hemmed in against the Mountains of Regret, Lion forces closing in on him like relentless pincers from the north and south. With most of his forces scattered and destroyed, Takamori made a last stand. Witnesses claim he was decrying the Emperor and the Kami as tyrants even after the arrow that would shortly kill him had found its mark.
Lessons of History The outcome of the Battle of Regret’s Shadow firmly established the military prowess of the Lion—even after the death of the Kami Akodo in the year 99—while also clearly demonstrating the clan’s ongoing dedication to the Kami and the Celestial Order. Despite the Lion’s success over the Bloody Crane, however, rumors persist that subversive elements who aim to end divine rule over Rokugan exist to this day, hidden in the
shadows and waiting to strike. The Emperor may once more find it necessary to call upon the Lion to protect the Throne from such sedition.
The Battle of Broken Hooves In the fourth century—and for the first time since the War against Fu Leng—the Empire was assailed by a serious external threat. This was a group of Ujik horse lords, a largely nomadic people who live on the steppes and grasslands to the northwest and west of Rokugan. The term Ujik is somewhat misleading, suggesting a single, coherent group. In fact, the Ujik encompass a wide and diverse array of cultures, religious beliefs, and even ethnicities. The common factor uniting them is their penchant for living a primarily nomadic lifestyle in which horses play a central role. As a result, the Ujik are superlative riders, using horses not only for transport, but also in war—to the extent that the concept of fighting on foot, as infantry, is essentially foreign to them. In the fourth century, Rokugan and the other nations and peoples bordering the Ujik’s traditional lands did not make extensive use of cavalry. Consequently, foes on horseback typically
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proved overwhelming to the Ujik’s opponents. Indeed, the only thing that likely prevented the Ujik from overrunning their neighbors and becoming the preeminent power in the region was their own fractious nature. Organized mainly into family groups, the Ujik have a history of frequent infighting—sometimes for access to favored grasslands and sometimes, it seems, purely for the sake of conflict. During recurring events such as the changing of seasons and various celestial phenomena, the Ujik gather into larger assemblies, and these sometimes war with one another. The Rokugani largely remain blissfully unaware of the occasional sweeping campaigns and huge battles fought almost upon their western doorstep.
Furious Invasion In the year 376, however, this was not the case. A particularly charismatic leader, known only as the Lord of Grass, had risen to prominence among the Ujik. During the height of his influence, a comet—also observed by Rokugani astrologers—appeared in the eastern skies; its tail was said to “wipe away half of the stars in the sky.” Imperial scholars believe that the Lord of Grass interpreted the comet as a sign from the Lords of Death, an enigmatic pantheon worshiped by many of the Ujik, that he should strike east on a campaign of conquest. With a vast number of Ujik behind him, the Lord of Grass launched an offensive that soon slammed into the western border of the Empire.
Initially, the Ujik encountered little resistance, crossing the Great Wall of the North mountains and entering the Empire through the pass now known as the Ki-Rin’s Path. Crossing the Snow Plain, then passing south of Dragon’s Heart Forest, they finally encountered the westernmost outposts of the Empire, an array of small strongholds defended by the Lion Clan. The Lion garrisons, horrified by the sudden and wholly unexpected appearance of a vast army of mounted gaijin warriors, sent urgent warnings eastward before being overrun. The Lion Clan hastily assembled a number of small armies and flung them into the path of the Ujik, but the Ujik destroyed them in a rapid succession of attacks they carried out with ruthless precision. Mounted archers would gallop into range of the Lion ranks, loose their arrows, and then wheel away again before the Lion could engage them. Once the Lion ranks were sufficiently depleted and began to waver, a final, massive mounted charge would overrun their battered lines, sweep the survivors from the field, and decisively finish the battle. Seemingly unstoppable, the Lord of Grass pressed on, leading his enormous army ever deeper into the Empire. It was apparent to the Lion Clan Champion, Akodo Kimiko, that stalwart bravery and skill at arms were not going to be enough to defeat the Ujik. She therefore traded space for time, withdrawing her forces eastward ahead of the advancing Ujik and avoiding a decisive engagement. Some Lion commanders saw this as cowardice, but there was purpose to Kimiko’s actions. Having seen the abysmal failure of the Lion’s earlier piecemeal efforts, she concentrated her forces and bolstered them with hastily formed levies of peasant troops. At the same time, she studied information provided by the survivors of the earlier battles in order to develop ways to counter the Ujik’s stunning mobility. For almost two weeks, Kimiko maintained a delicate balance between carefully readying her army to face the invaders and keeping her own impatient generals and commanders at bay. Finally, as the Ujik closed in on Kyūden Ikoma (Sacred Watch Palace), Kimiko arrayed her army to meet them on the plains north of the palace. This may have seemed an odd choice; the flat, open terrain appeared to favor the use of cavalry while providing little advantage for the defenders. Moreover, despite having marshaled the largest army she could, Kimiko and her forces were still badly outnumbered. When the Battle of Broken Hooves was joined, however, Kimiko’s tactical cunning soon became apparent. Sodden rice paddies on her army’s right flank stymied the Ujik, limiting their maneuvers to her front and left. The Lion also employed portable shields of wicker and
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wood, carried and placed by the peasant levies, which sheltered the ranks of samurai from the worst of their attackers’ archery. Finally, most of the Lion warriors armed themselves with overlong spears and adopted square formations with soldiers facing outward in every direction. Archers, enclosed in the middle, could fire in any direction from a position of relative safety. The Ujik hurled themselves at the Lion again and again. While the Lion suffered losses each time, Kimiko, who personally led the army, kept her troops rallied and their lines solid. Moreover, many of the peasants, who previously had been only shield bearers, picked up the spears of fallen Lion warriors and took their places in the line of battle. Now it was the Ujik attackers who suffered the more egregious casualties. Finally, after a long, bloody day of fighting, the Lord of Grass pulled the remaining Ujik back out of archery range and arrayed them in a single huge formation. The Lion braced for a massive final charge, but the mounted invaders only raised a single, echoing shout—apparently a salute to their unbroken Lion opponents—then turned and thundered off westward. Eventually, they passed back through the Ki-Rin’s Path and left the Empire. They have not returned in such great numbers since.
Lessons of History The Battle of Broken Hooves marks several important milestones in the evolution of Rokugani military tactics. It was the first major battle to see the employment of large peasant levies. In previous battles, most peasants had been relegated to supporting tasks, such as bringing supplies forward and removing casualties. The commoners were otherwise considered unsuitable for combat. In this battle, despite being deployed only as shield bearers, the levies acquitted themselves with great heroism; many died alongside Lion samurai, standing against the Ujik charges. Since this battle, ashigaru have become an increasingly important, often pivotal, part of Rokugani military forces. In fact, some commoners are effectively professional soldiers. These serve in standing ashigaru garrisons or travel from region to region serving lords who employ them for military campaigns. More broadly, the battle shows the importance of innovations in thinking, such as trading space for time, choosing decisive times and places for battles, and incorporating flexibility in formations and weaponry. This not only would influence Imperial military philosophy generally, but also would serve the Lion well when the returning Ki-Rin clan confronted them four centuries later.
The Wars against Iuchiban In the late fifth century, an evil sorcerer known as Iuchiban rose to power wielding potent, dangerous, and illicit magics in an effort to seize control of the Empire. Worst of all, Iuchiban seemed to have power over life and death themselves. Not only did he return several times after appearing to have perished in battle or via assassination, but he was able to animate corpses to do his bidding and fight on his behalf. He even imbued those foolish and corrupted mortals who chose to follow him—the Bloodspeakers—with the power to do likewise.
Immortal Villainy Iuchiban’s original identity is the subject of debate, at least among those few scholars brave enough to delve into lore perilously close to the forbidden. Some believe that Iuchiban was a gaijin magician who arrived in the Empire in secret, slowly gathering a cultish following about him before launching his terrible campaign of conquest. Others contend that Iuchiban was actually a Rokugani—an ambitious samurai lord, a power-hungry shugenja, or perhaps even a relative of the Emperor—whose thwarted ambitions led him to strike sinister bargains with corrupt powers. Still others believe that Iuchiban was never human at all, but rather an ancient and malevolent being from some bleak and long-forgotten Spirit Realm. What is known is that in the year 510, the Lion, Crane, and Crab Clan Champions all perished under mysterious circumstances. With such dreadful events unfolding, a Scorpion Clan magistrate, Soshi Takasho, undertook an investigation that eventually led him to the Imperial Capital. There, accompanied by Imperial Guard Akodo Minobe, he uncovered an insidious plot: a cult of Bloodspeakers, led by the elusive Iuchiban, was engaged in a foul ritual to animate the dead who had been laid to rest in the city’s tombs and catacombs. No sooner had they made this terrifying discovery than Takasho and Minobe were themselves discovered by the Bloodspeakers. While Minobe fought a desperate rearguard action against the undead monstrosities pursuing them, Takasho was able to raise the alarm. This was fortunate, because otherwise, the city would have been caught completely unaware and overrun by an implacable horde of the undead. Virtually the entire population would have been slaughtered. Even worse, the Bloodspeakers would have animated those casualties, dramatically swelling the ranks of their ghastly army.
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Despite the warning and the immediate efforts of the city’s guards, the battle went poorly at first for the Imperial defenders. Their vile attackers simply shrugged off wounds that would have slain a mortal warrior outright. The defenders’ morale wavered, as it seemed that their undead attackers simply could not be slain or stopped. It was Akodo Minobe who eventually realized that decapitation and total bodily destruction were the two most effective means of neutralizing the undead. Changing their tactics accordingly, the Rokugani forces began to solidify their defenses, calling upon all shugenja who performed Fire invocations to join their ranks. More and more forces joined the battle, until all of the clans found themselves united in fighting what would become known as the Battle of Stolen Graves. Unfortunately, centuries of interclan conflict meant that the clans did not fight together efficiently; a great deal of friction arose due to variations among their formations, tactics, and even battlefield signals. The resulting confusion led to many more losses. Even so, and despite the unspeakable horror the Empire’s forces faced, they eventually contained the army of undead. The Imperial forces went on the offensive, fighting street by street and building to building until they had destroyed all the undead horrors. What happened to Iuchiban in the chaos was not recorded even in Takasho’s personal account, which has been preserved by the elite sages of the Scorpion Clan’s Kuroiban, the Black Watch.
Interlude and Renewal After the battle, the Emperor declared that from then on, all bodies must be cremated rather than buried or entombed. This would prevent them from ever being subjected to animation by foul sorceries, a previously unimagined threat and a vile desecration of the remains of honored ancestors. In the meantime, several contradictory versions of the battle and the events leading up to it were deliberately spread across Rokugan. These accounts attributed the battle variously to a peasant revolt, a gaijin invasion, an attempted coup, a rogue Imperial Legion, and an incursion from one of a number of possible Spirit Realms. Common to each version of the story was the ultimate, righteous triumph of the Imperial authorities. In the same vein, virtually all references to the battle, Iuchiban, and the Bloodspeakers were omitted from the Imperial histories; the whole incident is described only as a “brief period of unrest in Otosan Uchi, which was quickly resolved.” This is likely why, to this day, so much uncertainty swirls
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around Iuchiban’s origins, his nature, and the particular threat he and his cultist followers posed. Legend has it that his body was sealed in a warded tomb, its location unknown even to its architects, but the truth of the matter is obscure. Whatever solution they sought, Imperial authorities declared that the threat had passed. Unfortunately, death cannot contain one who can raise the dead. Iuchiban was patient, his immortality affording him time to plan his next approach as carefully as he pleased. This time, he acted more subtly, reaching out slowly and from afar. Eventually, his schemes began to bear fruit. New Bloodspeakers began to crop up throughout the Empire, growing increasingly organized as their dreams led them to each other. Finally, more than two hundred years after his defeat at the Battle of Stolen Graves, Iuchiban had rebuilt a loyal but profoundly secretive following, and they empowered his spirit with a body that could support his return.
The Return In 750, Iuchiban walked again on Rokugani soil. Aided by a vast Bloodspeaker Cult, he possessed the body of one of his strongest followers and once more began summoning an army of the undead in his efforts to conquer Rokugan. Meanwhile, his Bloodspeaker disciples instituted a wave of unrest, assassinations, and sabotage throughout Rokugan to hinder the Empire’s ability to organize a response. Amid the spreading confusion, the Bloodspeakers converged on the Twilight Mountains in the southern reaches of the Empire to join their evil master. Marshaling his monstrous forces south of the great Shinomen Forest, Iuchiban launched them on a vicious rampage that swept across the lands of the Scorpion Clan, culminating in the fall of Ryokō Owari Toshi, the City of Lies. The Scorpion desperately implored the other clans for assistance, but they knew it would take the clans time to raise forces large enough to offer meaningful help, as their own lands had been ravaged by the death and dissension spread by Iuchiban’s followers. Accordingly, the Scorpion fought a bitter and brutal rearguard, now known as the Battle of the Bloody Retreat, to buy the needed time. Pressed relentlessly by the horde of undead, the Scorpion were forced ever northward, toward the Spine of the World Mountains. Eventually, they were forced out of their lands entirely, and into Beiden Pass. The Scorpion fought bitterly every step, but even in the narrow confines of the pass, they could only slow their awful foes, not stop them. Finally, with the last of their
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legions about to break, the battered Scorpion forces were driven out of the pass and into the open country to the north, where they could easily be overrun and destroyed. It was now, when all seemed lost, that the Lion Clan finally arrived. Its powerful army, fresh and eager for battle, flanked Iuchiban’s forces from the south and drove them northward. By the time the Lion reached the vicinity of Sleeping River in the present-day Unicorn lands, forces dispatched by all of the clans had arrived to support the Lion and Scorpion. Once again, the Empire stood together against Iuchiban’s vile legions. A brutal clash known as the Battle of Sleeping River ensued. Lasting several days, the battle saw the Bloodspeakers and their undead legions once more defeated, albeit at a heavy cost to the Imperial forces. As before, the clans’ uncoordinated efforts struggled against the unified might of Iuchiban’s undead. Afterward, again recalling the Battle of Stolen Graves, Iuchiban himself was never found. Some legends say that his body was still in its tomb, cackling in the darkness as his mind reached across the world. Others claim that the tomb had never existed, or that a tomb with his name did exist, but Iuchiban had never been the one interred in it.
Lessons of History The initial War against Iuchiban represented the first time since the War against Fu Leng that the Empire faced a powerful, supernatural foe who had to be fought inside Rokugan’s borders. The Empire’s struggles against Iuchiban demonstrated to the clans that, despite their fractious politics and infighting, it was necessary for them to remain able to quickly put aside their rivalries and unite against a common foe. To that end, the period following Iuchiban’s second defeat saw much more interaction and cooperation among the clans when it came to addressing threats. For instance, the clans substantially bolstered the Emerald Legions, which in turn fostered countless interclan friendships, often between individuals of great influence. This meant that it became far more common for the schools of one clan to accept samurai from another. Interclan cross-training of military leaders was the norm for the better part of a century, leading to more standardized wartime practices. Of course, the clans still each maintained their own unique methods of waging war—they did, after all, remain potential enemies amid the perpetual push and pull of Imperial affairs. Nevertheless, their ultimate objective was to ensure that, should a threat as dire as Iuchiban ever arise again, the clans could rapidly mobilize and cooperate in defense of the Empire.
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The Battle of Grim Resolve In the seventh century, the Lion Clan’s martial power was put to grim purpose, its legions being deployed at the Emperor’s order to obliterate the Bear Clan, a Minor Clan that supposedly had fallen into terrible corruption, driven by the blood-tainted sorcery known as mahō. The truth of the matter is more problematic, however, and may not be as unequivocal as the official histories record.
Mahō and Mystery Little detail remains available regarding the Bear Clan. What is known is that this Minor Clan occupied lands north of the Kitsune Forest, on the southern border of the Scorpion Clan. The Bear gained Minor Clan status from “an Emperor in the fourth century, in recognition of valuable service performed for the Throne by a samurai of heroic stature.” If records exist describing which Emperor authorized the clan’s formation, or what “valuable services” were performed by which “samurai of heroic stature,” they are lost or carefully hidden away. What Imperial records do chronicle is that in the early seventh century, “disquieting news” reached Emperor Hantei XVII regarding the Bear Clan. An unnamed Emerald Magistrate reported that, despite a period of favorable weather that made harvests relatively bountiful across the Empire, many of the Bear had fallen ill and were starving. The Emperor ordered a deeper investigation, whereupon a horrific discovery was made: the Bear Clan Champion was a mahō-tsukai, a practitioner of evil and blasphemous blood magic. Worse, many of her followers had also adopted the vile practice. Fearing that such foul sorcery not only would corrupt the Bear Clan and bring the Taint to its lands, but also would spread, afflicting the lands and peoples around it, the Emperor ordered the Lion Clan to put an end to the threat. Accordingly, the Lion Clan Champion marched a powerful array of legions south. Upon arriving in Bear lands, the Lion army immediately set about destroying the Minor Clan. The Battle of Grim Resolve, the
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last conflict in the brief campaign, took place near the present-day village of Shaiga, just northeast of the Kitsune Forest. The Bear Clan forces, hopelessly outmatched, nonetheless fought bitterly. The few who survived the Lion onslaught are reported to have fled into the enigmatic gloom of the Kitsune Forest. When the battle ended, the Bear Clan had been obliterated, and with it, the threat of its rampant blood magic ended. The fate of the Bear Clan still stands as a reminder of the Lion’s readiness to enforce the Emperor’s will against any clan that would defy the Celestial Order.
Lessons of History In the years since, quiet discussions among historians and other scholars have cast some doubt on the affair. It seems strange, for example, that such an egregious use of blood magic could have occurred undetected, and for so long, in lands bordered by the Scorpion Clan to the north and the Crab Clan to the south. Moreover, although mahō is a grave offense against Imperial law, not a single charge was ever brought against any member of the Bear Clan. Some scholars instead claim to have found hints that the Bear had actually been embroiled in a dispute with the Imperial authorities over taxes. The fact that the Emperor chose the Lion to redress the situation, rather than the Imperial Legions, has some scholars further believing that the whole matter may have been intended as an object lesson to the population about subordination to Imperial authority. These scholars speculate that the Lion had made a secret agreement with the Emperor to destroy the Bear Clan as a way to glorify their own clan and enhance their reputation for martial ruthlessness. While the official history remains one of rooting out and destroying corruption, these surreptitious questions demonstrate the extent to which militarism is embedded in Imperial politics. It also emphasizes the truism that warfare in Rokugan is, in the end, merely an extension of those same politics, serving to achieve objectives that cannot be as readily—and dramatically—accomplished in court.
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Battles of the Great Famine In the latter part of the seventh century, Rokugan was afflicted by a tumultuous period known as the Great Famine. As crops failed and disease spread, haphazard and often tyrannical leadership throughout the Empire exacerbated the population’s misery. Although the Imperial Histories downplay the era as a “relatively brief period of strife” that soon led to a “resumption of a glorious time of prosperous peace,” the bitter truth was that the Empire was riven by almost five years of rampant starvation and disease, riots, insurrection, and open war among the clans.
Driven by Desperation From the year 660 to the year 665, Rokugan was subjected to a period of relentlessly bad weather: intense drought broken by bursts of torrential rain, compounded by heavy snowfalls during unusually long and cold winters. These climatic extremes ravaged the Empire’s crops, resulting in one poor harvest after another. Desperate appeals to the Fortunes and elemental spirits all failed to rectify the implacably worsening situation. By 662, food stocks were badly depleted, and famine spread among the clans. Outbreaks of disease began to compound the already dire situation. Water fever, in particular, spread rapidly due to flooding from the sudden, intense rains and high-volume snowmelt, which ran off too quickly to alleviate the drought but still contaminated water supplies. Despite this, the Emerald Champion refused to lower Imperial taxes on the scant food the struggling farmers did manage to produce. Exacerbating the mounting troubles, Emperor Hantei XX—a ruthless and devious ruler—bestowed arbitrary and dramatic favor on the Lion and Crane Clans while expressing little interest in the others. He ensured that these two clans received adequate supplies of food by increasing taxes on the rest of the Empire.
In 662, the simmering resentment finally boiled over. Riots erupted in the City of Lies in Scorpion lands, the City of Remembrance in Phoenix lands, and even in the Imperial Capital, Otosan Uchi. The Imperial Legions, bolstered by Lion and Crane troops, ruthlessly crushed the insurrection. The number of commoners killed in this bloody crackdown is not recorded, but anecdotes from the time suggest a horrific death toll. This ended the immediate threat, but it hardly quelled the unrest—in fact, it threw fuel on the fire, prompting riots and sabotage to spill from the cities and into the surrounding countryside. Disaffected commoners, and even many samurai disillusioned by the brutally repressive response from the Imperial authorities, loosely organized themselves into the People’s Legion. This ad hoc army established itself in the northwestern portion of the Empire, in what would later become Unicorn lands, but they were no match for the Imperial, Lion, and Crane army dispatched to confront them. The long and grinding campaign that followed could have only one outcome: the People’s Legion eventually were obliterated. Still, even the Lion and Crane were not immune to the turmoil shaking the Empire. In 662, a Lion Clan delegation crossed the Drowned Merchant River to confront the Dragon Clan because it had done little to stem the flood of starving refugees driven southward into Lion lands. However, the Dragon Clan Champion, who was in meditative seclusion, refused to meet with the commander of the Lion delegation, General Akodo Masaumi. Enraged, Masaumi marshaled an army and made to march into the Dragon lands.
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A Dragon army engaged the Lion soon after they crossed the border. The ensuing Battle of Drowned Merchant River raged on for several days with neither side gaining the upper hand. The arrival of a Phoenix Clan force finally convinced Masaumi to parley with his opponents. This led to a truce. The Lion agreed to withdraw and provide some assistance to the famine-ravaged Dragon; the Dragon, in turn, agreed to curtail the movement of refugees into Lion lands. A conflict that erupted in the Empire’s south was not so easily resolved. When Crab Clan Champion Hida Tsuneko appealed for aid for her clan in the Imperial Court, she was derisively dismissed, particularly by the Crane. In what became known as the Rice War, the Crab and Crane Clans engaged in an intense trade dispute over rice other foodstuffs. As the dispute escalated, Tsuneko and the Crab invaded the Crane lands. Initially, and despite being critically short of food, the Crab prevailed in battle after battle, driving the beleaguered Crane forces northward. Only the timely arrival of several Imperial Legions stabilized the faltering Crane, bolstering their defenses against the relentless Crab advance. Finally, just outside of Lonely Shore City, Tsuneko’s offensive ran out of momentum. The Crab, their food stocks exhausted, were forced to plead for peace. As the Crane had the backing of the Imperial Legions and the favor of the Emperor, the Crab had no choice but to accept a treaty that included a range of severe punitive measures. These included reparations to the Crane to be paid in coin, food shipments, and other resources the Crab simply could not afford. Many Crab still bitterly contend that the harm caused by this treaty contributed significantly to the near-victory of the oni known as the Maw when it led a massive attack against the Empire fifty years later.
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These battles demonstrate the extent to which social disorder can lead to unrest and conflict. While the Battle of Drowned Merchant River shows that such situations can be resolved through diplomacy, the Rice War is an object lesson in the deleterious effects of supply shortages— especially of food—on military campaigns. The Crab, in particular, have since remained keenly aware of the need to keep their armies well supplied, which is why they find the Empire’s casual and even contemptuous dismissal of their supply and matériel needs so infuriating.
The Battles of Kyūden Tonbo and the Great Climb In the early eighth century, the Lion general Akodo Yokutsu was betrothed to Phoenix samurai Isawa Moroko as part of a series of negotiated agreements between the two clans. Moroko’s family held many of the plains to the north of Toshi Ranbo, east of Dragon lands and west of Drowned Merchant River. However, before the marriage could take place, Moroko’s family broke off the betrothal so that Moroko could be free to marry her true love, Mirumoto Ashijin of the Dragon Clan, and allowed her to retain her inheritance even after she joined the Dragon. Enraged at the loss of Moroko’s lands and what he perceived as a personal slight, Yokutsu petitioned his champion for leave to marshal an army and attack the Dragon as revenge for “stealing” the territory he was owed. The Lion Champion agreed but limited the size of Yokutsu’s army to avoid any appearance of starting a war unsanctioned by the Throne.
Lands and Legacies In the year 704, Yokutsu led his army across the border and into the lands of the Dragon. His objective was Kyūden Tonbo, or Dragonfly Palace, Ashijin and Moroko’s new holding in the southern Dragon lands. Yokutsu’s unbridled wrath was not unexpected by the newlywed couple, however. Realizing that their new home lacked the defensive works to withstand a determined attack, they appealed to their respective clans for help. When Yokutsu reached Dragonfly Palace, he found a combined Dragon and Phoenix Clan army waiting for him. Undeterred, Yokutsu launched his attack. In the ensuing Battle of Kyūden Tonbo, he made some initial headway, but his army’s limited size soon meant he had to commit his small reserve force. Unable to maintain the momentum of the attack, Yokutsu’s army was forced on the defensive. Eventually, the Akodo realized
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he could not win the day and tried to retreat, but Phoenix shugenja led by Mirumoto Moroko used their elemental power to block the Lion forces’ withdrawal. Yokutsu had no choice but to parley with his victorious opponents. They required him to swear to the Emperor that he would never again attack the young couple; in recompense, the Dragon offered him a yearly tax of rice and ore from Ashijin’s and Moroko’s lands, to last as long as his and his heirs’ lives. Enraged, Yokutsu refused the offer and withdrew, swearing wildly that he would still have Moroko’s lands for his own. In the aftermath of the battle, the agreement negotiated between the Lion, Dragon, and Phoenix Clans prompted the Emperor to recognize Moroko, Ashijin, and their followers as members of a new Minor Clan, the Dragonfly. The Hantei granted them the new family name Tonbo, further insulating them from potential political challenges. The Dragon ceded to the newly minted Dragonfly Clan the lands south and southeast of the Great Climb (including Moroko’s territory), with the understanding that the new Minor Clan would help to further both clans’ interests. In particular, the Dragonfly would act as the Dragon’s gatekeepers, receiving visitors and ensuring that only those with approved or important business were permitted to journey onward into the mountains. The Lion Clan Champion considered the Dragon’s and Phoenix’s loss of tax revenue from the region to be an appropriate consequence for its role in the broken engagement. Yokutsu saw matters differently.
Excuses for War For seven years, peace held in the lands of the Dragonfly. Akodo Yokutsu had not assuaged his wrath, however, and he continued to brood over his failed attack on Kyūden Tonbo. He bided his time, waiting to quench his thirst for blood; since his oath prevented him from attacking the Dragonfly, he set his sights on the Dragon Clan. An opportunity finally presented itself in 711, when a Dragon ambassador spoke some rash and poorly chosen words in the court of Shiro Akodo (Loyalty Castle). This was all the pretext Yokutsu needed to resume his egregious quest for revenge. He marshaled another army, carefully marched around the Dragonfly lands in order to maintain his vow, then struck north for the lands of the Dragon Clan beyond. He met the Dragon defenders in the Battle of the Great Climb. It was a relatively brief conflict; Yokutsu had obsessively developed specific tactics against the Dragon, who relied on their mountainous terrain to bolster their defense. Unable to hold against the Lion, the Dragon forces withdrew into the stronghold of Shiro Mirumoto (Last Glance Castle).
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Yokutsu maneuvered his army to surround the castle and threatened to besiege it, even though it meant starving the defenders out. He then offered an alternative: he could instead face Tonbo Ashijin— formerly Mirumoto Ashijin—in a duel. The Dragon Clan Champion realized that his clan could never be free from Yokutsu’s aggression until the matter was finally resolved, as Yokutsu would never relinquish his warped view that Moroko and her lands were a possession Ashijin had stolen. Ashijin likewise came to understand that Yokutsu would not rest while he remained alive—and, worse, that the brash Lion’s descendants would probably perpetuate the grudge even if Ashijin were to slay Yokutsu. Accordingly, the Dragon agreed for the duel to take place, and Ashijin allowed the vengeful Akodo to slay him. Yokutsu, finally satisfied that his “honor” had been cleansed, brazenly declared himself the new Champion of the Dragonfly Clan. Yokutsu’s tyranny was short-lived, however. Ashijin and Moroko had adopted a young samurai, Tonbo Kuyujin, as their son and heir. Kuyujin, trained in the art of dueling by the Shiba family of the Phoenix Clan, challenged Yokutsu to a duel to avenge his father and protect his pacifistic mother. Kuyujin won, killing Yokutsu, and was recognized by the Emperor as the new Champion of the Dragonfly Clan.
Lessons of History While these battles offered little in terms of advancing Imperial military philosophy, they are instructive in other ways. In particular, they demonstrate the role of personal vendetta in driving violent conflict. Akodo Yokutsu went down in history as being synonymous with selfish grudges—his unwillingness to relent ended up costing the Lion Clan lives as well as reputation. The Battle of the Great Climb also shows that not all wars are won by battlefield triumphs; victory can very much come down to other factors, such as the outcome of a duel.
Breaking Betrothals The match between Akodo Yokutsu and Isawa Moroko certainly wasn’t the first betrothal to be broken in the Empire’s history, nor was it the last. The dissolution of a betrothal isn’t undertaken lightly, and usually matchmakers and clan negotiators will attempt to find alternative means of securing alliances or transferring lands to compensate. The individuals involved are expected to accept the outcome, even if it means enduring what might seem to be a personal insult. In 1123, once again the Lion found themselves on the receiving end of a broken betrothal—this time for a match struck between the Ikoma daimyō and the Unicorn Clan Champion. Hostilities between Lion and Unicorn had been growing since before the match was made, however, and the match itself was designed to prevent further conflicts. Some believe the Ikoma created a match that the Unicorn should have never accepted in the first place, fully expecting the Unicorn to reject or break the betrothal and thus giving the Lion the pretense of having first tried to secure a diplomatic solution.
The Battle of the Hour of the Wolf The Battle of the Hour of the Wolf is one of most infamous battles ever fought in Rokugan. It is also one of the most poorly understood. Even the historians of the Lion Clan’s Ikoma family, renowned for their minute attention to detail when chronicling the Empire’s military history, have little to say about this particular battle. This may be because it is remembered as a terrible tragedy for the Lion. In any case, the Battle of the Hour of the Wolf has obtained an almost mythic status, which is only reinforced by the eerie legends that have grown in its aftermath.
An Accursed Hour According to extant accounts, sometime between the seventh and ninth centuries, a combined force of Scorpion and Crane legions sought to push northward, through Beiden Pass, and into the lands of the Lion Clan beyond. For reasons unknown, once through the pass, this army turned east, following the south shore of the Lake of Sorrows and marching back toward Crane territory on the northern side of the Spine of the World Mountains. The army then turned south, finally clashing with a Lion army consisting almost entirely of Matsu legions on the northern shore of the Lake of Shining Glass. Historians speculate that the two armies may have actually fought prior to this, and that the Scorpion-Crane force was simply pushed east and south by the victorious Lion, forcing it to seek refuge in Crane lands. Regardless, on the shore of the Lake of Shining Glass, a ferocious battle ensued. Fighting raged all through the day and, contrary to normal Rokugani military practice, did not cease with the coming of night. The armies, locked in a vicious struggle to the death, simply continued to fight, the carnage illuminated only by torches and the wan light of Lord Moon. It is said that ten thousand samurai were killed during the Hour of the Wolf. Scholars argue over whether this is hyperbole—few armies of that era had enough samurai to sustain such losses—but the number is widely circulated regardless.
With the coming of morning, the few, battered remnants of both armies withdrew, leaving their dead strewn across the field. So much blood had been spilled that the Lake of Shining Glass had turned crimson; it was later renamed Red Lake. To this day, on the anniversary of the Battle of the Hour of the Dog (which they renamed Hour of the Wolf after the horror of the battle), it is said that the lake once more turns red, and blood washes up on its shores. The lake is also said to be haunted. The Lion further consider it sacred, a resting place for their ancestors who fell in the battle and were lost in the bloody waters. As they make pilgrimages to the many ancestral shrines that dot the lake’s shore, the Lion remember the battle as a terrible tragedy for their clan, even though losses among the Scorpion and Crane are believed to have been just as severe.
Lessons of History From a strictly military perspective, this is a rare example of a large-scale night battle. This is something that Rokugani generals largely eschew, given the difficulties of deploying, maneuvering, commanding, and controlling a large army in the dark. It is also an example of a battle in which both sides were nearly eradicated. The darkness and consequent loss of effective communication between generals and their units probably contributed heavily to the carnage as, being unable to receive commands to withdraw, both sides likely kept fighting until collapse.
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The Return of the Ki-Rin In the year 45, three years after Fu Leng was defeated on the Day of Thunder, the Kami Shinjo led her clan on a long, arduous journey beyond the boundaries of the Empire. While the growing Empire was rebuilding following decades of ruinous war and beginning the campaign to cement its borders, Shinjo was intent on exploring the surrounding world. The treachery of her fallen brother, with whom she had been close, affected her deeply, so she was determined to ensure that no other force could come to pose a threat to the Empire. Accordingly, she chose to project the Empire’s awareness beyond its borders, to identify such possible threats and learn how to avoid or defeat them. Most of her clan—known as the Ki-Rin, after a fantastic, enchanted creature that took a form similar to that of a horse—followed Shinjo on her long journey. Those who remained eventually became a Minor Clan in their own right, the Fox Clan. The bulk of the Ki-Rin, however, journeyed across the Plain of Wind and Stone and through the Burning Sands. They passed not only out of sight of the rest of the Empire, but largely out of memory as well. Eventually, the Ki-Rin assumed an almost mythical status among the Rokugani. More to the point, most Rokugani assumed that they had vanished into the surrounding world, either lost or fallen
prey to whatever strange and terrible peoples and powers they likely had encountered. The Ki-Rin became a cautionary tale among the people of the Empire, an object lesson in the dangerous hostility of the foreign lands that would feed Rokugan’s growing isolationism.
Invaders from the Past It was with great surprise, then, that in the year 815, a large force, most mounted on powerful warhorses, suddenly arrived in the southern reaches of the Empire having apparently traversed the Shadowlands. The Crab, who encountered them first, immediately prepared to withstand an assault by these strange outsiders. The travelers claimed, however, to be the long-lost Ki-Rin Clan, now called the Unicorn Clan. For nearly eight hundred years, they said, they had wandered and explored the world outside the Empire, and now they were back. Unfortunately, any forces approaching the Empire from the Shadowlands, a sinister land of evil, were suspect. Such forces might appear human, but when it came to the Shadowlands, the Crab had learned that appearances could be tragically deceptive. Meeting the Unicorn vanguard forces with a hail of arrows, siege engines, and some of the finest warriors in Rokugan, the Crab initially rebuffed them.
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However, the Unicorn had ridden through the Shadowlands and knew the dangers they would endure by remaining in Fu Leng’s territory. With the Crab unable (or perhaps unwilling) to recognize them for who they were, the Unicorn followed their Clan Champion, Shinjo Nishijin, who acted with swift decisiveness. The Battle of Burning Shadows was brief and brutal, the Crab defenders finding themselves unprepared for the techniques the warriors from distant lands employed. Invoking foreign magics theretofore unseen in Rokugan, the hordes’ Iuchi shugenja blasted a massive hole in the Kaiu Wall, and the hordes overran the unprepared Crab defenders. Before the Crab could even begin to formulate a response, their line of battle had broken and their forces dispersed. Reeling from the unexpected assault and unsure how best to oppose their mounted foes, the Crab allowed the Unicorn to pass them by and regrouped to focus their efforts on repairing the Wall. Meanwhile, the Unicorn took little time to rest before marching deeper into the Empire. In a series of successive battles, the Unicorn faced armies raised by the Lion, Phoenix, and Scorpion Clans. In each case, the Unicorn’s use of massed cavalry charges overwhelmed their opponents and drove them from the field. At the Battle of White Shore Plain, the Unicorn defeated a Scorpion army despite the underhanded tactics its commanders employed. At the Battle of Thunder Grove, the Unicorn thwarted a Lion ambush with a cavalry retreat that drew the Lion soldiers into a counter-ambush that destroyed them. And at the Battle of the Peaks, as the Unicorn hordes crossed the Spine of the World Mountains, a team of Phoenix Air Elemental Guards and the Hurricane Initiates attempted to ambush them, only to be rebuffed by spirits they did not recognize that answered the commands of the Unicorn shugenja. An important advantage of the Unicorn’s cavalry-dominated forces soon became apparent to the other clans: unprecedented strategic mobility. While being mounted doesn’t necessarily make an army much faster than one traveling mainly on foot, it does allow for much longer marches and swift reactions. These advantages allowed the Unicorn to dictate where and when battles would be fought, seizing the initiative from the other clans and forcing them to abandon long-proven strategies. Finally, as the snows of winter descended upon
Rokugan and the Unicorn hordes finally emerged from the mountain passes in Lion lands, they found themselves arrayed against a well-organized army of trained ashigaru and valiant samurai. This time, their speed, power, and adaptiveness no longer worked to their advantage, as the Lion army was prepared for such a force. Yet the two armies never crossed arms, for at the eleventh hour, an emissary from Otosan Uchi arrived with a decree from the Emperor. While the hordes had been crossing the mountains and defeating their foes in combat, Unicorn diplomats had ridden to their ancestral allies among the Crane. Although the inheritors of Lady Doji were skeptical that the foreigners were the returned Ki-Rin Clan, the Unicorn diplomats still carried a sandalwood fan: the one that Doji had given Shinjo before the Ki-Rin departed more than 800 years earlier. The historians of the Miya and Asahina authenticated the ancestral artifact, and the Emperor acknowledged the Unicorn as the successors of the Ki-Rin. With the support of the Crane Clan Champion, the Unicorn Clan was welcomed into the Empire and, by Imperial decree, given back their lands in the northwestern portion of Rokugan. The Lion, who had been caretakers of those lands for centuries, were unable to gainsay an edict directly from the Emperor; nevertheless, they struggled to give up towns and farmlands that had essentially been theirs for so long. To this day, the Lion and Unicorn continue to clash over their territories, each having an ancestral claim to the lands surrounding the Drowned Merchant River and Three Sides River that they are unwilling to cede.
Lessons from History Since the return of the Ki-Rin Clan as the Unicorn, the Empire has seen a widespread adoption of cavalry forces by the clans, including the use of warhorses, rather than ponies, and the employment of saddles and stirrups. The clans have also widely implemented cavalry tactics. Despite this, the Unicorn remain the undisputed masters of mounted warfare. Accordingly, the clans have also developed a range of techniques and tactics to deal with opposing cavalry, including the use of stout spears and obstacles to block and break charges, the employment of square formations to avoid presenting mounted opponents with vulnerable flanks, and a fuller appreciation of terrain that limits a foe’s use of cavalry.
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THE BATTLES OF WHITE STAG AND THE RAGING SEAS
By the fifth century, the Empire had established relatively open relations with the various foreign powers that existed beyond its borders. For some years, representatives of these gaijin nations had engaged the Empire in diplomacy and trade. Unfortunately, this new openness to foreign relations did not last; pressure from more conservative and traditional factions in the Empire eventually led to an Imperial decree formally expelling all gaijin diplomats and merchants from Rokugan. In the turmoil that followed, bitter fighting erupted between Imperial and gaijin forces, culminating in two large and consecutive clashes: the Battle of White Stag and the naval battle known as the Raging Seas. The Battle of White Stag is described in more detail in the Legend of the Five Rings Game Master’s Kit. These battles were fought in and around the Imperial Capital, Otosan Uchi. Imperial forces eventually defeated and drove off the gaijin forces, but only after the foreigners inflicted great damage on the city and killed many of its inhabitants. The legacy of this debacle was a renewed distrust of foreign powers, sparking not just a resurgence of Rokugani isolationism, but an actual hardening of it as official Imperial policy.
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The Battle of Snow Plain In the year 820, the Lion Clan faced an unprecedented and complex situation—nearly half of its lands had just been given to the returned Unicorn Clan. Reluctant to sacrifice the way of life his people had known for nearly eight hundred years (not to mention a great deal of fertile land), the Lion Clan Champion Ikoma Kojima pressed his claim to many of the outlying towns and villages the Emperor had assigned to the Unicorn. While he and other Ikoma envoys brought numerous such cases to the Imperial Court, he did not shy away from leveraging the Lion’s unmatched armies to defend his clan’s history and honor.
Blood in the Water
HISTORICAL DISCREPANCIES
Scholars who study the Battle of Snow Plain have long been intrigued by some inconsistencies in both the official histories and surviving personal documents. The scholar Bayushi Kiriko holds that the accounts were likely altered not by the Lion, but rather by Imperial bureaucrats seeking to sow discord among the clans.
The Snow Plain, one of many regions the Lion had governed in the centuries since the Ki-Rin Clan left, was a fertile area located south and west of White Shore Lake. While the Emperor had given the Snow Plain to the Unicorn, he had issued the edict less than five years before, and the clan was still in relative disarray. Taking advantage of this opportunity, the Lion Clan Champion ordered his most skilled general, Matsu Sakura, to marshal an army to strike for the Snow Plain and return it to the Lion. Sakura had studied the cavalry tactics of the Unicorn in great detail and carefully prepared her army throughout the summer to defeat them. In the fall, Sakura launched her offensive. The Unicorn commanding the defenders, Shinjo Kamu, struck back at the Lion army with a succession of small cavalry raids. Sakura was undeterred, however, and simply drove onward, pushing Kamu’s forces ever westward. By the middle of the autumn, it seemed that Sakura would be fully in possession of the Snow Plain. Then, Lion scouts reported that a large Unicorn force had appeared not far to the west and was arraying itself for battle. Again, Sakura didn’t hesitate, immediately preparing her army for an attack. By the time she had her forces deployed, the Unicorn had established a strong defensive position among rice paddies, based not on strong cavalry forces, but on spear-armed infantry. This initially threw the Lion into confusion. Between their belief they’d be confronting cavalry, not infantry, and the difficult approach to the Unicorn line of battle through the still-sodden rice paddies, the first Lion attack was repulsed with heavy losses. The battle raged for the next several days, amid periodic snowstorms and generally worsening weather. The Lion made steady gains, but at the cost of
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ever-mounting losses. Eventually, Sakura realized she might win the battle, but even now lacked sufficient force to reliably hold the Snow Plain for her clan. She finally called for a parlay with Kamu. The battle ended in a tactical stalemate, which represented a strategic loss for the Lion, who faced a winter on the plain without actually having secured it. Still, thanks to intense lobbying from the Crane, who considered the Unicorn their allies, the Emperor quietly issued a decree: the Lion would surrender the Snow Plain to the Unicorn in perpetuity, while in return, the Unicorn would give most of the region’s food production to the Lion Clan for a period of ten years.
Lessons of History Although ultimately inconclusive, this battle was an important one from the perspective of fighting in Rokugan. By defying the expectations of the Lion—who had anticipated facing mostly cavalry—the Unicorn had demonstrated the importance of unpredictability and innovation in warfare. The battle also showed that while maintaining an aggressive momentum is important, it must be tempered by sound judgment. Sakura was headstrong and prideful, pressing her tactical offensive forward and losing sight of her strategic goal: to take and hold the Snow Plain for her clan.
The Battle of Fate Gorge In the year 1100, a bitter dispute flared in the Imperial Winter Court between a high-ranking Lion Clan general, Matsu Uniri, and the Phoenix Clan’s Master of Water, Isawa Kaiyoko. In addition to performing his duties to the Lion, Uniri served as a general in the Imperial Legions. During his tenure, fewer of the Phoenix’s Isawa Elementalists entered the legions each year, until only Water Elementalists who specialized in healing were joining the ranks. As the Master of Water, Kaiyoko had forbidden those shugenja from calling upon the kami for any violent purpose. Uniri saw this as a violation of the chain of command, while Kaiyoko warned that the spiritual repercussions of using shugenja on the battlefield outweighed Uniri’s wishes. She argued that although the Isawa family maintained the Elemental Legions, this elite force was to be reserved for only the gravest of threats, such as those presented by the Shadowlands or the Bloodspeakers. The dispute boiled over when a Shiba commander in the Imperial Legions joined the argument, agreeing with his general that the Water elementalists should do more than just heal. Moreover, he said, the rest of
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the Council of Elemental Masters could stand to spare a few Isawa Elementalists specializing in Air, Earth, or Fire as well. After the Shiba’s ill-fated contribution, Emerald Champion Doji Satsume, leader of the Imperial Legions, commanded that those legions remain neutral in the dispute. However, he could not stop Matsu Uniri from marching his own Lion Clan forces into Phoenix lands to forcibly requisition the shugenja he believed the Imperial Legions were owed.
Magic against Steel Isawa Kaiyoko could not bear to simply stand by and watch as the Shiba family’s small armies paid the bloody price of her refusal. To her side, she summoned the Tsunami Legion, one of the Elemental Legions, to dissuade Uniri from continuing his march. By making a few displays of force, including summoning a powerful typhoon to slow his soldiers’ progress, she hoped to discourage him from continuing to fight. However, this only reinforced Uniri’s desire for the Isawa Elementalists’ offensive capabilities. Undaunted, the Lion continued their advance, until they imperiled the lives of the very students Kaiyoko was teaching at the Elemental Academies. She couldn’t allow the conflict to continue—she had to stop Uniri, and quickly. Under the cover of torrential rain, Kaiyoko dispatched assassins to kill Uniri. Although they eliminated their target, they had not anticipated that his wife, Yunaki, and his daughter would be in the same war tent and would put up a fight of their own. A skilled warrior and commander in her own right, Yunaki dispatched several of the attackers. Ten years old and armed with only a wooden practice sword, the girl who would grow up to become Matsu Tsuko killed one of the assassins herself. The next day, Matsu Yunaki assumed command of the Lion army and prepared to attack the Phoenix in what would become known as the Battle of Fate Gorge. It was Uniri’s young daughter who proved the true rallying point for the Lion, however. Despite her tender years, her cries for vengeance for her father, one of whose “craven assassins” she had slain “only with a stick,” spurred the Lion as they charged into the waiting ranks of the Phoenix. By the end of the day, the Phoenix had been driven from the field with heavy losses, and the Lion were victorious. Rather than endure further casualties, Kaiyoko surrendered many shugenja from her Tsunami Legion to Yunaki, and the conflict ended.
Lessons of History The Battle of Fate Gorge is a testament to the scarcity and potency of shugenja in the Empire. Invoked by only a handful of Isawa Elementalists, the fury of the elements can turn the tide on a battlefield or wreak havoc upon war camps and supply lines. Despite this, the clans rarely employ shugenja in battle, maintaining the same caution advocated by Kaiyoko. Most commanders keep their precious shugenja in relative safety and relegate them to supporting roles such as healing, controlling the weather, or rapidly creating earthwork defenses. By the year 1123, Kaiyoko’s shugenja had yet to be unleashed against the Emperor’s enemies, although they had proved pivotal in the Imperial Legions’ rescue efforts after a tsunami struck the Crane coastline in 1120.
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The Battles of Toshi Ranbo Established by the Lion Clan in the fifth century, Violence Behind Courtliness City—more commonly known as Toshi Ranbo—is located in a key strategic position between four Great Clans and surrounded on all sides by fertile farmland. It sits on the northern border of Lion lands along the Drowned Merchant River, a major trade route in northern Rokugan. The northwestern end of the Crane-held Golden Valley (Kintani) is also very close to Toshi Ranbo. The Dragon possess the lands to the north and west of the city, while the Phoenix control those to the north and east. It is little wonder, then, that Toshi Ranbo has seen conflict rage around its ownership, mainly between the Lion and Crane Clans, for nearly its entire history.
Clashes for Control
RECENT DEVELOPMENTS
In the spring of 1123, the Crane and Lion have a fateful confrontation at the gates of Toshi Ranbo. Akodo Toturi and Matsu Tsuko witness the slaying of the Lion Clan Champion, Akodo Arasou, by Doji Hotaru's arrow. Ostensibly to reduce tensions, the Emperor Hantei XXXVIII appointed Emerald Magistrate Bayushi Yojiro to administrate the city, with support from the Imperial Legion (featuring a suspiciously high number of Scorpion legionnaires). This effectively usurped Crane control through a political coup, proving that not all battles are won on the battlefield.
Originally, the area that would become Toshi Ranbo consisted of a formidable fortress surrounded by only a small settlement. The intent of Toshi Ranbo’s Lion founders was to establish a headquarters and secure base for military operations against the Crane, Phoenix, and Dragon Clans. The Lion were concerned about the Crane, in particular; an offensive launched by that clan from the river could quickly break into open territory and threaten to overrun much of the eastern Lion Clan lands. The Akodo tacticians studying the problem eventually settled on the area surrounding the fortress as the best place from which not only to block any Crane aggression, but also to project power against their neighbors. From these relatively humble beginnings, Toshi Ranbo has grown into a full-fledged city—despite having been the focus of almost constant conflict since about 150 years after its founding. In the late sixth century, the Crane Clan, becoming increasingly wary of growing Lion power on its northern border, abruptly attacked and seized Toshi Ranbo, holding it for a short time before the Lion retook it. This marked the beginning of repeated instances in which the city switched ownership. While under Crane control, Toshi Ranbo would become a base of operations from which the Crane could strike into the Lion’s northern provinces along the Drowned Merchant River, just as Lion strategists had feared. The Lion would, therefore, amass forces to drive the Crane back, retake Toshi Ranbo, and launch their own attacks into Crane territory. The Crane, in turn, would push the Lion back and recapture the city, and the cycle would repeat itself. Indeed, the city changed hands so often it was said that citizens kept sets of identifying regalia for both.
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When one clan was in power, its symbology would be shown and worn throughout the city, while that of the other would be hidden away—at least until the ruling clan changed again. The centuries of strife led to a butcher’s bill: thousands of dead samurai, even heavier casualties among the peasant levies, and countless noncombatant commoners caught in the crossfire. It wasn’t until 1118 that the situation seemed to change decisively. In that year, the Tsume family, vassals of the Crane’s Doji family, launched an attack from their holdings in the Golden Valley—holdings they had seized from the Lion only a short time before. The Tsume had already destroyed a Lion Clan vassal family, the Damasu, and the Tsume’s ruthlessly ambitious daimyō, Tsume Retsu, had wasted no time in pressing on with his offensive. He succeeded in seizing Toshi Ranbo, effectively ending the bloodline of another Lion Clan vassal family, the Goseki, in the process. The Crane Clan Champion supported Tsume Retsu’s actions, albeit somewhat reluctantly, given the dramatic extent to which doing so would worsen relations with the Lion. Retsu, through his swift, decisive, and brutal action, had succeeded where generations of his Crane forebears had not. When Retsu returned to the Kintani, the Doji assumed formal control of Toshi Ranbo and began to consolidate their hold upon it.
Lessons of History The Battles of Toshi Ranbo demonstrate multiple aspects of Rokugani warfare, but two, in particular, stand out. First, the Crane and Lion Clans elevated the political scheming around permissible interclan combat to a veritable art form. Despite hundreds of years of battle and bloodshed, in only a very few specific instances were their conflicts officially considered “war.” Second, the Battles of Toshi Ranbo exemplify the Rokugani preference for direct assault over siege warfare. Large, sophisticated siege engines and equipment are normally only used by the Crab Clan in their grim, unending struggle against the Shadowlands. Inside the Empire, protracted sieges are rare, even against strongly defended targets. Instead, direct assaults on fortified locations are far more common, rarely utilizing anything more sophisticated than mobile shields, ladders, and battering rams. This tends to limit damage to towns, cities, and castles, helping aggressors retain their value and avoid costly and time-consuming repairs. Even more favored is the Lion strategy of bypassing and isolating garrisons; generals simply do not like engaging in the grinding attrition of a lengthy siege and would much rather achieve swift and decisive results.
The Lion Clan
At the heart of Rokugan stands the Lion Clan. This is true in more ways than one. Not only do Lion’s provinces lie at the center of the Emerald Empire, but the Lion Clan is the core of its greatest martial tradition: that of the samurai as a warrior. From its founding, the Lion Clan has existed for the purpose of making war, but its samurai are also the keepers of Rokugan’s martial traditions and a living reminder of the Empire’s warrior heritage. The Lion have taken this calling to heart, and over the centuries, their soldiers have become the mightiest military force. The Kami Akodo forged the Lion Clan into the blade of the Emperor, prepared to attack or defend at his command. The Lion are the Empire’s warrior conscience, reminding its samurai what honor demands. They are the scholars of war, producing some of the finest tacticians the Empire has ever known. They are keepers of Bushidō, the path of the samurai. And through it all, they are the staunchest allies of the Hantei line, ever ready beside the Emperor, just as Akodo and Hantei stood at the dawn of the Empire. The Emperor’s first commands to the Lion Clan are carved into the foundation of every Lion dōjō, so that every student who crosses the threshold knows them by heart: “Be my sword and armor, my living memory, my lantern in the night.” The Lion interpret these orders as the clan’s ancestral duty: to be the military arm of the Emperor, to preserve and champion Rokugan’s warrior traditions, and to remind the Emperor’s servants that they are samurai. Codifying Bushidō, the way of the warrior, is among the Lion’s most influential contributions to Rokugan’s culture. Before Akodo, the concept of warriors’ honor existed in many groups, but it varied across the land and was rarely formally codified. Akodo sought to clearly define Bushidō in his seminal text Leadership, which outlines a code of seven virtues shared by all honorable warriors. Although the Lion live as though they invented the code, Akodo himself said Bushidō is an innate truth that honorable warriors know by instinct, and that ancient heroes walked the warrior’s path without ever having known its name. While ancestor worship is a prolific practice among samurai, the Lion are especially dedicated to it. Their practices go back further than those of most clans, and they remember the names of more than just the greatest clan heroes. Each Lion family keeps ancestral records of every person born into the family and presents offerings to them all. Further, the Lion have more ancestral festivals than any other clan, and their household shrines to the ancestors are more elaborate and crowded than any others. In the richest homes, the household shrine is a separate building with halls
dedicated to especially heroic figures. Of course, the Lion also worship the Fortunes, especially Bishamon, the Fortune of Strength, and Hachiman, the Fortune of Warfare. However, they consider worship of the Fortunes a different religious practice altogether. Fortune worship is transaction based, while ancestor worship is their sacred obligation. They believe that a Lion fights not alone, but with generations of ancestors by their side.
Families of the Lion
The four great families of the Lion date from the dawn of the Empire. The Akodo guide the clan as its moral compass and de facto leaders, tracing their ancestry back to their namesake and the clan’s legendary founder. Steady at their side are the warlike Matsu, who supply the bulk of the Lion’s military forces as the clan’s largest samurai family. Together, the Akodo and Matsu lead, united by respect but differing in vision and philosophy. Adventurous and studious, the Ikoma are the Lion’s scholars and diplomatic face, keeping the clan’s histories, advising elders, and representing the Lion at court. Finally, the Kitsu family of shugenja is the clan’s spiritual anchor, its connection to the ancestors and the will of the Heavens. The roles and the hierarchy of the Lion families are as objective as an army’s military ranks. However, all four families have led the Lion at some point in history. Most often, an Akodo or Matsu has served as the Lion Clan Champion. Less commonly, an Ikoma has led the clan, and a handful of times, a Kitsu has been clan champion. In the absence of a clear heir or the wishes of the prior champion, the clan’s leader is ultimately whoever everyone agrees has the strongest claim. What this means has varied from era to era.
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THE AKODO FAMILY MON
A reserved lion face, divided into two halves: one representing the tactical thinker, the other representing the martial spirit.
Akodo To establish his clan, the Kami Akodo sought out the greatest fighters and tactical minds, challenging them in whatever they claimed as their mastery. Whether through duels, tests of strength, or games of wit and strategy, Akodo met every challenger in his search for those worthy to share his legacy. But few proved his equal, and his clan grew slowly. While his siblings boasted the allegiance of entire families and their clans began to swell, he had only a small fellowship of warriors, tightly knit but few in number. Akodo did not mind. He knew his patience would one day pay off. One winter, when he brought only a handful to court before the Emperor, Hantei remarked that he was “a lion without a pride.” Akodo simply replied, “A lion does not stand with sheep.” Such is the way of the Akodo family, even to this day. Tight-knit, patient, and purposeful, ever judging but accepting once their respect has been won, the Akodo have risen to become one of the most glorious samurai families in Rokugan. Their victories decorate the halls of Lion dōjō and abound in the histories of the defeated.
Reputation and Values Merely following Bushidō is not enough to the Akodo. Bushidō must be fully embraced, all tenets given equal weight. But if an Akodo must choose a tenet to venerate above all others, that tenet is Honor. Lesser warriors fixate on what Honor forbids, hesitating and second-guessing their actions, weighing them constantly against their codes. For a true samurai, however, honorable action is second nature. What honor forbids never occurs to them, right action is obvious, and any disgrace is unthinkable. The Akodo believe such a warrior cannot be defeated.
The Road to War Although the Lion lands form distinct territories, they are far more integrated than the lands of other clans. It is not uncommon for a Matsu palace to stand in an Akodo province, or for the Ikoma and Kitsu to share the fiefdom of a village, for instance. Rather than dividing road maintenance by ancestral territories, the entire clan maintains the Lion’s internal roads, which are laid out for rapid deployment of troops and are among the best engineered roads in the Empire. They contrast sharply with the roads along the Lion’s borders, which the clan intentionally keeps run down and in disrepair so as to frustrate would-be invaders.
The other clans praise this attitude, but it also explains the Akodo’s reputation as unyielding and overly principled. The Akodo are notoriously difficult to negotiate with and not half as pragmatic as their Ikoma cousins. Famously, the Akodo trust only outsiders they personally have fought in a contest, duel, or skirmish. This is because the Akodo believe a person’s true nature is revealed in the midst of battle, when everything is stripped away but the “survival mind.” It is then that a person’s essential values are laid bare and the strength of their character shrines through. Similarly, the Akodo remember all slights and let nothing slide. An Akodo might remind another samurai that their ancestor insulted the Lion centuries past— and follow up by challenging that samurai on the spot. The Akodo even tend to reject an alliance, however logical, until the potential ally has apologized for an ancestor’s role, no matter how minor, in leaving a dark spot on Akodo history.
Culture and Traditions As it is for most samurai families, the way of life for the Akodo is modeled after the life of their founder. As a warrior, Akodo lived for the thrill of battle and embraced the path of Bushidō. As a general, he studied the ways of war and made innovations in the way it was conducted. As a strategist, he devised a unified theory of warcraft that laid the foundations for generations of warfare. Most of all, as a mentor, Akodo fostered fellowship in everyone he led, taking a personal interest in each of his vassals and binding them together as kin. The Akodo family’s traditions invoke each of these aspects in turn. Unlike the cultures of the Matsu and Ikoma, Akodo culture emphasizes the group over the individual, teaching children from a young age to prioritize the greater needs of family. An Akodo’s path is never chosen by themselves, but by their parents, their parents’ advisors, their teachers, and their lord. And, some would insist, by their ancestors, whom the Akodo believe guide their every step. While most Rokugani believe their ancestors’ attention must be attracted, and that they can dwell in Ningen-dō only for a time, the Akodo believe their ancestors are a constant presence, always watching, guiding, and judging. At the heart of Akodo culture is warrior fellowship. Strong bonds are encouraged from an early age, and each young Akodo is heavily guided to their place within the family. This is embodied in the Akodo’s concept of the dōshi, or dōjō partner. While most dōjō pair students together as dōshi, among the Akodo, this is considered a sacred bond. Dōshi are not just classmates and sparring partners, but blood siblings, a
C H APT E R 1 : GL O R I O U S H I S T O R IES
Imperialism in Retrospect Rokugan is an empire, and while its days of overt expansionism are largely in its (fictional) past, this does not mean they do not matter. Many of its rulers and citizens subscribe to the idea that the actions of their ancestors were justified by the fact that they created a massive empire—even those actions that were undeniably wicked, such as wars of conquest and the suppression of the groups, ideologies, and beliefs that existed prior to the Kami’s arrival. Far more Rokugani simply never question the ethical decisions of their ancestors. A few do question the origins of their society and wonder how they can grapple with their history of conquest. Readers should take the opportunity to reflect more deeply on these matters when thinking about the story of Rokugan, as well as to consider how such themes may be relevant to their own lives. If this is a theme a GM wishes to explore in the game and the players are comfortable doing so, the GM can give the characters a chance to reflect on the past, and on the uncomfortable truths behind how Rokugan came to be what
lifelong commitment whose ties are as strong as a karmic link. Dōshi are expected to be loyal to one another no matter the circumstance and to support each other in their weakest moments, even into adulthood. The most valued path in Akodo culture is that of the general. In fact, the very word Akodo invokes generations of accomplished war generals and brilliant tacticians. Throughout the Empire, the most prestigious Akodo school is the Akodo War College, where the traditions and techniques of the Akodo Commander School are taught. Acceptance into the War College assures a long and celebrated career, as the school is the most reputable institute of leadership and tactics in Rokugan and claims the most successful army generals in history. The halls of the Akodo War College are decorated with war banners taken from famous defeated generals of other clans, and the school maintains an open challenge for anyone to come and take them back. So great is the reputation of this school that it has led to the common truism “An army led by an Akodo-trained general has never lost.” Although this claim can be easily disproven, it remains quite popular.
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it is. For example, while the official history of Rokugan may claim that the humans whom the Kami first encountered were pitiable and without culture, the Isawa’s records from centuries before the Kami’s arrival detail complex, vibrant societies. The Isawa encountered these societies when they arrived in the mountains that would become their homeland. Indeed, the Isawa’s own continuous culture proves that complex human societies existed before the Kami’s arrival. Most Rokugani believe the various groups of people they call the Yobanjin submitted or were annihilated, and many were indeed killed in the wars fought to bring Rokugan under the control of the Kami and their descendants. However, these people do still exist in many parts of Rokugan, either maintaining their culture while blending into the general populace or living in remote locations, such as the Great Wall of the North mountains, where their unique culture still thrives. Characters who discover such information will be forced to grapple with difficult questions about the sins of Rokugan’s past.
Lands of the Akodo The Lion’s lands were once the domain Akodo conquered for himself. Continually ready to defend the capital, Akodo built his keep a mere day’s ride from Otosan Uchi. These and the other provinces of the Akodo are dominated by rolling grassy plains. Streams originating from the Empire’s two largest rivers work their way across Akodo lands like thin veins, bestowing a bounty of grains, shrubs, and flowering plants.
Loyalty Castle Shiro Akodo, or Loyalty Castle, is the ancestral seat of the Akodo family’s power and the greatest of their fortresses. It is located a day’s ride from Otosan Uchi across mostly flat land, so that the Lion Clan Champion may swiftly respond to any invasion of the capital, which is always visible on the horizon. Here, the Akodo maintain their largest staging grounds and retinue of smithies, constantly cycling and drilling troops and keeping their forges burning day and night. As a keep built for staging military campaigns, Loyalty Castle was never intended to host diplomatic
CHAPTER 1: G L O R IO U S HIST O R IES
guests. Not even the Akodo daimyō’s personal estate is located on the grounds, a fact few outside the clan realize. The castle itself is austere and underdecorated, its labyrinthian layout designed to befuddle invaders, its steps famously uneven so as to trip rushing attackers. For all these reasons, the “home” of the Akodo family has not received the designation of palace worthy of hosting the Emperor’s Winter Court. However, there is one occasion on which the keep welcomes guests. Once a year, Loyalty Castle hosts the grandest Go tournament in the Empire, crowning Rokugan’s Go champion after a week-long competition. During this time, the keep becomes an impressive display of Lion military might, decorated with the personal battle standards of the family's most famous generals.
Heart of Vigilance Shrine For ages, the Heart of Vigilance Forest remained untouched, due to rumors that the sturdy pines and bamboo thickets were blessed by the Fortunes. But after centuries of deforestation within Akodo territory, the Akodo saw little choice but to draw their lumber from the ancient forest. Within, bushi discovered a forgotten shrine, one that appeared far older than any other in the region. The shrine was dedicated to forty-two Lesser Fortunes, including the Fortune of Agriculture and the Fortune of Stacked Stones, yet the shrine seemed to predate Imperial proclamations recognizing the existence of these Fortunes. Even more puzzling, in spite of its obvious age, the architecture was modern Rokugani. No records could identify the shrine, nor who built it or why. None of these facts prevented the bushi from harvesting trees from the surrounding forest, for these were their orders. Within weeks of this initial harvest, every one of the directing bushi died suddenly. To this day, foresters avoid the trees closest to the shrine, and wood is drawn from the Heart of Vigilance Forest only in times of dire need. Those who take the sacred wood inevitably die soon after, accompanied by whispers of having been struck down by the any of the hidden shrine’s forty-two Fortunes.
Authorized City Over the past century, the vibrant town known as Authorized City, or Ninkatoshi, has rapidly grown from a simple farming village at the mouth of the Golden Valley to a full-fledged city. Historically, this is where travelers have awaited permission to continue on into the Akodo provinces. The growing nonresident presence has given rise to marketplaces, teahouses, and entertainment establishments catering to travelers.
Rejecting the Tao The conversation between Hantei and the monk known as Shinsei was recorded by Shiba in a document that eventually came to be known as the Tao of Shinsei. This document fundamentally changed the course of Rokugani religion and philosophical thought, and each Great Clan pulls numerous lessons from within its pages. It is even rumored that each of the Kami learned a personal lesson from Shinsei that molded their clan in subtle ways. All but Akodo, that is. Akodo found Shinsei’s philosophy to be so odious, so antithetical to the samurai way, that he denounced it as soon as he heard it, before the Emperor and the Little Teacher himself. Convinced that embracing the Tao would mean the death of the warrior’s way of life, he forbade all members of his clan to so much as glance at its pages. However, Hantei intervened, ordering that a copy of Shinsei’s Tao must be given a place of honor within all Lion dōjō. Akodo could not disobey, and so to this day, each Lion dōjō has a copy of the Tao of Shinsei right beside its copy of Leadership. And to this day, every Lion dōjō’s copy of Shinsei’s Tao remains unopened.
C H APT E R 1 : GL O R I O U S H I S T O R IES
Akodo Shosuke
AKODO RUMORS
“I overheard the senior students discussing why our teacher endures such terrible insults from that brute Hasawa. They said the two were dōshi and that they were sworn together at the same ceremony.” “Akita does not care that his actions punish us with extra work every evening. He will take any chance to meet that strange woman in the woods, even if the rest of us must pay for it!”
ADVANTAGES
CONFLICT RANK: 4
ADVERSARY
2
Akodo Shosuke is the second-born scion of the Itagawa vassal family, whose purpose as a “forge family” is to supply the clan with weapons and armor. But Shosuke isn’t content with merely forging the Empire’s weapons—he is determined to become an expert in wielding them as well. His dream is to one day be anointed with the honorary title of kensei, or swordsaint. In the meantime, he is a dutiful quartermaster serving at the Castle of the Swift Sword, but he relishes the chance to practice his skills against any who are willing to test him. SOCIETAL
PERSONAL
60 30 GLORY 37 STATUS
HONOR
“I saw Itsuko practicing in the dōjō alone just the other day, and after she left, I swear the Tao of Shinsei had been moved from its spot!”
3 1 3 2 3
+2, –2
DEMEANOR - DETERMINED
10 COMPOSURE 12 FOCUS 3 VIGILANCE 2 ENDURANCE
ARTISAN 3
MARTIAL 3
SCHOLAR 2
DISADVANTAGES
SOCIAL 1
TRADE 1
Unflappable: Social; Mental
Unassuming: Social; Mental
Patient: Social; Mental
FAVORED WEAPONS
Self-Forged Katana: Range 1, Damage 4, Deadliness 5/7, Ceremonial, Razor-edged, Resplendent Gear (equipped): Lacquered armor (Physical 4, Ceremonial, Cumbersome, Wargear), wakizashi, offerings for the ancestor spirits, knife, small hammer Gear (other): Plain robes, forging equipment
ABILITIES
DETAILED PRECISION When making an Attack or Movement action check, Akodo Shosuke may remove 2 strife. For each strife he removes this way, he adds one kept set to to the check and receives 1 fatigue. QUICK FIX As a Support action, Shosuke may receive 3 fatigue and 3 strife to remove the Damaged item quality from one weapon or set of armor at range 0–1.
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Matsu While many warriors strove to meet Akodo’s challenges, eager to join his clan, there was one who denied him. The warrior Matsu garnered a fierce reputation as a bandit lord, targeting those she deemed unjust and corrupt. One day, she saw the harm she had caused to the meekest commoners, and she cast aside the bandit life and distributed her ill-gotten goods to the suffering villages, settling down to open a martial school and contemplate her life. Her former followers came to avenge her betrayal of them, and each ended up buried in the yard of her school. When word of this reformed bandit reached Akodo’s ears, he was intrigued. Yet Matsu ignored Akodo’s many requests for an audience. To her, he was like all the other corrupt lords and bandit kings she’d known in her adolescence— just another brute killer rising at the cost of others. Eventually he came to her village, his forces in tow, and offered her a place by his side, as his wife. She countered his offer with a challenge to duel. When they finished, Akodo lay on his back with Matsu’s blade at his throat. That same day, Matsu pledged herself to Akodo’s cause, on the condition that they be equals in the clan. While legends speculate about what changed her mind, her descendants believe their duel revealed Akodo’s honor and ambition; from these, she judged him worthy of her respect and loyalty, believing that their skills together would take the pair further than either could rise alone. The Matsu family has served as the Akodo’s right hand since the Lion Clan’s founding. A proud family that maintains many matriarchal traditions in Matsu’s honor, it fully embraces the Lion’s philosophy, regarding all aspects of life through the lens of warfare. Seeking to emulate their founder in all aspects and famous for their hot-blooded temper, they are the beating heart of the Lion Clan, embodying the will, fierce emotion, and courage of their founder.
Reputation and Values The Matsu name is synonymous throughout the Empire with both the best and worst of the Lion Clan, embodying its greatest strengths and weaknesses. This reputation stems from the Matsu’s natural aversion to hesitation. Boldness and impetuous action are virtuous in Matsu culture, or as the Matsu put it, “Hesitation is a thousand deaths.” The ideal state of the warrior is one in which there is no space between thought and deed, and the warrior is nothing more than a vessel for pure martial instinct. If one does not commit fully to action, consequences and all, then one cannot call oneself a samurai.
The Matsu believe their honor is their greatest weapon. Bushidō is not merely a collection of virtues codified by Akodo: it is an innate truth of the universe, the distilled mindset of a warrior. The Matsu do not regard the Bushidō virtues as limits, but as sources of strength. This accounts for their inspirational leadership style. A Matsu general always plunges into the thickest fighting, galvanizing everyone around them. For all that the Matsu are famous for their honor and battle prowess, as well as for their natural charisma and fierce loyalty, the Matsu are most famous for their strong emotions. Other clans consider a short and mighty temper to be their defining trait. After all, the Matsu battle rage is the hallmark of their school. A common saying is, “The Akodo do not forget, but the Matsu do not forgive.” The Matsu regard their anger as a source of strength to be harnessed. This is epitomized in the Matsu battle rage, an entranced state in which a warrior is at one with their martial instincts, becoming an unstoppable force on the battlefield, immune to hesitation, fear, and pain. The best-laid plans and most carefully deployed advantages crumple like rice paper beneath the controlled storm of the Matsu Berserker. The key is knowing when to hold back, and when to unleash the fury.
Culture and Traditions Matsu culture derives from the life of their founder, the legendary folk hero who was one of the Seven Thunders. The Matsu seek to emulate her in everything, from the courts to the battlefield, in peace and in war. Whether through art, poetry, games, or the martial arts, everything the Matsu do is fully committed and seen through the lens of the warrior mind. For instance, Matsu poetry is spontaneous and improvised, as simple as it is audacious. It is composed from cutting words and delivered with unflinching emotion. Matsu theater favors the Kabuki style and is filled with action and passion, focusing on the individual and packed with special effects. Writers and directors regard their troupe members as soldiers of a unit, drilling relentlessly for a flawless show. The Matsu pursue all arts in this manner: not as meditation or personal enjoyment, but as disruptive expression, a battle to be won. This is why other samurai say, “No matter what a Matsu attempts, they are sharpening their claws.” Unsurprisingly, Matsu culture is thoroughly martial. From the age of six, Matsu children are trained in lethal combat. Those who do not take to martial arts are swiftly placed elsewhere: fostered to other families or sent to monastic life. Even Matsu who become artists and courtiers conduct themselves as warriors, destined for a very different battlefield.
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THE MATSU FAMILY MON
A lion’s paw, grasping a sword. In early centuries, the depicted sword was a chokutō. This was amended to a wakizashi in the sixth century.
C H APT E R 1 : GL O R I O U S H I S T O R IES
The Deathseekers The Deathseeker tradition originates in terrible disgrace and glorious redemption. During a border dispute between the Lion and Scorpion, a Matsu lord betrayed his liege and sided with the Scorpion. His retainers rebelled against his treachery, took his head, and served in the vanguard of the liege's forces to redress their lord's failures. After defeating the Scorpion, the vanguard's only survivor, Kirifu, swore to serve in the army's most dangerous positions in order to spare others. Kirifu's oath became a path to atonement, a commitment to redemption through selfless action, and others who had suffered disgrace followed her lead. Yet volunteering for the riskiest missions, forming vanguards for armies without being asked, and throwing themselves recklessly into danger, gives the impression of someone who is trying to die. These so-called "Deathseekers" hope to redeem themselves by achieving one last great victory for the clan, or as many as possible before they die. Adopting their oaths voluntarily, a Deathseeker returns their katana, wakizashi, and any other family relics, and gives up their rank and holdings. No longer beneath any lord, they swear to forever follow a warrior pilgrimage, to disregard their own safety, and confront necessary dangers so others do not have to. While permitted to keep their family name, some elect to adopt a new personal name to distance themselves from their former identity. A Deathseeker can be identified by their black-and-white painted face, the braided cord around their arm or forehead, and their relative lack of armor. While many admire and praise Deathseekers, the tradition is nonetheless controversial. Shielding others from harm is considered selfless, but many consider it selfish to sever oneself from lord and family. Others bemoan the human cost in expertise, resources, and lives. Ultimately, no one is ever pleased to hear that a loved one has joined the Deathseeker ranks. For rules on making a character a Deathseeker, see page 132.
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CHAPTER 1: G L O R IO U S HIST O R IES
The stringent standards of the Matsu are demonstrated in their gempuku, which is considered draconian even by Crane or Scorpion standards. Students must pass many tests to reach adulthood, including reciting memorized passages from Leadership, proving their martial prowess with a variety of weapons, quartering a tossed pomegranate before it touches the ground, and enduring numerous strikes from a bamboo practice sword called a shinai against their bare back. Those who pass the tests are marked with the Matsu crest as a sign of their eternal devotion. Those who do not pass are “allowed” to commit seppuku to spare themselves and their parents the shame of their failure. While the other Lion families sometimes adopt the same tradition, it is the Matsu who are most strongly associated with it. Matsu lords and vassal families are always seeking to expand their territory. While the frequent targets are the lands of other clans, it is common for the Matsu to conduct limited conflicts with each other. In fact, the Matsu encourage limited intrafamily warring, believing it will keep the family strong. Matsu leaders cannot show any sign of weakness, lest their neighbors sense an opening to capture their lands. It is commonly said that “a Matsu makes no promises.” A Matsu’s word and deed are as one; promises are unnecessary, and to ask for one is an insult. However, Matsu samurai may still demonstrate their sincerity through a tradition called kinchō, in which they strike their swords together in order to “seal a promise.” It is believed that if one party is lying, their sword will break, and therefore they will be cut or killed by the other. Among the most unusual of the Empire’s martial traditions are those of the Matsu Beastmasters. These warriors train lions and other animals to fight alongside Lion soldiers in battle. Among the rarest Lion samurai, a Matsu Beastmaster is always accompanied by at least one trained animal, raised alongside them since adolescence, with which they have formed a bond of mutual respect. Caring for the lions of the Matsu is considered a sacred task, for legends claim these lions carry the spirits of ancient kitsu, accounting for their unusually high intelligence.
A Life of Battles The Matsu believe that life is a series of battles. Farmers battle the land to yield crops, sailors battle the ocean to cross the waters, magistrates battle criminals, and so on. Station and rank do not matter; every person fights an invisible war, be it against themselves, the elements, or very real enemies. No one can possibly understand the nature of another’s war, and it is no one’s place to judge how that war is fought, except by the metric of personal honor. If life sets one samurai against another, then it is inevitable that they will fight. To be allies one moment and enemies the next: that is the life of samurai, according to the Matsu.
C H APT E R 1 : GL O R I O U S H I S T O R IES
Lands of the Matsu
MATSU RUMORS
“Merchants are saying our lord is extending fealty to the bandits in the hills. I shut them up, but what if it is true?” “A true account of Kakita’s slight to Lady Matsu has been discovered in the Imperial Libraries, one that proves our lady was not the villain of that story. But the lickspittles in the Crane are covering it up!” “A lone lion is wandering the Valley of Storms, a lion that is completely black. Some say the lion was rejected by its pride, but I heard it is simply seeking a pride worthy enough to join.”
The varied lands of the Matsu family unfurl across Lion provinces like a waving banner. Oxen and lion prides freely roam the flatlands, while herds of deer wander through the few but dense forests. The lands grow steadily hillier as they reach south and west, eventually culminating in the Spine of the World Mountains, whose foothills house rich copper mines, one of the clan’s most important exports. To the southwest is Beiden Pass, one of precious few crossroads through the mountain range and part of the most important trade route in the Empire. A person could throw a stone from the edge of Matsu lands and strike the open gates of Kyūden Kakita, which taunt the military might of the Lion behind treaties and thin diplomacy. The lands along this border have changed hands countless times over the centuries, causing resident farmers to lose track of who their current lord is on a regular basis.
Hall of Ancestors Built into the western hills above Shiro Matsu (Last Breath Castle), the most sacred site of the Lion contains the remains of the clan’s greatest heroes. Jointly maintained by the Matsu and Kitsu families, the Hall of Ancestors with its many tombs, shrines, and memorials is the largest funerary complex in the Empire. To be enshrined there is to be recognized as a legend among the Lion; it is one of the clan’s highest honors. Also inside the complex are the histories of the dead, one of the richest collections of genealogical information available to the clan. Traditionally, Lion samurai visit this place at least once in their lifetime to honor the memories of the great heroes who went before them.
Since then, the Matsu have retained the castle to keep watch over the Scorpion, renaming it Kenson no Gakka, or Humility’s Lesson, in honor of their victory. They hold an annual festival on the anniversary of the castle’s recapture, marked with imported fireworks and boisterous song. The Matsu ensure the yearly festivities can be readily seen and even heard from miles away, particularly from Scorpion lands.
Last Breath Castle and the Valley of Storms Overlooking Beiden Pass from a rising sea of golden grass before the Lake of Sorrows, Last Breath Castle, or Shiro Matsu, is the home of the Matsu family daimyō and the military might of the family. It was built at the historic site where Lady Matsu first met the Kami Akodo. The nearby town was once the tiny village that Matsu called home but is now the largest and most industrious settlement in Lion lands. Visitors from across the provinces arrive at the castle on their pilgrimage to the Hall of Ancestors, which is under the keep’s protection. Truly, Last Breath Castle would be the capital of the Lion were the Akodo not the traditional leaders of the clan. To the north, the fertile Valley of Storms forms the breadbox of the family. South of the castle, Beiden Pass lies exposed to Matsu scouts and way stations. Any travelers who enter the pass without the Matsu’s permission are immediately discovered, although those seeking passage into Crane lands to the south are generally allowed through. Unlike Loyalty Castle, Shiro Matsu hosts diplomats from other clans year round. Still, few considerations are given to a guest’s comfort, and most courtiers consider an assignment to Last Breath Castle to be a severe punishment.
Humility’s Lesson The largest Lion keep against the mountainous Scorpion border, the castle known as Kenson no Gakka did not always have that name. Originally belonging to the Ikoma, the castle was infiltrated and taken by the Scorpion Clan in the sixth century. Renaming it Castle of Honor, the Scorpion intended to use it as a bargaining chip in their campaign to seize Kyūden Ikoma (Sacred Watch Palace). However, their campaign was disrupted by the Matsu family, whose samurai stormed the keep and killed every Scorpion living within. From there, the Matsu staged their forces to press into Scorpion lands through the southern Beiden Pass, eventually coming within sight of Kyūden Bayushi (Silk and Shadow Palace) itself before the Scorpion lobbied for Imperial intervention. The Matsu gained a foothold into Scorpion territory in the resulting trade.
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Mercy Among the Matsu Even in this harsh family, there is familial love that cannot easily be set aside. If a Matsu parent believes their child will not pass their gempuku, they are likely to seek to have the child adopted by another family, such as a vassal family or even a family of a Minor Clan, or have them enter a monastic order. This way, they can maintain the family tradition without condemning their child to death, a fate few parents can endure no matter how disciplined they may be.
CHAPTER 1: G L O R IO U S HIST O R IES
Matsu Naoko
ADVANTAGES
CONFLICT RANK: 4
ADVERSARY
2
Naoko’s parents first noticed something unusual about their third-born child when she collected a dozen housecats in the garden teahouse and was feeding and caring for them. More unusual was the rapport she shared with the felines—they seemed to follow her lead. On a hunch, her parents introduced her to a teacher from the Beast’s Heart dōjō. When she was fourteen, she received a newly weaned lion cub, a rare honor for an inexperienced student. Now a proud student of the Matsu Beastmaster tradition, Naoko and Tami, her lioness companion, use their bond in their work as cartographers and scouts for the Lion Clan— when they aren’t hunting game across the plains or sleeping beneath the open stars. SOCIETAL
PERSONAL
60 40 GLORY 39 STATUS
HONOR
3 2 3 3 2
12 9 FOCUS 5 VIGILANCE 3
ENDURANCE
COMPOSURE
+2, –2
DEMEANOR - ASSERTIVE
ARTISAN 1
MARTIAL 3
SCHOLAR 3
DISADVANTAGES
SOCIAL 1
TRADE 0
Trained Survivalist: Hot-Tempered: Martial; Physical, Mental Social; Mental
FAVORED WEAPONS
Magari-Yari: Range 1–2, Damage 6, Deadliness 4, Cumbersome, Razor-Edged, Wargear Gear (equipped): Common clothes (Physical 1, Mundane), daishō (katana and wakizashi), knife Gear (other): Tattered kemari ball (Tami’s favorite toy)
ABILITIES
WHIRLING CLAWS AND SPEAR When performing an Attack action against a target at range 0 of one of Naoko's allies (such as Tami), Matsu Naoko may spend in the following way: : The target suffers the Disoriented condition. FELINE EMPATHY Naoko can understand the motives of cats great and small and can communicate with them in a rudimentary way. BEASTMASTER Tami the lioness is never far away from Naoko and uses the Hunting Cat profile on page 327 of the core rulebook.
Ikoma THE IKOMA FAMILY MON
A stylized torii arch depicting a lion’s face, representing a portal to knowledge and discovery.
Akodo found many of his greatest warriors via crossroads duels and in dōjō, yet his closest ally, the elder Ikoma, he found drunk in a sake house. The only patron who refused to bow to the divine Kami, Ikoma met each of Akodo’s threats with one in turn and topped each of Akodo’s boasted feats with several of his own. When Akodo expressed disbelief at what he saw as a doddering old man’s claims, Ikoma regaled the Kami with battle tales of his youth well into the night. By morning, Akodo had warmed to the old man, offering him a place at his side. The founder of the Ikoma family is remembered as a braggart and a wastrel, a brawler and a boaster, and an old fossil quick to speak his mind. But he is also remembered as a charismatic storyteller, a wise advisor, a mischievous ally, and one of few mortals whom Akodo called “friend.” The Ikoma family serve the Lion as historians, scholars, seneschals, and diplomats. They are the living memory of the clan, keeping the stories of their ancestors alive. They are gatekeepers to the clan’s wealth, the first contact for alliances and favors. But most importantly, the Ikoma are the mortar of the clan. They bond Akodo and Matsu, young and old, warrior and scholar, glorious path with hopeful future.
Reputation and Values Outside the Lion Clan, the Ikoma have a reputation as the Lion’s resident troublemakers, an impressive feat for the clan of the impetuous Matsu. This reputation is owed in part to the infamy of the family’s founder, Ikoma, who notoriously preferred brothels and sake houses to dōjō and tea gardens, and who fought with his bare hands against armed opponents. In spite of this, the Ikoma are usually regarded as the most approachable Lion family.
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Culture and Traditions The Ikoma way is that of the adventurer-scholar, embracing knowledge and martial prowess in equal measure. Ikoma was Akodo’s most valued advisor, and Ikoma culture molds its members to serve in similar capacities, as military strategists, scholars, and experts in law. The art the family values most is that of the storyteller-performer, embodied in its famous bardic tradition. Ikoma often serve as clan representatives based on family reputation alone. These values and traditions stem from Ikoma’s teaching that pride is a virtue. The past should be venerated, one’s ancestors celebrated, and one’s deeds eagerly shared. Bragging is encouraged, for when a person is recognized for their deeds, so are their ancestors. As a samurai’s name is inherited, each samurai’s personal goal should be to return it even more glorious than before. The Ikoma’s study of history serves them well in fulfilling the family’s ancestral duty. They are charged with keeping the official clan histories, a daunting task that includes recording the genealogies of its samurai; interpretations of its laws; and military innovations, victories, and perhaps most importantly, defeats. So seriously do the Ikoma regard this duty that neutral Ikoma heralds are regularly deployed to both sides of momentous battles, honor bound and sworn against interfering, in order to record the events precisely as they happen. The Ikoma have even been known to accept the written accounts of soldiers who witnessed important battles as marriage gifts in arranged marriages and as bargaining chips in negotiations. The Ikoma carefully preserve these records in the Ikoma Libraries (see High Histories of the Ikoma, on page 21). Housed at Kyūden Ikoma within an ever-expanding shrine to Tenjin, the Lesser Fortune of Stories and Secrets. The documents in the High Histories are
CHAPTER 1: G L O R IO U S HIST O R IES
tended with the same reverence as religious texts. Maintaining the largest library in the Empire is the most expensive and time-consuming endeavor of the Ikoma, yet they embrace it with great zeal, boasting of its sheer size and depth. It is the pride of the Ikoma, their living legacy. Officially, the Ikoma Libraries house the records used by the Imperial families, who have open access to them at all times. Simply put, if it isn’t in the Ikoma Libraries, the Ikoma insist that it never happened. That the records within the libraries always seem to paint the Imperial line (and, in many cases, the Lion Clan) in the most flattering light is beside the point. Naturally, there are historical events that the Ikoma prefer not to record, and others whose records they have altered to preserve the dignity of the lords involved. Yet few Rokugani dare to contradict the handpicked accounts within, lest they inadvertently offend those who pen the histories that are embraced by the Emperor himself. The Ikoma are most famous for their bards. While other clans boast famous oral storytelling traditions, such as those of the Crane Clan and of the warrior-poets of the Sparrow Clan, none of these storytellers are quite as versatile as the Ikoma Bard, who is part historian, part folklorist, part adventurer, and part performer.
Emotion is what sets these bards apart from other clan storytellers. They are among the few who may show open emotion in court without a loss of clout, such is their socially accepted role. They are the voices of the voiceless, the accusers on behalf of the wronged, and the ones who boast while the accomplished remain silent. Often it is an Ikoma Bard who argues a Lion samurai’s point in court, passionately recounting the slights they’ve endured, while the injured party remains serene beside them. At funerals, a bard recalls the deeds of the departed and openly mourns their loss. The bard is the only one present who is permitted to cry, expressing the emotion others cannot, allowing the departed’s loved ones to maintain face even in the wake of overwhelming tragedy. Often, these bards wander the lands in search of new tales. They follow warrior companies and join honor guards, acting as mediators or advisors, collecting as many stories as they can. In court, they recall the deeds of the brave, bragging on their behalf, so that their glory might be multiplied. By reminding Rokugan’s samurai of their best, the omoidasu hope to show them how great they can be.
IKOMA RUMORS
“I have it on good authority that the farmers of the nearby Daidoji-owned province are dissatisfied with their rulers. It would be a shame if they took matters into their own hands.” “My sister heard voices in a corner of the Ikoma Libraries the other day, but no one was there when she looked.” “I overheard several scribes complaining about scrolls having been rearranged in the underfloor stacks, and now others claim the very words are changing on some of the older histories! Surely the ancestral spirits must be at work here.”
Lands of the Ikoma In the northeast corner of the Lion lands lie the Venerable Plains of the Ikoma, a dusty region of rolling hills, wild grasses, bamboo groves, and signal towers along minor rivers. There, the lands resemble those of the Lion’s Unicorn neighbors, suitable for the clan’s meager pony herds. Relatively sparse throughout, Ikoma lands are more heavily populated at their borders, especially to the south, where they cast a wary eye on the Scorpion.
Sacred Watch Palace The ancestral seat of the Ikoma family, Sacred Watch Palace (Kyūden Ikoma) stands just beneath the face of the Mountain of Seven Thunders. The castle was originally built as the primary signal tower of the Lion’s western border. While suitable to host diplomatic meetings and the Emperor’s family, it is still defensible and retains its original military purpose of signaling Western invasions. Within this keep are the vast Ikoma Libraries (see High Histories of the Ikoma on page 21), the pride of the Ikoma family and the envy of historical scholars throughout the Empire.
The City of Honor’s Sacrifice Among the oldest cities in Ikoma territory, the City of Honor’s Sacrifice dominates the northern Firefly Plains and is set against the Drowned Merchant River, making it rich with trade from Unicorn and Dragon travelers. It also boasts the greatest geisha house in Lion lands, the House of Morning Dew. While its original name is lost to history, its current name derives from the legend of Ikoma Arimi, a Lion samurai whose sterling reputation was ruined when her lone indiscretion was exposed by her many enemies. Requesting ritual suicide to cleanse her family of this shame, her spiteful lord gave her a wooden practice sword to complete the ceremony, intending to cast her under further disgrace. Regardless, she impaled herself upon the blunt weapon, erasing any doubt as to her honor and shaming all who had disbelieved her. A statue to her memory still watches over the Firefly Plains.
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The Lion’s Shadow While the Akodo and Matsu hold themselves to high standards, the Ikoma understand the ugly realities of warfare. Prolonged war is bad for the Empire, and needless loss of life shames the Emperor. But more so than this, they understand the power of information to decide a battle’s outcome. To serve war’s necessities, they maintain a small network of spies and infiltrators for the purpose of gathering information and, sometimes, to end a battle before it even begins. Beyond this, they train select students in subterfuge and stealth to serve as spymasters and saboteurs. While this is not especially well-known within the Lion, it is obvious to any general that the military leaders have access to enemy troop numbers, deployments, strategies, and battle plans, things that are difficult to explain without the presence of spies. All a Lion Clan general must do is ask the right Ikoma. Akodo himself endorsed espionage in warfare, since he knew information is the greatest weapon a general can wield. He even rewarded his spies more handsomely than his highest-ranking advisors, ensuring their loyalty and willingness to take unthinkable risks. The Ikoma are quick to point this out to any Matsu or Akodo who object, and also to emphasize the distinction between “shinobi,” who are outlawed by Imperial edict, and “spies,” whom the law never mentions. After all, what is so dishonorable about simply observing others?
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Ikoma Shiniko
FAVORED WEAPONS
CONFLICT RANK: 2
ADVERSARY
4
Shinko was not born a member of the samurai caste but was adopted by an Ikoma samurai, who pitied the war orphan while also recognizing her usefulness. Now a member of the Ikoma Shadow School (see Courts of Stone page 92), Shinko compromises her honor on a daily basis, adopting guises and wrapping herself in lies for the good of the clan. She has been well compensated for the personal risks she takes, receiving a fine estate in the town surrounding Last Breath Castle and enough wealth to ensure her comfort for many years, far more than is typically given to one who is peasant born. Originally believing she would only be needed for a few missions, it has slowly dawned on Shinko that she will never be finished with this duty, and deep down, she wishes to be free of her obligations so she can enjoy the trappings she has earned. SOCIETAL
PERSONAL
25 20 GLORY 30 STATUS
HONOR
1 3 4 2 1
+2, –2
DEMEANOR - DUPLICITOUS
6 COMPOSURE 10 FOCUS 5 VIGILANCE 4 ENDURANCE
ARTISAN 2
MARTIAL 0
SCHOLAR 2
SOCIAL 3
TRADE 4
ADVANTAGES
DISADVANTAGES
Inexhaustible Politeness: Social; Interpersonal Calming Presence:
Social; Interpersonal
Skittish: Martial; Mental
Iron-Soled Sandal (improvised weapon): Range 1, Damage 2, Deadliness 3/4 Gear (equipped): Splendid geisha "outfit or other suitable disguise" (Physical 1, Ceremonial, Resplendent) Gear (other): Kiseru, writing kit, tea set
ABILITIES
SLIPPERY Once per scene as a Movement and Scheme action, Shinko may receive up to 3 fatigue. Increase the TN of checks targeting her by 1 for each fatigue received this way until the start of her next turn. FLEXIBLE PERSONA At the start of each scene, choose up to two shūji of the same element of rank 3 or lower. Until the end of the scene, Shinko can perform those shūji.
C H APT E R 1 : GL O R I O U S H I S T O R IES
THE KITSU FAMILY MON
A stylized profile of a lion’s head with a flaming mane. Members of the Kitsu family claim this depicts one of the five founders of their family.
Kitsu When Akodo first set out to tame the heartlands of Rokugan, among those he encountered were a feline warrior people known as the kitsu. These powerful supernatural beings had aspects of both humans and lions. The kitsu had existed in the Empire’s heartlands for as long as anyone could remember, but little was known about their true nature. According to the Kitsu family, Akodo’s war against the kitsu people started when he and his followers mistook the lionlike beings for monsters. As the final battle loomed and the extermination of the kitsu seemed inevitable, a single kitsu made their way to Akodo, confronting him in his war tent. But instead of killing the enemy general, the kitsu offered his surrender. This shocking incident caused Akodo to realize the kitsu were intelligent, and indeed possessed the same sense of honor as he. According to legend, Akodo apologized to the last of the kitsu people and offered them a place within his clan. Those who accepted took human form, founding the Kitsu family. The Kitsu are the descendants of these mortal kitsu and their human spouses. Many Kitsu trace their bloodline back to these shapeshifting beings and have inherited their unique spiritual abilities to communicate with the blessed ancestors of Yomi, summon their spirits into the Realm of Mortals, and even travel to other Spirit Realms. As the Lion’s lone shugenja family, the Kitsu are regarded as the foremost mediums and mythologists in the Empire. Famous for their sōdansenzo spirit callers, who have an ability no other family in the Empire can claim, the Kitsu serve the Lion as liaisons of the ancestors and wardens of the clan’s most ancient traditions.
Reputation and Values Members of the Kitsu family are rarely encountered beyond Lion borders. Other Rokugani regard them as unusually fierce for shugenja, blunt in manner, and strangely comfortable with death. Among the principles of Bushidō, the Kitsu most highly venerate the tenets of Honor, Compassion, and Righteousness. The Kitsu bow to Heaven first, and their duties to their ancestors come before their duties to the Lion Clan. They know it is the Fortunes and ancestors who judge them first and finally. Theirs is a calling greater than the concerns of individual mortals. This sometimes sets the Kitsu at odds with the Akodo and Matsu, but only the truly foolish would stand in a sōdan-senzo’s way. Few things offend a Kitsu like speaking ill of the dead. Kitsu family members believe that a person’s karma is left behind when they pass on, and while the Fortune of Death, Emma-Ō, judges mortals by their deeds in life, spirits are ultimately redeemed by the Realm of Punishment to which Emma-Ō assigns them. Kitsu honor even angry spirits and seek to settle their grudges. The Kitsu make no attempt to hide the tragic and terrible origins of their family. They believe that elaborating on or obscuring history shows disrespect to those who lived through it. A common Kitsu proverb is, “Embrace your history, warts and all.” It should, then, come as no surprise that while Rokugani culture shows considerable tolerance for interpretive truth, the Kitsu care not about recorded history. Instead, they commune with the ancestors to seek out what actually happened. They are far more likely to embrace controversial ideas than other Rokugani are, and their written records tend to be unelaborated, simple, and uncomfortably frank.
Culture and Traditions Of all the traditions of the Lion Clan families, the ways of the Kitsu are the most unusual. This is because they have derived some of their traditions from their ancestors, the feline kitsu people. The Kitsu family believes it is their duty to keep the ways of their ancestors alive. Akodo promised this to the last of the kitsu in atonement for his misunderstanding that destroyed their people.
CHAPTER 1: G L O R IO U S HIST O R IES
Kitsu family members with close ancestral connections to the kitsu bloodline inherit the physical traits of their feline ancestors. Golden eyes are such a trait, as are elongated canines, bushy eyebrows, and thick red manes of hair. Not all Kitsu inherit these physical traits, but within the family, they are regarded not only as marks of beauty, but also as evidence of strong ties to the kitsu bloodline. The most important sign of kitsu heritage is an innate connection to spirits and ancestors. The kitsu’s abilities primarily revolve around peering into the Spirit Realms, which allows them to give physical form to ghosts, channel ancestors, and perform other such feats. The greatest of the kitsu can physically cross into the Spirit Realms to confer with the dead. Some members of the Kitsu family whose connection to their bloodline is strong also inherit these abilities. A Kitsu Medium can call upon the dead, grant them spectral form in the Realm of Mortals, and even allow them to possess the medium’s body for a time. Through a special ceremony, Kitsu Realm Wanderers (see Celestial Realms page 85) can even enter the realms below and other Spirit Realms for a time. These traits are why the Kitsu are considered the “voices of the dead”; they allow the ancestors to speak to their descendants, a gift rarely held by other shugenja. The Kitsu family members are notoriously insular, even isolating themselves from other Lion families. They forbid outsiders to study the Kitsu ways, and they consider revealing the secret traditions of the Kitsu to be akin to betrayal. This is true even for those who marry into the family, although individuals whom the Kitsu eventually judge worthy may be allowed a glimpse behind the curtain. The Kitsu never reveal the secrets of the sōdan-senzo to people who cannot prove they have inherited the kitsu bloodline abilities, whether they are part of the Kitsu family or not. No Lion would ever disgrace the honorable Kitsu by requesting a place in their secret ceremonies, while they know that to be offered a seat is a gesture of trust and a great honor. This has led to the prevailing perception that the Kitsu are secretive and suspicious. Birth into the Kitsu is no guarantee that one will possess ancestral abilities. Kitsu matchmakers are primarily concerned with preserving this ancestral connection, but many children seem to lack the desired capacity, and true sōdan-senzo grow rarer with each generation. Kitsu family members who lack this potential usually become bureaucrats, courtiers, shrine keepers, or scholars by training in other Lion schools. The Kitsu family even maintains the Kitsu Medic School (see Shadowlands page 90) to help place many of its people as battlefield medics in Lion Clan units.
Lands of the Kitsu Kitsu family territory is at the heart of Lion lands, protected by other Lion territory on all sides but north. These are the most fertile of the Lion’s provinces, boasting their most numerous and prosperous farms and orchards, due in part to the blessings invoked by the Kitsu themselves. Terraced hills, buckwheat fields, trickling streams, and vast plains roll along Kitsu provinces, dotted occasionally by humble shrines, small farming communities, and ancient crumbling tombs. Outsiders traveling here are under immediate suspicion, as there is little that would attract pilgrims or non-Kitsu.
Changing Borders Only a portion of the Lion’s lands can be considered “ancestral.” Many of their southern territories used to belong to other clans. To the southwest, Scorpion ancestral lands now lie under Lion banners. Yōjin no Shiro (Castle of Vigilance) once marked the northernmost Crane border and is part of the ancestral lands of the Daidoji family; however, it is now Matsu territory and has been for hundreds of years. The Lion have lost territories as well. Lion lands once extended farther north, across the Drowned Merchant River. Those lands were ceded to the Dragonfly Minor Clan by Imperial decree to compensate for unsanctioned aggression. The Kintani (Golden Valley), once a Lion province bordering Phoenix lands, was more recently taken by an ambitious Doji lord and has been held by the Doji for a generation. Lion territory once extended all the way to the western Rokugani border. During the second century, foreigners invaded the territories once held by the Ki-Rin clan, and the stewards Shinjo had left behind were unable to hold them back. The Lion intervened but then refused to return the territories since the denizens had proven unable to protect Rokugan’s borders. The Lion held these lands until the Unicorn returned in the ninth century. To this day, some of the oldest castles and shrines in Unicorn lands display ancient Lion architecture and sensibilities. The reassignment of those lands to the returned Unicorn has never sat well with the Lion.
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QUOTES FROM AKODO’S LEADERSHIP
“Soldiers will follow orders. Families will embrace them. Therefore, foster fellowship!”
C H APT E R 1 : GL O R I O U S H I S T O R IES
KITSU RUMORS
“The local lord’s child is not his own. I saw the child’s true ancestors watching over the child, and I believe they may have been the Hantei Emperors.” “I could have sworn the other day that I heard two visitors call each other “Shimizu,” but I cannot be certain I heard them correctly. What does that word even mean?” “There are whispers of kitsu within the Shinomen Forest. If this is a chance to understand our ancestry better, we should arrange an expedition to meet them.”
Blue Chrysanthemum Village Named for the unusual blue chrysanthemums that grow throughout it in autumn, Blue Chrysanthemum Village is the most common destination of travelers permitted to wander Kitsu territory. The blue flowers, which are famous throughout the Empire and prized by ikebana artists, grow only in this territory. Folktales attribute the flowers to two star-crossed lovers, a Kitsu and a Doji, whose marriage arrangement was severed by the Lion Clan Champion. Shamed by the couple’s protest suicide, the Lion Champion relinquished his titles and became a monk, erecting a shrine to the Fortune Benten in atonement. The monk mingled the lovers’ ashes together and scattered them in Blue Chrysanthemum Village; the locals believe it is from their ashes that the first blue chrysanthemums grew, a sign that the lovers had forgiven the foolish lord for his spite.
Castle of the Swift Sword Standing watch over the Lion’s northern border at the foot of the Drowned Merchant River, the Castle of the Swift Sword (Hayaken no Shiro) rises above the Plains of Bloodied Honor on a steep, curved foundation of ancient stone. Within this foundation sits the Tomb of the Five, where rumors say the sacred bones of the Kitsu family’s founders rest in a secret ancestral shrine. Before the fourth century, only a temple stood there, but bandits and other threats necessitated an expansion into a military outpost, and eventually an entire
keep was built to surround the sacred grounds. Today, the Castle of the Swift Sword is the official estate of the Akodo War College (see page 23), the most prestigious of the Akodo family’s schools, yet it is also the ancestral seat of the Kitsu shugenja family and the home of its daimyō. The dual nature of the keep as both temple and castle reflects the harmonious relationship of the inhabitants within. The Kitsu family governs its lands from an Akodo court, and students of the greatest war college in Lion lands study warfare on consecrated temple grounds. The keep’s libraries contain not only records of battle, but also star maps and genealogies for Kitsu shugenja. The Lion’s northernmost keep stands vigil over the lands of the Dragonfly Clan and the mountain pass leading into the Dragon Clan lands beyond. As the castle sits along a major trade road, merchant caravans are a common sight, as are diplomats seeking audience with the Akodo and Kitsu. Overnight visitors whisper complaints of having felt ill at ease during their stay, as if they sensed something was watching them within their rooms. Yet only samurai of other clans ever seem to experience this, and few visitors would suggest anything were amiss directly to the Akodo’s and Kitsu’s faces.
The Kitsu Tombs While most of the Lion Clan’s heroes are entombed within the Hall of Ancestors (see page 54) above Shiro Matsu, the Kitsu family lay their dead to rest within the ancestral tombs of their family, known simply as the Kitsu Tombs. Although they are a Kitsu holding, the tombs and the temple above them rest within Matsu territory. The holding’s martial appearance has led visitors to mistake it for a small castle within the Kaeru Forest. The Kitsu daimyō owns an estate on the grounds, and several shugenja and other samurai live in the temple’s dormitory. The first floor contains the personal library of the Kitsu daimyō, while the second floor is a dōjō training both shugenja and their yōjimbō. The third and final floor of the temple is closest to the Heavens—and thus, the honored dead—and is used as a place for meditation and other rites. The splendid temple sits atop layers of catacombs, many of which date from before the Empire’s founding. Indeed, the foundations of the temple were once sacred to the kitsu people, and they are currently among that civilization’s few remaining structures. It is within the deepest tombs, away from prying eyes, that the sōdan-senzo train to cross into Yomi, the Realm of Blessed Ancestors, and Meido, the Realm of Waiting, where the deceased await judgment.
CHAPTER 1: G L O R IO U S HIST O R IES
Kitsu Ginchiyo, Medium-in-Training CONFLICT RANK: 4
ADVERSARY
3
Not yet having reached gempuku, Ginchiyo is nonetheless one of the most powerful Kitsu Mediums (sōdan-senzo) in generations. Ginchiyo wants only to be a painter and storyteller, but to leave one’s abilities undeveloped is unthinkable to the Kitsu. The family believes the child’s own wishes are secondary to the preservation of their dying traditions. If they knew that some of the spirits Ginchiyo has been communing with aren’t honored ancestors, but vengeful ghosts, perhaps they would think otherwise. SOCIETAL
PERSONAL
60 HONOR 48 GLORY 34 STATUS
3 3 3 3 4
+1, –1, –2 DEMEANOR - DETACHED
12 COMPOSURE 12 FOCUS 6 VIGILANCE 3 ENDURANCE
ARTISAN 3
MARTIAL 0
SCHOLAR 2
SOCIAL 3
ADVANTAGES
DISADVANTAGES
Mystical Intuition: Scholar; Mental
Martial; Physical
TRADE 0
Holy Personage:
Just a Child:
Social; Interpersonal
Haunted: Social; Spiritual
FAVORED WEAPONS
Gear (equipped): Sanctified robes (Physical 1, Supernatural 3, Ceremonial), assorted offerings to the ancestors
ABILITIES
DISCIPLE OF SECRET LORE Choose four invocations (see page 189 of the core rulebook) and up to three rituals (see page 212 of the core rulebook). Ginchiyo can perform these invocations and rituals. POSSESSION Once per game session, Ginchiyo can become possessed by an ancestor spirit. Apply any one appropriate NPC template to Ginchiyo’s profile and adjust her conflict ranks by +1. This effect persists until the end of the scene.
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2
CHAPTER
Defenders of the Empire A young samurai prostrated herself before the gilded altar. The candles guttered in an ice-cold breeze. “I am Matsu Tsuko,” she explained, rising. “Daimyō of the House of Matsu, Twice-Chosen, victor of the Battle of Fate Gorge. My father was Matsu Uniri, the late lord of our family. Now, I have inherited his position.” The air went still, as if awaiting Tsuko’s entreaty. “Honored ancestor, I seek your counsel. I would lead my family forward, but my vassals disregard me. They say a child could never lead the Matsu, even one endorsed by the Lion’s Pride, even one who was Topaz Champion. They undermine me, scheming behind my back. I cannot tell which are true and which are traitorous.“ She knelt her head. “What should I do?” “Take what is yours,” a voice replied. “Hone your emotions as you would a blade. Hold all Bushidō virtues in equal measure. If you must grasp power, snatch it from the unworthy. If you must take a step, let it be a step forward. And when all seems lost, and you draw your final breath, let it be a cry that shakes the heavens! Draw your blade, tilt your head back, and roar. “Like a lion.”
CHAPTER 2: DEF ENDER S O F T HE EMPIR E
The Badger Clan
It is every samurai’s duty to protect the Empire and its inhabitants from threats within and without. For the Badger, standing between Rokugan and the hordes of gaijin on horseback beyond the Great Wall of the North mountains, this duty colors every part of their lives. They protect the few passable mountain trails, acting as sentries and lookouts. From childhood, Badger are taught to be watchful and ready at all times to warn the rest of the clan, and the Empire, of outsiders in the mountains. This wariness, combined with the inhospitable terrain of their home and the hardships it brings, necessitates the toughness for which the Badger are renowned. Visitors to the clan might expect to find hardworking, serious bushi offering little in the way of hospitality or entertainment. This is where the Badger can surprise. An isolated clan, the Badger are always eager for news of the rest of Rokugan, and once a visitor is deemed friend rather than foe, the hosting castle takes on an air of celebration. There is feasting and drinking, music and dancing, and many competitive games, especially ones involving wrestling and feats of strength. Visitors to the lands of the Badger are few and far between, and the clan makes the most of each one. Most of those travelers return home with tales of samurai twice as large as normal bushi, children who run up and down mountains like goats, and terrible table manners. When left to themselves, which is most of the time due to their isolated location, the Badger are industrious and focused. Their bushi train hard and work with peasants at the harsh task of mining to provide ore for the engineers and smiths. Their artisans create weapons, armor, tools, traps, and innovative contraptions unknown to other clans. Children wrestle each other when they’re not busy with chores, while older Badger tend Mulberry Valley and its silkworms, creating delicate silken items for trading. The ratio of samurai to peasants among the Badger is unusually balanced, and the Badger samurai do not shy away from hard labor that other clans might leave to the lower classes. Badger peasants who aren’t mining invariably work in agriculture, specializing in intensive farming of the clan’s rich volcanic soil to feed the always-hungry populace. The Badger have never forgotten their Crab heritage and consider the Crab distant relations who share a common goal. While there is truth in this, Crab are likely to point out that while their bushi fight against the Shadowlands daily, the Badger are called upon to fight once a month, or less. Moreover, while much of the Badgers’ mountainous territory is cold and unforgiving,
it is hardly as dangerous or forbidding as the border of the Shadowlands. This may account for the fact that while the Crab and Badger share many similarities, the latter boast a more jovial attitude. The Badger have an uneasy alliance with the Lion, whose scorn of Badger manners and customs is thinly veiled by the courtesy necessary to trade with them. While Badger weapons may not have the reputation (or beauty) of other renowned blades, they are very reliable in battle and inexpensive. Badger armor is likewise plain but practical. Moreover, Badger forges can produce both in large numbers. This makes Badger weapons and armor appealing to the Lion, at least when equipping their vast armies of ashigaru. However, it is the Badger’s more complicated items that the Lion really prize, such as mechanical limbs with fully articulated digits, designed to replace those lost in battle. Only the design of their traps do the Badger refuse to share. These devices give them an element of security in their mountain home but could be devastating if used to destroy a castle or camp within the Empire. Well-placed traps, checked regularly by sappers, aren’t the only way the Badger protect the mountain passes. The entire clan is organized with protection in mind. Most bushi work at patrol duty regularly throughout their lives, and the Badger built their fortresses in particularly vulnerable areas. Each member of the clan is put to an appropriate use dependent on their individual strengths. Many of the Badger are naturally well built and physically strong, especially their warriors and guards. The fastest samurai are trained as scouts, who travel the mountains silently in small groups and periodically enter gaijin lands to watch for growing threats, such as a massing coalition of Ujik or other would-be invaders. The rare Badger who are sensitive to the kami train as shugenja, while those with inquisitive and creative minds become inventors and smiths. All Badger samurai have important roles to play in the defense of Rokugan.
The Founding In the second century, a young Crab named Hida Domogu enjoyed sumai, or wrestling, above all other pursuits. He excelled at the art and gained glory within his clan, and his victories made him proud. Trying to curb his pride, his family sent him on his musha shugyō, with instructions to travel as much of Rokugan as he could in his year away. He took the name Ichirō for his warrior’s pilgrimage to develop his skills, already seeking humility in selecting such a common child’s name. Outside his clan, other samurai saw him only as rōnin; he was presumed crude and uncultured, and his reputation as a wrestler was unknown. Ichirō sought competitions to prove himself. Sadly, he found that in
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C H APT E R 2 : DE F E N DE R S O F T HE EMPIR E
the rest of Rokugan, sumai was not as popular as other arts, such as iaijutsu and ikebana, in which he held much less proficiency. Humbled, Ichirō focused on his task and traveled as widely as he could. He reached what he thought was the northwestern edge of Rokugan, in what was Lion territory, only to be told that there was a village within the rugged border. Intrigued to meet people who chose to live at the very edge of civilization, he made his way into the mountains. There he fell into a cunningly concealed pit trap in the pass, and villagers armed with nothing more than farming tools captured him. The villagers weren’t all peasants: there were rōnin among them, and bandits, and a large-statured woman whose features were gaijin though she spoke Rokugani. Viewing Ichirō as a common outcast samurai, they took him in and allowed him to learn their ways of defending their lands from outsiders. In turn, he taught them sumai, and soon a thriving school grew in the mountains. It was not long before Ichirō was a valued member in the village, which was fortunate when one day the sounds of horns and hoofbeats were heard in the distance. Scouts reported a force of mounted gaijin descending from a mountain pass, one so large it might have been several tribes working together. If it wasn’t stopped, the unprepared Rokugani samurai defenders to the south would be hard-pressed to repel the invaders without suffering heavy losses and leaving the Empire open for further attacks. Before that, though, the villagers, even with their traps and other defenses, would be quickly slaughtered. They made ready to abandon their homes, but the newcomer had other plans.
Ichirō was no mere villager—he was Hida and thus always ready to defend. Now also armed with the skills he had learned from the villagers, he organized multiple squads to slow the invaders and cleverly force them into narrow pathways where few could hold off many. The squads employed drums so they could all communicate with each other, using rhythms so natural sounding that the invaders could not determine their origins or meaning. The gaijin riders found themselves assailed with rocks from above, their pre-scouted passages newly filled with iron spikes and progressively more treacherous and unstable. They soon realized that they were being crowded into a single killing ground. As their horses slowed, the sounds of the drums became louder and louder. Panic began to set in. Those who desperately tried to climb to freedom reached the clifftops, but only to reappear flying through the air and plummeting to their deaths. The mountains began to shake as the drumbeats echoed and rocks rolled down the sides toward the trapped horde. The gaijin scattered, but many were crushed beneath the boulders. Ichirō led his sumai warriors into final battle, pulling the invaders from their horses in crushing attacks. Those gaijin who escaped would later tell of how the mountains, angry from the pounding drums, awoke and slew their invading force. Ichirō was hailed for his efforts and named the new village leader. The final path where they had routed the gaijin, he announced, should be known as the Path of Woe, as it had and would prove woe to any who thought to invade Rokugan. By the time Akodo scouts brought a Lion army to defend their territory, the villagers had improved on their defenses in case a second wave of invaders would arrive. When the Emperor heard the tale, he elevated the villagers to the status of Minor Clan. Ichirō was made their daimyō and the new clan was entrusted with defending Rokugan’s border in those mountains. The Lion considered this a slight but could not openly disagree with the Emperor’s decision. In the years that followed, the new Badger Clan built fortresses and set traps, and the Emperor was pleased with their progress. So began the vigil of the Badger.
CHAPTER 2: DEF ENDER S O F T HE EMPIR E
Lands of the Badger The entirety of Badger territory lies within the Great Wall of the North mountains, to the west of Dragon lands. The only known access to Badger lands from the rest of Rokugan is through the Path of Woe, which passes all the way through the mountains and out of the Empire. Since defending the pass is the purpose of the clan, almost every Badger holding sits in a strategic position along that path, its people ready to repel invaders. The terrain within the mountains is largely cold and unforgiving, but the Badger use their ingenuity to work with their land. They make the most of every patch of volcanic soil, every ore-rich vein in the rock, every hot spring and sunny valley. Each building and mine is carefully planned to make defending an area easier or make the pass more difficult for enemies to navigate. Bushi, wrestlers, and peasants work in the mines, building their strength while following the direction of shugenja sensitive to the kami of metal and stone, who let them know where best to seek ore and where they might weaken the mountainside to turn certain routes into traps for approaching enemies. Badger shugenja are rare, however, so any Badger who shows ability is encouraged to apprentice with an elder shugenja and share their duties as quickly as possible. Often such shugenja have an affinity for Earth or Fire, surrounded as they are by mountains and dormant volcanoes. Their duties extend to warning the clan of upcoming earthquakes, landslides, and even the very infrequent volcanic eruptions. They can influence these events, and tales are told of armies defeated by tremors encouraged by shugenja. Badger shugenja share their spiritual duties with the highest-ranking sumai wrestlers. These wrestlers learn how to conduct ceremonies and rituals, though they do not share a shugenja’s skills in communicating with the kami directly. Such sumai masters often serve as priests when no shugenja, priest, or monk is available. Badger shugenja and wrestlers both use drums during rituals, but the use of drums within the clan also serves other purposes. Messages can be sent from one Badger fortress to another using these instruments, and each patrol includes a drummer who can signal a warning that echoes through the mountains. These messages can convey a great deal of information, and most Badger samurai can interpret the messages hidden in the rhythms. Within the Castle of the Badger and some of the larger homes, drums are used to accompany dances and other entertainments. All Badger know there are some places where it is not safe to use a drum, where loud noises might cause landslides.
Sumai among the Badger Sumai is an unarmed martial art, a duel of two wrestlers requiring great skill and strength. Each wrestler tries to force the other out of the wrestling ring or onto the ground. A large number of rules govern how the wrestlers may achieve this, and these vary slightly from clan to clan. The Badger follow the same rules as the Crab, while the Lion have developed their own rules and have introduced these to the Imperial Court. Badger samurai enjoy many competitions of strength and battle prowess, a necessity since they are rarely able to prove themselves on the battlefield. Bushi compete in sumai matches as part of their training, but sumai is considered more than a mere sport. The Badger hold sumai matches before important ceremonies to impress local kami and scare away those that might otherwise do the clan harm. The most successful wrestlers are considered favored by the kami and treated with great respect. In particular, the reigning Badger sumai champion is treated as the Badger Clan Champion’s equal, though the sumai champion’s powers and duties are limited to the spiritual sphere. The Badger hold the Great Games in the Castle of the Badger (Shiro Ichirō) each year, inviting representatives of every clan in the Empire. This contest, at which sumai is the main event, is usually poorly attended despite the days of revelry that follow. This may simply be because the Badger are so remote, or it may be because no Badger sumai champion has yet been defeated by a contender from another clan.
If the clan is ever overrun, drummers know how to create rockfalls to destroy passes and trap enemies within the mountains as a final, desperate defense. Luckily, the mountains are rich with useful minerals, as the clan is otherwise poor in resources. Smiths and engineers use ore from the mines to create weapons and tools for trade, as well as traps and other inventions to aid their clan’s cause. The Badger encourage invention, and rumor has it that Badger smiths and engineers are even attempting to make machines that can take to the air.
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C H APT E R 2 : DE F E N DE R S O F T HE EMPIR E
The Badger consider trade important, not least because of the information traders bring with them. Given that some of the original villagers had gaijin blood, it is unsurprising that the clan even trades with some gaijin who have demonstrated peaceful ways. This is kept a secret from the rest of Rokugan, though, or at least circumspect. As well as growing rough grains such as millet and buckwheat, the Badger cultivate a variety of native fungi and catch fish in mountain rivers. They grow plum and mulberry trees in areas warmed by volcanic activity and exposed to enough sun. From these, the clan produces plum wine and silk, which they both use themselves and trade. Badger Clan si4k is particularly fine and delicate, and even the Crane are rumored to purchase it raw—though no Crane would admit to using such an uncultured source. Painting the silk is considered an appropriate task for elder Badger samurai, whose art hangs proudly in the halls of the Castle of the Badger and other homes, enrobes their shugenja, or is sent to the Emperor as part of the rice tax. These artists’ designs are inspired by the jagged beauty of the mountains and volcanoes they call home and are considered splendid curiosities in the Imperial Court.
Locations To better protect both their own territory and the northwest route into Rokugan, the Badger have built several fortresses overlooking particularly vulnerable sections of the Path of Woe. Breweries, mulberry groves, and peasant farms nestle in more protected areas or within the shadow of a fortress.
Castle of the Badger The home of the Ichirō daimyō, the Castle of the Badger is an enormous fortress built high on the mountainside, overlooking the widest and most open section of the Path of Woe. Roughly in the center of Badger territory, it is the only castle the clan owns. The Great Games are held annually within its vast courtyard and on the nearby mountainside. It has seldom-used guest quarters for competitors to stay in, all equipped with heated baths, and a grand dining hall where stunning silk hangings adorn the walls. All kinds of mountain delicacies grace the Badger table, including mountain goat, silkworm pupae, and giant mushrooms cut to appear like fortresses themselves. This castle was built near fertile ground suitable for farming, so that during an invasion, the peasant farmers can retreat to safety. Even for the economical Badger, the gaijin hordes must be kept back at any cost; every life is worth saving if possible. To that end, the Badger laid out a number of narrow paths and constructed several underground passages to the castle, all of which can be collapsed or blocked if necessary. In the lowest levels of the castle are several forges and workshops, where Badger engineers, inventors, weaponsmiths, and blacksmiths design, produce, and test all manner of items. The more dangerous experiments are usually undertaken outside the castle, where strange black marks spread across the nearby rock face give evidence of their work. Occasionally, a new trap or experimental device might detonate within the castle walls, but Badger architecture is sturdy enough that the damage done is minimal.
The silk trade The Badger are quite protective of their silk farm, only allowing accompanied visitors to enter the valley or caves involved in silk production. This is because the gaijin north of the mountains are known to place great value on silk. Once, a visiting “monk” enjoying Badger hospitality was found trying to smuggle silkworms north out of Badger lands in his traveling cloak. The imposter was a greedy merchant who had been promised great wealth by the Yobanjin if he could bring them the secret of silk. Since then, the Badger have guarded their valley jealously, wary of plots from gaijin or even other Rokugani clans.
CHAPTER 2: DEF ENDER S O F T HE EMPIR E
Badger’s Scowl This fierce-looking craggy volcano is actually a source of great joy for the Badger. The Scowl has long been dormant but supplies hot springs and steam vents. The former provide the Badger with hot, therapeutic baths, and the latter serve as a heat source for Fureheshu Mine.
Fureheshu Mine The reinforced edifice of Fureheshu Mine is irregular and jagged in its construction, such that the building looks like part of the surrounding mountainside. The second-largest Badger holding, it is home to the Fureheshu daimyō and in times of need acts as a Badger fortress. Chunks of rock underneath its protruding towers have been half-broken, so they can be easily dislodged and dropped onto any attackers who might struggle up the narrow paths toward the mine. The area also contains the Badger sumai training ring and a brewery that produces a famously strong plum wine. The mine itself has veins rich with iron ores, and the work needed to extract them from underneath the earth is often an important part of sumai and samurai training.
Ichirō Hinata, Sapper ADVERSARY CONFLICT RANK: 4 Ichirō Hinata, Sapper
When a silk merchant decided to stay with the Badger rather than face his debts at home, no one expected him to be able to establish a silkworm farm in the cold mountains. However, one sun-warmed, volcanic valley turned out to be the perfect place to grow a rare variety of mulberry tree. Generations after the merchant’s death, silk production has grown to become an important source of wealth for the Badger. Children help feed the silkworms in their caves, bringing in baskets of leaves from the valley, and talented Badger samurai paint breathtaking mountain landscapes on the silk before it is sold to other clans.
Mysterious Shrine This small shrine in the mountains near Badger’s Scowl offers no clue as to the kami that might inhabit it. Badger patrols sometimes come across it seemingly by accident and silently pay their respects before moving on. Only the Sumai Champion ever goes there with purpose, to sit in contemplation. Visits from outsiders are exceedingly rare, though occasionally one appears under escort to offer their respectful prayers. Rumors abound as to its true nature. There are tales that a lost Kami’s grave resides here, or that it is the location where the first silk-producing butterflies were found, or that an oni is buried underneath—one that only a Sumai Champion could defeat should it ever emerge.
2
Hinata’s duties involve checking traps and fixing or replacing them as necessary, so he is something of an engineer as well as a warrior. He also undertakes patrol duty, as most Badger are expected to do. His mood can change remarkably quickly, so he is gruff and defensive one minute, and heartily welcoming the next. A sturdily built mature man, Hinata has dyed strips of his greying hair black and white—the colors of the Badger mon— and regularly removes his helmet to reveal this. SOCIETAL
PERSONAL
60 50 GLORY 39 STATUS
HONOR
16 COMPOSURE 12 FOCUS 5 VIGILANCE 7 ENDURANCE
3 2 3 2 2
+2, –2 DEMEANOR - GRUFF
ARTISAN 3
MARTIAL 3
SCHOLAR 1
SOCIAL 1
TRADE 1
ADVANTAGES
Mulberry Valley
BADGER WEAPONS
DISADVANTAGES
Engineer’s Hands: Uncouth: Trade; Mental, Physical Social; Interpersonal, Mental
FAVORED WEAPONS
Ichirō sapper axe: Range 1, Damage 3, Deadliness 5, Durable Gear (equipped): Badger armor (Physical 2), basic sapper tools (Mundane), small drum
ABILITIES
BADGER SAPPER Hinata can spot Badger-made traps, and automatically points them out to any character with whom he is traveling. As a Movement and Support action, Hinata can disarm or reset one trap (without making a check). SOUR MOODS Hinata’s demeanor is usually Good-natured. However, after Hinata becomes Compromised or unmasks, his demeanor becomes Gruff until the end of the scene. If he has had a particularly bad day, he may also start a scene Gruff to signify this fact.
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The Badger make a variety of weapons, some of which appear nowhere else in Rokugan. These tend to serve a dual purpose, such as the Ichirō sapper ax (see page 88), which is half hand ax and half hammer, with a smooth wooden handle that can be used to beat a drum. Ichirō-made weapons usually bear the Ichirō pattern as their only adornment and tend to be stronger and more durable than counterparts made elsewhere in the Empire.
C H APT E R 2 : DE F E N DE R S O F T HE EMPIR E
Fureheshu Ayaginu, Sumai Champion CONFLICT RANK: 7
ADVERSARY
4
Fureheshu Ayaginu has held the title of Sumai Champion of the Badger Clan for two years in a row. She is a woman of great renown within the clan, and her name is wellknown to sumai enthusiasts across Rokugan. As Sumai Champion, she has spiritual duties to perform; Ayaginu spends as much time communing with the kami as she does training. She speaks little by nature, and a number of rumors surround her: that she can hear the voices of the kami, that everything she utters is prophecy, and that she is too pure to ever draw blood or take a life. None of the rumors are completely true, and very few Badger know of the most important duty of the Sumai Champion in protecting one of the most sacred locations in Rokugan. SOCIETAL
PERSONAL
60 50 GLORY 39 STATUS
HONOR
18 COMPOSURE 12 FOCUS 7 VIGILANCE 5 ENDURANCE
5 2 4 2 3
+1,+1,–2 DEMEANOR - DETACHED
ARTISAN 1
MARTIAL 3
SCHOLAR 3
SOCIAL 2
TRADE 0
ADVANTAGES
DISADVANTAGES
Strength of a Mountain: Martial; Physical
Softheartedness: Social; Mental
Wisdom of Ancient Stones: Scholar; Spiritual
FAVORED WEAPONS
Grip of iron: Range 0, Damage 5, Deadliness 1 Gear (equipped): Badger-silk kimono (Physical 1, Spiritual 1, Ceremonial)
ABILITIES
CRUSHING WATERFALL THROW While making a Martial Arts [Unarmed] check, Ayaginu may spend as follows: Earth +: If either the target’s silhouette or vigilance is lower than spent this way, the target suffers the Immobilized condition and receives 4 fatigue. Water +: If either the target’s silhouette or vigilance is lower than spent this way, the target is thrown 2 range bands in a direction of Ayaginu’s choice and receives 4 fatigue.
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Adventure Seed: Lair of the Badgers 一 Hook The PCs encounter an injured bushi while traveling near the Empire’s northern border. He was on his way to participate in the Badger’s Great Games but can no longer compete and represent his clan. He asks a PC of the same clan to compete in his place. 二 Rising Action The PCs are challenged by a gruff Ichirō Hinata as they approach the Castle of the Badger, but when they reveal the purpose of the visit, he becomes friendly and welcomes them with enthusiasm. He leads them to the castle, where it soon becomes apparent that very few contestants have turned up for the games, although the Badger always invite every Great and Minor Clan to take part. All the PCs are encouraged to compete, not only in sumai (the main event), but in games of rock throwing, races across the treacherous mountainside, and other contests of strength and prowess. 三 Climax If the PCs perform well, not only do the Badger offer them gifts, but any unattached PCs are invited to spend time with a matchmaker. The Ichirō daimyō is keen to make alliances with other clans and bring new, worthy blood into his clan. The PCs may also make connections with friendly gaijin who are attending the Great Games. How the PCs deal with this situation determines their future reception in Badger lands.
CHAPTER 2: DEF ENDER S O F T HE EMPIR E
Badger Clan Player Characters Players who wish to build a Badger Clan character can do so using the clan and family provided in this chapter. At the GM’s discretion, a Badger character could study at a Great Clan school, or a character from a Great Clan could fall in with these stubborn defenders of the Empire’s northwest border. The rules for two of the most iconic schools of the Badger, the Ichirō Grappler School and the Ichirō Ironsmith School, can be found on pages 76 and 77.
The Badger Minor Clan While most clans seem to spend all their time fighting each other, the Badger steadfastly defend the northwest border of the Emerald Empire. The trivialities of courtly life and interclan intrigue are less than important—and not even interesting. Only the Crab face a more constant threat. Still, although the Badger readily admit that no gaijin invader rivals the terrors of the Shadowlands, this doesn’t diminish the importance of their duty deep in the Great Wall of the North mountains. Often forgotten by most of the major powers of the Empire, the Badger continue their charged duty with little to no outside support. Only by being as strong, resilient, and
self-reliant as the mountains themselves can the Badger ensure no invaders gain entrance to Rokugan through the mountainous terrain they guard. Ring Increase: +1 Earth Skill Increase: +1 Martial Arts [Unarmed] Status: 25
The Ichirō Family The Ichirō family dominates much of Badger life and has since the clan’s founding in the early years of the Empire. Most Rokugani who know of this Minor Clan simply assume the Ichirō and the Badger are one and the same. Much like the Crab, from whom the Badger founder originated, the Ichirō are dedicated and direct in their actions, and they care little for anything that separates them from their duty. When they are not watching over the border or repelling would-be invaders, however, the Ichirō are just as dedicated to activities such as wrestling and other competitive pastimes. Many Rokugani are aware of the Badger’s skills in forging weapons and armor, and while Badger products are universally derided as lacking elegance, the clan never seems to have a shortage of buyers. Ring Increase: +1 Earth or +1 Fire Skill Increases: +1 Fitness, +1 Tactics Glory: 35 Starting Wealth: 3 koku
What Does Your Character Know?
What Does Bushidō Mean to Your Clan?
All Badger Clan characters have a greater awareness of the following topics:
The Badger are one of the most isolated clans in the Empire, and their samurai are as direct and hard as the mountains themselves. Sumai teaches them that strength comes from honest application of muscle and skill, not from honeyed words or blind acceptance. For this clan, to defend the border is to protect the Empire, and there can be no weakness in this area. When truth and honesty are forgotten, there is little to separate samurai from foreigners. For this reason, Righteousness (Gi) holds a special place for the Badger. The Badger rarely leave their mountains, and while they are lively and enjoy games of all sorts, there is rarely need for mannered behavior within their lands. Every time they visit another court, they see only deceit and underhanded ways of twisting the truth for political gains. For a clan that prizes strength and iron, those samurai who rely on words instead of muscle are to be frowned upon at best. Thus, the Bushidō tenet of Courtesy (Rei) is less important to members of the Badger Clan. See page 301 of the core rulebook for more information on how these can affect your honor and glory.
$
You have a strong grasp of the politics and cultures within the Badger territory along the Empire’s northwest border, as well as general information concerning the Crab Clan.
$
You know much about the many mountain passes in this area, especially the Path of Woe.
$
You have a strong familiarity with Ujik and other gaijin peoples who might attempt to enter the Empire through force or stealth. You may even have had firsthand experiences with one or more of them.
$
You may have some knowledge of a mysterious shrine located in Badger lands and its true importance to the Empire.
C H APT E R 2 : DE F E N DE R S O F T HE EMPIR E
New Schools
$
$
$
Invocations (choose two): Caress of Earth, Cloak of Night, Wall of Earth, Yari of Air
RANK 1
TYPE
Martial Skills
Skl. Grp.
Courtesy
Skill
Medicine
Skill
Theology
Skill
Tech. Grp.
= Clouds Parted by Steel
Technique
Rank 1 Air Invocations
Grasp of Earth
RANK 2
Combining the teachings of mystic and warrior, the samurai of the Agasha Ascetic School fill a valuable role when the Dragon Clan goes to war. Their skills in calling upon the kami to aid the clan are impressive enough, but their martial abilities mean that they are able to attack and defend in combat as well as any bushi. This battlefield flexibility that makes them dangerous and vital to the clan’s small armies. Rings: +1 Air, +1 Earth Starting Skills (choose five): +1 Fitness, +1 Martial Arts [Ranged], +1 Martial Arts [Melee], +1 Meditation, +1 Sentiment, +1 Tactics, +1 Theology Honor: 45 Techniques Available: Invocations (), Kata (), Rituals () Starting Techniques:
RANK 3
The Agasha Ascetic School teaches its students invocations by Elemental names, for they follow the Tao of Shinsei and see the world through the lens of the five elements, or rings. (See Invocation Names and Traditions on page 190 in the core rulebook).
Agasha Ascetic School [Shugenja, Bushi]
Technique
Scholar Skills
Skl. Grp.
Martial Arts [Melee]
Skill
Meditation
Skill
Survival Rank 1–2 Kata
Skill
Tech. Grp.
= Beseech Togashi's Vision
Technique
= Vanish in the Shadows
Technique
Trade Skills
Skl. Grp.
Fitness
Skill
Martial Arts [Ranged]
Skill
Theology
Skill
Rank 1–3 Earth Invocations
Tech. Grp.
= Employ Terrible Thunder
Technique
Kata (choose one): Striking as Air, Striking as Earth
Martial Skills
Skl. Grp.
Rituals: Cleansing Rite, Commune with Spirits
Command
Skill
Sentiment
Skill
Stand as the Mountain (School Ability): After you channel an invocation, increase your physical and supernatural resistances by an amount equal to the number of dice you reserved, to a maximum of your school rank. This effect persists until the start of your next turn. Starting Outfit: Sanctified robes, traveling clothes, daishō (katana and wakizashi), scroll satchel, journal, traveling pack.
Grasp of the Air Dragon
RANK 4
ASCETIC INVOCATIONS
The following are new schools that PCs can select as part of character creation.
RANK 5
Techniques with bolded names are new to this book and can be found starting on page 95.
ADVANCE
RANK 6
NEW CONTENT INTRODUCED IN THIS BOOK
Theology
Technique
Skill
Rank 1–4 Kata
Tech. Grp.
Imbue Thunder
Technique
Rise, Air
Technique
Scholar Skills
Skl. Grp.
Fitness
Skill
Martial Arts [Melee]
Skill
Meditation
Skill
Rank 1–5 Air Invocations
Tech. Grp.
Ever-Changing Waves
Technique
Striking as Void
Technique
Soul of Deepest Stones (Mastery Ability): When you successfully make a check to augment or mend a target, add a number of bonus successes equal to your ranks in Fitness.
RANK 6
RANK 5
RANK 4
RANK 3
RANK 2
RANK 1
ADVANCE
TYPE
Martial Skills
Skl. Grp.
Command
Skill
Courtesy
Skill
Government Rank 1 Kata
Skill
Tech. Grp.
= Tactical Assessment
Technique
Righteous Example
Technique
Social Skills
Skl. Grp.
Fitness
Skill
Martial Arts [Melee]
Skill
Tactics
Skill
Rank 1–2 Kata
Tech. Grp.
= Flowing Water Strike
Technique
= Preserve Strength
Technique
Martial Skills
Skl. Grp.
Culture
Skill
Medicine
Skill
Smithing
Skill
Rank 1–3 Kata
Tech. Grp.
= To Smash the Heart
Technique
Rallying Cry
Technique
Scholar Skills
Skl. Grp.
Courtesy
Skill
Martial Arts [Ranged]
Skill
Tactics
Skill
Rank 1–4 Fire Shūji
Tech. Grp.
= Pin the Fan
Technique
Disappearing World Style
Technique
Martial Skills
Skl. Grp.
Command
Skill
Government
Skill
Sentiment
Skill
Rank 1–5 Kata
Tech. Grp.
Moment of Glory
Technique
Striking as Void
Technique
Strike Without Shadow (Mastery Ability): When you succeed at an Attack or Movement action check, you may spend 1 Void point to add bonus successes equal to your ranks in Fitness.
Akodo Soldier School [Bushi] Lion samurai are renowned across Rokugan for their prowess in war, and Akodo Soldiers are no exception. Almost all are products of the Akodo War College, where they specialize in having no specialization. Each can fill almost any role in the clan’s order of battle, wielding any of Akodo’s vaunted six weapons of the samurai with equal expertise. Such is their training that they can also provide battlefield medical support and tactical advice when needed. Rings: +1 Fire, +1 Water Starting Skills (choose five): +1 Command, +1 Fitness, +1 Martial Arts [Melee], +1 Martial Arts [Ranged], +1 Martial Arts [Unarmed], +1 Medicine, +1 Tactics Honor: 50 Techniques Available: Kata (), Rituals (), Shūji () Starting Techniques: $
Kata (choose one): Striking as Fire, Striking as Water
$
Kata (choose one): = Crescent Moon Style, = Pelting Hail Style
Drilled Precision (School Ability): When making an Attack or Movement action check, you may remove an amount of strife from yourself up to your school rank. For each strife you remove this way, add one kept set to to the check and receive 1 fatigue. Starting Outfit: Ashigaru armor, traveling clothes, daishō (katana and wakizashi), yumi (bow) with quiver of arrows, yari (spear), nodachi (great sword) or nagamaki (see page 88) or nagae yari (page 88), yoroidoshi (page 88), knife, battlefield medical pack (page 90), traveling pack.
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RANK 6
RANK 5
RANK 4
RANK 3
RANK 2
RANK 1
ADVANCE
74
TYPE
Trade Skills
Skl. Grp.
Fitness
Skill
Martial Arts [Melee]
Skill
Martial Arts [Ranged] Rank 1 Kata
Skill
Tech. Grp.
= Clouds Parted by Steel
Technique
= Swift Scouting
Technique
Martial Skills
Skl. Grp.
Government
Skill
Medicine
Skill
Skulduggery
Skill
Rank 1–2 Kata
Tech. Grp.
= The Patient Viper
Technique
= Employ Terrible Thunder
Technique
Scholar Skills
Skl. Grp.
Labor
Skill
Martial Arts [Melee]
Skill
Tactics Rank 1–3 Air Shūji
Skill
Tech. Grp.
= Imbue Outburst
Technique
= Vanish in the Shadows
Technique
Trade Skills
Skl. Grp.
Martial Arts [Ranged]
Skill
Medicine
Skill
Sentiment
Skill
Rank 1–4 Kata
Tech. Grp.
= Wreak Havoc
Technique
Beseech Bayushi's Absolution
Technique
Martial Skills
Skl. Grp.
Courtesy
Skill
Medicine
Skill
Survival
Skill
Rank 1–5 Fire Shūji
Tech. Grp.
Pin the Fan
Technique
= Silencing Stroke
Technique
Spreading Chaos (Mastery Ability): After you use your school ability during a duel or skirmish, your target and each other character friendly to them at range 0–3 suffers the Dazed condition. After you use your school ability in a mass battle, the leader of the cohort you targeted suffers the Dazed condition.
Daidoji Harrier School [Bushi, Shinobi] Rumors have long run of Daidoji battlefield agents who gather intelligence and disrupt enemy supply lines. Yet under the leadership of the most recent Daidoji daimyō, the Harrier corps has become far more effective at ending conflicts before they begin. Through sabotage, assassination, and forgery—tactics many would find dishonorable—a single harrier might negate tens, if not hundreds, of enemy warriors and ensure the Crane Clan is well defended. Often the only sign a harrier is present is the sound of thunder and the smoke of a collapsed bridge or fallen fortification. Rings: +1 Air, +1 Fire Starting Skills (choose five): +1 Culture, +1 Fitness, +1 Martial Arts [Melee], +1 Martial Arts [Ranged], +1 Medicine, +1 Sentiment, +1 Skulduggery Honor: 40 Techniques Available: Kata (), Rituals (), Shūji () Starting Techniques: $
Kata (choose one): Soaring Slice, Striking as Air
$
Ninjutsu: = Skulk
Explosive Arrival (School Ability): After you perform an Attack action against a target who is Dazed or unaware of your presence, that target receives strife equal to your school rank. If your target is an enemy leader’s cohort in a mass battle, the enemy army also receives that much panic. Starting Outfit: Traveling clothes, common clothes, daishō (katana and wakizashi), any one weapon of rarity 6 or lower, knife, traveling pack.
RANK 5
RANK 4
RANK 3
RANK 2
RANK 1
ADVANCE
TYPE
Social Skills
Skl. Grp.
Fitness
Skill
Martial Arts [Melee]
Skill
Tactics Rank 1 Kata
Skill
Tech. Grp.
= Beseech Hida's Might
Technique
= Battle of No Escape
Technique
Martial Skills
Skl. Grp.
Command
Skill
Games
Skill
Sentiment
Skill
Rank 1–2 Earth Shūji
Tech. Grp.
= Great Anvil's Measure
Technique
= Beseech Shiba's Calm
Technique
Trade Skills
Skl. Grp.
Command
Skill
Performance
Skill
Tactics
Skill
Rank 1–3 Kata
Tech. Grp.
= The Patient Viper
Technique
= Beseech Akodo's Judgment
Technique
Martial Skills
Skl. Grp.
Command
Skill
Medicine
Skill
Smithing
Skill
Rank 1–4 Void Shūji
Tech. Grp.
= Striking as Void
Technique
Steady the Hammer
Unlike all other clans, the Crab are continually at war. Even the Lion cannot claim the same. The Shadowlands never sleeps, so neither can the stalwart samurai who are the primary defenders along the Wall. Hida Battle Leaders oversee this war, and must rely on tactics and sheer grit to counter the overwhelming forces of Fu Leng. These are the most respected commanders of the Crab Clan, as adept on a tactical board as they are on the field of battle. Rings: +1 Earth, +1 Void Starting Skills (choose five): +1 Command, +1 Fitness, +1 Games, +1 Government, +1 Martial Arts [Melee], +1 Sentiment, +1 Tactics Honor: 55 Techniques Available: Kata (), Rituals (), Shūji () Starting Techniques:
Technique
$
Kata: = Tactical Assessment
Social Skills
Skl. Grp.
$
Fitness
Skill
Shūji (choose one): Fortress of Necessity, Stonewall Tactics, Weight of Duty
Sentiment
Skill
Tactics
Skill
Rank 1–5 Earth Shūji
Tech. Grp.
Rouse the Soul
Technique
The Immovable Hand of Peace
RANK 6
Hida Battle Leader School [Bushi, Courtier]
Technique Technique Unbreakable Resolve (Mastery Ability): Compromised characters affected by your school ability can keep a number of dice containing up to your ranks in Command.
Thunderous Courage (School Ability): Once per scene after you perform a Support action, you may choose any number of characters within a number of range bands equal to your ranks in Command. Each chosen character treats their composure as increased by your school rank. This effect persists until the end of the scene. During a mass battle, if you are a leader, your army treats its discipline as increased by your school rank. Starting Outfit: Lacquered armor, traveling clothes, daishō (katana and wakizashi), any two weapons of rarity 7 or lower, finger of jade, tessen or gunbai (see page 91), several scrolls of battle tactics, traveling pack.
75
C H APT E R 2 : DE F E N DE R S O F T HE EMPIR E
Ichirō Grappler School [Bushi]
RANK 1 RANK 2
Sumai is a very serious sport in most of Rokugan, with traditions and rituals that date back hundreds of years. Few are as devoted to it as the Badger and Crab Clans, however. Those who train exclusively as Ichirō Grapplers apply their skills in all aspects of their lives, fending off gaijin invaders just as they stand firm against their opponents in wrestling matches. In battle, a skilled Grappler needs no weapons other than their tenacious grip and immovable body to ensure none of their foes are able to pass. Rings: +1 Earth, +1 Water Starting Skills (Choose five): +1 Fitness, +1 Games, +1 Martial Arts [Unarmed], +1 Meditation, +1 Performance, +1 Survival, +1 Tactics Honor: 45 Techniques Available: Kata (), Rituals (), Shūji () Starting Techniques:
ADVANCE
TYPE
Martial Skills
Skl. Grp.
Games
Skill
Labor
Skill
Theology
Skill
Rank 1 Kata
Tech. Grp.
= Lord Hida's Grip
Technique
Open-Hand Style
Technique
Social Skills
Skl. Grp.
Fitness
Skill
Martial Arts [Unarmed]
Skill
Medicine
Skill
Rank 1–2 Earth Shūji
Tech. Grp.
Beseech Hida's Might
Technique
= Thicket's Embrace Style
Technique
Kata: = Fierce Badger Style
Scholar Skills
Skl. Grp.
$
Shūji: (choose one): All in Jest, Honest Assessment
Fitness
Skill
Meditation
Skill
RANK 4 RANK 5 RANK 6
Badger’s Hold (School Ability): After you succeed at an Attack action check using the Martial Arts [Unarmed] skill, if the target is Immobilized or Prone (see pages 272–273 of the core rulebook), they also receive fatigue equal to your school rank. Starting Outfit: Ashigaru armor, traveling clothes, daishō (katana and wakizashi), sumai garb, small drum, Ichirō sapper ax (see page 88), traveling pack.
RANK 3
$
Performance
Skill
Rank 1–3 Kata
Tech. Grp.
= Your Enemy's Arrows
Technique
Shattering Tide Style
Technique
Martial Skills
Skl. Grp.
Games
Skill
Sentiment
Skill
Theology
Skill
Rank 1–4 Water Shūji
Tech. Grp.
= The Patient Viper
Technique
Steady the Hammer
Technique
Social Skills
Skl. Grp.
Culture
Skill
Fitness
Skill
Martial Arts [Unarmed]
Skill
Tech. Grp.
= Victory Without a Sword
Technique
Soul Sunder
Technique
Rank 1–5 Kata
Killing Grip (Mastery Ability): When you inflict a critical strike on a target, if the target is Immobilized or Prone, you may receive 3 fatigue to increase the severity of the critical strike by two times your ranks in Fitness.
RANK 6
RANK 5
RANK 4
RANK 3
RANK 2
RANK 1
ADVANCE
TYPE
Artisan Skills
Skl. Grp.
Fitness
Skill
Martial Arts [Unarmed]
Skill
Survival Rank 1 Water Shūji
Skill
Tech. Grp.
= Fierce Badger Style
Technique
Fortress of Necessity
Technique
Social Skills
Skl. Grp.
Commerce
Skill
Fitness
Skill
Smithing
Skill
Rank 1–2 Kata
Tech. Grp.
= Shattering Tide Style
Technique
Great Anvil's Measure
Technique
Artisan Skills
Skl. Grp.
Culture
Skill
Labor
Skill
Survival
Skill
Rank 1–3 Rituals
Tech. Grp.
= A Samurai's Fate
Technique
Thicket's Embrace Style
Technique
Martial Skills
Skl. Grp.
Command
Skill
Government
Skill
Smithing
Skill
Rank 1–4 Void Shūji
Tech. Grp.
= Striking as Void
Technique
Your Enemy's Arrows
Technique
Artisan Skills
Skl. Grp.
Courtesy
Skill
Fitness
Skill
Martial Arts [Melee]
Skill
Rank 1–5 Water Shūji
Tech. Grp.
= Wreak Havoc
Technique
Rouse the Soul
Technique
Tenacity of the Forge (Mastery Ability): When you create a new set of armor, you may apply two different patterns you know to it (instead of one).
Ichirō Ironsmith School [Artisan, Courtier] While the Kakita and other swordsmith schools produce weapons that are unparalleled works of art, the hard realities of life in the mountains means a different path for the Ichirō. There is little call for art in this school, which concentrates on weapons and armor as tough and reliable as the rugged hills the Badger call home. Ichirō Ironsmiths are also famous for the speed with which they produce weaponry, something the Lion Clan relies upon greatly to arm its legions of ashigaru. Rings: +1 Water, +1 Void Starting Skills (choose five): +1 Commerce, +1 Courtesy, +1 Fitness, +1 Labor, +1 Martial Arts [Melee], +1 Martial Arts [Unarmed], +1 Smithing Honor: 40 Techniques Available: Kata (), Rituals (), Shūji () Starting Techniques: $
Shūji (choose two): Coursing March Chant, Courtier’s Resolve, Honest Assessment, Stirring the Embers
Starting Patterns: Ichirō Pattern. You can apply this pattern (see page 94) to any weapon or armor you craft. Hide of Iron (School Ability): Once per game session when you make a check to craft, improve, or maintain a weapon or set of armor, you may receive an amount of fatigue up to your school rank to reroll that many dice. Starting Outfit: Traveling clothes, common clothes, wakizashi (short sword), any one weapon of rarity 6 or lower, smithing hammer, Ichirō sapper axe (see page 88), traveling pack.
77
C H APT E R 2 : DE F E N DE R S O F T HE EMPIR E
Ide Messenger School [Courtier]
Shūji (choose one): Courtier’s Resolve, Honest Assessment
Sympathetic Bearing (School Ability): After you make a check for Initiative (or enter the scene, for a narrative scene), you may choose another character in the scene. That character removes strife equal to your school rank, and you reduce the TN of your next Social skill check targeting that character by 2. Starting Outfit: Traveling clothes, wakizashi (short sword), yumi (bow) and quiver of arrows, satchel of messages, calligraphy set, knife, Unicorn warhorse (see page 327 of the core rulebook), traveling pack.
RANK 1 RANK 2 RANK 3
$
RANK 4
Shūji: = Lady Shinjo’s Speed
RANK 5
$
RANK 6
Ide Messengers call upon the powerful steeds of the Unicorn Clan to allow them to traverse the Emerald Empire (and often beyond) with information useful to their clan. They do more than simply carry messages, however. They carefully interpret these messages so as to ensure that information can convey multiple layers of meaning for both originator and recipient. The grace and subtlety these diplomats display is legendary, as the Messengers use their travels to gather information useful for the Unicorn in both courts and battlefields. Rings: +1 Earth, +1 Void Starting Skills (choose five): +1 Courtesy, +1 Fitness, +1 Government, +1 Martial Arts [Ranged], +1 Performance, +1 Sentiment, +1 Survival Honor: 50 Techniques Available: Kata (), Rituals (), Shūji () Starting Techniques:
ADVANCE
TYPE
Social Skills
Skl. Grp.
Composition
Skill
Fitness
Skill
Survival
Skill
Rank 1 Earth Shūji
Tech. Grp.
= Beseech Shinjo's Empathy
Technique
= Swift Scouting
Technique
Trade Skills
Skl. Grp.
Martial Arts [Melee]
Skill
Performance
Skill
Sentiment
Skill
Rank 1–2 Water Shūji
= Call the Wild
Tech. Grp.
Technique
Beseech Doji's Wisdom
Technique
Artisan Skills
Skl. Grp.
Courtesy
Skill
Performance
Skill
Survival
Skill
Rank 1–3 Rituals
Tech. Grp.
= Regal Bearing
Technique
Rallying Cry
Technique
Scholar Skills
Skl. Grp.
Command
Skill
Composition
Skill
Martial Arts [Ranged]
Skill
Rank 1–4 Void Shūji
Tech. Grp.
= Rouse the Soul
Technique
= Vanish in the Shadows
Technique
Social Skills
Skl. Grp.
Culture
Skill
Fitness
Skill
Survival
Skill
Rank 1–5 Air Shūji
Tech. Grp.
Buoyant Arrival
Technique
Striking as Void
Technique
The Herd Flourishes Together (Mastery Ability): When you make a Social skill check, you may spend as follows: : Choose another character’s social objective that you know. You may transfer any number of momentum points you have accrued to the completion of their objective. After that character completes their objective, you gain the Support of [That Character's Group] advantage (see page 110 of the core rulebook) if you do not have it already.
CHAPTER 2: DEF ENDER S O F T HE EMPIR E
ADVANCE
Skl. Grp.
Courtesy
Skill
Meditation
Skill
Survival
Skill
= Rank 1–2 Inspired Element Invocations
TENSAI INVOCATIONS
Tech. Grp.
= Sting of Warrior's Pride
Technique
Divination
Technique
Social Skills
Skl. Grp.
Culture
Skill
Martial Arts [Unarmed]
Skill
Theology
Skill Tech. Grp.
= Beseech Shiba's Calm
Technique
Rituals (choose two): Cleansing Rite, Commune with the Spirits, Threshold Barrier
= Open-Hand Style
Technique
Martial Skills
Skl. Grp.
Shūji (choose two): Ancestry Unearthed, Borrowed Courage, Truth Burns through Lies, Shallow Waters
Performance
Skill
Sentiment
Skill
Theology
Skill
RANK 3
Elemental Inspiration (School Ability): Choose one: Air, Earth, Water, or Fire. This is your inspired element. When making a check to activate an invocation of your inspired element, add a number of rolled set to results equal to your school rank. When making a check to activate an invocation of your inspired element, you trigger spiritual backlash (see page 190 of the core rulebook) only if you keep four or more dice containing symbols (instead of three or more). When making a check to activate an invocation not of your inspired element, you trigger spiritual backlash if you keep two or more dice containing symbols (instead of three or more). Starting Outfit: Sanctified robes, traveling clothes, wakizashi (short sword), scroll satchel, traveling pack.
RANK 4
$
Scholar Skills
Invocations (choose one): Any one rank 1 invocation of your inspired element
RANK 5
$
TYPE
= Rank 1–3 Inspired Element Invocations
RANK 6
$
RANK 2
The shugenja of the Isawa Tensai School practice an even more elite and specialized path than other Isawa schools. Isawa Tensai concentrate on a single element with which they have a natural affinity. This allows them to focus their energies upon that element and develop a unique link to the kami who embody it, letting them wield powers few can match. Rings: +2 any one ring Starting Skills (choose three): +1 Courtesy, +1 Martial Arts [Unarmed], +1 Meditation, +1 Sentiment, +1 Survival, +1 Theology Honor: 50 Techniques Available: Invocations (), Rituals (), Shūji () Starting Techniques:
RANK 1
Isawa Tensai School [Shugenja]
= Rank 1–4 Inspired Element Invocations
Tech. Grp.
Incite True Nature
Technique
= Battle in the Mind
Technique
Scholar Skills
Skl. Grp.
Fitness
Skill
Meditation
Skill
Survival
Skill
= Rank 1–5 Inspired Element Invocations
Tech. Grp.
A Samurai's Fate
Technique
Pillar of Calm
Technique
Social Skills
Skl. Grp.
Government
Skill
Sentiment
Skill
Theology
Skill
= Rank 1–5 Inspired Element Invocations
Tech. Grp.
Rouse the Soul
Technique
= Striking as Void
Technique
Attuned Invocation (Mastery Ability): Once per scene, when making a check to activate an invocation of your inspired element, you may spend 1 Void point. If you do, you may keep any number of your rolled dice (instead of a number up to your ring value).
79
Following the same traditions as the Isawa Elementalist School, the Isawa Tensai School teaches its students invocations by Elemental names. (See Invocation Names and Traditions on page 190 in the core rulebook).
RANK 2
RANK 1
ADVANCE
However, at the GM's discretion, your character could have a different bonded animal, in which case you may select one animal with 6 or lower, such as a hunting cat. If you choose an animal with 3 or lower, you may have a pair of such animals as your bonded animals instead (and your school and mastery abilities apply to each one individually, as does the Animal Bond advantage).
$
Kata: Warrior’s Resolve
$
Shūji (choose two): Coursing March Chant, Righteous Example, Sensational Distraction
Starting Advantage: Animal Bond (see page 111 of the core rulebook) One with the Pride (School Ability): Increase each of your bonded animals’ endurance, composure, and ranks in Martial skill group by an amount equal to your school rank (its skill ranks still cannot exceed 5). If a bonded animal is a minion, it becomes an adversary instead. Starting Outfit: Ashigaru armor, traveling clothes, daishō (katana and wakizashi), zanbatō or nagae yari (see page 88) or nagamaki (see page 88), yoroidoshi (see page 88), 1–2 bonded animals (see the Bonded Animals note, left), traveling pack.
80
RANK 4 RANK 5
A pair of large dogs (see page 326 of the core rulebook) is the most common bonded choice of bonded animals of the Matsu Beastmaster.
RANK 6
BONDED ANIMALS
All Matsu bushi are ferocious warriors, but Beastmasters are doubly dangerous, for they always have devoted animal companions fighting at their sides. This school teaches how to strengthen what could be an existing bond between human and beast. Their combined roar as they charge into battle is often enough to send lesser samurai running before steel or fang have even reached them. Rings: +1 Fire, +1 Water Starting Skills (choose five): +1 Fitness, +1 Martial Arts [Melee], +1 Medicine, +1 Meditation, +1 Performance, +1 Sentiment, +1 Survival Honor: 45 Techniques Available: Kata (), Rituals (), Shūji () Starting Techniques:
RANK 3
Matsu Beastmaster School [Bushi]
TYPE
Martial Skills
Skl. Grp.
Command
Skill
Culture
Skill
Survival
Skill
Rank 1 Kata
Tech. Grp.
= Lightning Raid
Technique
= Beseech Shinjo's Empathy
Technique
Trade Skills
Skl. Grp.
Fitness
Skill
Martial Arts [Melee]
Skill
Sentiment
Skill
Rank 1–2 Fire Shūji
Tech. Grp.
= Call the Wild
Technique
Lord Akodo's Roar
Technique
Martial Skills
Skl. Grp.
Courtesy
Skill
Medicine
Skill
Performance
Skill
Rank 1–3 Kata
Tech. Grp.
Beseech Akodo's Judgment
Technique
= Swift Scouting
Technique
Scholar Skills
Skl. Grp.
Command
Skill
Martial Arts [Unarmed]
Skill
Survival
Skill
Rank 1–4 Water Shūji
Tech. Grp.
To Smash the Heart
Technique
= Vanish in the Shadows
Technique
Martial Skills
Skl. Grp.
Culture
Skill
Survival
Skill
Theology
Skill
Rank 1–5 Kata
Tech. Grp.
Sear the Wound
Technique
= Wreak Havoc
Technique
With the Soul of a Lion (Mastery Ability): After you perform an Attack action, each of your bonded animals may perform an Attack action against the same target, if able. If your attack action did not succeed, reduce the TN of each of your bonded animals’ Attack action check by 2.
CHAPTER 2: DEF ENDER S O F T HE EMPIR E
RANK 6
RANK 5
RANK 4
RANK 3
RANK 2
RANK 1
ADVANCE
TYPE
Martial Skills
Skl. Grp.
Labor
Skill
Skulduggery
Skill
Theology
Skill
Rank 1 Kata
Tech. Grp.
= Skulk
Technique
= Swift Scouting
Technique
Scholar Skills
Skl. Grp.
Command
Skill
Martial Arts [Unarmed]
Skill
Meditation
Skill
Rank 1–2 Air Kihō
Tech. Grp.
= Beseech Bayushi's Absolution
Technique
= The Patient Viper
Technique
Artisan Skills
Skl. Grp.
Fitness
Skill
Martial Arts [Melee]
Skill
Skulduggery
Yogo Penitent Order [Bushi, Monk] Stories say that when the Yogo curse comes to pass in a betrayal too painful to bear, the betrayer may be offered a place in the Penitent Order. In monasteries scattered across Scorpion lands, these monks train their skills to a razor’s edge. Yet unlike many other monks, who look inward for Enlightenment, those belonging to the Yogo Penitent Order seek redemption through service. Anyone who makes the pilgrimage to one of these hidden monasteries may plead their case to the Order. If the Order agrees this cause serves the good of Rokugan, by its own cryptic measure, it dispatches a deadly agent who serves that person’s cause—even unto death. Rings: +1 Air, +1 Void Starting Skills (choose four): +1 Fitness, +1 Martial Arts [Melee], +1 Martial Arts [Unarmed], +1 Meditation, +1 Survival, +1 Theology Honor: 40 Techniques Available: Kata (), Kihō (), Rituals () Starting Techniques: $
Kata (choose one): = Iron Forest Style, = Veiled Menace Style
Skill
Tech. Grp.
$
Kihō (choose one): Air Fist, The Great Silence
= Entice with Falsehoods
Technique
$
Rituals: Divination, Threshold Barrier
Still the Elements
Technique
Rank 1–3 Kata
Scholar Skills
Skl. Grp.
Martial Arts [Unarmed]
Skill
Meditation
Skill
Survival
Skill
Rank 1–4 Kata
Tech. Grp.
= Vanish in the Shadows
Technique
Moment of Glory
Technique
Martial Skills
Skl. Grp.
Courtesy
Skill
Culture
Skill
Theology
Skill
Rank 1–5 Void Kihō
Tech. Grp.
= Silencing Stroke
Technique
Striking as Void
Technique
Empty Soul Ki (Mastery Ability): When you defend against damage, if all your Void Points are spent, treat your physical and supernatural resistances as being equal to your Void ring.
Starting Disadvantage: Dark Secret (see page 132 of the core rulebook) or another disadvantage suitable to your past betrayal Oath of Sacrifice (School Ability): Once per scene, after you defend against damage or suffer a critical strike, you may unleash your current kihō. Immediately end its enhancement effect, then resolve its burst effect as if you had a number of bonus successes equal to your school rank plus the amount of fatigue you received or the severity of the critical strike you suffered. If the burst effect has one or more targets, you may choose appropriate targets in range. If you have used this ability already this scene, you may spend 1 Void point to use it again this scene (you can do this any number of times, provided you have Void points to spend). Starting Outfit: Common clothes, bō (staff) or yari (spear), 3 shuriken (throwing stars), knife, traveling pack.
C H APT E R 2 : DE F E N DE R S O F T HE EMPIR E
New Advantages and Disadvantages
On the battlefield, a samurai must manage their strengths and weaknesses in order to succeed. To present vulnerability to a foe is to invite defeat, but to control it may bait that same enemy into overextending. In much the same manner, awareness of one’s own power can be the line between confidence and hubris. Thus, self-awareness and understanding are essential traits to samurai everywhere, and especially to the tacticians and generals of the Lion Clan. Courtiers may view the life of a bushi as straightforward compared to the complexity of court, but the flow of battle can be no less confusing without this crucial awareness.
Specific Distinctions These distinctions follow the same format as those in Chapter 2 of the core rulebook.
Guiding Ancestor (Void) That night, the dreams came again. Kitsu Masaru tossed and turned as if in the grip of a tempest, and his husband could not wake him for some time. When Masaru’s eyes opened, he appeared troubled, yet there was something of serenity about him as well. “It was a warning,” Masaru said at last. “Just as they did before the Battle of Rushing Rivers, the Unicorn hope to pass our guard in the night. None of the scouts we sent to find them ever returned in life. Now one has returned from death to make sure we do not fail again.” Types: Spiritual Effects: The following apply to a character with the Guiding Ancestor distinction: $
You are watched over by a benevolent ancestor spirit, or sorei, who has high hopes for you and your deeds. The spirit cannot communicate directly but may send cryptic omens in dreams and strange phenomena to help you achieve a great destiny.
$
When you make a check to interpret omens or to intuit a course of action (such as a Theology [Void] check to understand your dreams or a Tactics [Void] check to guess the plans of an unknown enemy general), you may reroll up to two dice.
82
Traditional Adherent (Earth) Day in, day out, the shrine keeper swept the floor, lit the candles, burned the incense, honored the history of the shrine. Day in, day out, visitors came to pray and seek guidance. Day in, day out, the shrine keeper tended to their needs and sought nothing for himself. Day in, day out, all was as it was and had been. Day in, day out, the shrine keeper went to bed satisfied with a job well done. Types: Mental Effects: The following apply to a character with the Traditional Adherent distinction: $
You have a mastery of tradition and routine, and are able to perform ceremonies and social functions exactly as you were taught without variation, even under trying circumstances.
$
When you make a check to maintain the traditions of the past (such as a Performance [Earth] check to recite a poem in a style long-since out of fashion in the courts, or a Composition [Earth] check to examine a historical account for inconsistencies), you may reroll up to two dice.
Specific Passions These passions follow the same format as those in Chapter 2 of the core rulebook.
CHAPTER 2: DEF ENDER S O F T HE EMPIR E
Ancestry (Earth) “…Son of Matsu Hoshiko, who was the daughter of Matsu Jirō, who inherited the title from Matsu Kaoru, his aunt, and not from his direct forebears. And so we continue tracing the line from Matsu Kaoru, who was the daughter of—” “How can you remember all of this?” the young girl asked in wonderment. The tutor looked at her and smiled, and answered simply, “How can I not?” Types: Mental Effects: The following apply to a character with the Ancestry passion: $
The recollection of lineages comes easily to you. You know your own family history as far back as it has been recorded, and can swiftly recall the lineages of notable figures in Rokugan’s history. With a few contextual cues, you can deduce the ancestry of those you meet and remember the great deeds of their forebears.
$
After performing a check to recall or determine the family history of another character (such as a Government [Earth] check to remember a past daimyō of a family, or a Command [Earth] check to remind a subordinate of the expectations their ancestors would have of them), you remove 3 strife.
$
Specific Adversities These adversities follow the same format as those in Chapter 2 of the core rulebook.
Blood Feud (Water) “Thank you for welcoming me within your house, Shiba-sama. It is a generous host who allows in a weary guest without so much as inquiring of their name!” The Unicorn samurai bowed deeply. “It is no trouble,” responded the Phoenix lord. “I welcome all under my roof unless they have done me or mine wrong, and no one has done such a thing since the passing of Moto Batjargal.” Moto Jochi found his stay with the Phoenix considerably more fraught after that exchange, and he soon decided to continue his travels, despite his weariness. Types: Interpersonal, Social Effects: The following apply to a character with the Blood Feud adversity: $
Your bloodline is locked in a deadly struggle with another family or group, which makes members of that group hostile when they learn your affiliation. They may bar you from their courts and homes, refuse to meet with you, or even challenge you to duels over slights in which you had no personal involvement. Confer with the GM to select a campaign-appropriate family or group when choosing this disadvantage. Note that the family lines that participate in a given feud are much smaller than a full Great Clan family—this adversity represents a feud with a group such as the descendants of a specific Kakita lord, rather than the entire Kakita family.
$
When performing a check to interact with the chosen group or family that relies on their goodwill toward members of your family (such as a Courtesy [Water] check to seek hospitality on the road while traveling on family business, or a Performance [Water] check to impress them with a song attributed to you under your family name), you must choose and reroll two dice containing or . After resolving the check, if you failed, you gain 1 Void point.
Glorious Deeds (Fire) “Even should a samurai evade death on the battlefield and survive to see their great-grandchildren come of age, one day they will pass. Such is the way of mortals. But the stories that people tell of that samurai—those may live forever.” The Ikoma historian gave his sibling a shrewd look. “But you did not come to listen to the lectures I have for students, I suspect. You want to be the subject of my next lecture. Tell me of your accomplishments, and I will make sure they are recorded in the family histories.” With that prompting, the eager bushi launched into a story about their efforts in the recent conflict, and they were not silent until late into the night. Types: Martial, Social Effects: The following apply to a character with the Glorious Deeds passion: $
You find risking your life to be a simple matter, as long as there is a witness to remember your bravery. No threat or challenge deters you if you might be remembered for it, making even the most daunting tasks easy ones for which to prepare.
After performing a check to improve your reputation or gain fame as a great samurai (such as a Performance [Fire] check to impress a court with your new melody, or a Tactics [Fire] check to execute a daring raid on the enemy), you remove 3 strife.
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Alternate Scar Disadvantages When a character suffers a sufficiently grave critical strike, they receive a Scar disadvantage, as described on page 270 of the core rulebook. However, the Scar disadvantages that appear under Adversities in the core rulebook (starting on page 116) are not meant to be the only possible permanent injuries characters can receive. When a character receives a Scar disadvantage, GMs and players can collaborate to create new Scar disadvantages using the guidelines here.
Scar Effects by Ring Each ring governs a certain group of senses, activities, and approaches, so each Scar’s narrative and mechanical effects should pertain to the ring which it is connected. This not only determines its mechanical effect, but can also help to determine what part(s) of the body it affects. Each ring has certain associations with different senses, body parts, and modes of acting in the world. Air: Air often governs delicate, sensitive activities. Thus, Scars that affect the Air ring might make it harder for a character to move with perfect precision, detect buried nuances, or express certain subtleties. Sample Air locations include the wrist, jaw, and ear. Earth: Earth often pertains to stability and exhausting activities. Thus, Scars that affect Earth might make it more laborious for a character to maintain their stamina (mentally, physically, or emotionally), or undertake activities that require perfect balance or sustained effort. Sample Earth locations include the knee, shoulder, and toes. Water: Water often helps a character act flexibly, with the whole picture in mind. Thus, Scars that affect Water might make it more difficult for a character to move fluidly or over distance, keep track of multiple things at once, or recover from exhaustion (mental, physical, or emotional). Sample Water locations include the elbow, hips, and calf. Fire: Fire often manages swift, decisive bursts of activity. Thus, Scars that affect Fire might make it more work for a character to quickly shift from inactivity to activity, maintain bursts of energy, or overwhelm problems immediately. Sample Fire locations include the ankle, nose, and hands. Void: Void often deals with matters of perspective, introspection, and understanding of one’s role in the universe. Thus, Scars that affect Void might impede a character’s efforts to understand themselves or the cosmos around them. Sample Void locations include the neck, skull, and brain.
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Minor and Major Scar Disadvantages If the Scar is assigned by a “Permanent Injury” critical strike, it should be an adversity that is rather narrow in its impact or one that comes into effect somewhat infrequently. Its narrative impacts should be noticeable in the character’s life, but might have a relatively small impact on their activities. Generally, a minor Scar disadvantage reflects a permanent effect upon a part of the body or sense or, occasionally, complete loss of a body part that has redundancies within the body, such as one or more fingers or an eye. If the Scar is assigned by a Maiming Blow critical strike, it is more impactful. It can be an adversity with a wider-ranging set of effects, or it can be a narrower one that is likely to come into effect frequently. Its narrative impacts should be noticeable in the character’s day-to-day life, and might require them to adapt some of their behaviors to compensate. Generally, a major Scar disadvantage reflects debilitation or total loss of a body part or sense.
Sample Skills Affected Each Scar disadvantage should have two sample skill checks that it affects. While it does not need to affect these skills under all circumstances, and can certainly affect other skills at the GM’s discretion, this serves as a helpful jumping-off point for knowing when to apply it. For example, a Scar disadvantage associated with a wrist injury is most likely to affect checks for Composition and Martial Arts [Melee] skills. A knee injury could affect checks for Fitness and Seafaring. An ear injury could affect checks for Sentiment and Survival. A nose injury could affect checks for Medicine and Survival. And a neck injury could affect Fitness and Meditation.
Putting It All Together Once the GM and player have determined the Ring and a logical location for the injury, the scale, and the sample skills affected, they can construct the new Scar and give it a relevant narrative effect. Remember that you will still need to create a suitable narrative effect (based on the logical challenges the injury could create) and the specific cases in which the skills are affected (as they should not be affected in all cases). The GM should also feel free to adjust any of these to create an effect that suits the injury the character has suffered, and the specific ways it may affect them.
Specific Anxieties These anxieties follow the same format as those in Chapter 2 of the core rulebook.
Belligerent (Earth) “Matsu-san, no! We are guests here.” The courtier looked on in horror as Matsu Chiyoko gripped her blade as if to draw it. “They should have remembered their duties as hosts, then, instead of insulting me,” Chiyoko retorted, before returning her attention to the Crane samurai in front of her. “I challenge you, for your insult! If you would belittle my courage, I dare you to prove your own.” Types: Interpersonal Effects: The following apply to a character with the Belligerent anxiety: $
$
You find it nearly impossible to keep your cool when provoked, and may even look for an excuse to fight with people you consider deserving of a good thrashing. Delicate social situations can easily spiral out of control when you suspect the other party of giving offense. After performing a check to respond to provocation without resorting to violence or threats (such as a Performance [Earth] check to calmly sing a song that was originally composed to paint your lineage in an unflattering light or a Meditation [Earth] check to stay in formation when you spot a rival across the battlefield), you receive 3 strife. If this is the first time this has occurred this scene, gain 1 Void point.
Braggart (Water) “…And that is how I defeated the bandits who plagued Gentle River Village.” Ikoma Daisuke looked around the court, expecting an impressed audience within the teahouse. Instead, they seemed impatient, even bored. “You must do better than defeating rōnin and peasants to be counted a warrior among the Crab,” sneered a burly Hida sitting across the room from him. “Bandits! Speak to me when you have felled monsters.” Types: Interpersonal Effects: The following apply to a character with the Braggart anxiety: $
You can’t resist an opportunity to share your great deeds with others, and you grow distressed when your audience isn’t impressed by your accomplishments.
$
After performing a check to share your past deeds with others without emphasizing your own accomplishments or trying to impress your audience with your story (such as a Courtesy [Water] check to allow a superior to take credit for your deeds or a Performance [Water] check when recounting a tale in which you played a part), you receive 3 strife. If this is the first time this has occurred this scene, gain 1 Void point.
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New Samurai Heritages
A variety of unique heritages arise from having a bloodline derived—at least in part—from the Lion. This is true even for non-Lion characters, who may bear Lion blood because of the marriages of members of that clan into their family lineage. Some heritages are also appropriate to the great warriors and generals of all clans, even if they are most common within the Lion. Table 2–1: New Samurai Heritages represents these backgrounds when players create a new samurai PC who has ancestral connections to the Lion Clan or to famous masters of the battlefield. This table can be used instead of Table 2–1: Samurai Heritages on page 96 of the core rulebook and should be employed in the same manner.
Table 2–1: New Samurai Heritages ROLL
RESULT
MODIFIERS
OTHER EFFECTS
1
Born on the Battlefield: One of your ancestors was born amid war and bloodshed, even if not literally on the front lines. The omens of your birth reflect an affinity for that ancestor, as such omens have done for others in your family line.
Decrease your glory by 3.
You gain the Guiding Ancestor (Void) distinction (see page 82).
2
Strategic Mastermind: You are descended from a warrior known for their cunning and wartime acumen.
Increase your glory by 5 and decrease your honor by 5.
Roll a ten-sided die to determine a skill you learned by studying your ancestor’s deeds (1–2: Tactics, 3–4: Command, 5–6: Government, 7–8: Culture, 9: Commerce, 10: Theology); gain +1 rank in that skill.
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Table 2–1: New Samurai Heritages (Continued) ROLL
RESULT
MODIFIERS
OTHER EFFECTS
3
Victory against the Crane: In your family, one of your ancestors held a decisive victory over the Crane. It may have been a battle, a game of shōgi, a duel, or any number of other things. The circumstances are irrelevant; the Crane were humbled, and your ancestor brought honor to your clan.
Increase your glory by 3.
Roll a ten-sided die and add the following family heirloom to your starting items (1–3: a weapon, 4–6: a game set of your choice, 7–8: some other item relevant to your ancestor’s victory, 9: a horse or other animal, 10: the deed to a small piece of land on the border of Crane territory). In addition to its other properties, this item is a battlefield heirloom (see page 90).
4
Victory against Invaders: The Lion Clan’s foremost duty is to protect the Empire from outside threats, and one of your kin acquitted themselves honorably in this endeavor long ago.
Increase your honor by 3.
Roll a ten-sided die to determine a skill you learned to honor your ancestor (1–2: Command, 3–4: Government, 5–6: Tactics, 7–8: Survival, 9: Theology, 10: Meditation); gain +1 rank in that skill.
5
Shamed by Defeat: Among your kin is one who failed the clan. Whether they were beaten in battle or a duel, humiliated in court, or something else, the need to redeem your line burns within you and drives you to excel.
Decrease your glory by 3.
Choose one of the starting skills for your school in which your character has no ranks; gain +1 rank in that skill.
6
Blade of 10,000 Battles: You have been entrusted with a storied weapon with an ancient history and lineage, and you must prove yourself worthy to continue its legacy.
Increase your glory by 3.
Choose a weapon and add it to your starting outfit. At the GM’s discretion, certain weapons may be inappropriate choices and cannot be selected. In addition to being a weapon, this item is a battlefield heirloom (see page 90).
7
Lost Heirloom: An ancestor of yours was once entrusted with a peerless weapon, but through their own failure, they lost it. It may have been taken by another clan as a trophy in battle after your ancestor’s defeat, stolen by bandits or shinobi, or even dishonorably sold to cover gambling debts. Whatever its fate, it has fallen to you to recover it.
Increase your honor by 5 and decrease your glory by 3.
Choose a weapon to be the lost heirloom, which is now held by some individual or group hostile to you or your clan. At the GM’s discretion, certain weapons may be inappropriate choices and cannot be selected. In addition to being a weapon, this item is a battlefield heirloom (see page 90).
8
Selfless Sentinel: Your ancestor was not wellknown or highly favored, but they served with honor, if not glory, and protected Lion lands from attack for all their life.
Increase your honor by 5 and decrease your glory by 3.
Gain the Traditional Adherent (Earth) distinction (see page 82).
9
Mighty Conqueror: One of your ancestors once seized a valuable prize for the Lion Clan in a past war, such as a village, castle, or valuable hostage. The benefits of this prize still come to those of their descent.
Increase your glory by 3 and decrease your honor by 3.
Choose one: double your starting koku, add one item of rarity 6 or lower to your starting items that is a battlefield heirloom (see page 90) in addition to its other properties, or gain the Glorious Deeds passion (see page 83).
10
Right Hand of the Emperor: The crowning glory of your line is the victory one of your ancestors won in the name of a past Emperor. They may have crushed an enemy of the Empire, won great political favor, or even been a close associate or friend of the Emperor in times past. As such, the Imperial families have more respect for you than for most clan samurai—and they expect you to achieve accomplishments as glorious as those of your ancestor.
Increase your status by 3.
Gain the Support of [One Group] distinction. The group chosen must be the Seppun, Otomo, or Miya family, or the Imperial Legions.
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Weapons
Fighting for the Empire and for honor demands armaments, and the Lion call upon smiths from their lands and beyond to fill this need. While most of the clan’s bushi wield katana, some of which have been passed down through generations, others employ different weapons. This especially holds true for the vast legions of ashigaru and conscripted peasants who make up the bulk of most Lion armies.
Axes While axes are not a common weapon of war in Rokugan, the Badger Clan makes great use of these versatile arms in their constant campaign to protect the border of Rokugan.
Ichirō Sapper Ax Crafted by the relentlessly pragmatic Badger Clan, the Ichirō sapper ax doubles as both a hammer and an ax. Resembling a regular hand ax but with a knobbed pommel and a smoothly polished or lacquered handle, this weapon can be flipped in one hand to brandish either the blunt hammerhead or the sharp ax-head. Like its creators, the Ichirō sapper ax is notoriously hardy and difficult to break, making it a great asset both in and out of battle. An Ichirō sapper ax counts as an ax when wielded with its standard 1-hand profile, and as a blunt weapon when wielded with its blunt profile.
Polearms Through the centuries of Rokugan’s existence, the polearm and the bow have competed for supremacy as the defining weapon of warfare. While the sword has ever been a symbol of warrior nobility in Rokugan, the spear is no less influential upon history.
Magari Yari Favored by the Matsu family, the magari yari is a heavytipped, triple-headed spear. Because of its unwieldy head, using it in battle requires particular training. After performing an Attack action check with a magari yari, a character suffers the Disoriented condition unless they choose to receive 3 fatigue.
Nagae Yari Many ashigaru favor the nagae yari, or straight-headed spear. Featuring a flat steel blade at the end of a very long hardwood pole, it is ideal for repulsing attacks against fixed positions. Before performing an Attack action check using a nagae yari, a character may choose to suffer the Immobilized condition. If they do and succeed on the check, they add 2 bonus successes
Nagamaki Favored by infantry, the nagamaki is a single-edged blade with a significantly lengthened hilt. While the blade varies in length, the hilt of this weapon is known for being almost as long as its blade. Designed with a two-handed grip in mind, the nagamaki is normally swung in long, sweeping motions to slice the foe.
Table 2—2: Weapons NAME
SKILL
RNG
DMG
DLS
Ichirō Sapper Ax
[Melee]
1
3
4
1-hand:– 1-hand (Blunt): Damage +2, Deadliness –3
Magari Yari
[Melee]
2
7
4
Nagae Yari
[Melee]
2
5
Nagamaki
[Melee]
1–2
Yoroi-Doshi
[Melee]
0
88
GRIPS
QUALITIES
RARITY
PRICE
Durable
2
3 koku
2-hand: –
Cumbersome, RazorEdged, Wargear
6
20 koku
2
2-hand: –
Wargear
2
1 koku
3
5
1-hand: Cumbersome 2-hand: Damage +2, Deadliness +2
Razor-Edged, Wargear
4
30 koku
2
4
1-hand: – 2-hand: Deadliness +3
Concealable, RazorEdged, Wargear
5
10 koku
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Yajiri (Specialized Arrowheads) As varied and unique as the artisans who craft them, yajiri are ornate steel arrowheads. These artisans favor the traditional inverted heart shape for its ability to pierce armor and hide. Many yajiri crafters engrave sacred or accusatory patterns into their arrowheads, along with ornate mon or personal sigils— either their own or those of the intended wielders. Others split the arrowhead points into two- or three-headed tips or add additional flourishes to make wielders’ shots especially deadly. While many favor steel yajiri, others craft arrowheads of copper, iron, jade, or even obsidian. When used with a bow, these arrows modify the weapon’s profile as follows: $
Steel-Tip Yajiri: Razor-Edged quality (1 koku each, Rarity 3)
$
Jade Inlay Yajiri: Sacred quality (1 koku each, Rarity 8)
$
Obsidian Splinter Yajiri: +4 deadliness, Forbidden, Razor-Edged and Unholy qualities (10 koku each, Rarity 9)
Hand Weapons While the humble knife may seem a petty weapon on the battlefield, it was no mistake that Akodo named it alongside the long sword, spear, and bow as the Six Weapons of the Samurai. Knives are extraordinarily versatile as tools and weapons alike, useful in almost any situation a soldier might face and easy to carry and conceal compared with most other arms.
Yoroi-Doshi Designed specifically for stabbing through armor at close quarters, the yoroi-doshi is an especially thick tantō blade worn at the belt. The hefty steel head of this blade is razor-sharp and intended to pierce thick hide or armor in a single motion. Most samurai and soldiers wear the yoroi-doshi on their favored side so they can draw it in their off hand in the heat of battle. When performing an Attack action check with a yoroi-doshi, a character may spend as follows: : Your target treats their physical resistance as 2 lower. This effect persists until the end of your next turn.
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Personal Effects
Soldiers in wartime must equip themselves both for the battlefield and for respite afterward. To successfully navigate the chaos of war, warriors must bring the right tools.
Animal Helm Favored by samurai and warriors who wish to flaunt their prowess in battle, the animal helm is a visible display of a samurai’s ferocity. This helmet is crafted to closely resemble the head of a dangerous animal, a roaring lion’s head being the obvious favorite of the Lion. While such headgear offers little additional protection, it does bolster the courage of warriors who see their leader proudly wearing one, as they know that even if the leader falls, the fighting spirit of the animal continues on. When a character who wears an animal helm while leading an army or cohort in a mass battle is removed via the Cut Off the Head strategic objective, reduce the panic the cohort receives by half (rounding up). (Cost: 1 koku. Rarity: 5. Item Qualities: Wargear.)
Blasting Powder (1 Charge) A rare substance known only to the learned, blasting powder is a chemical concoction created from a number of common ingredients in extremely specific proportions. Discovered centuries ago, it has been heavily researched and developed by the Agasha family. Blasting powder’s only legitimate uses are for fireworks, flares, and other such devices, and it is viewed as something sacred—a dangerous power best left to priests and others who can use it for its proper ends, such as the invocation of the Kami. However, the Kuni and Kaiu families have also taken a great interest in this substance, hoping to create devices to slay Shadowlands creatures resistant to traditional arms, and over time, knowledge of its composition has slipped to other organizations in Rokugan. Thus far it has never been used against human targets, or so says the official record. A single charge of blasting powder can be used to make dozens of fireworks or flares, but it must be handled carefully. If a charge of blasting powder is ignited by a stray spark, the charge explodes and each character at range 0–2 suffers 10 physical damage, items at range 0–2 gain the Damaged quality, and each character at range 0–4 suffers the Disoriented condition. (Cost: 20 koku. Rarity: 9. Ceremonial, Forbidden to non-shugenja.)
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Battlefield Heirloom Handed down from generation to generation, a battlefield heirloom is a relic from a famous battle—one that a revered ancestor fought in many years ago, if not centuries. This prized possession can be almost anything small, such as a fragment of a cracked mempō (faceplate), a broken arrowhead, or the tassel of a gunbai. Once per game session, a character with a battlefield heirloom may reflect on the item as a Support action. If they do, they increase their composure (and their army’s discipline, during a mass battle) by 2 until the end of the scene. As battlefield heirlooms are unique, they cannot be purchased as normal, and are usually handed down from ancestors or found by soldiers who fought at particularly momentous battles in Rokugan’s history. The GM is the final arbiter of what qualifies as a battlefield heirloom.
Battlefield Medical Pack Specifically outfitted with needle and thread for stitching wounds, as well as tinctures to clean the wounds and numb pain, the suture kit is carried by many units on the battlefield to assist their fellow soldiers. This small, clothbound kit is about the size of a pocket book and contains everything one might need to sew up a minor wound or staunch bleeding long enough to seek assistance from a medic. Once per scene as a Support action, a character with a battlefield medical pack may remove the Bleeding condition from another character at range 0–1. (Cost: 2 bu. Rarity: 3.)
Brilliant Flare Flares are essentially fireworks designed for use in battlefield signaling. Pioneered in Rokugan by the Kaiu family, flares come in numerous colors and are available to most commanders who seek them out. As a Support action, a character may make a TN 3 Martial Arts (Ranged) check to fire a flare. The flare is generally visible to all characters at range 0–6. (Cost: 1 koku. Rarity: 6. Wargear.)
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Gunbai The gunbai, a leader or commander’s war fan, is a staple of samurai officers for communicating orders to their troops at a distance. Each gunbai is unique, as are the gestures the officers use to communicate orders to their troops. With a flick of the wrist, an officer may order their troops to fall back or to charge into the fray. Often gilded with metal, a gunbai is used to convey urgent tactical shifts and defensive moves. (Cost: 3 koku. Rarity: 4. Qualities: Ceremonial, Wargear.) A gunbai can be wielded as a one-handed Martial Arts [Melee] weapon with the following profile: Range 1, Damage 2, Deadliness 2. During a skirmish, a character with a gunbai readied can perform shūji targeting characters who can see them at range 0–6 (as opposed to the usual auditory range restriction of range 0–4). During a mass battle, for each of an army’s leaders equipped with a gunbai, the army increases its discipline by 2.
Mempō Many samurai wear a mempō, or mask, to cover their face on the battlefield. They use a mempō partially for both protection and intimidation. A mempō is crafted from iron or leather, covered with lacquer or clay, and painted to resemble a face. While some mempō may have human features, most showcase jagged oni teeth, a ferocious mouth, and a frightening expression. (Cost: 5 koku. Rarity: 4. Item Qualities: Ceremonial, Wargear.)
Saihai Used for nonverbally communicating orders to troops, the saihai, or war baton, doubles as a status symbol for commanding officers. This item is a lacquered wooden rod with a tassel made of brightly colored ribbons or horsehair at its head. It is hung by a small loop from the waist. The saihai makes it easy to signal troop movements from mid-range. Traditionally, commanders brandish their saihai to signal charging and offensive maneuvers, as complex signals are difficult to convey at a distance. During a mass battle, if an army’s commander carries a saihai, increase the army’s discipline by 2. (Cost: 4 bu. Rarity: 3. Item Qualities: Ceremonial, Wargear.)
Sashimono Clan mon and armor are essential for soldiers to tell friend from foe in the heat of battle, but sashimono— small, square banners attached by poles to soldiers’ armor—help commanders and tacticians better discern
the tide of battle. A soldier’s armor is designed with a fitted clasp at the back of the cuirass for a sashimono pole to slot into. Each sashimono is plainly decorated and dyed with easily discernible colors so that commanders can recognize their soldiers at a glance. (Cost: 6 bu. Rarity: 2. Item Qualities: Wargear.)
Smoking Pipe Crafted from reeds or carved from fine wood, the smoking pipe is a staple for many soldiers, who fill it with tobacco, opium, or other substances to calm themselves both before and after battle. The benefits are purely psychological but well understood throughout the clan armies. Unfortunately, the relentless horrors of combat have pushed many ashigaru and even bushi to a nearly incapacitating addiction to the calming effects of opium. (Cost: 1 bu. Rarity: 2.)
Tetsubishi A type of caltrop welded together in the shape of sharp-spined stars the size of a fist or larger, tetsubishi are a type of iron makibishi designed to be scattered on the battlefield in front of fortifications as a defense. They may also be used to delay pursuers. While their sharp edges may pierce the soles of unsuspecting samurai’s boots, these mass-produced weapons are especially effective at penetrating the hooves of horses used by cavalry and mounted infantry. As an Attack and Support action, a character may scatter a handful of tetsubishi targeting a patch of ground at range 0–2. The terrain at range 0–1 from the point of impact gains the Dangerous and Ensnaring terrain quality (Cost: 5 bu per handful. Rarity: 4).
Uma-Jirushi Resembling a soldier’s sashimono banner, the massive, heraldic uma-jirushi banner sets a daimyō or general apart as they ride into battle. While some uma-jirushi may simply be larger, more ornate sashimono, some daimyō contract artisans to create elaborate, three-dimensional shapes or even entreat shugenja to add elemental flourishes (such as a perpetual, slow-burning flame or a constant gust of wind) to make their banner stand out. When making a Command check, a leader in a mass battle who displays a personal uma-jirushi adds one kept set to . Should the bearer of an uma-jirushi be killed via the Cut Off the Head or Challenge action, their army receives 4 additional panic. (Cost: 3 koku. Rarity: 7. Qualities: Resplendent, Wargear.)
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Blessed Treasures
The following blessed treasures pertain to Rokugan’s glorious history of warfare, and as can be imagined, many are tied to the Lion Clan. Many are nemuranai, or awakened items (see page 307 of the core rulebook). All are rare and hard to acquire; GMs may wish to require characters to engage in long quests to locate or prove themselves worthy of such items.
Banner of Amaterasu After Hantei won the Tournament of the Kami and was named the first Emperor of the Emerald Empire, he commanded his siblings to go forth and unite the peoples of Rokugan under one rule. Akodo crafted a great uma-jirushi that seemed to capture the rays of his divine mother, Amaterasu, within it, heralding his arrival like the rising of the morning sun. Some believed the banner was also a reminder of the match between Akodo and Hantei, and how the reflection of the sun on Hantei’s blade stilled Akodo’s own sword. Under this banner, Akodo’s growing Lion Clan marched to battle, pacifying and unifying peoples wherever he went. The Lion Clan also used it during the War against Fu Leng, but since then, the banner has become a sacred relic and has rarely been used in battle. Awakened Item: The Banner of Amaterasu is a nemuranai. As such, it has the Durable and Sacred item qualities. A character wielding this banner adds a kept set to an result when making Command checks. $
Quirk: While the banner is exposed to direct sunlight, all friendly forces hear battlefield orders in the voice of their first martial instructor.
$
Sealed Invocation: The banner has the Courage of Seven Thunders invocation within it, which the wielder may perform once per session using the Command skill instead of Theology.
The Claws of the Kitsu The Claws of the Kitsu are both venerated relics and reminders of Akodo’s horrible mistake in slaying almost the entirety of the kitsu race. These claws have grown sharper and harder over the centuries and give off a soft golden glow under moonlight. Few remain, as some enemies of the Lion seek to eliminate the last vestiges of the kitsu from Rokugan. Awakened Item: Each Claw of the Kitsu is a nemuranai and so has the Durable and Sacred item qualities.
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$
Quirk: While carried in a pouch or wrapped cloth, a claw struggles as if trying to escape.
$
Sealed Invocation: Each Claw of the Kitsu has the Vapor of Nightmares invocation within it, which the wielder may perform once per session using the Courtesy skill instead of Theology.
The Five Akodo Daggers The legendary Five Akodo Daggers were forged by Crane artisans and gifted to the Lion Clan as a peace offering. Although the peace was short-lived, Akodo’s five children kept them, and the daggers are priceless treasures to this day. Forged with a silvery hue, they glint with a strange iridescence. Each is engraved with the Lion Clan mon and a subtle likeness of the Lion carved into the handle. One dagger is retained by the Lion Clan Champion, while the others are gifted to family or other members of the Great Clans as a sign of favor. When the Lion Champion dies, the daggers must always be returned, as per tradition. Awakened Item: The Akodo Daggers are nemuranai weapons. As such, these knives have +2 deadliness as well as the Durable and Sacred item qualities. $
Quirk: The Akodo Daggers grow uncomfortably hot if the blades of two or more of them come into contact with each other.
$
Sealed Invocation: Each dagger has the Biting Steel invocation sealed within it, which the wielder may perform once per session using the Martial Arts [Melee] skill instead of Theology.
Leadership Scrolls Akodo wrote several copies of his masterwork, Leadership, and some of those original scrolls still survive to this day. Each is a priceless relic deeply venerated by the Lion Clan and only retrieved from heavily guarded alcoves in the Akodo War College with the special permission of its headmaster. Other copies are thought to exist elsewhere, and periodically, one is discovered far underneath the ruins of an ancient castle or resting by a tree near a forgotten battlefield. $
Effects: Each scroll has the Durable and Sacred item qualities. As a support action, a character may spend one Void point and read from the scroll. If they do, they may use the Tactics skill instead of the skill they would normally use when making Social skill checks. This effect persists until the end of the scene.
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Item Patterns
Not all items are created equally. Depending on the smith or artisan and the materials used in its creation, weapons, armor, and even clothing can vary greatly, not just in style, but in performance. The patterns used in item creation are usually carefully guarded secrets, ones that a master would entrust only to the worthiest of their apprentices. There are two methods for gaining an item with one of these patterns. The first is for a character to apprentice themselves to a master to learn the means of crafting a new item with the desired pattern; this requires the PC to win the master’s trust within the story of the game and then to spend the XP to learn the pattern. The other method is to requisition, purchase, or find an existing item with the pattern. The price is the same, but the rarity is altered by the pattern’s listed rarity modifier.
Akodo Pattern The Akodo are known for their regal bearing and status throughout Rokugan. A weapon or piece of armor crafted by the Akodo family bears the characteristic family mark and looping inlay. As a result of its association with the regal family, any equipment made by an Akodo elicits an implicit trust in anyone who trusts that family. The Akodo pattern can be applied to a weapon or set of armor. A character carrying or wearing one or more items made in the Akodo pattern increases the discipline of any army of which they are the commander by 5. XP Cost: 6 Rarity Modifier: +4
Burning Water Pattern While the secret of blasting powder is one of the greatest in the Empire, there are even more secretive artisans who dare experiment with its formula. One alteration uses rarer ingredients that still react when wet, allowing dishonorable saboteurs to use blasting powder in the rain or against structures that are underwater (making destructive items even more difficult to detect). Blasting powder fashioned using the burning water pattern has its damage reduced by 1. Blasting powder fashioned using the burning water pattern can be used when wet or even underwater. XP Cost: 6 Rarity Modifier: +4
Concealment Pattern While most samurai wear their colors proudly, there are those who see the value in armor camouflaged to their environment. The Badger Clan, used to fighting large numbers in close quarters, often use such armor to their advantage, as do many members of the Crab Clan, who face foes upon whom honor is wasted. Armor produced with the concealment pattern gains the Wargear quality, and loses the Ceremonial and Resplendent qualities; it cannot gain those qualities. Reduce its supernatural resistance by 1 (to a minimum of 0). While a character wearing it is in Obscuring terrain, they increase the TN of Attack action checks targeting them by an additional 1 (to a total of +2). XP Cost: 6 Rarity Modifier: +4
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Deadly Fangs Pattern Lion armies often include ashigaru forces, their veterans armed with especially deadly polearms forged to hold fast against attackers. Few enemies can avoid becoming impaled on the needlelike points when these polearms are firmly planted. A polearm made in the deadly fangs pattern gains the Cumbersome quality and increases its deadliness by 1. If an entire cohort is equipped with polearms with the deadly fangs pattern, its leader reduces the TN of the Reinforce action by 1 (to a minimum of 1). XP Cost: 7 Rarity Modifier: +4
Fearsome Snarl Pattern Less a formal pattern and more a set of motifs, the fearsome snarl pattern appears on many Rokugani samurai armaments. Whether it takes the form of a swooping crane, a roaring lion, or a menacing crab, it conveys a simple message to all enemies. The fearsome snarl pattern can be applied to a weapon or set of armor. It loses the Concealable quality (if it has it) and gains the Wargear quality. XP Cost: 3 Rarity Modifier: +1
Ichirō Pattern In wartime, the need to produce weapons and armor cheaply on a mass scale is a prime concern for the Great Clans, especially when dispatching thousands of ashigaru for combat. The Badger have gained renown for their special forging techniques that allow them to produce such items en masse for peasant soldiers (though in some circles, such practices are met with equal disdain). Named for the Ichirō smith who perfected the technique, the Ichirō pattern has become synonymous with inexpensive, durable, and quickly crafted equipment. Weapons or armor produced with the Ichirō pattern halve their price (rounding up) and lose the Ceremonial and Resplendent item qualities if they would otherwise have one or both qualities. Such items can never gain either quality. Ichirō pattern weapons and armor are also produced in half the time (rounding up) it would otherwise take to make them. XP Cost: 4 Rarity Modifier: –1 (to a minimum of 1)
Mountain Silk Pattern Most beings who know of the Badger think only of their expertise in sumai. More cultured individuals also know of the clan’s expertise in silk, and eagerly seek out the raw material so it can be used in their own creations.
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Like the Badger and the mountains that surround them, this silk is hardy and tough, even when crafted into elegant robes fit for the finest courts. It instills in its wearers the quiet strength of rock that has endured for countless years. When a character wearing armor made with mountain silk succeeds at a check to resist a critical strike, they add one bonus success. Armor with physical resistance 2 or lower made using mountain silk loses the Cumbersome quality (if it has it) and gains the Durable quality. Armor with physical resistance 3 or higher made using mountain silk gains the Durable quality and reduces its physical resistance by 1. XP Cost: 6 Rarity Modifier: +3
Screaming Fire Pattern While blasting powder is frightening enough, some variant mixtures include alchemical items from gaijin lands designed to emit terrible shrieks and thunderclaps when used. Even veteran soldiers become alarmed and prone to flee when the air itself assaults their senses. Blasting powder fashioned using the screaming fire pattern has its damage reduced by 2. When it causes an army to receive 1 or more panic during a Mass Battle, that army receives that amount of panic plus 3 instead. Additionally, the area it affects becomes Imbalanced (All Elements) for 1 week. XP Cost: 6 Rarity Modifier: +4
Toriyama’s Endurance Pattern When a fire broke out in Toshi Ranbo’s archive, scholars feared that centuries of knowledge would be lost, but were surprised to discover that many of the earliest tomes, scrolls, or other literary artifacts were undamaged while later volumes had burned or been irreparably damaged by smoke. That the volumes remained intact was due in part to the scientific advancements of the ancient wartime scholar Toriyama. When Toriyama was assigned to Toshi Ranbo’s library in the city’s early days, he feared that the city might be sacked and the library put to the flame, for wars already raged around that region. As such, he developed new, more enduring inks and painstakingly researched chemicals that could slow the burning of a scroll (without ruining the contents). After the fire in the library centuries later, Toriyama’s methods were rediscovered and propagated, and are still taught to scribes and archivists today. Parchment and scrolls that are made with Toriyama’s endurance pattern gain the Durable item quality, but only against the effects of fire and water. XP Cost: 3 Rarity Modifier: +3
New Techniques
The following are new techniques that samurai from the Lion and other clans can use to lead armies and engage in battle on behalf of their clan and the Empire.
Close Combat Kata The Badger Clan teaches its students a number of techniques to improve their grappling abilities, encouraging them to use terrain to the utmost advantage to wear down their foes. Some of these techniques have even become famous across the Emerald Empire, and are taught by grapplers beyond the stony passes of Badger Lands. The following kata are performed with weapons that use the Martial Arts [Melee] or Martial Arts [Unarmed] skill.
Fierce Badger Style
Rank 2
Activation: When you make a Martial Arts [Unarmed] or Fitness check, you may spend in the following ways: : If you are in Entangling or Obscuring terrain, reduce the TN of the next attack check you make by 1 (to a minimum of 1). This effect persists until the end of your next turn. : If you are in Entangling or Obscuring terrain, you may ignore its negative effects. This effect persists until the end of your next turn.
Shattering Tide Style
Rank 3
The Fierce Badger Style relies on controlling an enemy’s position on the sumai mat and battlefield alike. It lets the combatant hold their opponent in check until they collapse, or, if desired, hurl them outside the designated area—or off a nearby cliff.
It is rare that a samurai can pick the site of a battle, and battles can occur in locations where no actual fighting is needed for harm to come to all parties. Where the environment is as hazardous as sharp steel or heavy fists, learning ways to incorporate such terrain into attacks makes each strike all the more effective.
Activation: When you make a Martial Arts [Unarmed] check targeting an a character at range 0, you may spend in the following ways: +: If the target is Immobilized, they receive 1 strife per spent this way. +: If the target’s silhouette and vigilance both are lower than or equal to spent this way, the target is thrown 2 range bands in a direction of your choice and suffers 3 fatigue.
Activation: When you make a Martial Arts [Unarmed] check, you may spend in the following ways: : If you succeed, and both you and your target are in Confining or Dangerous terrain, treat the damage and deadliness of the weapon you used as 1 higher for each kept result on your check. : If both you and your target are in Confining or Dangerous terrain, your target suffers the Dazed condition.
Thicket’s Embrace Style
Rank 3
A warrior must always remember that there are two opponents they must face in combat: their foe, and their environment. It might be easy to chop away thick vegetation covering the terrain, but a true master uses the territory to their advantage. By becoming one with the environment, the warrior can concentrate more on their foe and thus end a fight much faster.
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Rituals Warfare is not a thing apart from society in Rokugan, and has its own rules that warriors are expected to uphold and customs warriors are expected to participate in. Rituals of battle might be used to prepare a sumai dōjō or purify a place of combat or cleanse it after blood has been shed there. By maintaining certain traditions in war, samurai endeavor to remain true to themselves amidst even the chaos of battle. The rituals in this section pertain to warfare or how to live a proper life on the battlefield.
Beseech Akodo’s Judgment
Rank 3
In Leadership, Akodo wrote of the importance of terrain in battle, and of knowing how best to use terrain not only to one’s advantage, but to motivate one’s troops. The terrain will guide the actions of the troops as much as the words of the commander, or so Akodo holds, and so a prudent general seeks the terrain that will maintain order in their own soldiers while disrupting that of their enemies. Activation: Once per game session as a Support action, you may make a TN 3 Tactics (Void) check targeting one terrain feature on the battlefield (or one battle zone, if using the rules for battle zones). Effect: If you succeed, increase your army’s discipline by your glory rank plus your ranks in Command as long as your army has at least one cohort occupying the chosen terrain feature (or in that battle zone, if using the rules for battle zones). This effect persists until your army has no cohort occupying that feature (or zone), or until the end of the scene.
New Opportunities +: If you succeed and designate a fortification (or a battle zone with a fortification in it), while your army occupies that fortification, increase that fortification’s difficulty level by 1 per spent this way. +: Each time your army suffers panic from battle fatigue during this scene, it suffers 1 less per spent this way (to a minimum of 1).
Beseech Bayushi’s Absolution
Rank 4
Bayushi never denied the ugly truth of war, nor did the Kami of the Scorpion Clan shy away from it. Instead, the self-proclaimed villain of the Emperor faced it with clear eyes and hidden emotions. When faced with an impossible task or the need to set their heart aside to carry out their lord’s orders, many samurai across all the clans appeal to Bayushi and his unending loyalty, working to focus their entire being on their goal. Activation: Once per game session as a downtime activity, you may make a TN 3 Sentiment (Air) check targeting yourself. Effects: If you succeed, the next time you would receive strife or fatigue, reduce the amount you receive by your focus. This effect persists until the end of the next scene.
New Opportunities : If you succeed, the next time you would forfeit honor, reduce the amount you forfeit by half (rounded up).
Beseech Doji’s Wisdom
Rank 2
Doji believed that war was a necessary evil, and hoped that each time Rokugan went to war, it might emerge more enlightened, so that future wars might prove unnecessary. As such, she took seriously the task of recording the wars she witnessed, for without a history to study, her descendants could never learn from these mistakes and aspire to transcend all such mortal strife. Activation: Once per game session as a downtime activity, you may make a TN 3 Composition check to transcribe a historical event you witnessed to paper. The event must have transpired within the recent past, before it has become well-known across the Empire. Effects: You write from the heart to create a record of the event that rings a genuine account and omits no details of significance. Readers with vigilance lower than your honor rank trust the events to be true, or at least recorded in good faith.
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New Opportunities
New Opportunities
Fire : If you succeed, each character who is awarded one or more glory as a result of their involvement in this event receives that much glory plus your ranks in Culture instead. Fire : If you succeed, choose one Great Clan or other major organization. The first time a character of that organization reads the text each scene, that character gains 2 strife. Earth : If you succeed, the text gains the Durable quality. Earth +: If you succeed, when referencing the text as part of a check concerning the recorded historical event, reduce the TN of the check by your ranks in Government (to a minimum of 1). Air +: If you succeed, you may omit one detail of significance per spent this way without creating contradictions or obvious gaps in the text. Air : If you succeed, choose one character. If that character is awarded one or more glory as a result of their involvement in this event, they receive double or half (your choice) that amount (rounded up) instead. Water : If you succeed, reduce the TN of any check to copy the text by 2 (to a minimum of 1). Water : If you succeed, choose one Great Clan or other major organization. The first time a character of that organization reads the text each scene, that character removes 2 strife. Void : The text becomes inhabited by a permanent blessing. It gains the Sacred item quality (see page 241 of the core rulebook).
Beseech Hida’s Might
Rank 2
Contests of strength were a favorite of the Kami Hida, and even today, spiritualists in Rokugan call upon his blessing when sanctifying an area for ritualized battle. Whether the arena is a circle for sumai or a parting of the battle lines for a field duel, it is important that it be properly respected as a place for champions to take up arms. Activation: Once per game session as a downtime activity or Support action, you may make a TN 2 Meditation (Fire) check targeting an area encompassing 3 range bands around yourself. Effects: If you succeed, this area becomes an arena. When a character makes a Martial Arts check in the arena during the event and does not gain strife from the check, that character reduces the TN of their next check by 1 (to a minimum of 1). This effect persists until the end of the next scene.
: If you succeed, the arena gains the Hallowed (Fire) terrain quality until the end of the scene. +: If you succeed, increase the Endurance and Composure of each character fighting a duel in the arena by 1 per spent this way. +: Reduce the TN of checks to remove the Bleeding and Dying conditions from characters within the arena by 1 per spent this way (to a minimum of 1).
Beseech Shiba’s Calm
Rank 3
Shiba was a warrior, but he did not love war—despite his vast might, he sought peace over conflict and compromise over bloodshed. Yet war was inescapable in his lifetime, and so he sought Isawa’s spiritual expertise to learn methods for purifying battlefields after times of bloodshed profaned the land. As the War with Fu Leng dragged on, Isawa saw the wisdom in sharing this knowledge, and the rites he taught Shiba for stilling the unsettled spirits of the land after the shedding of blood are used in Rokugan even centuries later. Activation: Once per game session after participating in a Mass Battle or as a downtime activity, you may make a TN 3 Theology (Void) check targeting an area upon which a mass battle was fought earlier that day. Effects: If you succeed, remove the Defiled terrain quality from the area.
New Opportunities : If the area gained the Dangerous, Entangling, or Obscuring terrain quality during the battle through supernatural means, remove one or more of those terrain qualities of your choice. : Remove the Imbalanced terrain quality from the area. : Until the end of the game session, non-Tainted beings reduce the TN of Theology checks they make in this area by 1 (to a minimum of 1), and Tainted beings increase the TN of all checks they make in this area by 1. +: Reduce the TN of any Fitness or Meditation checks that characters in your army need to make at the end of a scene by 1 per spent this way, to a minimum of 1.
Beseech Shinjo’s Empathy
Rank 2
Shinjo’s innate connection to the wilds of the world is carried on by many of her descendants. On their long journey across the wider world and back to Rokugan, Shinjo’s heirs have kept her wisdom alive
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and flourishing as they raise and train animals from hounds and hunting hawks to mighty Utaku steeds. Their techniques have even been adopted by some stablemasters of other Great Clans after their return to Rokugan. Activation: Once per session as a downtime activity or Support action, you may make a Survival (Water) check targeting a friendly animal at range 0–1. The TN is equal to the conflict rank of the animal. If this is an animal you are bonded with (see page 111 of the core rulebook), reduce the TN of the check by 2 (to a minimum of 1). Effects: If you succeed, your target removes 3 fatigue, plus 1 additional fatigue per bonus success on the check.
New Opportunities : You and the target each remove 1 strife per bonus success. : If you succeed, your target removes additional fatigue equal to your ranks in Medicine. : Remove the Bleeding condition from the target. : Remove the Lightly Wounded condition from the target, or reduce the Severely Wounded condition to the Lightly Wounded condition. : If you succeed, remove the Dying condition from the target. +: Choose one additional friendly animal of the same conflict rank or lower in range as a target per spent this way.
Beseech Togashi’s Vision
Rank 3
Togashi always saw the bigger picture, especially in the War with Fu Leng. When he stood as Hantei’s champion, set to face Fu Leng in a duel, Togashi named his weapon as no less than the entire Empire. And though Fu Leng was eventually defeated at the Day of Thunder, some say that Togashi’s duel with his fallen brother rages to this day, each celestial power subtly moving pieces back and forth across a board no others can perceive. Strategists across the Great Clans often appeal to Togashi’s enigmatic wisdom, even if they cannot claim to understand designs of such vast and cosmic complexity. Activation: Once per game session as a downtime activity or as a Scheme and Support action during a Mass Battle, you may make a TN 3 Meditation (Void) check targeting a character you can perceive (or a leader or commander of an enemy army in the scene). Effects: If you succeed, you assess another character’s strategy. Once before the end of the next scene, after that character performs an action, you may reveal that you were prepared for this and immediately perform one action.
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New Opportunities : If you succeed and you are the commander of an army, you may choose a leader in your army to perform the action instead. : While you perform the prepared action, reduce the TN by your ranks in Tactics.
Imbue Thunder
Rank 4
Fireworks are the sacred domain of specifically trained priests and spiritual artisans, and many among the Agasha and Asahina specialize in creating beautiful alchemical displays for festivals and other cultural events. These same techniques could, of course, be used to create blasting powder, but meddling in the domain of priests for purposes of waging war would surely constitute some form of blasphemy. Activation: To perform this ritual, you must first assemble the proper ingredients (charred wood, salt of earth, pollen that burns) in the proper proportions. One full set of materials costs 10 koku and has a rarity of 6, and is consumed by the process. Once per session as a downtime activity, you may make a TN 4 Medicine check to properly mix the ingredients to create blasting powder. Effects: If you succeed, you create ten brilliant flares (see 90), plus ten per two bonus successes, or one blasting powder charge (see page 90), plus one per two bonus successes.
New Opportunities : When used in a skirmish, the charge inflicts the Dazed condition on all characters at range 0–4. Air : When used in a skirmish, increase the charge’s range band by 1. Earth +: When used, the charge inflicts 2 additional damage (or attrition) per spent this way. Fire +: When used, the charge inflicts 2 additional strife (or panic) per spent this way. Water : When used in a skirmish, the charge inflicts the Bleeding condition on all characters at range 0–2. Void : When used, the charge frightens away all kami in the radius of effect (or across the entire battlefield, in a mass battle). The affected area becomes Imbalanced (All Elements) terrain. This effect persists for 1 day.
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Shūji “I write not to embellish Akodo’s words, but to underscore his wisdom. Mine is a humble torch lit from that bonfire, but as a torch can be carried more easily in a warrior’s hand in the field, reminding all who see it of the bonfire, I hope that my words are suitable reminders.” – Ikoma Yanagi’s commentary on Leadership, included alongside other scholars’ remarks in versions of the text read by students of the Akodo War College
Air Shūji “War may be an art of deception, but truth rings clear in the clash of blades. This is the virtue Akodo evokes when he writes of a righteous general in the Measure of Wind.” – Ikoma Yanagi’s commentary on Leadership
Borrowed Courage
Rank 1
A skilled leader’s task is to guide their forces to victory, and sometimes, this means misleading them away from defeat. When an army is demoralized, when the odds are harsh, when the foe truly is stronger—these are the times a leader may need to spin a tale of the enemy’s weakness, of coming allies, or of a secret plan to guarantee success. The line between falsehood and truth may be dim or bright; regardless, sometimes warriors need hope to struggle on, even if that hope is forlorn. Activation: As a downtime activity, you may make a TN 4 Performance (Air) check targeting an army or a number of characters who can hear you up to your ranks in Sentiment. You may stake up to 3 honor to reduce the TN by that amount (to a minimum of 1) to embellish the truth. Effects: If you succeed, you spread a powerful rumor of your foe’s weakness, of allies certain to arrive, or of some other hidden advantage that should ensure victory. The first time your target receives panic or strife during the next scene, they reduce the amount they receive by your ranks in Performance, to a minimum of 0. Whether you succeed or fail, if your side loses the battle, you lose your staked honor (as your boasts proved false). Additionally, there might be narrative social ramifications should individuals remember the lies you told.
New Opportunities Air : If you fail, nobody remembers exactly what you said, so there are no narrative social consequences for your fabrication.
Air : Add 1 kept set to to the first Scheme action check you make during the next mass battle your army fights.
Clouds Parted by Steel
Rank 2
Warriors often claim a certain kinship with one another and speak of how no one can hide their true nature in a life-or-death battle; thus, they say, bitter foes might know each other as well as sworn comrades, or even better. While the truth of the matter is perhaps more complicated, a skilled observer can indisputably learn a great deal about someone by crossing swords with them enough times, seeing how they react to fear, frustration, success, and relief as a battle rages on. Activation: When you make a check to perform a Strike action (see page 264 of the core rulebook) or an Assault action (see page 278 of the core rulebook), you may spend as follows: Air +: If your target’s vigilance is lower than your ranks in Sentiment plus spent this way, choose one of the advantage/disadvantage types: interpersonal, mental, or physical. If your target has one or more advantages or disadvantages of that type, you learn what they are.
Entice with Falsehoods
Rank 4
In general, there is no victory to be had if the enemy can easily see through a strategy. To deceive the enemy, however, a commander must sometimes deceive their subordinates and allies, only revealing the true plan at the moment to strike. A leader who believes they have seen through their own commander’s strategy might attempt to anticipate this plan. This is simpler when there is terrain to conceal your actions from vigilant observation, and risky if your venture fails and disrupts the strategy of your superiors. Activation: Once per scene during a mass battle as a Scheme action targeting the commander of the enemy army, you may make a Tactics (Air) check. The TN is equal to the target’s vigilance. If you are not your army’s commander, you must stake 5 honor and 5 glory on your success. If your cohort is in Obscuring terrain, reduce the TN by 2. Effects: If you succeed, you immediately change your army’s current strategic goal to a new goal of your choice. Any momentum points your army had accrued toward the previous goal are applied to this new goal. If you fail and you are not the commander, your commander’s scorn falls upon you for overstepping your position. You lose your staked honor and glory.
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New Opportunities Air : Your target remains unaware of your machinations. Air : Gain 1 momentum point toward your army’s current strategic objective. Air +: All characters in the scene with vigilance lower than or equal to spent this way are unaware of your machinations.
Earth Shūji “Life rises from the earth. To hold earth is to hold the means to grow rice, and barley, and millet. When Akodo writes that the Measure of Earth is understanding the ground on which a general stands, he means also that the general must understand the value of the land, for from it arises life itself.” – Ikoma Yanagi’s commentary on Leadership
Fortress of Necessity
Rank 1
While some generals favor a barren battlefield where steel can face steel, many others look for places where their forces can draw on cover. These locations offer troops a place to regroup, resupply, or take defensive action, but not all battlefields are so accommodating. In such cases, the commander has their army make their own fortifications. Activation: As a downtime activity or a Support action during a mass battle, using adequate supplies and a suitable area, you may make a TN 3 Command (Earth) check targeting a position you can reach. Effects: If you succeed, you erect a defensive structure of trenches or short barricades in the area. In a mass battle, this structure is treated as a fortification with difficulty value equal to your ranks in Labor plus your bonus successes, which reduces attrition suffered by the cohort occupying it by 2. In a skirmish, this structure is treated as Obscuring terrain by anyone attacking those inside from outside. This structure is temporary, and degrades completely if left to the elements for more than a few days. It can be maintained with a TN 2 Labor (Earth) check as a downtime activity, which might need to be made more frequently in harsh weather conditions such as rain or snow.
New Opportunities Earth : When you perform the Reinforce action in this fortification during a mass battle, treat the TN as reduced by 1 (to a minimum of 1). Earth +: Add one of the following terrain qualities per spent this way to the area extending from range 1–3 around the building: Dangerous, Entangling,
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Obscuring, or Recessed. During a mass battle, enemies attacking a cohort in the fortification are treated as being in terrain with the added qualities.
Great Anvil’s Measure
Rank 2
A proud leader often draws attention to themselves in battle, and a leader both proud and skilled does so to draw their enemy into attacking them—especially when the enemy would rather attack elsewhere. When the leader’s troops are properly readied, and especially when they are in a highly defensible location, such an attack against them is doomed to fail. Activation: When you make a check to perform a Guard action in a skirmish (see page 264 of the core rulebook) or a Reinforce action in a mass battle (see page 279 of the core rulebook), you may spend as follows: Earth + (Guard): Choose any number of characters in the scene with focus lower than or equal to your ranks in Performance plus 2 per spent this way. Each chosen character must receive strife equal to your ranks in Performance to perform an Attack or Scheme action targeting any character other than you. This effect persists until the end of your next turn. Earth + (Reinforce): Choose any number of leaders in the enemy army with focus lower than or equal to your ranks in Performance plus 2 per spent this way. The enemy army receives panic equal to your ranks in Performance each time any of those leaders performs an Attack or Scheme action targeting any cohort other than yours. This effect persists until the end of your next turn.
Steady the Hammer
Rank 4
Even under fierce attack, the clever general sees opportunities to outwit their opponent. When a staunch counterattack is not possible, the general lures the enemy into a position where they become vulnerable to attacks from the general’s allied forces. Such an act not only achieves victory, but also displays to all the general’s superior tactical skills. Activation: As an Attack and Support action during a mass battle, you may make a TN 5 Tactics (Earth) check targeting one enemy leader’s cohort that performed an Attack action check targeting your cohort this round. If that enemy cohort is in Confining, Entangling, or Recessed terrain, reduce the TN to 2. Effects: If you succeed, decrease the TN of the next Attack action check made by a friendly leader that targets that cohort by 1 plus your bonus successes (to a minimum of 1). If that check succeeds, add additional bonus successes equal to your ranks in Command. This effect persists until the end of the round.
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New Opportunities
Righteous Example
Earth +: This effect applies to one additional Attack action check made by a friendly cohort before the end of the round per spent this way.
Fire Shūji “The soul of fire of which Akodo writes is the warrior’s spirit. The Measure of Fire warns us to choke this flame if it is unrighteous, for Akodo knew all too well the risks of letting this fire burn unchecked. The Kitsu family’s history reminds us that we may never again let our pride burn without righteousness and scorch the innocent.” – Ikoma Yanagi’s commentary on Leadership
Call the Wild
Rank 3
While an animal or spiritual companion can be a source of comfort and camaraderie for Rokugani, there are times when the untamed beast is needed. Even the bravest of bushi might falter when a great cat bares its claws and makes ready to leap, or a growling wolf pads out of the darkness with blood on its fangs. Activation: As a Support action, you may make a Survival (Fire) check targeting one friendly animal or manifest kami at range 0–2. The TN of the check is equal to the animal or kami’s conflict rank. Effects: If you succeed, increase the damage and deadliness of the animal or kami’s weapon profiles by 1, plus 1 for every two bonus successes beyond the first. This effect persists until the end of the scene.
New Opportunities +: You may target one additional friendly animal or manifest kami per spent this way. +: The target animal or kami removes 1 fatigue per spent this way. : The animal gains the Enraged condition, then removes all strife.
Rank 1
A leader’s power exists only in the minds of their followers, yet none can deny the power of an army. In Rokugani warfare, leaders and even commanders often take the field themselves at the start of battle, showing that they shoulder a portion of the risk alongside their warriors. This helps spur their forces on to great victories no warrior alone could achieve. Activation: As an Attack and Support action during a mass battle, you may make a TN 3 Martial Arts (Fire) check targeting an enemy leader’s cohort. Effects: If you succeed, the enemy army suffers attrition and panic equal to 1 plus your bonus successes. If you succeed, other leaders in your army reduce the TN of their Attack action checks by 1. This effect persists until the end of your next turn. If you fail, reduce the TN of Attack and Scheme action checks targeting your cohort by 1. This effect persists until the end of your next turn.
New Opportunities Fire : If you are both the commander and a leader, your army gains 1 momentum point toward its current strategic objective.
Sting of Warrior’s Pride
Rank 2
Courage and shame sometimes exist as two sides of the same coin in Rokugani society. To face death with courage is the measure of a samurai, and one who cleaves sincerely to the Code of Bushidō is unlikely to break even in the face of death. Still, not all samurai can attain such lofty stoicism. When philosophy alone is not enough to bolster a samurai against fearful odds, the spur of shame can keep a sword arm firm and feet planted in rank.
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Activation: As a downtime activity, you may make a TN 4 Performance (Fire) check targeting an army or one character who can hear you. You may stake up to 3 glory to reduce the TN by that amount (to a minimum of 1). Effects: If you succeed, you spur your target to greater courage in the face of death. The first time your target is dealt attrition or damage during the next scene, they reduce the amount by your ranks in Performance, to a minimum of 0. Whether you succeed or fail, if you are observed acting in a cowardly manner by your target during the scene, you lose any glory you staked on this technique.
To Smash the Heart
Rank 4
Like a case of fireworks, a battle is a volatile thing. A single spark in the right place can blast apart all semblance of order within even an experienced army. A moment of hesitation by a commander, the death of a trusted leader—these can ignite countless sparks at once, sending an army’s cohorts spiraling in all directions. Activation: Once per scene, after a character in the scene (or enemy leader, in a mass battle) becomes Compromised or is killed, you may immediately make a TN 4 Tactics (Fire) check targeting that character. Effects: If you succeed in an intrigue, skirmish, or duel, each character in the scene allied with your target who has lower status than your target receives strife equal to your bonus successes plus your ranks in Sentiment. If you succeed in a mass battle, the enemy army receives panic equal to your bonus successes plus your ranks in Sentiment.
Water Shūji “When Akodo writes that water has neither form nor shape, he does not mean that it is chaotic. Water is in its own way ordered, each drop following dutifully behind the ones that lead it. This is what Akodo means when he speaks of flow—not a state of disorder, but a state in which commands are unnecessary, for the natural path aligns with the path to victory.” – Ikoma Yanagi’s commentary on Leadership
Coursing March Chant
Rank 1
Marching is as old as armies, and some methods have changed little across the thousand years of Rokugan’s history as an Empire. An army marching on extra rations, with a rousing chant or musicians to keep its pace, will fare far better in the long run than one that marches in silence on empty stomachs. Activation: As a downtime activity, you may make a TN 4 Performance (Water) check targeting an army or targeting a number of characters traveling with you up to your ranks in Command. You may expend an additional day’s rations (army rations for an army, individual rations for an individual) to reduce the TN by 2 (to a minimum of 1). Effects: If you succeed, you and your targets can march twice the distance they normally could in that time.
New Opportunities: Water : If your target is an army, it removes attrition up to your ranks in Medicine. Water : If your target is an army, it removes panic up to your ranks in Culture. Water +: One individual target per spent this way removes fatigue up to your ranks in Medicine. Water +: One individual target per spent this way removes strife up to your ranks in Culture. Water +: Choose one mundane terrain quality that would normally affect the targets on the march per spent this way. Each target ignores that terrain quality during the march.
Preserve Strength
Rank 2
A general who wins a battle but loses a war is a failure, and the fewer casualties that become fatalities, the better their army will fare over the course of a campaign. Thus, wise generals always find skilled healers, charging them with keeping their forces in fighting shape and preserving throughout the course of the war the core of experienced warriors necessary for winning battles.
CHAPTER 2: DEF ENDER S O F T HE EMPIR E
Activation: Once per scene as a Support action or as a downtime activity, you may direct triage by making a TN 3 Medicine (Water) check targeting a friendly army or a number of characters at range 0–3 up to your ranks in Command. Effects: If you succeed during a mass battle, your target removes 5 casualties, plus 1 for every two bonus successes. If you succeed during a skirmish, each of your targets reduces the TN of their next Medicine check by 2, plus 1 for every two bonus successes (to a minimum of 1).
New Opportunities Water (Mass Battle): If you succeed, choose a friendly leader in the target army. Remove one of the following conditions from that character: Bleeding, Burning, Dying. Water (Skirmish): If you succeed, each of your targets may immediately move 1 range band, or 2 range bands toward a character who is suffering the Bleeding, Burning, or Dying condition.
Your Enemy’s Arrows
Rank 4
A skilled commander sees the enemy’s troops as if they were under their command, then issues orders to their own army such that the enemy will fall into place for their destruction. By erasing the distinction between the foe’s assets and one’s own in their mind, a general can see the battlefield as a whole, and maneuver the pieces to the endgame of their choosing. Activation: Once per scene as a Scheme action targeting another character who can perceive you or your cohort, you may make a Tactics (Water) check. The TN is equal to the target’s focus. You may stake up to 3 glory on your success to reduce the TN by that amount. Effects: If you succeed, the next time your target accrues momentum points toward an objective, add those momentum points to your objective instead. If you fail, you lose the glory you staked upon your success.
New Opportunities Water : Your target remains unaware of your machinations. If you failed, regain your staked glory. Water : Gain 1 momentum point toward your current goal. Water +: All characters in the scene with vigilance lower than or equal to spent this way are unaware of your machinations.
Void Shūji “When Akodo writes that there is no explaining the Measure of Heaven (or perhaps Emptiness, or Void, as Akodo uses the terms interchangeably at times), a part of me wonders if his hand had simply cramped with the brush earlier in the evening, or if he had tired of students with their unending chorus of ‘why, why, why?’ But perhaps in blasphemous thought, a kernel of truth exists. In emptiness is the absence even of desire. In his silence, Akodo forces us to ask the question of ourselves. I desire the answer from Akodo, that I need not achieve it for myself. And to desire knowledge is to desire, but a samurai’s thought should not rest on desire. What we desire to know is irrelevant. We must focus on what we do know, and how it can be applied for the betterment of our lord. That is emptiness.” – Ikoma Yanagi’s commentary on Leadership
Battle of No Escape
Rank 2
There are no conditions of battle simpler or more motivating than “win or die.” A warrior surrounded, with no hope of surrender, is far more likely to be willing to fight to the death, clinging to the feeble chance of survival presented: seize victory or pay the ultimate price. An outnumbered or outmatched commander might intentionally place their troops such that retreat is difficult or impossible, keeping them fighting to the last despite the terrible odds against them. Activation: Once per scene as a Support action, you may make a TN 5 Command (Void) check targeting your cohort or a number of characters who can hear you up to your ranks in Meditation. Reduce the TN of this check to 2 if all targets are in Confining or Entangling terrain. Effects: If you succeed during a mass battle, your army does not suffer morale collapse if its panic exceeds its discipline, and continues to function normally. This effect persists for one round, plus one round for every three bonus successes. If you succeed during an intrigue, duel, or skirmish, each target ignores the effects of the Compromised condition. This effect persists for one round, plus one round for every two bonus successes.
New Opportunities Void + (Intrigue, Duel, or Skirmish): Choose one additional target per spent this way. Void (Intrigue, Duel, or Skirmish): If you succeed, each target also ignores the effects of the Incapacitated condition for one round, plus one round for every two bonus successes.
103
Moment of Glory
Rank 3
Sometimes, an army’s survival falls to a single individual. When defending a bridge, a narrow pass, or a castle gate, a single warrior might find themselves facing the brunt of an entire army’s attack. Many tales tell of heroic samurai holding back the full wrath of the enemy for some time in such a circumstance, sometimes even driving the foe back before succumbing to their wounds. While these occurrences have been few and far between, and many are shrouded in myth, they have nonetheless left an indelible mark on history, and the names of these samurai have been enshrined forever as Lesser Fortunes of war, courage, and self-sacrifice. Activation: Once per scene as an a Movement and Support action during a mass battle, you may make a TN 4 Meditation (Void) check. Reduce the TN of this check to 2 if your cohort is in Confining or Obscuring terrain. Effects: If you succeed, whenever your cohort is targeted with an Attack action check, reduce any attrition it inflicts on your army to 0, and receive that much fatigue yourself instead. If fatigue you receive this way causes you to suffer a critical strike, the severity is 16. This effect persists until the start of your next turn.
New Opportunities Void +: If you succeed, while this effect persists, reduce any fatigue you receive by 1 per spent this way (to a minimum of 0). Void : If you succeed, if you suffer a critical strike this way, it is not applied until the end of the scene, at which point you receive any critical strike results you deferred this way. Void : If you succeed and you survive, double any glory you are awarded from your action.
104
Victory Without a Sword
Rank 6
To win without conflict, to conquer without destroying, to unite with prowess rather than merely subjugating— this is the ideal Akodo is said to have reached by the end of his long and violent life. Though he never put it to words himself, several of his students from his later years did. His lessons were simple. Any battle should be as swiftly won as possible, and the greatest general would be the one who never needed to fight, their superiority clear to all who could see it. To fight at all was its own sort of failure, a lesson he had learned all too well across ceaseless campaigns to unite Rokugan for his Emperor. Of course, up to the end, Akodo found it necessary to fight, so perhaps this ideal was beyond even the Kami of the Lion Clan, a dream image of a world barely visible through one tired eye. Activation: As an Attack, Movement, Scheme, and Support action during a mass battle, you may make a TN 6 Tactics (Void) check targeting the enemy commander. Reduce the TN of this check to 4 if all cohorts of the enemy army are in Dangerous, Entangling, or Obscuring terrain. This technique can only be attempted once per army per scene. Effects: If you succeed, the enemy commander immediately resists with a TN 5 Command check (Void 3), adding 1 to the TN for every 10 strength your army has in excess of the enemy army’s strength. If the enemy commander succeeds, their army suffers no ill effects. If the enemy commander fails, the enemy army suffers 10 panic for each point of their shortfall. If the enemy army collapses this way, its forces surrender. Individual leaders may choose whether they wish to withdraw or hold the line as their troops surrender. If you fail, reduce the TN of Attack action checks targeting the cohorts of leaders in your army by 2 (to a minimum of 1). This effect persists until the end of the scene.
CHAPTER 2: DEF ENDER S O F T HE EMPIR E
Ninjutsu
$
“Akodo writes of deception in war, of deceiving his subordinates to win the day, yet whenever some apparent contradiction arises in his text, it never seems to occur to any of my fellow scholars that Akodo might have lied. A general faces deception on all sides, spies among their ranks, and ploys on the battlefield. I, for one, think Akodo wished to teach his descendants that. A pity most of them missed the lesson.” – Bayushi Kiriko’s commentary on Leadership, included in almost every edition presented to students in Scorpion Clan dōjō
Employ Terrible Thunder
Rank 2
For some samurai, there is something they prize above honor: victory. For them, honor is meaningless if their lord is dead or their family lost. Any method that achieves victory is worthy, even if the Emperor themselves has outlawed it. Activation: As a Movement and Support action, you may make a TN 4 Skulduggery check and expend 1 charge of blasting powder (see page 90) to place it in your environment at a target position at range 0–1 of you. You must forfeit honor equal to equal to half your honor rank (rounded up) to use this technique. Effects: If you succeed, you set the blasting powder to explode at the end of the next round. Some or all of the following occur based on the scene type:
(Mass Battle) Any nearby cohort (such as those in the same zone, if using the rules for zones on page 118) is caught by the blast, and that army receives 5 attrition and 5 panic, plus 1 per bonus success.
$
(Mass Battle) If you placed the blasting powder inside of a fortification (see the Fortifications sidebar on page 276 of the core rulebook), reduce its difficulty value by 1, plus 1 per bonus success.
$
(Mass Battle) One cohort leader affected by the explosion suffers the Immobilized and Lightly Wounded conditions.
$
(Other Scene) Each character at range 0–2 of the target position suffers 10 physical damage plus 1 per bonus success, suffers the Dazed condition, and receives 5 strife.
$
(Other Scene) Items at range 0–2 of the target position gain the Damaged item quality.
$
(Other Scene) Any structure (such as a bridge, house, or wall) at range 0–1 of the target position gains the Damaged quality.
New Opportunities : Any item or structure damaged by this effect gains the Destroyed quality instead. : The area at range 0–2 of the position of the explosion gains the Dangerous and Obscuring terrain qualities, and flammable objects in the area are set ablaze. +: The blasting powder does not detonate for one additional round per spent this way.
Swift Scouting
Rank 1
The line between a shinobi and a scout is mostly one of their current assignment. Yet, while traditional scouting can take days or weeks, sufficiently experienced survivalists who have lived in the wilds can undertake scouting missions much more quickly than typical observers. Shinobi must often spend long periods of time traveling Rokugan, hiding in the wilderness, or spying on targets on the road. As a result, many are intimately familiar with the sorts of environments found in those types of locations and can quickly
105
HONOR AND BLASTING POWDER
Blasting powder is usually viewed as intrinsically dishonorable, and some samurai would never deign to use it as a weapon of war. However, honor does not generally extend to the minions of Fu Leng, for they have none to spare for the foes they slaughter. If the targets are Tainted creatures, or the blasting powder is being used in the Shadowlands, at the GM’s discretion, the honor forfeit needed to use blasting powder may be reduced or eliminated.
C H APT E R 2 : DE F E N DE R S O F T HE EMPIR E
sweep an area to identify the points of interest inside it. Especially skilled shinobi are likely to leave traps behind for enemy scouts or forces in the area. Activation: As a downtime activity, or once per scene as a Movement and Support action, you may make a TN 3 Survival (Water) check to scout the terrain around you. If you activate this technique in an urban environment or on the ocean, use Skulduggery or Seafaring instead, respectively. Effects: If you succeed, you discover all terrain qualities of the area around you (several miles in all direction during downtime, or the entire area in which the scene is occurring), as well as any fortifications in the area. Characters with vigilance lower than your Air Ring plus your bonus successes do not detect you during this time.
New Opportunities Water (Downtime or Mass Battle): If you succeed, you may choose one part of the area (a single battle zone, if using the rules for battle zones) and add one of the following terrain qualities to that area: Confining, Dangerous, Entangling, Obscuring. Water (Other Scene): If you succeed, you may choose a position in the area you scouted. Up to three range bands surrounding that position gain one of the following terrain qualities: Confining, Dangerous, Entangling, Obscuring. Water +: You discover the location and composition of any enemy forces in the area led by characters with Air Ring lower than your vigilance plus spent this way. Water : During your next turn, if you perform an action targeting an enemy cohort, ignore any fortification it is occupying. You may resolve effects as if you were inside that fortification.
The Patient Viper
Rank 2
Sometimes, the best way to approach a target is to stand still. Shinobi often lie in wait for hours or even days, patiently maintaining their position to ensure that they strike well when their foe arrives. Activation: As a downtime activity, you may make a TN 4 Fitness (Earth) check targeting your cohort (if you are currently the leader of a cohort) or yourself and a number of other characters up to your ranks in Command (in any other scene) who are within Dangerous, Entangling, or Obscuring terrain.
106
Effects: If you succeed, all targets become hidden and are not noticed by characters with vigilance lower than or equal to your Earth Ring plus your bonus successes. These hidden characters cannot be the target of Attack actions. This effect persists until the end of your next turn, or until any target you have hidden performs an Attack or Movement action.
New Opportunities Earth +: This effect persists for one additional round per spent this way. Earth +: Reduce the TN of the first Attack action check one of your targets makes against another character in the terrain in which your forces are hidden by 1 per spent this way.
Vanish in the Shadows
Rank 3
Shaking a pursuing cohort of soldiers is far more difficult than simply hiding and requires intimate knowledge of the terrain and a willingness to exploit this for every advantage. Activation: As a downtime activity or once per scene as a Movement and Support action, you may make a TN 5 Survival (Air) check targeting your cohort (in a mass battle) or yourself and a number of characters up to your ranks in Command (in any other scene) who are within Confining, Entangling, or Obscuring terrain. If you activate this technique in an urban environment or on the ocean, use Skulduggery or Seafaring instead, respectively. Effects: If you succeed, all targets become hidden and are not noticed by characters with vigilance lower than or equal to your Air Ring plus your bonus successes. These hidden characters cannot be the target of Attack actions and cannot perform Attack actions. This effect persists until the end of your next turn, or until any target performs an Attack action.
New Opportunities Air + (Mass Battle): If you succeed, if an enemy army has one or more cohorts within the terrain, it receives 1 panic per spent this way. Air + (Other Scene): If you succeed, each character you did not target who is within the terrain receives 1 strife per spent this way. Air : If you failed, increase the TN of Attack action checks targeting each of your targets by 2. This effect persists until any of your targets performs an Attack action or leaves the terrain.
CHAPTER 2: DEF ENDER S O F T HE EMPIR E
Wreak Havoc
Rank 4
While Leadership counsels against the needless destruction of the enemy’s assets—for these can become one’s own assets if seized—sometimes fire provides an avenue that subtler means could not. Baggage trains, fortifications, or even the tents of the wounded—for dishonorable commanders, any of these can make tempting targets for the flame. Activation: Once per game session as an Attack and Movement action during a mass battle, you may make a Skulduggery (Fire) check targeting one enemy leader’s cohort. The TN is equal to the vigilance of that cohort’s leader. You may expend 1 charge of blasting powder and forfeit honor equal to half your honor rank (rounded up) to reduce the TN by 2 (to a minimum of 1). Effects: If you succeed, you achieve one of the following: $
Reduce the difficulty value of a fortification the target is occupying by 4 plus your bonus successes. If this reduces the difficulty value to 0 or lower, the fortification is destroyed; any army with a cohort occupying it receives attrition equal to your bonus successes, and any leader or commander inside suffers a critical strike severity equal to 6 plus your bonus successes.
$
Remove the Confining and Entangling terrain quality from a fortification the target cohort occupies, but add the Dangerous and Obscuring terrain qualities to that area as it catches ablaze.
$
Remove one cohort ability from the target cohort. This ability is restored when the army resupplies (such as when making a maintenance check, as described on page 115).
Additionally, if you succeed, the target leader must resist with a TN 5 Command check (Air 6, Water 3) or their army suffers panic equal to your ranks in Performance plus their shortfall.
New Opportunities Fire : If you succeed, the target cohort’s leader suffers a critical strike with severity equal to equal to 6 plus your bonus successes. Fire : The target cohort’s leader suffers the Dazed condition. Fire +: If you succeed, you may expend a number of additional charges of blasting powder up to spent this way to add two bonus successes per charge expended this way.
3Acts
CHAPTER
of War
“Halt! You are trespassing on Kakita land!” Kakita Takeno shouted, drawing her blade in warning. For her to come across one of the Lion Clan’s scouting parties this far to the south… “Are you sure you are not lost, Kakita-sama? This territory has belonged to the Matsu family for generations!” explained one of the samurai, dressed in brownand-gold armor. “I fear it is you who is trespassing here.” Their presence was a clear message, and one of provocation. The blood feud between the Kakita and Matsu families was kept from escalating into an all-out war only due to the efforts of the diplomatic Doji and the staid Akodo. But neither of those families were here. “That is a lie,” she answered. “You would hurl insults, then? I would be glad to teach the Kakita family a lesson in etiquette!” Behind them, white-hot lightning pierced black clouds. Any moment now, rain would fall to the ground. And soon, so would blood.
CHAPTER 3: ACTS O F WAR
Expanded Mass Battle Rules
This section expands on the rule for armies and mass battles presented in the core rulebook, giving GMs new options for using mass battles in their campaigns.
Marshaling an Army Readying an army for battle is a complex process that begins long before the troops arrive on the battlefield. If players wish to create their own army, gathering allies to the cause and deploying resources to assemble a fighting force, they should use the rules for marshaling an army in this section. The narrative process of fully assembling an army can be the subject of numerous sessions on its own, as the PCs undertake diplomatic missions to gather support from other lords, skirmish against enemies who oppose their plans, and roleplay the logistics of organizing and training a fighting force. However, a character can begin the process and assemble a baseline fighting force with a single check.
The Marshaling Check To raise an army, a character must have access to their holdings and retainers (or community, for commoners), and must make a TN 3 Command check as a downtime activity. If the character succeeds, they form an army that consists of their retainers. The army’s maximum strength is set by the character’s status (see Table 3–1: Determining Army Strength), although a character can always choose to form a smaller army (to a minimum of 5) if they desire, as smaller armies are easier to maintain. The army’s discipline is set by the character’s bonus successes and their honor (see Table 3–2: Determining Army Discipline). A character can spend from the check to marshal their army in a number of ways described in Table 3–3: Spending Opportunity while Marshaling an Army (see page 111). The check to marshal an army not only gathers the troops to the field, but also the support staff required and the supplies needed (food, gear, travel equipment) to keep them fighting for one month. At the start of each subsequent month, a character must make another check to keep their army functional and loyal (see Maintaining an Army on Campaign on page 115). Generally, a marshaling check can only be attempted once per month for a given set of holdings, though the GM may alter that restriction as the narrative dictates.
What About Standing Armies? While Clan Champions and powerful daimyō often have a core of samurai and some units of ashigaru who have dedicated themselves to full-time preparation for war, keeping many retainers battle-ready in this manner is expensive, and that cost can become difficult to justify in times of peace. The Lion Clan in particular struggles with this, for its task is to be ready to make war in the Emperor’s name, yet in times of peace massive armies can become a crushing drain upon Lion lands. The Lion Clan addresses this in part by sending many of its soldiers to serve in the Emerald Legions, which are funded by the Imperial Court’s mandate, relieving some economic pressure from the Lion Clan but keeping its warriors active even in times of relative serenity in Rokugan. When war does break out in Rokugan, the first steps are almost always the gathering of resources, the securing of alliances, and the organization of logistics to rally, train, and supply armies.
Table 3–1: Determining Army Strength STATUS
MAXIMUM STRENGTH
100
150
90–99
120
80–89
100
70–79
80
60–69
65
50–59
60
40–49
55
30–39
35
24–29
20
20–24
15
0–19
5
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Money and Power Status grants a decent approximation of a character’s available wealth—sometimes. However, even daimyō can find their coffers drained after a drought year, and merchants can grow startlingly wealthy. If a character’s wealth is uncharacteristic of their status, the GM should treat their status as being one that reflects their accessible wealth for the check to marshal an army. For example, a wealthy foreign ship captain (status 0) with a hold full of goods to entice allies might treat their status as 30, while a destitute Great Clan samurai (status 30) whose estate is in ruins and whose vassals have been dismissed might treat their status as 10. Additionally, at the GM’s discretion, a character who is appealing to a group of peers (or even their superiors) rather than their subordinates might use Performance or Courtesy for their marshaling check instead.
Table 3–2: Determining Army Discipline BONUS SUCCESSES
DISCIPLINE
4 or more
60 + ranks in Government + glory rank
3
40 + ranks in Government + glory rank
2
25 + ranks in Government
1
15 + ranks in Government
0
10 + ranks in Government
on its own, it uses the Base Army Stats; otherwise, apply its Modifiers to the army it is joining. If the force lists a rule, it applies to the entire army if it is operating independently, or to one cohort if it has joined another army.
Allied Forces TEMPORARY STATUS MODIFIERS
The following examples show how the wealth a character has access to could translate into treating their status as higher for a marshaling check: A large storehouse of food: +10 A town’s yearly taxes: +20 A ship with luxury goods: +30 A small city’s yearly taxes: +40 A large city’s reserves: +50 The GM always has the final say of whether and how such a bonus applies.
Supplemental Forces A character can expand their army once it has been marshaled in a number of ways, described in this section.
Raising Additional Forces If a character gains access to substantial new resources or a new source of potential soldiers, the GM might allow them to make a new marshaling check, treating their status as increased by an appropriate amount for the check. For instance, if a character captures a rich city on campaign, they might be able to use the resources from that city to attempt to build an even bigger army for their next target. If the new check’s result would not create a preferable army, the character can choose to simply maintain their prior army.
Mercenary Forces A character might get the chance to hire mercenaries while on campaign, should they encounter such individuals. Mercenaries must be paid a fixed amount each month when a character makes the check to maintain their army. See Table 3–4: Mercenary Forces for various types of mercenaries a character might be able to hire. If a mercenary force is operating as an army
110
A character might be able to persuade another lord to commit resources to their cause. This should generally require an Intrigue or a number of significant roleplaying scenes, and a character might have to make significant offers to that lord, such as agreeing in advance to certain concessions of territory taken in battle, making pacts for favorable marriages, or promising to defeat the other lord’s enemies in addition to one’s own. If this effort is successful, an allied lord can offer an amount of support based on their status (see Table 3–5: Allied Forces), which are added to the character’s army. If an allied force is operating as an army on its own, it uses the Base Army Stats; otherwise, apply its Modifiers to the army it is joining. If the force lists one or more rules, each rule applies to the entire army if it is operating independently, or to one cohort if it has joined another army.
Parting of Ways If a force splits from an army, divide the casualties and panic as evenly as possible between the splitting forces, with the larger forces receiving the additional casualties or panic if it cannot be divided evenly. If any force cannot function with the number of casualties or panic it receives, it disperses and its members split up.
CHAPTER 3: ACTS O F WAR
Table 3–3: Spending Opportunity while Marshaling an Army RESULT
EFFECT
Any +
Reduce the TN of your first army maintenance check (see page 115) by 1 per spent this way.
Earth
In addition to the army, you are given use of a fortification near your lands for the war effort. This fortification counts as an outpost (reduce attrition suffered by 2, difficulty value 6).
Earth
Increase the army’s discipline by 5.
Water +
In addition to the army, you raise 100 koku per spent this way. You must forfeit 10 honor to spend this money on anything but equipment upgrades (see page 114), mercenary forces (see page 110), or other expenses that the GM deems to benefit the army or the cause.
Water
The army gains one of the following equipment upgrades (see page 114): Baggage Train, Battlefield Medical Supplies.
Fire
For the first mass battle in which the army participates, reduce the TN of each of its leaders first Assault actions by 1 (to a minimum of 1).
Fire
Increase the army’s strength by 5.
Air
The army assembles without attracting the attention of any local powers not currently at war with you.
Air
One cohort gains one of the following doctrines (see page 112): Out of Nowhere, Sappers.
Void
The army assembles at a place of your choosing (that a large numbers of soldiers could plausibly reach) in up to one month in the future rather than assembling immediately at your current location.
Void
Increase the army’s strength and discipline by 3.
Table 3–4: Mercenary Forces BASE ARMY STATS
MODIFIERS
RULES
Ashigaru Veterans
Strength 20, Discipline 40
Strength +10, Discipline +5
Rank Formation (see page 280 of the core rulebook)
200 koku
Foreign Sellswords
Strength 25, Discipline 25
Strength +15, Discipline –10
Elite Training: Infantry (see page 280 of the core rulebook)
400 koku
Mantis Privateers
Strength 30, Discipline 30
Strength +20, Discipline –5
Strike as the Storm (see page 114)
475 koku
Ujik Outriders
Strength 35, Discipline 30
Strength +25 Discipline –5
Thunderous Charge (see page 114)
500 koku
Bandits
Strength 20, Discipline 20
Strength +10, Discipline –15
Out of Nowhere (see page 113)
100 koku
NAME
KOKU PER MONTH
111
C H APT E R 3 : A C T S O F WAR
Table 3–5: Allied Forces STATUS
BASE ARMY STATS
MODIFIERS
RULES
100
Strength 150, Discipline 80
Strength +135, Discipline +20
Elite Training (one per cohort): Cavalry, Siege Specialists, Infantry, Archers, and Mystics (see page 280 of the core rulebook), Siege Defenders (see page 114)
90–99
Strength 120, Discipline 75
Strength +95, Discipline +15
Elite Training (one per cohort): Cavalry, Siege Specialists, Infantry, Archers, and Mystics (see page 280 of the core rulebook), Siege Defenders (see page 114)
80–89
Strength 100, Discipline 70
Strength +75, Discipline +10
Clan Doctrine (see page 113), Elite Training (one per cohort): Cavalry, Siege Specialists, Infantry, Archers, and Mystics (see page 280 of the core rulebook)
70–79
Strength 80, Discipline 65
Strength +55, Discipline +5
Clan Doctrine (see page 113), Elite Training (one per cohort): Cavalry, Siege Specialists, Infantry, and Archers (see page 280 of the core rulebook)
60–69
Strength 65, Discipline 60
Strength +35, Discipline +0
Clan Doctrine (see page 113), Elite Training (one per cohort): Cavalry, Infantry, and Archers (see p. 280 of the core rulebook)
50–59
Strength 60, Discipline 50
Strength +30, Discipline +0
Clan Doctrine (see page 113), Rank Formation (see p. 280 of the core rulebook)
40–49
Strength 55, Discipline 40
Strength +25, Discipline +0
Rank Formation (see page 280 of the core rulebook)
30–39
Strength 35, Discipline 20
Strength +15, Discipline –5
Conscripted (see page 280 of the core rulebook)
24–29
Strength 20, Discipline 15
Strength +10, Discipline –5
Conscripted (see page 280 of the core rulebook)
20–24
Strength 15, Discipline 15
Strength +5, Discipline –5
Conscripted (see page 280 of the core rulebook)
0–19
–
–
–
Outfitting and Training Armies can be improved through two means described in this section: DOCTRINES and EQUIPMENT UPGRADES.
Doctrines Doctrines are army and cohort rules that characters can add to their army. As a downtime activity, a character may make the listed TRAINING CHECK to attempt to train their army in a new doctrine for which it meets the narrative requirements. Each doctrine specifies whether it applies to one cohort or to the entire army. If a doctrine applies to the entire army, it can only ever be applied
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once. If a doctrine applies to one cohort, it can be applied to multiple cohorts by succeeding at the training check multiple times.
Battle-Tested Soldiers who have faced the enemy before as a unit are generally more reliable, as each soldier knows how their comrades will behave under the stress of battle. Training Check: TN 4 Command (Earth) check Narrative Requirements: The army must have survived one mass battle. Applies to: Entire army Effect: Increase the army’s discipline by +5.
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Clan Doctrines Each Great Clan has its own preferred strategies and tactics, and the samurai of each clan are trained to best support their commanders’ methods of warfare. Training Check: None Narrative Requirements: The army must consist primarily of the forces of a single Great Clan. Applies to: Entire army Effect: The entire army gains one of the following based on its clan. Crab: When this army would receive panic, it receives that amount of panic minus 2 instead (to a minimum of 1). Crane: After a leader in this army makes a successful check to perform a Challenge action, if the challenging leader wins the clash, the enemy receives panic equal to that character’s glory rank. If the challenging leader loses, their army receives panic equal to their glory rank. Dragon: When performing the Rally action, if a leader in this army succeeds, add a number of bonus successes equal to that leader’s ranks in Meditation. Lion: When this army would remove 1 or more casualties or panic, it may remove an amount equal to the status rank of its commander instead. Phoenix: After a leader in this army performs an Assault action, if they succeed, the enemy army suffers attrition equal to that leader’s ranks in Theology instead of Command. Scorpion: Reduce the TN of the first Scheme action check each leader in this army makes each mass battle by 1 (to a minimum of 1). If this army’s commander is also a leader, reduce the TN of the first Scheme action check the commander makes by 2 instead (to a minimum of 1). Unicorn: When performing the Rally action, a leader in this army may make a TN 1 Survival check instead of a Command check.
Fervor A belief in one’s own righteousness is a terrifyingly effective motivator, and convincing one’s soldiers that the will of the Heavens guides their cause makes them far more motivated to stand against harsh odds—but also more likely to come to believe that they should be interpreting this will for themselves. Training Check: TN 6 Theology (Fire) check Narrative Requirements: None Applies to: Entire army Effect: Increase the army’s discipline by +10. Increase the TN of monthly checks to maintain the army by 2.
Out of Nowhere Stealth tactics are viewed by some as dishonorable, but Akodo wrote with great regard for the power of infiltrators and spies. Training Check: TN 4 Skulduggery (Air) check Narrative Requirements: The army must have access to a forest or other large piece of Obscuring terrain in which to train. Applies to: One cohort Effect: When this cohort’s leader performs an Assault action, if the target cohort is in Confining or Obscuring, the leader may spend as follows: +: The enemy army receives panic equal to the leader’s ranks in Skulduggery plus spent this way.
Sappers Capturing a fortification through direct attack is a bloody, brutal prospect most commanders prefer to avoid. Capturing a fortification with a small force by using subterfuge is a far more appealing option. Training Check: TN 3 Labor (Air) check Narrative Requirements: The army must have access to a fortification in which to train. Applies to: One cohort Effect: When this cohort’s leader generates momentum points toward a strategic objective to seize a fortification (such as the Capture a Position objective against a fortification), they generate 2 additional momentum points toward that objective.
C H APT E R 3 : A C T S O F WAR
Siege Defenders Defending a fortification against attackers is preferable to facing them in the open, but specialist troops will still perform better than those without experience in defending an entrenched position. Training Check: TN 3 Labor (Earth) check Narrative Requirements: The army must have access to a fortification in which to train. Applies to: One cohort Effect: While this cohort occupies a fortification, treat its difficulty level as 2 higher.
Strike as the Storm While most Rokugani warfare is based around land tactics, attacks by water are not unheard of, and Mantis sailors are rightly respected as some of the most skilled at unexpected flank attacks and ambushes. Training Check: TN 4 Seafaring (Water) check Narrative Requirements: The army must have access to at least one warship, or several smaller vessels, capable of carrying the cohort with this ability. Applies to: One cohort Effect: When the leader of this cohort performs the Assault action as part of their initial landing, they may spend as follows: : The target cohort’s leader suffers the Dazed condition. +: One additional enemy leader per spent this way suffers the Dazed condition. If using the rules for Battle Zones, this can only affect leaders whose cohorts are in the same zone as the target.
upgrade specifies whether it applies to one cohort or to the entire army. If an equipment upgrade applies to one cohort, it can be applied to multiple cohorts by acquiring it multiple times.
Baggage Train Supply logistics are crucial to keeping an army in service for long periods of time, and without a baggage train, an army cannot operate far from its garrison. Rarity/Cost: Rarity 6 / 2,000 koku Applies to: Entire army Effect: Reduce the TN of monthly checks to maintain this army by 2 (to a minimum of 1).
Battlefield Medical Supplies Giving soldiers the means to staunch minor injuries can help keep an army in the field, curbing infection and the spread of disease. For the rules of a single character using this item, see page 90. Rarity/Cost: Rarity 3 / 50 koku Applies to: One cohort Effect: When a character leading this cohort removes 1 or more casualties from the army, they remove that amount of casualties plus 1 instead.
Nagae Yari Needle-pointed spears arranged in a hedge are an imposing sight for anyone, even heavy cavalry. For the rules of a single character using this item, see page 88. Rarity/Cost: Rarity 6 / 1,000 koku
Thunderous Charge Among the Great Clans, only the Unicorn Clan trains heavy cavalry units in significant numbers. However, since their return to Rokugan, the other Great Clans have begun to experiment with their own cavalry units. Training Check: TN 5 Fitness (Fire) check Narrative Requirements: The army must have access to enough quality steeds (Unicorn warhorses or equivalent) to equip a cohort with this ability. Applies to: One cohort Effect: The first time the leader of this cohort performs an Assault action during each mass battle, if the enemy cohort is in Open terrain and the leader succeeds, they inflict additional attrition and panic to the enemy army equal to their ranks in Survival.
Equipment Upgrades Equipment upgrades can be added to an army as well, by purchasing or requisitioning them. Each equipment
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Seizing Resources Resources can be seized in battle. Sometimes, the enemy’s equipment upgrades or food stocks can be taken after a victorious battle, and this is generally viewed as an acceptable tactic. Other times, ruthless commanders will order their troops to take supplies from the peasants living nearby. While this tactic is dishonorable, it has happened many times in Rokugan’s history, for many warlords believed that their ends justified such means. When resources are seized, their value should be added to the army’s war coffers or army equipment, depending on the nature of the items. The GM is the final arbiter of how much captured resources are worth.
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Table 3–6: Army Maintenance Check Results CHECK RESULT
EFFECT
Success with one or more bonus successes
Remove casualties and panic from the army equal to your ranks in Government, plus 2 per bonus success.
Success
Remove casualties and panic from the army equal to your ranks in Government.
Failure with 1–3 shortfall
The army receives panic equal to your shortfall. If the army’s panic exceeds its discipline this way, reduce the army’s panic until it is equal to its discipline. However, the army refuses to fight for the next month.
Failure with 4–6 shortfall
The army receives panic equal to two times your shortfall. If the army’s panic exceeds its discipline this way, it breaks apart into multiple chunks. These new armies and warbands spread across the countryside, pursuing their own agendas or even turning to banditry.
Failure with 7+ shortfall
The army revolts, and attempts to overthrow its commander and their leaders. Chaos ensues, and the commander must fight for their life, negotiate, or flee to survive!
Applies to: One cohort Effect: When an enemy leader performs an Attack action check against this cohort, they treat all terrain as Dangerous terrain (see page 267 of the core rulebook).
Tetsubishi Designed to ruin the feet and hooves of enemy troops and horses, tetsubishi are iron caltrops make the prospect of attacking a unit extremely unpleasant. For the rules of a single character using this item, see page 91. Rarity/Cost: Rarity 4, 100 koku Applies to: One cohort Effect: As a Movement and Support action, the leader of this cohort may deploy tetsubishi. Until the end of the next round, after the leader of a cohort (or army) with the cavalry or heavy cavalry rule performs an Attack action check targeting this cohort, that leader’s army receives 3 casualties and 3 panic.
Upgraded Armor While investing in one’s soldiers’ armor is expensive, keeping troops alive for longer allows them to gain vital experience on the battlefield, making the army stronger as its members become more skillful. Rarity/Cost: Rarity 7, 3,000 koku Applies to: Entire army Effect: If the army’s commander succeeds at the check to maintain the army, they add 2 bonus successes.
Maintaining an Army on Campaign The core rulebook explains how to use an army in a mass battle, and this section offers expanded guidance on managing an army across a longer period of time, such as a military campaign or a long-term assignment.
Removing Casualties and Panic Armies receive casualties and panic much like characters receive fatigue and strife. Character abilities can also remove casualties and panic. Additionally, armies recover via an Army Maintenance check.
Army Maintenance Check Once rallied, an army must be regularly maintained. At the start of each month, the commander must make a Command check to keep their army in order, distribute supplies, and reorganize in the wake of losses. The TN of this check is equal to the 10s digit of the army’s strength (or 10, if the army’s strength is higher than 99), as larger formations are harder to keep organized and equipped. Depending on the result, the army may remove casualties and panic, receive additional panic, or even rebel upon its commander. See Table 3–6: Army Maintenance Check Results for details. At this time, a commander must also pay any mercenaries they have hired. Unpaid mercenaries might leave, or even take their forces and turn on the army if they believe they can take valuable hostages.
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C H APT E R 3 : A C T S O F WAR
Harsh Conditions A number of factors can negatively impact the commander’s Army Maintenance check. See below for some examples: $
$
$
$
If the army is short on food, increase the TN by 1.
$
If the army is in hostile lands without a path of resupply, increase the TN by 1.
If the army is short on water, increase the TN by 3.
$
If it is winter and the army is not garrisoned in a shelter, increase the TN by 2.
If it is exceptionally hot, increase the TN by 1.
$
If the army is plagued by insects and other vermin, increase the TN by 1.
$
If the army is plagued by disease, increase the TN by 3.
If the army has been on the march for two weeks of the last month (or more), increase the TN by 1.
Incentives On the other hand, a number of factors can positively impact the commander’s maintenance check. See below for some examples: $
If the commander’s status rank is 6 or higher, decrease the TN by 2 (to a minimum of 1).
$
If the commander has publicly promoted one or more jizamurai or ashigaru for a valorous act in the last month, decrease the TN by 2 (to a minimum of 1).
$
If the troops have access to entertainment provided by the commander (such as small luxuries like tea or sake, bards and other entertainers, or the opportunity to participate in activities such as hunting or contests), decrease the TN by 3 (to a minimum of 1).
Dispersing an Army At the end of a successful campaign, a warlord’s vassals and allies generally expect recompense for their efforts. While in Rokugan most samurai do not expect to be paid in spoils, they do expect compensation— titles, positions, status, and most of all, lands captured are considered to be the proper reward for shedding blood on one’s lord’s behalf. Soldiers of the line, on the other hand, such as ashigaru and conscripts, generally prefer to be paid in currency (or village tax exemption, for many commoners) for their labor unless they happen to be among the exceptional few elevated to the samurai class thanks to their heroism or deeds.
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$
If the army has been victorious in a mass battle within the last month, decrease the TN by 4 (to a minimum of 1).
$
If food is plentiful, decrease the TN by 3 (to a minimum of 1).
$
If the troops are fighting a defensive conflict in their own homeland, decrease the TN by 6 (to a minimum of 1).
$
If the commander has the backing or mandate of a character with status rank 7 or higher, decrease the TN by 3 (to a minimum of 1).
$
If the commander or their backer has made a considerable sacrifice of personal wealth (forfeiting 5 or more status), decrease the TN by 1 for every 5 status forfeited this way.
After an army has served its purpose, most commanders seek to dismantle it, letting its various members return to their previous lives and reducing the strain upon their estates. To get an army to disperse properly, its commander must make a TN 4 Command (Air) check and pay any mercenaries their final dues. If the commander succeeds (and any paid troops are satisfied), the forces return to their homes or prior occupations without incident. If the commander fails (or fails to pay any unpaid mercenaries), the troops go on to cause problems for the local area or the commander.
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Hostages In the purest ideals of to which many Rokugani aspire, a samurai is expected to be willing to fight to the bitter end, but an idealized samurai is also expected to offer mercy to worthy adversaries who stand defiant to the end. As such, if a small group is surrounded by the enemy, or if the outcome of a mass battle is clear (such as if an army has been routed or suffered morale collapse) and the enemy leaders cannot escape, the GM should consider whether any NPCs in that group surrender. If some of the NPCs are not inclined to surrender due to their pride or convictions, the victorious side may attempt to get them to accept their hospitality. A representative of the winning side must make a TN 3 Courtesy (Air) check; if the character succeeds, the target agrees to the terms and becomes their “guest” (hostage). After all, once a battle is decided, further bloodshed is pointless. If the character fails, the target attempts to fight on, which can be resolved with narration by the GM, or perhaps a duel if the winners are gracious. Taking a character hostage against their will by subduing them is a minor violation of Courtesy (Rei), and requires forfeiting honor as normal.
Table 3–7: Ransom Amounts STATUS
KOKU
100
N/A (decorum would always demand seeing such an individual safely back to their home)
90–99
10,000 koku
80–89
1,000 koku
70–79
500 koku
60–69
250 koku
50–59
100 koku
40–49
50 koku
30–39
10 koku
20–29
1 koku
10–19
5 bu
00–09
2 bu
PCS SURRENDERING
If the PCs are defeated in a mass battle and offered a chance to surrender, their players always make the decision on whether or not they actually do. If a player wants to let the dice decide, they can ask the GM to have an NPC make the TN 3 Courtesy (Air) check to convince them to surrender.
C H APT E R 3 : A C T S O F WAR
After a battle or campaign, it is customary to return any hostages taken in battle to their families. Generally, a hostage is returned either in exchange for a hostage of equal status rank taken by the other side, or for a number of koku described in Table 3–7: Ransom Amounts (see page 117). If a character returns a hostage without any demands (or frees them), this is considered a sacrifice in the name of Righteousness (Gi), and the character should generally be awarded honor equal to the hostage’s status rank (and glory equal to the hostage’s status rank if they do so publicly). After a character frees someone of higher status rank this way, they also gain the Ally [Name of Character Freed] advantage (see page 101 of the core rulebook). A samurai is expected to care for any “guests” in their custody as they would any esteemed guest. When a samurai takes a prisoner on the battlefield, they must stake honor and glory equal to that individual’s status rank. If their hostage comes to harm, they lose the staked honor (and glory, if their failure becomes known) in addition to any forfeits of honor and glory they must make if they themselves treat the hostage with anything less than the expected decorum. Refusing to return a hostage in exchange for an equivalent hostage, fair price, or suitable favor to be repaid later after hostilities have ceased is also considered a breach of Courtesy (Rei) of a scale of the GM’s discretion. Of course, the GM should modify any of these amounts based on the importance of the individual to those who hold the purse-strings within their clan or faction, as well as applying appropriate modifications based on negotiations undertaken by the various parties.
Battle Zones
The Mass Battle rules included in the core rulebook are meant to center the action on the PCs and keep the combat flowing quickly. As such, they abstract certain details, such as distance and travel time. However, for campaigns where Mass Battles will be a frequent event, having more detail can add to the flavor of the narrative and give players interesting new options based on the more tactical decisions they can make. Battle zones are an optional rule that GMs can add to their Mass Battles to more closely track the position of cohorts, fortifications, terrain, and commanders within the field.
Mapping the Area Before the start of the Mass Battle, the GM should map out the area. To do so, the first place the key geographic features such as: $
Fortifications such as castles, fortresses, and barricades
$
Mountains and hills
$
Hollows and valleys
$
Roads
$
Towns and portions of cities
$
Fields and other open areas
$
Lakes, rivers, mountains, forests, and other natural barriers
$
Key choke points such as passes, bridges, and tunnels
$
Impassible areas
Designating Battle Zones After drawing out the map, the GM should divide the map into battle zones. Each battle zone is an abstracted area in which the battle can be fought, defined by the key geographic features it contains. Generally, each battle zone should be drawn to have one of the above key geographic features as its defining aspect, and potentially contain other features that alter it in various ways. The GM then outlines each zone, making clear where each zone overlaps with any neighboring zones, and leaving gaps for areas where passage is normally impossible. If two zones have overlapping edges, they are considered ADJACENT zones. Cohorts can move between adjacent zones and can sometimes affect other cohorts in adjacent zones, as described later in this section. Finally, the GM should note the features within each zone and any terrain qualities that affect cohorts within those zones. See Table 3–8: Assigning Terrain Qualities by Feature for ideas.
Using Battle Zones Before commanders make their checks for Initiative, the GM should show some or all of this map to the players and establish the position of each leader and commander in the areas visible to the players.
Table 3–8: Assigning Terrain Qualities by Feature FEATURE
CONCEALED BATTLE ZONES
At the GM’s discretion, certain areas might be partially or fully concealed, leaving one or both commanders uncertain what lies within. The terrain qualities, cohorts, fortifications, and other elements with these areas should be revealed only when a cohort moves into the area.
TERRAIN QUALITIES
Cliff
Elevated, Dangerous
Hill
Elevated
Hollow
Recessed
Valley
Confining, Recessed
Road
Open
Town
Confining, Obscuring
Field
Open
River
Entangling, Recessed
Swamp
Entangling
Forest
Entangling, Obscuring
Bridge
Confining
Tunnel
Confining, Obscuring
Chasm
Confining, Recessed
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BATTLE ZONES: MAPPING THE AREA
The GM divides the map into zones based on key geographic features. In this example, the Lion Encampment (Zone 1) has pickets surrounding it, creating artificial barriers. Meanwhile, the Lower Plains (Zone 4) and Upper Plains (Zone 7) are divided by the Hilltop (Zone 5). While Zones 4, 5, and 7 are not divided by any clear physical barrier, holding the Hilltop makes passage between the other two zones much more difficult, as the only other route requires traveling through the Rice Paddies (Zone 6) or Mine Paths (Zone 3). The GM should also note any fully impassible zones, such as the Mountains.
BATTLE ZONES: ASSIGNING TERRAIN QUALITIES
Next, the GM assigns terrain qualities to the zones. In this example, the Lower and Upper Plains and Hilltop have the Open terrain quality, while the Rice Paddies and East Pass have the Entangling quality. The Mine Paths have the Dangerous and Elevated qualities. The Mountains are impassable for the purposes of the mass battle, and the camps have no terrain qualities.
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CHAPTER 3: ACTS O F WAR
Zone Restrictions When running a Mass Battle with zones, use the standard rules for Mass Battles on 274 of the core rulebook with the following amendments: $
Cohort leaders cannot target other cohort leaders who are not in the same zone.
$
Once during each cohort leader’s turn, before or after they perform an action, that leader may move their cohort to an adjacent zone.
$
After a cohort leaves a zone, if that zone was occupied by an enemy cohort, the withdrawing cohort’s army suffers 5 panic.
$
Cohort leaders may use the following new action:
March Activation: As a Movement action, you may reposition your cohort. You may make a TN 3 Command check to move further. Effects: You move your cohort to an adjacent zone.
If you made the Command check and succeeded, you may then move your cohort one additional time to an adjacent zone, plus one additional time for every three bonus successes.
Army and Cohort Rules While Using Battle Zones Some army and cohort abilities alter how they behave when using the battle zones rules. These include: Cavalry: This cohort does not suffer panic when leaving a battle zone with an enemy cohort. Archers: While in Elevated terrain, this cohort can perform Assault actions targeting cohorts in an adjacent zone, increasing the TN of the check by 1. However, while performing an Assault action targeting a cohort in an adjacent zone, this cohort cannot fulfill the following strategic objectives: Capture a Position, Cut Off the Head, Seize Victory. It can still contribute momentum points to these objectives, but cannot be the action to complete them. Mystics: While in Elevated terrain, this cohort can perform Rally actions targeting cohorts in an adjacent zone, increasing the TN of the check by 1.
BATTLE ZONES: ASSIGNING FEATURES
Finally, the GM notes the features within each zone, including fortifications. The features should be locations that can affect the outcome of the battle in some way—choke points (such as the Central Hilltop and Fortified Gate), strategically important targets (such as the Lion Supply Train), and especially defensible locations (such as the Diamond Mines and Mountain Vale). Any location that provides an especially significant defensive benefit should be represented with a fortification (see page 276 of the core rulebook).
New Terrain Types
The following are new terrain types. These terrain types are especially useful for skirmishes and mass battles, but can also be used in duels at the GM’s discretion.
Confining Confining terrain is cut off from multiple angles, forcing those passing through into a file. As a result, it is effectively impassible if held by a dedicated defender. This is a mundane terrain type found in most regions. Effects: While a character is in Confining terrain, the following applies to them based on the type of scene: $
Duel or Skirmish: When a character makes a check to wield a weapon or activate a technique with a maximum range of 2 or higher, increase the TN by 2.
$
Mass Battle: When a cohort occupies Confining terrain, other cohorts cannot move into the same area of terrain. If using the rules for battle zones on page 118, other cohorts can enter the zone but cannot pass through it.
Examples: Narrow alleyways, rope-bridges across chasms, teahouse interiors, narrow passes, tunnels.
Elevated Elevated ground is significantly higher than most of the terrain around it, has a wide view of the area, and grants both line of sight and an advantage to ballistic attacks based on its relative height. This is a
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mundane terrain type found in most regions. Effects: While within Elevated terrain, a character reduces the TN of their Martial Arts [Ranged] checks targeting characters outside of Elevated terrain by 1 (to a minimum of 1). At the GM’s discretion, this benefit could extend to other ranged attacks, such as the invocations of shugenja. Depending on its height and steepness, Elevated terrain might require a check to reach. Examples: Hilltops, castle towers, watchtowers, mountaintops, rooftops.
Open Open terrain is designed to facilitate movement, helping even large armies move quickly. This is a mundane terrain type found in most regions. Effects: While within Open terrain, a character reduces the TN of their Movement action checks by 1 (to a minimum of 1). Examples: Roads, flattened fields, cleared woodland.
Recessed Recessed terrain is significantly lower than most of the terrain around it, and is exposed to fire from all directions. This is a mundane terrain type found in most regions. Effects: While a character is within Recessed terrain, the TN of each Martial Arts [Ranged] check targeting them is reduced by 1 (to a minimum of 1). At the GM’s discretion, this benefit could extend to other ranged attacks, such as the invocations of shugenja. Depending on its depth and steepness, Recessed terrain might require a check to reach. Examples: Hollows, ravines.
CHAPTER 3: ACTS O F WAR
Running MilitaryThemed Campaigns
War is woven into the fabric of Rokugani society, and particularly into the Code of Bushidō. Given the Empire’s long history of military conflict to draw upon, running a campaign themed around or set during a Rokugani war can be highly engaging. War-focused campaigns can be great fun for GMs and players alike, full of rich drama and challenges. However, as with any campaign theme or major plot, it is important to think through the implications of war in Rokugan to ensure that the campaign is as cohesive and engaging as possible for all involved. The following sections highlight key factors of a wartime campaign and how the GM can incorporate them to their group’s best advantage.
Wartime Considerations Wars vary considerably, depending on initial conditions and other factors. Some, such as an invasion by a foreign culture from beyond Rokugan’s borders, might be a war for survival. Others are conflicts over territory, such as the Lion and Crane’s constant battle over the city of Toshi Ranbo and the rich Osari Plains. Many conflicts in Rokugan are matters of honor, fought to avenge a past insult or even a previous war. Some wars even start over matters of philosophy, with different interpretations of important Rokugani cultural tenets leading to violence. And of course, while most wars are ultimately fought between samurai, major peasant uprisings can be effectively wars in scope. Despite this variation, there are certain common elements to consider no matter what type of war a GM plans to incorporate into their campaign. Some are purely game-world considerations about how Rokugan goes about waging war, while others have to do with how players at the gaming table interact with war and battle as a topic.
C H APT E R 3 : A C T S O F WAR
The Cause of War War does not simply happen, nor does it happen lightly. Skirmishes and small-scale conflicts sometimes seem to occur on the spur of the moment, such as when a lord takes issue with the presence of samurai from another clan within their lands. However, even these outbreaks of violence are informed by existing tensions and other political factors. True war, with mustered ranks of ashigaru and a call to gather bushi under a unified banner, is both rarer and more deliberately planned. A declaration of war always has a reason behind it, ranging from a need to claim resources or territory, to a failure in the courts, to a long-standing grudge having reached its boiling point. The reason that provokes the first troop movements and strategic steps may be known only to the lord who begins operations, or it may be obvious to all involved. In either case, the leader initiating military action usually has a reason for engaging in battle that they can use as ammunition in the courts—although this reason may or may not have anything to do with their actual motivation for conflict. For example, if a clan knows that a province’s iron mines are running dry, they might act to seize a neighbor’s mines. The clan would have planned this before the original mine was played out. The attacking clan probably would conceal its true strategic objective (the neighboring iron mine) and would pore over histories to justify “reclaiming” a village or two near the mines they wish to possess.
Conditions for Victory Just as wars do not begin haphazardly, they do not end without reason. The flames of violence, once ignited, do not gutter out easily. A war’s end is determined by the justifications and objectives used to start it. A war dedicated to settling a grievance may end with the death of a specific enemy lord or general, while reclaiming territory requires both pushing back enemy forces and fortifying the territory to prevent future incursions. During longer wars, objectives may shift or be added due to emerging circumstances, and the onset of winter may interrupt outright hostilities, providing a chance for the brokering of peace in the courts. In a Legend of the Five Rings Roleplaying Game war-themed campaign, the GM should consider what factors may bring that war to an end. Having a plan for the war’s conclusion helps the GM set the length of their campaign. If the game’s story starts during a time of peace, having victory conditions in mind helps the GM know when to return the game to its previous style. In addition, the GM should consider how PCs might engage with the war based on the combatants’
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Including Wars In the real world, war is horrific and terrible, both for the people fighting and the civilians who are drawn into it. By contrast, Legend of the Five Rings Roleplaying typically features a romanticized version of war, with heroes who are proud to have trained to become soldiers since birth. Groups who want to include wars in their campaigns should do so after getting full buy-in from their players (including the GM) and after considering what level of realism they want to include. Some players may be uncomfortable with detailed descriptions of violence and gore, or they may be sensitive to descriptions of activities that typically take place in medical tents after the battle. Outbreaks of disease and famine are also by-products of warfare, and their inclusion can be upsetting. Although many players may have enjoyed lives of peace, groups should be considerate of the fact that they might have real-world refugees or combat veterans at their table. Discuss what level of description everyone is comfortable with before play. As always, GMs should discuss the type of content they plan to include in their campaigns with the players before introducing that content into the game. Neither players nor GMs should include content that will diminish the amount of fun they or others at the table will have while playing.
strategic objectives and the PCs’ own goals. Some player groups might be interested in leading mass battles across enemy territory but have no interest in infiltrating a castle to take out the leaders of an opposing force, while the reverse might be true of others.
The Chain of Command In a war, commanders expect complete obedience from their troops, and they make specific deployment plans that they expect to be followed. This provides ready sources of conflict for PCs who like to go off on their own, which may lead to harsh consequences for breaking orders. Naturally, players may find strict obedience to their PCs’ commanding officers a limit on their creativity. However, war’s chaos and limited communications give players leeway to take more independent
CHAPTER 3: ACTS O F WAR
action with their PCs. The PCs may need to be circumspect about details to avoid consequences. A GM can take any number of approaches to let PCs retain agency in a war-focused campaign. Depending on the group’s character composition, independent operations may be entirely appropriate, such as if the characters hail from a third-party faction that is not (or not yet) directly involved in the conflict. Similarly, a party of shinobi should be expected to operate with a certain freedom of action. Alternatively, the PCs’ commander might be a junior officer or inexperienced enough to not notice lapses in how subordinates follow orders. The officer might even be self-aware enough to acknowledge the PCs’ depth of experience and give them commensurate loose rein. Finally, some players enjoy the subterfuge of accomplishing personal goals alongside official ones, or won’t mind the strict discipline expected of their characters in an army. In all cases, communication with the players about their expectations and interests is vital to an engaging game.
The Courts and the Battlefield A bushi spends most of their life preparing for war, and a Legend of the Five Rings campaign focusing on war puts them in their element. However, players of less martial characters, especially courtiers, might worry about their ability to contribute to the group’s success or about getting a turn in the narrative spotlight. GMs should keep in mind that centering on a war does not mean a campaign must focus entirely on mass battles and skirmishes, or even primarily on conflict scenes. There are many ways for courtiers, artisans, and others to contribute to the group’s efforts during wartime. Elements such as parleys, neutral factions, troop morale issues, councils of war, and more can bring these social characters to the forefront. Similarly, the upheaval of battle might unsettle local kami or other supernatural elements, giving shugenja and monks time to shine. GMs who make full use of these opportunities for alternate approaches to war-focused campaigns should ensure they stay aware of how players allocate their XP. A bushi who concentrates entirely on Martial skills might dominate skirmishes but have little opportunity to engage elsewhere, just as a courtier who focuses entirely on Social skills has the reverse problem. If players are willing to take turns in the spotlight, this can work well. Alternatively, the GM can advise players to invest their XP in less archetypal skills, allowing a bushi to participate in negotiations or a courtier to face down the angered ghosts of vanquished soldiers.
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Opportunities for Glory PCs have many avenues for distinguishing themselves during war. Success on the battlefield is an obvious one, and characters who triumph over difficult foes or command an army’s successful engagement are likely to earn glory awards for their victory. These rewards are especially likely for bushi characters. However, these are not the only ways PCs can prove their mettle and worth during a war. Courtiers might earn glory for negotiating the surrender of an enemy army, for securing the release of hostages taken by the enemy (or concessions for hostages taken by their own side), or for otherwise defusing the danger of war for their allies. Courtiers who trick the enemy into making mistakes or use rumors at court to provoke an enemy general into unwise maneuvers might even win accolades without fighting directly. Shinobi characters tend to be more infamous than famous, but even (or especially!) if no one can prove that they assassinated an enemy leader or sabotaged a hostile camp, their lord will surely reward them for their cunning. Shinobi might also find themselves supporting other types of characters covertly, preparing the way for an attack by bushi or retrieving secret documents from secure locations and delivering them to courtiers who can deduce vital information from them. Artisan characters are critical for supplying the war effort. Engineers and swordsmiths might support battlefield operations directly, while painters, poets, and other creators of more ephemeral works can support a courtier with gifts and stories to use as leverage in their negotiations. Shugenja and monks are rarely at home with war and violence, but they can nevertheless be vital to their clan’s success. They may be needed to pacify the unquiet dead, learn secrets not even shinobi can uncover, or maintain morale among troops troubled by the losses of comrades and friends. Whatever sort of character a player has, the GM should remember to include ways for them to prove their worth.
Running a WarThemed Campaign If a campaign begins with the outbreak of war or during an extended conflict, then war can inform play on every level. GMs running such campaigns should closely consider all aspects covered under Wartime Considerations, on page 123, but especially the subsections The Cause of War and Conditions for Victory. Knowing how the war begins and is likely to end allows the GM to plan a complete narrative arc for the
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game. Even if the PCs change things in unexpected ways, this preparation gives the GM a starting point from which they can adjust. Although a war-themed campaign does not need to end with the war it focuses on, it is a good idea to consider the group’s next steps after the war ends. Characters who were brought together to serve in war might need a new reason to continue working with each other in peacetime, and their ninjō and giri might need to change with new circumstances. GMs can handle such matters as they come up, or they can discuss the characters’ next steps between sessions or during a hiatus after the war’s completion. Of course, if the PCs were instrumental in their side’s victory, it might make sense to just end on a high note and start a new campaign!
Integrating War into an Ongoing Campaign Campaigns that do not focus primarily on war can still incorporate the drama and conflict a wartime narrative provides. However, GMs who veer into such territory mid-campaign should be aware of how this can change the tone at their table. They should be sure to review The Chain of Command (page 124) and The Courts and the Battlefield (page 125), as military conflict is likely to change characters’ duties and the party dynamic in terms of narrative spotlight. While a war can be an interesting result of existing narrative arcs, or an engaging way to create an unexpected complication, GMs should ensure that the outbreak of war fits with players’ expectations. Suddenly altering the course of a campaign can feel disruptive and unfun. As such, the GM should balance the new elements of war with the campaign’s existing themes so that players can continue to engage with something familiar. For example, the onset of interclan conflict can mean familiar NPCs become allies, enemies, or anything in between, but existing relationships should still influence how they interact with the PCs. The history built up before a war can also influence how characters respond when they must battle longtime friends or request aid from bitter rivals. Similarly, once the war is over and the normal flow of the campaign resumes, players and NPCs alike might find it difficult to trust those who were trying to kill them just a season before—a conflict that can drive great samurai drama.
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Outfitting an Army
Preparation is the key to a successful military deployment. Failure to prepare, even in small respects, can lead to an army’s defeat and even destruction. Preparation falls under two broad categories. First, troops must be equipped with the items most directly necessary for combat, ranging from weapons and armor to the communication equipment leaders need to exercise effective command and control. Second, armies require the logistical necessities that allow troops to remain on the march and in the field—such as food, water, maintenance supplies for weapons and armor, and medical supplies for dealing with injuries.
Equipping for Battle To fight effectively, armies must have adequate equipment and supplies from the following key categories.
Weapons In Rokugan, most samurai already own the paired blades of a daishō: the longer katana and the shorter wakizashi. These are deadly weapons, but they are usually secondary weapons on the battlefield, where bows and polearms offer extra reach. Further, many samurai are hesitant to wield ancestral weapons in the chaos of open battle, where they can become broken or lost. Most samurai still carry their daishō, should the opportunity for single combat with another leader arise. For honor, for their clan, or simply to save the lives of their troops, samurai will put aside other weapons to cross blades when challenged in the midst of battle.
Many samurai, and all of the ashigaru, wield more basic weapons in battle. The iconic weapons of a Rokugani army are spears and some types of polearms, because they are suited to massed ranks of troops. Beyond their extra reach and their ability to present a threat in tight formations, spears and certain polearms are inexpensive to make quickly and in large numbers, and they are relatively low maintenance. Further, troops with limited training can be drilled to effectiveness with spears in a short period of time. More specialized weapons, such as bows, longer spears, and oversized swords for fighting cavalry, can also be obtained, though they require more training to use and more resources to manufacture. Many clans have even more specialized weapons for particular circumstances. Crab warriors wield a variety of heavy weapons, such as hammers and clubs, to crack open the chitinous carapaces of the Shadowlands monstrosities they face. They also favor weapons inlaid with jade, a sacred substance inimical to Tainted beings. Likewise, troops expected to fight aboard ships, or to engage in other close-quarters combat, employ compact weapons. These are often adapted from more mundane tools, such as the kama, a small sickle used by farmers, and the tonfa, a club derived from the handle of a millstone.
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Armor Just as they typically own a daishō, most samurai also possess armor. However, while daishō are generally reserved for single combat, armor is viewed in a more utilitarian way. Many samurai wear even very valuable armor, with a lengthy history of family ownership, in the midst of heavy melee. A warrior must wear their armor regularly to maintain their ability to fight in it. Moreover, ancestral armor is believed to provide samurai with their ancestors’ protection and guidance. More pragmatically, a samurai can be recognized by the armor they wear, enhancing their glory and reputation in battle. However, few of the ashigaru who make up the bulk of Rokugani armies own armor. Even some samurai need their lord to provide it, especially if they have not inherited any. Other samurai simply deem most armor too cumbersome in the swirl of melee combat, especially the heaviest of armors, such as ō-yoroi. Samurai employed in scouting, skirmishing, and archery roles favor light armor, as they value mobility over protection, and mounted samurai require armor suited for use on horseback. Accordingly, clan armorers produce a variety of light- and medium-weight armor designed to be quick and easy to make with readily available materials, as well as to be simple to maintain. Such armor may incorporate wood, bamboo, and stiffened, laminated layers of linen or other cloth. While lighter armor does not provide the same degree of protection as more elaborate and sophisticated heavy armor, it may offer a better balance of defense and encumbrance for its wearer.
Mounts Mounts play three primary roles in Rokugani military forces. These are: $
Carrying their riders directly onto the battlefield, so these samurai can engage in battle while mounted, as cavalry.
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Carrying their riders to the edge of battle, where the riders dismount to fight. This use of mounted infantry often also includes commanders and their staff, who need mounted mobility to observe and direct the flow of battle.
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Carrying troops on support missions, like scouting or foraging ahead of the army, or pulling wagons full of supplies and injured soldiers.
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For the first role, most Rokugani ponies are unsuitable; they lack the stature and strength to be good cavalry mounts, and they lack the temperament to be ridden into harm’s way. They are, however, well suited as infantry mounts (and as beasts of burden if other animals aren’t available to fill that role). Prior to the Ki-Rin’s return to the Empire as the Unicorn Clan, cavalry essentially did not exist in Rokugan. The Unicorn brought with them several breeds of horses, including fast, powerful, and much larger animals ideal for use as cavalry mounts. The descendants of some of these horses became the basis for cavalry forces among all of the other clans. The purest and most robust bloodlines, such as the famous Utaku steeds, are an exception; the Unicorn stubbornly reserve these for themselves. On the rare occasions they do offer these magnificent animals to those outside their clan—as gifts, for example—they are normally gelded, so they cannot breed. For the last role, that of beasts of burden, Rokugani employ a variety of animals, including donkeys, mules, oxen, and water buffalo, animals suited to labor that favors strength and stamina over speed.
Fortifications Rokugani armies make liberal use of defensive devices in battle. Most common are large, freestanding shields, usually made of light wood or wicker, that provide concealment and limited cover against enemy archery. An army invested in a longer fight often deploys support troops to build earthworks and palisades from stone, earth, wood, and other materials found on-site. Building these requires appropriate tools, like axes, picks, shovels, and hammers—as well as laborers who must be protected from enemy archery and spoiling raids. Occasionally, armies build even more elaborate field fortifications, including walls and towers, also often constructed from local materials. However, these fortifications may instead be partly or entirely prefabricated, then transported in manageable sections and assembled wherever needed. The shiro-chi— essentially a small wooden castle—may be carried and deployed in this manner. Such elaborate works are only used during large campaigns and sieges of enemy fortifications.
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Special Items and Equipment Armies employ a variety of specialized equipment chosen to match the expected terrain, seasonal conditions, and tactics used by the enemy.
Command and Control Commanding an army in battle requires communication more robust than the commander’s voice. War fans, horns, drums, flags, and banners—and more exotic devices such as signaling mirrors, firework-like colored rockets, smoke pots, smoke arrows, and carrier pigeons—are all tools that a skilled commander may use to wield their army like a surgical instrument rather than an armed mob.
Siege Weapons Rokugani military doctrine avoids protracted sieges. Commanders instead prefer direct assault of fortifications. Ladders and battering rams are useful on the assault, while more challenging fortifications may require more elaborate siege weapons, such as catapults, stone throwers, and siege towers. No clan has more experience with siege engines than the Crab, who must use them against monstrous Shadowlands creatures attacking the Kaiu Wall.
Other Equipment Sometimes, the needs of a campaign require even more specialized equipment, often dictated by terrain or weather. Armies need boats, barges, and pontoon bridges to cross rivers and other bodies of water, and they need ropes and climbing gear for traversing mountainous terrain. A late fall campaign may catch the enemy by surprise, but could require cold-weather gear and heavier tents, while extremely rare instances of winter battles require sledges and other equipment for crossing snow.
Sustaining the Army More armies are defeated by logistics than by battle casualties. Armies require food and water for soldiers, fodder for animals, materials and support for equipment maintenance and repair, and medical support for injured personnel. Denial of any of these things to an enemy can bring a victory without combat. Consequently, a skilled commander always knows where their supply train is and assigns reliable troops to keep that supply train safe.
Food and Water Soldiers expend a great deal of energy marching to and then fighting in battles. Accordingly, they require adequate supplies of food and potable water to sustain them as they exert themselves. Much of Rokugan is bountiful with plant and animal life, so some of these needs can be met by foraging for food, water, and timber for fuel and construction. However, this takes time and runs risks. Parties of foragers who roam ahead of the army can alert the enemy about their own army’s intentions and positions. Further, although pillaging farms and villages isn’t uncommon for an army, it is considered a last resort, since ownership of these same farms and villages is often a key objective of conflicts in the first place. As a result, most armies carry the bulk of their food and water with them. Each soldier carries at least a day’s worth of food, while the rest is transported in a baggage train, located near the rear of the army’s column of march, where it can be protected. The food an army travels with must be relatively easy to transport and store and resistant to spoilage. Rice, oats, and millet are the bulk of what soldiers eat, livened up with dried vegetables and salted fish. Each soldier requires a minimum of about a quarter kan (roughly two pounds) of food per day.
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Further, a soldier on the march typically requires at least two sho (around three and a half quarts) of water per day, and more in hot weather. Because water is heavy and cumbersome to transport, armies draw significant portions of their requirements from streams, lakes, and rivers along their line of march. When possible, they boil this water to ensure it doesn’t make personnel good strategist will look at the map, estimate how far an army can move in a day, and lay ambushes or place scouts at streams and other bodies of water. The management and distribution of food and water is the purview of quartermasters, who are sometimes samurai, but may also be heimin. Quartermasters and their subordinates normally accompany the baggage train, engaging in combat only to protect the vital commodities they supervise.
Consumable Supplies In addition to food and water, armies consume large volumes of material supplies. Foremost among these is fuel. Wood, coke, or charcoal is used for cooking, watch fires, and portable forges for repairs. In addition to candles, lanterns fueled with oil made from animal fats provide illumination. Timber, which requires foraging, is needed for palisades and on-site construction. Artisans, who accompany the quartermaster, need the raw materials of their trades, which include making candles, rope, and wicker as well as repairing barrels and wagons. Artisans may also supplement stocks of expendable weapons and ammunition by crafting spears and arrows. Additionally, armies require a wide array of miscellaneous goods to replace unrepairable, worn-out, and lost items. These include articles of clothing, both under- and outerwear; socks, sandals, and other footwear; headgear; and packs, satchels, and cases of different types.
Maintenance Soldiers are expected to carry out routine maintenance on their own weapons, basic armor, and equipment to ensure they are ready for battle; harsh punishment awaits those who let their gear fall into disrepair. However, some types of damage and wear exceed soldiers’ ability to fix. This is particularly true of more complex weapons, such as swords, and more sophisticated types of armor. An army’s artisans repair such items using specialized tools, and when repair is not possible, the quartermaster stores might have replacements.
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Medical Support The most effective means of treating and healing injuries is through the elemental invocations of shugenja. However, shugenja are rare and conducting invocations is too demanding for armies to rely solely on this type of treatment. Healing by shugenja is normally reserved for important and high-ranking individuals. The vast majority of soldiers must expect to receive more mundane treatment for their wounds. To that end, Rokugani armies have medics: individuals skilled in medical procedures to treat wounds and care for the injured and ill. In battle, soldiers too injured to continue fighting must make their way to the army’s rear for treatment; unfortunately, those too badly wounded to do so usually must wait until the battle has ended to receive aid. Armies have made attempts to employ commoners as litter bearers to evacuate the wounded during battle, but with only some success; the danger and confusion of battle makes most such efforts impractical. Medics and their assisting staff treat the wounded by administering opium-based painkillers; cleaning, stitching, and bandaging wounds; and when this is not sufficient, amputating injured limbs. Soldiers too badly injured to return to duty are evacuated to the nearest friendly village or town. This spares the army the effect on morale when soldiers see their comrades suffering from grievous wounds and missing limbs—or dying of infections—when there is little they can do to help.
Mobility Support Moving an army across the countryside may entail significant challenges, as it may need to cross rivers or traverse rugged and difficult terrain. For assistance, an army sometimes conscripts local commoners as laborers—under the supervision of engineers or sappers (specialists in field fortifications or demolitions)— to construct roads through forests, clear trails in the mountains, run ferries across rivers, or build bridges. Depending on the nature and objectives of a campaign, these contingents can be very large, with considerable baggage and supply trains of their own.
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New Titles
The courts of Rokugan like to reward remarkable Imperial citizens with prestigious titles reflecting their glorious deeds and honorable souls. The various positions within a Rokugani army require titles as well. The following new titles follow the rules described on page 305 of the core rulebook.
Using the Ashigaru Title The Ashigaru title is not likely to be earned by many Great Clan samurai. However, there are a few types of characters for whom it is extremely useful:
Ashigaru
Peasants and other characters in a Rise from the Dust campaign (see page 306 of the core rulebook).
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Ronin, gaijin, and others made using the rules from Path of Waves.
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Disgraced samurai, or samurai traveling in disguise as commoners.
A Thousand Stinging Cuts (Title Ability): When you provide assistance (see page 26 of the core rulebook) on the Martial Arts [Melee] Attack action check of another character at range 0–2, the character you are assisting treats their target’s physical resistance as 1 lower for each assisting character with this ability.
Ashigaru ADVANCE
TITLE
Though samurai represent the pinnacle of martial prowess in Rokugan, even the mightiest among them can be felled by a wall of yari or a cloud of arrows. Ashigaru, soldiers from the peasant class, make up the front line of Great Clan armies, surrounding samurai who stray too far from their own lines or turning the tide in wars of attrition. For some, ashigaru is a temporary title granted in times of necessity. For others it is a death sentence. But for many peasant soldiers, serving as an ashigaru is a career, an honor, and a way to better their status in life by entering the lowest rung of the buke class. Some of the Great Clans, including the Lion, offer better training and equipment to their foot soldiers than other clans do, as well as more recognition. An ashigaru who serves with distinction can gain a small share of the glory of battle, and even be called up to permanently serve as a guard or scout. It is not uncommon for ashigaru families to serve a daimyō across multiple generations, having found pride and purpose in their service. Assigned by: Any samurai officer. You must survive at least one mass battle to receive this title. Glory Award: +5 (to a maximum of 29) Status Award: +3 (to a maximum of 19) XP to Completion: 20
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TYPE
Martial Skills
Skl. Grp.
Courtesy
Skill
Command
Skill
Survival = Rank 1–2 Kata
Skill
Tech. Grp.
= Thicket’s Embrace Style
Technique
= Slippery Maneuvers
Technique
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Deathseeker
Elemental Guard Although all shugenja know the spiritual risks of invoking the elemental kami on the battlefield, there are some threats that are so grave, such as those posed by the Shadowlands, that the Council of Elemental Masters sanction the formation of shugenja units in battle. During these times, the Elemental Guards of Air, Earth, Fire, and Water are called upon to protect the Empire. Each Guard specializes in a particular element, joining their voices together in prayer to call forth hurricanes, earthquakes, wildfires, and tsunami. Assigned by: An Elemental Master. Glory Award: +10 Status Award: +10 XP to Completion: 20 Wrath of the Elements (Title Ability): Choose one: Air, Earth, Fire, or Water. This is your elemental specialty. Once per scene after making a Martial skill check that uses the ring of your elemental specialty, you may inflict an amount of strife or panic equal to your ranks in the ring associated with your elemental specialty against a target at range 0–3 or a cohort in the scene.
Elemental Guard
Deathseeker ADVANCE
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TYPE
ADVANCE
TYPE
Martial Skills
Skl. Grp.
Martial Skills
Skl. Grp.
Courtesy
Skill
Command
Skill
Labor
Skill
Government
Skill Skill
Technique
Theology
Skill
TITLE
For more information on the Deathseeker tradition, see page 52.
TITLE
KIRIFU, THE FIRST DEATHSEEKER
Some call them Deathseekers because these samurai appear to charge headlong toward their deaths, heedless of any danger. Others believe that the mantle of Deathseeker is a punishment for those who have failed their lords. On the contrary, the Deathseeker tradition is a type of warrior’s pilgrimage undertaken voluntarily by Lion Clan samurai who have suffered failure or disgrace and who wish to redeem themselves through action. Those who walk this path of atonement take on the burden of greatest risk so that other samurai might be spared, but they try to survive as long as possible to continue serving their clans. The Deathseeker tradition is controversial even within the Lion Clan, and not all lords will allow their samurai to take Kirifu’s oath, as it is called. Those who do become Deathseekers forsake their previous station and relinquish their titles and belongings, including daishō. They paint their faces ghostly white to inspire fear in their enemies. Assigned by: Disgraced Lion Clan samurai may take this title upon themselves, pending approval from the GM. Status Award: –25 (to a minimum of 20) XP to Completion: 8 Immediate Effects: You give up any positions you hold and your worldly possessions, save one weapon and a set of ceremonial robes, are returned to your family. Kirifu’s Oath (Title Ability): As a Support action, you may suffer the Enraged condition (see page 272 of the core rulebook). While you are Enraged, you can perform Attack actions even while Incapacitated.
= Rank 1–3 Kata
Tech. Grp.
= A Samurai’s Fate
Technique
Medicine = Beseech Shiba’s Calm = Tactical Assessment
= Moment of Glory
Technique
= Warrior’s Resolve
Technique Technique
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Although the shugenja of the Elemental Guards can call forth the very fury of nature, their complex invocations leave them vulnerable to attack. In battle, the Elemental Legions of Air, Earth, Fire, and Water are sworn to protect their corresponding Elemental Guard. Assigned by: A daimyō of the Shiba family or the Phoenix Clan Champion, with permission from a member of the Elemental Council. Glory Award: +10 Status Award: +10 XP to Completion: 24 Strength of the Elements (Title Ability): Choose one: Air, Earth, Fire, or Water. This is your elemental specialty. Once per scene after making a Martial skill check that uses the ring of your elemental specialty, you and a number of targets at range 0–3 (or other cohort leaders in the scene) up to your ranks in Command may remove strife equal to your ranks in the ring associated with your elemental specialty.
Elemental Legionnaire
TITLE
ADVANCE
TYPE
Martial Skills
Skl. Grp.
Command
Skill
Medicine
Skill
Smithing
Skill
= Rank 1–3 Kata
Tech. Grp.
= Great Anvil’s Measure = Moment of Glory
Technique Technique
General The pinnacle of military command, a general serves as the mastermind behind all aspects of their army, seeing the will of their daimyō done through intricate planning and masterful stratagems. But there is more to a general’s duties. A general must lead by example; the expectations they have of their troops must be mirrored in their own actions. Their voice must electrify the souls of those under their command, inspiring them to charge enthusiastically to what may be their deaths. Their combat mastery must be without flaw. Their decorum and personal honor must be beyond reproach. Though it is a high honor to be given command, it can also be burdensome. Leadership is often a weary, isolating task. On their shoulders rest the will of their lord and the security of their homeland.
Assigned by: A clan or family daimyō with a status of 60 or higher, often following a great military achievement by the character. Glory Award: +10 Status Award: +25 (to a maximum of 85) XP to Completion: 50 Superior Command (Title Ability): While you are the commander of an army during a mass battle, your army’s discipline value is increased by your ranks in Command. Additionally, when making an Initiative check during a mass battle, increase the result by your ranks in Tactics.
General ADVANCE
TITLE
Elemental Legionnaire
TYPE
Social Skills
Skl. Grp.
Martial Skills
Skl. Grp.
Government
Skill
Survival
Skill
= Rank 1–2 Kata
Tech. Grp.
= Rank 1–3 Rituals
Technique
= Rank 1–4 Shūji
Technique
Lion’s Pride Warrior Descended from a group of bandits who broke away from their gangs and followed Lady Matsu after she reformed, the Lion’s Pride is among the most renowned Matsu samurai. Membership must be offered by the matriarchs of the unit, and only the most elite Matsu samurai are permitted to join. The Lion’s Pride are functionally a small family unto themselves. In a communal keep located at Bishomen Seidō, they live together, train together, and share the lessons of their founder. They choose which battles they fight, and on whose side; not even daimyō can compel them, so their presence in an army is considered a sign of the general’s rectitude. In battle they fight as one, an unstoppable force of the Matsu family’s best and brightest. Their martial deeds fill the Ikoma histories, and they are famous throughout Rokugan for their victories. Assigned by: An existing member of the Lion’s Pride. Glory Award: +10 Status Award: +20 (to a maximum of 59) XP to Completion: 24 Fury of Matsu (Title Ability): Once per scene, when you deal damage to a target or deal attrition to an enemy leader’s cohort, increase the damage or attrition by an amount equal to the difference between your honor rank and the target’s honor rank.
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Poet of War
Lion’s Pride Warrior TYPE
Martial Skills
Skl. Grp.
Command
Skill
Sentiment
Skill
Survival
Skill
= Rank 1–3 Kata
Tech. Grp.
= A Samurai’s Fate
Technique
= Battle of No Escape
Technique
Master Saboteur Akodo wrote that destroying fortifications mostly serves the satisfaction of generals who have had to besiege them, for earthworks should, when possible, be captured intact. However, the Kami of warfare knew the value of disabling key defenses to make fortresses indefensible, and wrote extensively of the use of sappers. To this day in Rokugan, sappers remain a critical part of most battles near fortifications, for an extended siege can easily ruin an entire campaign. Each generation of saboteurs trains the next, and only once a trainee has proven themselves in front of a number of their mentors are they accepted as a peer. Assigned by: Three other master saboteurs, who are usually members of a general’s command staff or found leading specialized clandestine units. Status Award: None XP to Completion: 40 Ender of Works (Title Ability): When a fortification’s difficulty value would be reduced during a mass battle, the value is lowered by that amount plus your ranks in Labor instead. If there is a cohort occupying it, that cohort’s army suffers panic equal to your ranks in Skulduggery.
Master Saboteur
TITLE
ADVANCE
134
TYPE
Trade Skills
Skl. Grp.
Government
Skill
Martial Arts [Unarmed]
Skill
Medicine
Skill
= Rank 1–2 Ninjutsu
Tech. Grp.
= Imbue Thunder
Technique
= Wreak Havoc
Technique
In battle, a force’s morale can be of greater importance than their armament. A troop in high spirits works more cohesively as a group, resists the terror of battle, and attacks with the strength and ferocity of a much larger force. Generals value the ability of bards to put fire into the veins of their warriors, and will often bring criers, heralds, and signalers with their army into battle—individuals called “poets of war” in the famous third century poem of the same name by Akodo Shunryu. The most brave and dedicated bards in the Empire, they demonstrate as much ferocity on the battlefield as any warrior, and have drunk deep the military histories of Rokugan, absorbing centuries of combat lore into their very being. During battle, they charge forth with the samurai, screaming legends of their accomplished ancestors across the field, steeling the souls of the warriors around them. Assigned by: A general or other officer with status 50 or higher. Glory Award: +10 (to a maximum of 55) XP to Completion: 20 The Hand of Our Ancestors (Title Ability): After you perform a successful Rally action, the targeted cohort deals 1 additional attrition when its leader performs a successful Attack action check. This effect persists for one round.
Poet of War ADVANCE
TITLE
TITLE
ADVANCE
TYPE
Social Skills
Skl. Grp.
Composition
Skill
Culture
Skill
Sentiment
Skill
= Rank 1–2 Fire Shūji
Tech. Grp.
= Borrowed Courage
Technique
= Coursing March Chant
Technique
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Quartermaster
Renowned Warrior
It is no secret that a well-supplied army will defeat an ill-equipped one nearly every time. An army can lose before a single sword is drawn, defeated by logistical delays resulting in hunger or inadequate shelter. It is the heavy responsibility of the quartermaster to ensure that their fellow soldiers have access to food, water, weapons, armor, and anything else required by terrain, weather, or circumstances of war. The quartermaster must have an organized, efficient mind and steely determination to acquire everything needed for their army. This is especially true when the army travels through enemy territory or conducts a prolonged siege. Though a quartermaster may not share in the immediate, bloody glory of the soldiers at the front, every general knows who else they owe credit to at the end of a successful battle. Assigned by: Clan or castle daimyō, army general, or other officer of sufficient rank. Status Award: +5 (to a maximum of 35) XP to Completion: 24 Procurement and Supply (Title Ability): When you make a check as a downtime activity to provision an army, you may spend as follows: +: If you succeed, your army increases its discipline and strength each by 1 per spent this way. This effect persists until the end of the next mass battle scene.
Most samurai who serve on the battlefield are not driven by a desire for monetary recompense, but this does not mean that they are not motivated by rewards. Recognition by one’s daimyō or commander is highly sought-after, and a choice word of praise from an individual of sufficient influence can spread quickly through a province or even across the entire Empire. Assigned by: A daimyō or army commander with status 60 or higher after you have been part of a mass battle in which your cohort was the one to complete at least one strategic objective. Glory Award: +5 Status Award: +5 (to a maximum of 40) XP to Completion: 16 Behold the Legend (Title Ability): Once per scene, after you make a successful Martial Arts check that inflicts fatigue or a critical strike on the target, you may have each friendly character at range 0–3 of you or the target remove an amount of strife equal to the TN of the check.
TITLE
ADVANCE
TYPE
ADVANCE
TITLE
Quartermaster
Renowned Warrior TYPE
Martial Skills
Skl. Grp.
Command
Skill
Culture
Skill
Performance
Skill
= Rank 1–2 Kata
Tech. Grp.
Trade Skills
Skl. Grp.
= Heartpiercing Strike
Technique
Courtesy
Skill
Technique
Government
Skill
= Righteous Example
Tactics
Skill
= Rank 1–2 Air Shūji
Tech. Grp.
= Rank 1–2 Water Shūji
Tech. Grp.
= Fortress of Necessity
Technique
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Sumai Master
Many in Rokugan venerate their ancestors and call upon their wisdom through prayer or by studying writings left by the departed. A blessed few have the ability to reach through the veil of the Spirit Realms and make direct contact with their ancestors. Best exemplified by those of the Kitsu family bloodline, these gifted individuals can speak to a shiryō (blessed ancestor spirit) or, through extensive training, allow the soul of the departed to enter their body and speak through them. While bonded in this way, they can perceive the memories of this venerated ancestor, and in turn, the spirit may look again into the Mortal Realm and impart words of wisdom to those in need. Through the Spirit Caller, an entire family’s knowledge and skills from time immemorial can be accessed, and secrets thought long lost can again be brought to light. Assigned by: An instructor of a Kitsu school or other appropriate spiritual leader. Status Award: +15 (to a maximum of 40) XP to Completion: 38 Eyes of the Ancestors (Title Ability): Once per game session as a Support action, you may spend 1 Void point to summon the spirit of an ancestor to partially possess you until the end of the scene. Choose a ring and a skill from that ancestor’s profile; while possessed, you count as an Otherworldly being and use your ancestor’s ring value and skill rank in place of your own, as well as your ancestor’s honor value. Your ancestor can use any non-unique human NPC profile (or a kitsu’s or other supernatural being’s profile, if your character has such an ancestor). The higher of this NPC’s conflict rank and conflict rank cannot exceed your school rank plus your ranks in Meditation. While you are possessed, the ancestor spirit may divulge pertinent information at the GM’s discretion. Afterward, your character will have only a hazy memory of anything they experienced while possessed.
Many samurai, especially of the Badger and Crab Clans, practice sumai, a test of physical and mental strength. Sumai can become an important part of a samurai’s life, not only as a way to demonstrate their prowess to their fellow samurai, but also as a connection to the very spirit of their clan. True masters of the art are some of the finest duelists in the Empire. Their skills can fell opponents in matches and enemies on battlefields alike. Assigned by: An existing sumai master, once you have proven your ability to them. Glory Award: +10 (to a maximum of 50) Status Award: +10 (to a minimum of 35) XP to Completion: 30 Unsurpassed Soul (Title Ability): When you make a Martial Arts [Unarmed] check targeting another character, if your Void ring is higher than or equal to your target’s Void ring, reduce the TN by 2 (to a minimum of 1).
Spirit Caller ADVANCE
136
TYPE
Scholar Skills
Skl. Grp.
Courtesy
Skill
Meditation
Skill
Performance = Rank 1–2 Rituals
Skill
Tech. Grp.
= Ancestry Unearthed
Technique
= Preserve Strength
Technique
Sumai Master ADVANCE
TITLE
“I borrow my name from my ancestors. I must return it to them unharmed. I borrow my honor from my descendants. In shaming myself, I shame them as well.”
Spirit Caller
TITLE
QUOTES FROM AKODO’S LEADERSHIP
TYPE
Social Skills
Skl. Grp.
Culture
Skill
Martial Arts [Unarmed]
Skill
Theology = Rank 1–2 Kata
Skill
Tech. Grp.
= Beseech Hida’s Might
Technique
= Fierce Badger Style
Technique
Sword-Saint The kensei, or sword-saint, is a living master of the sword whose preternatural skills are hailed throughout the Empire. While kenshinzen duelists epitomize the highest level of iaidō, the sword-saint embodies the purest form of kenjutsu, or swordsmanship more broadly. To witness a single strike of a kensei is to experience a moment of spiritual clarity—their bond with their blade is considered sacred. A true sword-saint might come along once per generation, and past precedent maintains that only one person may bear the title at a given time. Students of the Heart of the Katana dōjō in Lion lands devote their lives to the sword with the hope of one day being anointed as a sword-saint. Assigned by: A clan champion or the Emperor. Alternately, the title can be assigned by an existing swordsaint who is slain by the character in an honorable duel to the death.
CHAPTER 3: ACTS O F WAR
Sword-Saint
TITLE
ADVANCE
TYPE
Martial Arts [Melee]
Skill
Meditation
Skill
Smithing
Skill
Tactics = Rank 1–5 Close Combat Kata
Skill
Tech. Grp.
= Soul Sunder
Technique
= Victory Without a Sword
Technique
War College Graduate The Lion Clan contains many of the finest tacticians in the Emerald Empire. But even among this formidable pool of military minds, there are the elite: the graduates of the Akodo War College. The oldest military institution in Rokugan, the Akodo War College has a curriculum based on the philosophies of Akodo, refined over one thousand years to near perfection. The academy is especially renowned for its instruction concerning mass warfare and leading armies. Students endure rigid structure and grueling training drills year-round, honing their bodies and minds with studies of battle, siegecraft, and Bushidō. By the end of their training, the graduates of the Akodo War College are impeccable leaders and immaculate warriors, paragons bred for one purpose: victory. Assigned by: An instructor at the Akodo War College. Glory Award: +5 (to a maximum of 60) Status Award: +10 (to a maximum of 40) XP to Completion: 36 Learned from History (Title Ability): During a mass battle, when you accrue 1 or more momentum points toward the Draw Them In or Seize Victory strategic objective, you accrue that many momentum points plus 1 instead. Additionally, if your action completes that strategic objective, the enemy army receives additional casualties and panic equal to your ranks in Tactics.
War College Graduate ADVANCE
TITLE
Glory Award: +20 (to a maximum of 100) XP to Completion: 24 Invincible Blade (Title Ability): When you perform an Attack or Support action check that uses a sword, you may spend as follows: Void +: Reduce the severity of the next critical strike you would suffer (before your Fitness check to resist) by your ranks in Meditation plus 1 per spent this way. This effect persists until the start of your next turn. Any : Increase the base damage and deadliness of your weapon by 3. This effect persists until the end of the scene. If you activate this multiple times during a scene, the effect is cumulative (add together all increases you have applied this scene with this ).
TYPE
Martial Skills
Skl. Grp.
Command
Skill
Culture
Skill
Government = Rank 1–3 Kata
Skill Tech. Grp.
= Rank 1–3 Shūji
Technique
= Beseech Akodo’s Judgement
Technique
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Spending Opportunity in Times of War
The unprepared rarely survive war, and only those with the drive to seize an advantage when it presents itself thrive amid war’s chaos and danger. Whether driven by
honor, glory, or merely survival, samurai at war must make use of every weapon in their arsenal. GMs running war-focused games may use Table 3–9: Spending Opportunity in Mass Battles to give players additional means of spending in their games, or as inspiration for new options of their devising. The table focuses on the rules for Mass Battles found on page 274 of the core rulebook, but similar results could be used in other types of conflict scenes.
Table 3–9: Spending Opportunity in Mass Battles COST
OPPORTUNITY
Air +
Choose an allied leader other than yourself. Reduce the TN of that leader’s next check for a Scheme action by 1 per spent this way. This persists until the end of the scene.
Air
Choose a leader in a fortification. That leader’s cohort loses the benefits of the fortification until the beginning of your next turn.
Earth +
Remove 1 panic from your army per spent this way.
Earth
Choose an allied leader other than yourself. That leader’s cohort cannot be targeted by Attack actions until the beginning of your next turn.
Fire +
The enemy army suffers 1 panic per spent this way.
Fire +
When performing an Attack action against the cohort of an enemy leader with vigilance lower than or equal to spent this way, after its effects are resolved, inflict a critical strike with severity equal to the deadliness of one of your weapons on that leader.
Water +
Choose an allied leader other than yourself. Reduce the TN of that leader’s next check for a Movement action by 1 per spent this way.
Water
Choose an enemy leader. That leader’s cohort cannot perform Movement actions until the beginning of your next turn.
Void +
Your army and each enemy army suffer 2 attrition per spent this way.
Void
When you perform a Support action, after its effects are resolved, you may immediately perform a Challenge action targeting an enemy cohort’s leader.
Void
Increase the army’s strength and discipline by 3. This persists until the end of the scene.
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Table 3–10: Spending Opportunity in Contested Territory COST
OPPORTUNITY
Air
You discern subtle signs of incoming trouble and can take steps to avoid it. The next time you enter a conflict scene this session, you may add a kept die showing to your Initiative check.
Air or
You create a clever disguise or ruse to get the jump on potential foes. The next time you enter a conflict scene this game session, after Initiative has been determined, choose one character in the scene. On that character’s next check, they must reroll all results containing symbols.
Earth
Not even the chaos of war or the strangeness of foreign lands can faze you. Reduce the TN of the next check you make to deal with an unfamiliar situation or opponent by 1.
Earth
You hold fast to the thought of home while in distant locales and dangerous situations. You may remove 1 strife for each condition you are currently suffering.
Fire
A clever theory fills in the gaps in your knowledge. You may immediately attempt a Scholar skill check of your choice to learn about your current situation or an NPC who is present, lowering the TN by 1 (to a minimum of 1).
Fire +
As you incite your allies to great fervor, any number of them may remove 1 strife for each you spend. For each character affected, you receive 1 strife as you let your passion overtake you.
Water +
Your charm wins over even enemies. For each spent, one hostile character within the scene becomes friendlier toward you. What exactly that means depends on context—it may defuse an imminent conflict, or encourage your foes to try to take you alive, but it won’t stop bloodshed altogether once blades have been drawn.
Water
With cunning, you flow smoothly from one conclusion to the next. You learn of one key feature, fortification, or terrain quality present in the surrounding area, and whether or not enemies have passed through recently.
Void +
In all things, one can find balance, even in a duel of words or blades. You and a hostile character of the GM’s choice in the same scene each recover 2 strife for each spent in this way.
Void
You find serenity amid adversity. You discover a neutral meeting place, protective legal precedent, or similar safe haven applicable to your situation.
QUOTES FROM AKODO’S LEADERSHIP
“There is no greater strength, no greater resource, than those who share your bloodline. A family’s abilities can be harnessed in war to tremendous effect—and should be.”
C H APT E R 3 : A C T S O F WAR
Tenets of Bushidō: Honor
Samurai are defined by their honor; Bushidō literally means “way of the warrior.” A samurai’s honor refuses to let them be anything less than courageous on the battlefield and refined in times of peace. Honor devotes a samurai to a purpose, a lord, and an ideal that they serve and protect even unto death. It is a quest for perfection in all things physical and spiritual. The honor of a samurai has etched out a place for them in history, one that elevates them from the designation of warrior to the status of legend. The Empire of Rokugan depends upon this legend to flourish. Dangers loom on every horizon, with foreign threats from the north and from the eastern sea, and the hellish nightmares of the Shadowlands crawling up from the south. Clan division or a peasant uprising could tear the Empire apart in the blink of an eye. Honor gives samurai the strength to defend the Empire from outside threats and preserve peace through courtly negotiation. Perhaps most importantly, it is honor that maintains samurai’s nobility in the eyes of the peasant classes, honor that prevents samurai from descending into despotism, and honor that preserves the state of the Celestial Order. Honor is the soul of the Empire, and without it, Rokugan would descend into chaos.
Defining Honor Honor, or Meiyo, may be the most important tenet of Bushidō, but it is also the most nebulous and difficult to define. One cannot assess through exterior examination the honor of a samurai, for it is something possessed solely as part of their innermost self. Some samurai are mistakenly driven to lash out in vengeance to “defend their honor,” shedding blood over perceived slights against their heritage or character. These samurai are not actually preserving their honor, but rather attempting to save their reputation. The honorable samurai knows personally the quality of their own character and does not need to defend it against the barbs and jeers of lesser people. The wise samurai is able to distinguish between the public perception of honor, and honor according to the code of Bushidō, which is an internal possession.
CHAPTER 3: ACTS O F WAR
Honor’s constant nature is its defining factor; when present in an individual, it bleeds over into all aspects of their life and into every other tenet of Bushidō. Other tenets can be performed for gains in reputation, or ceased when others aren’t watching, but honor always serves as a samurai’s moral code, driving them to follow all other tenets as perfectly as possible at all times. A samurai remains righteous when no one would be the wiser, and courageous even when no one is looking, because of their honorable character. They do so regardless of whether they might receive praise or reward, but simply because it is the right thing to do. This personal integrity compels a samurai to continue to do what is right even when it would cause society to judge them unfairly, or when it would force them to defy a lord who has fallen into corruption.
Honorable Life When the Kami Akodo ordered that Bushidō in Rokugan should be codified, it became both the standard for conduct and the goal for all samurai and those who would hold themselves to a samurai’s code. To be a samurai comes with a burden: that of upholding personal integrity at all times, no matter what situation or demands they face. Despite their noble station, samurai are still mortals. With mortality comes fallibility and the pressures of society. A life devoted to honor faces demands to act in ways samurai could consider personally dishonorable. Honor is a personal appraisal, but some might not agree with that assessment. Survival itself could force a person into actions a samurai would see as dishonorable. Maintaining honor when faced with dishonorable orders from a daimyō, wartime clashes in which dishonorable tactics would win a bloodless battle, court intrigues that call for poisoned lies to crush a foe—all these and more test samurai who desire an honorable existence, yet must balance this desire with Duty and other demands of Rokugani life. To act honorably sometimes may mean ignoring or casting aside other aspects of Bushidō, so samurai must judge which holds sway. For the Lion, honor is paramount, but this is not the case in all clans or samurai. For a samurai, failing to uphold their honor is a failure to live up to the legacy bestowed upon them by the Kami. They have fallen short of their own expectations, as well as those of their forebears, and some believe this blemishes forever their immortal spirit. It is this burden that drives a samurai to take immediate action to rectify incorrect deeds. If the error cannot be undone, then the samurai must seek to make tremendous sacrifice, perhaps even of their own life, to see their honor restored in the eyes of their ancestors.
The Burden of Dishonor Honor is personally important to most samurai, but there is also a societal element to honor. If others believe a samurai is no longer an individual of integrity, their reputation may also be at risk by association, and so they may avoid that person. In the worst cases, a samurai might even be rejected by their lord, and forced to leave their service. Such a samurai may even end up as a rōnin, unable to rise back to their station without the permission, and thereby forgiveness, of their former lord. From their former peers, a publicly dishonored samurai finds little solace or pity, and certainly no trust. Worse, such circumstances may force a samurai to take on dangerous or disreputable jobs, further diminishing their social standing. While a samurai could cleave to the belief that honor is intrinsically valuable during such a trial, surely their belief in the Code of Bushidō would be tested. What’s more, a samurai’s retainers and family are put at risk if they are disgraced publicly. This means that if a samurai’s reputation is soiled, they may have to make sacrifices to protect those who rely upon them, even if their reputation was ruined unfairly. A samurai who wishes to regain their lost esteem might need to undertake a substantial deed to make amends with their lord, or find a different patron whose trust they can earn through their actions. Failing to do so jeopardizes not just the individual, but also many others in their life. But such redemption is not achievable by all. Some publicly disgraced samurai instead take the vows of a monk, leaving behind the Code of Bushidō to find purpose in a different sort of life. Some clans offer a path for disgraced individuals: the Lion Clan’s Deathseekers, for instance, fight in the most dangerous battles to show their dedication to their clan. Such paths can spare their family and retainers the worst consequences. Others content themselves with a simpler, humbler life among the commoners of Rokugan. And some, who have truly discarded their honor, go on to prey upon those weaker than themselves, as brigands or rogue warlords. Honor, then, is not just personal. A samurai’s actions reflect on their family and clan, so they must take responsibility for their actions beyond simple individual honor. Even if they believe their actions are not personally dishonorable, if their deeds stain their family or clan with dishonor, then great sacrifices may be necessary to atone. Thus, the honor of the family or clan stays intact—a small price to pay for such an essential aspect of existence in Rokugan.
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C H APT E R 3 : A C T S O F WAR
Trifling Breaches and Small Sacrifices
QUOTES FROM AKODO’S LEADERSHIP
“One army may be stronger than another, but none are stronger than hunger.”
The Legend of the Five Rings core rulebook contains guidelines for gaining honor for virtuous deeds, as well as guidelines for forfeiting honor in order to act disgracefully. However, minor acts can affect a character’s honor as well. A samurai strives to adhere to Bushidō in all aspects of their life, and many small positive or negative demonstrations eventually add up. What follows are optional additions to Table 7–1: Honor and Glory Forfeits/Awards, on page 300 of the core rulebook, and to the examples related to honor on page 303 of the core rulebook.
Trifling Breaches When a character wishes to commit a breach of honor that is judged to be less serious than a minor breach, they must first forfeit 1 honor. Examples of trifling breaches of honor: $
Telling a half-truth to make a story more interesting.
$
Carrying out your lord’s orders in a less expedient manner for personal convenience.
$
Privately, but verbally, cursing the actions of a higher-status samurai.
Small Sacrifices When a character makes a sacrifice in the name of honor, but it is judged to be less significant than a minor sacrifice, they are awarded 1 honor. Examples of small sacrifices of honor: $
Allowing a verbal insult directed at you (one that causes you to forfeit 1 glory or more to ignore) to pass without reprisal.
$
Refusing to use information overheard from behind a closed door as testimony.
$
Aiding a friend who has been publicly disgraced but you know to be innocent.
142
New Demeanors and NPC Templates
Game masters can always call on the wide assortment of NPCs from the Legend of the Five Rings core rulebook when creating adventures, but stories of wars and history demand more for the valiant NPCs featured in them. Many of these characters are likely to be of the Lion Clan, perhaps leading armies, recording martial deeds, or training new military leaders for future wars to defend Rokugan. Some might be from the Badger Clan, entrusted with guarding the Empire’s northern passes. This section provides GMs with a new demeanor and new NPC templates for fashioning new characters using the NPC profiles from the core rulebook and other supplements as their basis. These tools take NPCs without an assigned clan and make them into Lion or Badger samurai, or other characters who might be found in a library or war college.
New Demeanor: Honorable The following new demeanor is designed to reflect a personality often found in Lion Clan members and in other samurai who value the tenet of Meiyo—Honor— above all others. Such characters do not hesitate to overcome their fear and act correctly regardless of the consequences. Honorable works in the same manner as the other demeanors on page 310 of the core rulebook. Social Skill Check TN Modifiers: Fire +2, Earth –2 Common Way of Unmasking: Honor’s Challenge The NPC holds to very high standards of behavior and expects others around them to do the same. When they observe breaches of integrity, they are quick to judge what should be the correct action and insist that it be followed.
CHAPTER 3: ACTS O F WAR
New NPC Templates The following new NPC templates allow GMs to turn generic NPC samurai profiles into ones the PCs might more commonly encounter in Lion lands, on battlefields, or in institutions where historical records are studied or preserved. Each template works the same way as the templates in the core rulebook on page 311.
Badger Clan Samurai This template can be used with any clan samurai profile. Conflict Rank: Combat +1 Ring: +1 Void Skills: +1 Martial and Trade skills Advantages (add/replace 0–2): Bishamon’s Blessing (Water) [Martial; Physical, Spiritual], Flexibility (Water) [Martial; Physical], Keen Balance (Earth) [Martial; Mental, Physical] Disadvantages (add/replace 0–2): Disdain for Courtesy (Air) [Social; Flaw, Mental], Overly Suspicious (Fire) [Social; Interpersonal], Whispers of Poverty (Water) [Social; Interpersonal, Infamy] Techniques (add 0–2): Kata (), Rituals () Demeanor (replace 1): Gruff, Shrewd
Historian This template can be used with any clan samurai profile or subjects of Rokugan. Conflict Rank: Intrigue +2 Ring: +1 Water Skills: +2 Scholar skills Advantages (add/replace 0–2): Famously Reliable (Earth) [Social; Interpersonal], Fukurokujin’s Blessing (Fire) [Scholar; Mental], Precise Memory (Earth) [Scholar; Mental] Disadvantages (add/replace 0–2): Bishamon’s Curse (Water) [Martial; Physical], Bluntness (Air) [Social; Interpersonal], Lives in the Past (Earth) [Social; Mental] Techniques (add 0–2): Rituals (), Shūji () Demeanor (replace 1): Assertive, Detached
Imperial Legionnaire This template can be used with any clan samurai profile as well as the trained ashigaru and skillful rōnin profiles. Conflict Rank: Combat +2 Ring: +1 Earth Skills: +1 Martial and Trade skills Advantages (add/replace 0–2): Indomitable Will (Earth) [Social; Mental], Seasoned (Void) [Social; Interpersonal], Traditional Adherent (Earth) [Social; Mental] Disadvantages (add/replace 0–2): Hidebound (Earth)
[Social; Interpersonal], Whispers of Cruelty (Void) [Social; Interpersonal; Infamy] Techniques (add 0–2): Kata (), Shūji () Demeanor (replace 1): Ambitious, Assertive, Gruff
Instructor Apply this template to someone who is passing their skills on to someone else. Conflict Rank: Combat +1, Intrigue +1 Ring: +1 Air Skills: +1 Martial and Scholar skills Advantages (add/replace 0–2): Keen Hearing (Air) [Martial; Physical], Seasoned (Void) [Social; Interpersonal], Subtle Observer (Air) [Social; Interpersonal] Disadvantages (add/replace 0–2): Calcified Thinking (Earth) [Social; Mental], Impatience (Earth) [Social; Mental] Techniques (add 0–2): Kata (), Rituals () Demeanor (replace 1): Assertive, Gruff
Lion Clan Samurai This template can be used with any clan samurai profile. Conflict Rank: Combat +2, Intrigue +1 Ring: +1 Earth Skills: +1 Martial and Social skills Advantages (add/replace 0–2): Paragon of Honor (Void) [Social; Mental], Seasoned (Void) [Social; Mental, Interpersonal], War College Graduate (Water) [Martial; Physical] Disadvantages (add/replace 0–2): Eager for Battle (Martial; Mental], Maimed Visage (Air) [Social; Physical, Interpersonal, Scar], Overconfidence (Earth) [Martial; Physical] Techniques (add 0–2): Kata (), Shūji () Demeanor (replace 1): Assertive, Honorable, Gruff
Mercenary This template can be used with any bandit, rōnin, or ashigaru profile, or for someone selling their services. Conflict Rank: Intrigue +2 Ring: +1 Air Skills: +1 Social and Trade skills Advantages (add/replace 0–2): Better Quick than Dead (Fire) [Martial; Physical], Famously Successful (Fire) [Social; Interpersonal], Wily Negotiator (Water) [Social; Interpersonal] Disadvantages (add/replace 0–2): Disdain for Duty and Loyalty (Earth) [Social; Flaw, Interpersonal], Greedy (Water) [Social; Mental], Insolent Cur (Air) [Social; Interpersonal, Mental] Techniques (add 0–2): Shūji () Demeanor (replace 1): Ambitious, Shrewd
143
FIELDS OF VICTORY The fate of Rokugan is forged in battle... Since the founding of the Emerald Empire and the First War, conflict has shaped the history, lands, and society of Rokugan. Even in times of peace, the samurai of the Great Clans devote themselves to the arts of weaponry and war, for their generals know that the next call to arms is only a brushstroke away. Fields of Victory details warfare in Rokugan, both past and present, and describes the units, ranks, and logistics of the armies of the Great Clans. In this sourcebook for the Legend of the Five Rings Roleplaying Game, you will find information for running military campaigns as well as information on the valiant Lion Clan, including: $
$
$
The strongholds of the Lion Clan as well as the Empire’s foremost libraries and academies of military history and learning. Rules for the Badger Minor Clan, plus new schools, titles, techniques, equipment, and weapon patterns suited for battle and reconnaissance. Support for GMs including guidance on running campaigns that feature warfare; expanded mass battle rules and rules for how to raise, equip, and train an army; and tips for how terrain can change the tide of battle.
Fields of Victory
L5R14
EAN 13
ISBN: 978-1-63344-374-7
53995 9 781633 443747
201351N Printed in China