Roleplaying in the Thousand damentally wrong. Needless to say, not all samurai are
Years of Darkness
able to make this distinction—see the discussion of the
Obsidian Legions earlier in this chapter.
The Thousand Years of Darkness also allows the GM to
confront samurai with a more unusual source of drama:
the reversal of power. A samurai is normally a member
The Thousand Years of Darkness is the most drastically of the ruling class in the land, and much of the Code of
different setting available in this book, far more so than Bushido concerns a samurai’s responsibilities in that role.
even the Great Famine or Heroes of Rokugan. Its differ- But if a PC chooses to fight against Fu Leng he is reduced
ences from the canon are simultaneously its greatest draw to a rebel, no longer a member of Rokugan’s ruling class.
and its greatest challenge. It is certainly interesting to see How does such a samurai confront his own role now?
a warped version of Rokugan, a land covered in darkness, How does he deal with peasants, who are no longer his
but many players will not be expecting such a drastically subordinates and may be allies against the Shadowlands
different type of campaign, and they may not appreciate threat? Such questions can bedevil even the most honor-
a storyline which casts them as such hopeless underdogs. able of samurai.
GMs who want to use the Thousand Years should beware
The Thousand Years of darkness r Dof losing sight of what makes Legend of the Five Rings
interesting in their eagerness to use a setting which is so
eD awn
divergent. The following sections discuss various ways in Rokugan has lost the battle, but the war is not yet over.
which a GM can focus and develop a campaign using the There are weaknesses in Fu Leng’s kingdom that can lead
to his destruction, as outlined in the section “Rays of
Thousand Years. Hope” earlier in this chapter. The GM can easily build a
samurai Drama campaign around quests across the countryside as the PCs
attempt to bring the dark god down. Any such campaign
Even in the Thousand Years of Darkness, the essential ap- will of course be tinged with desperation and fear, since
peal of a samurai game still remains the characters’ devo-
300 tion to Bushido. The world has been flipped upside down the PCs are complete underdogs facing an overwhelm-
with Fu Leng’s ascension to the throne, yet the characters ingly powerful foe. On the other hand, such a campaign
should never lose faith in the core of Bushido—at least, not has the potential to continue for an extended period as
the PCs pursue different leads and possibilities. It should
be noted that in a world like the Thousand Years of Dark-
without a severe internal struggle. Admittedly, the char- ness, there is no guarantee that heroic effort can succeed
Chapter Ten acters are waging a rebellion against the throne, but they (the GM need only read the timeline earlier in the chapter
can justify this as a reaction to the foulness of Jigoku
spreading in the heart of the Empire. They must remain for proof of that). Thus, depending on the preferences of
true to their morals while denying everything that is fun- the GM and players, this kind of campaign can end in
epic heroism or bitter tragedy, or potentially
even both.
proTeCTing The lanD
A samurai’s duty is to the Empire, and
the Empire is nothing without its peo-
ple. But now monsters roam the land,
Tainted warriors patrol the roads, and
little can save the common folk from
the whims and predations of Jigoku’s
agents. Only powerful and unflinch-
ing intervention can keep them safe.
A campaign built around this theme
could be centered on a small region
or even a single village, as the PCs
attempt to protect it from the forces
of the Shadowlands. They would need
to deal with attacks from mindless
monsters, dangerous “official” at-
tention from Fu Leng’s armies and
magistrates, the perpetual problem
of needing food and supplies, and
countless other difficulties. A game
set in a single village could depict all
the horrors of the Thousand Years of Darkness without Chapter Ten
needing to expand into a grander epic, and such small-
scale games are ideal for focusing on the human emo- of the Thousand Years of 301
tional impact of the setting. Darkness
The Thousand Years of darkness
alTernaTe spiriT realm Most of the heroes and villains who fight through the
Thousand Years of Darkness are the same characters as
The Thousand Years of Darkness is an alternate setting, those found in the canonical Clan War and Hidden Em-
a different timeline that runs concurrently with the nor- peror settings, and many of the characters from later eras,
mal timeline for Rokugan. In the official canonical L5R including the Four Winds themselves, make their mark
universe, the Thousand Years exists only in Yume-do, upon this alternate setting as well. The following NPCs are
wrapped tightly in walls of Spirit Realm jealousy. How- examples of those most drastically altered from their nor-
ever, it is not impossible to breach the barrier. Daidoji Uji’s mal selves, as well as a few who never rose to prominence
interference with the Caliph proved this, as the destruction in the normal timeline but distinguished themselves in this
of Fu Leng’s gem opened a rift that sent the Iron Crane darkened reality.
from his hellish world to the real Rokugan.
It may be noted that the Honor Rank for many normal
This allows for interesting possibilities. Instead of a individuals will go down in this world, as they must stoop
campaign set entirely within the Thousand Years, what if to less than perfect actions to survive and must learn and do
the PCs are transported or “warped” into the world of Fu things they would find unthinkable in normal life. Low Skills
Leng’s dream through some dastardly Spirit Realm magic? are widespread among samurai in this setting, for example.
They would have to figure out how to survive in a world
which was a nightmarish perversion of the Rokugan they hakumei
knew, trying to adjust to the changes in reality and the
necessities of survival while searching for a way to leave The Cheerful ninja
again. Escape should not be easy, of course, and in the
meantime the PCs need to decide whether and how to help Hakumei was born eight years before the Day of Thunder
the natives of the realm. This situation could be a in a Crane village near the Scorpion border. Her parents
fun side story for an ongoing campaign, a change of pace were simple farmers who had little ambition. War had
that highlights the harshness and strangeness of the Thou- raged through the Empire ever since her birth, yet the
sand Years setting without forcing the entire campaign to politics and battles of samurai passed her by unnoticed.
focus on those features.
Her village was left alone and she enjoyed a happy child- age. Uji treated her like his own daughter, and she was
hood in one of the most tumultuous periods of Rokugan’s happy to show her savior the same affection.
history. The ascension of Fu Leng changed things, how- After the massacre at the Islands of Spice and Silk, Haku-
ever. Rumors began to fly after the defeat of the Thunders, mei fled the island with Toturi’s daughter Tsudao in her care.
and soon Hoturi the Heartless destroyed the Crane castles She did not know where she could go that would be safe for
one by one, but his army did not touch Hakumei’s remote the little girl, and finally chose to turn to the Kolat for assis-
home. tance. She did not feel a samurai’s disgust for the subversive
Nothing changed in her life until several years after group, for she had never been a samurai. The conspiracy re-
the Day of Thunder. Fu Leng released his basest creatures luctantly agreed to house Hakumei and Tsudao, and in return
into the Empire to terrorize the people. Goblins, ogres, she performed many covert missions for them.
The Thousand Years of darkness and trolls rampaged through the countryside, killing hun- Despite all the tragedies in her life, Hakumei remains
dreds of defenseless peasants. A pack of wandering gob- an optimistic person. The dirty deeds she performs in the
lins strayed into the remote corners of Crane lands and name of Rokugan do not dampen her spirits, especially
attacked Hakumei’s village. The adult peasants took up since she views her enemies as less than human. She
improvised weapons and stood together to defend their teaches Daidoji Uji’s lessons to her own students, passing
home. The goblins ripped through them as if they were on the traditions of the Harriers. She is not a samurai, but
nothing at all. Hakumei’s parents hid with her in their like Toku before her, she has proven herself worth more
house for hours as chaos raged outside, but finally some than most who bear that name.
of the goblins got into the house and murdered Hakumei’s
parents in seconds. The little girl picked up a knife and Hakumei, Student of uji
backed into a corner, fighting for her life… and killed each
goblin as they came to her one by one. Air: 3 EArth: 2 FirE: 4 WAtEr: 4 Void: 4
She might have died when the next group reached her rEFlExEs: 5 WillpoWEr: 3 Agility: 5 pErcEption: 5
house, but by chance or providence Daidoji Uji and several
Honor: 5.3 Status: 0.0 Glory: 4.7
samurai from Toturi’s Army were passing by the village
and noticed the attack. They drove the monsters back and School/Rank: Daidoji Iron Warrior 3/ Daidoji Harrier 2
rescued the precocious girl, the only survivor. Uji made
note of her nascent skills and took her under his wing Skills: Animal Handling 2, Athletics 5, Battle 3, Court-
as his student. Hakumei was a fast learner and absorbed ier 3, Craft: Traps 3, Defense 5, Etiquette (Conversation)
302 his lessons quickly, eclipsing the other surviving Harriers. 2, Horsemanship 2, Hunting 2, Investigation 4, Kenjutsu
Within a year she became his lieutenant despite her young (Katana) 4, Knives 8, Kyujutsu 3, Medicine 3, Stealth 7
Chapter Ten
Advantages: Balance, Clear Thinker, Crafty
Disadvantages: Small
hoTuri The hearTless
sCourge of The Crane
Doji Hoturi was one of the most famous samurai in Roku-
gan before the Clan Wars. Courtiers across the Empire ad-
mired his grace, beauty, and deadly swordsmanship. As
the Crane Clan Thunder, he fought against Fu Leng… and
perished in the attempt. The dark god resurrected Hoturi
as a mockery of the pure warrior he had once been, imbu-
ing the undead creature with a core of hatred and Tainted
power. The resulting abomination became one of the most
infamous villains in the land, ruthlessly enforcing the
Dark Emperor’s will.
Fu Leng’s first creation was one of his best. He en-
hanced all of the duelist’s physical skills until Hoturi held
the strength of five normal men. The powers of Jigoku also
warped the warrior’s mind, amplifying all of his negative
aspects until they dominated his every thought. In many
ways Hoturi the Heartless was a perfect caricature of the
man he used to be. He held the same memories and man-
nerisms as he did before his death, he thought in the same
way, but everything was twisted into the darkest perver-
sion of his former self. After years of bitter warfare, Ho-
turi’s enemies began to understand the monster’s desires.
His every action, they decided, was driven by his three seppun maTsuo Chapter Ten
main cravings.
manTis rikugunshokan 303
First, he followed the Dark Emperor’s every order. The
paranoid god could accept no less from his personal body- Seppun Matsuo was born in the lap of luxury as a member The Thousand Years of darkness
guard. Hoturi acted as Fu Leng’s representative away from of the Imperial families. He attended his favorite school
the Imperial City. He enacted the most despicable traves- among the Great Clans, the Akodo School, and never
ties in his master’s name and enjoyed every moment of it. wanted for anything. His family arranged a post as an
Imperial Magistrate. He wasted much of his youth reaping
Second, the Obsidian Champion held a hatred of his the boons of his Imperial status. He spent many evenings
past. He reacted with intense violence whenever he met along the docks of Otosan Uchi, enjoying suspect sake
things that triggered memories from before his “resurrec- houses and picking quarrels with criminals. He enjoyed
tion.” The Crane Clan bore the brunt of his anger. Ho- pointing out every foible in their illegal acts and invok-
turi the Heartless begged his master for the opportunity ing their anger. His family protected him from any serious
to destroy his former clan, and Fu Leng approved of the repercussions from illegal duels, and his lazy and carefree
intensity of his Champion’s desires. Hoturi unleashed his life continued unabated.
full power upon his kinsmen and slaughtered those who
would not flee. Those who retreated were gleefully hunted The time of turmoil leading up to the Day of Thunder
into oblivion; those who were captured were treated to a was a wake-up call. Matsuo belatedly realized the battles
long and painful death. erupting across the land were building up to something
greater, and he began to dedicate himself more strongly
Finally, Hoturi the Heartless was obsessed with destroy- to his swordsmanship. However, he did not fight in any
ing the name and memory of Akodo Toturi. Toturi was one army nor did he join a cause; he simply patrolled the same
of three Thunders who escaped the Emperor’s grasp, and docks where he had irresponsibly frittered away his earlier
Hoturi viewed him as the greatest enemy of his master’s time. When the Shadowlands armies descended upon Oto-
new Empire. Hoturi chased his former friend from one end san Uchi, Matsuo hid at the docks, waiting and hoping for
of the realm to the other, and destroyed every refuge To- a chance to make a difference. On the Day of Thunder, he
turi could find. Yet despite Hoturi’s greatest efforts, Toturi finally found his chance, leaping out of hiding to defend
escaped each time. a commoner from the predations of an ogre. The peasant
ran to safety, and the ogre flung Matsuo into the bay. He
In the year 1144 Hoturi led the Obsidian Legions to the floated in the sea for hours, barely clinging to life, until
Islands of Spice and Silk to corner and destroy the last Yoritomo dragged him to safety.
remnant of Toturi’s Army. His troops tore through the de-
fenders with ease, but Hoturi paid the battle no heed. He Matsuo adapted very slowly to his new life among the
only wanted to face his former friend in combat. He cor- Mantis, but Yoritomo trusted the sincerity he saw in the
nered Toturi and challenged him to a duel for the safety young man. He placed Matsuo on his personal boat and
of his followers. Hoturi killed his opponent easily… but he taught him how to care for a crew and lead them into bat-
had no time to enjoy his victory. Daidoji Uji ambushed the tle. The intense conflict against Fu Leng’s demons forced
monster and unleashed a secret Kolat weapon, a vial of Matsuo to learn very quickly, and he soon became a ca-
ashura blood, thrusting it into Hoturi’s exposed chest. The pable leader, abandoning the last remnants of his frivolous
vial exploded, ending the unlife of the Obsidian Champion past. When Yoritomo fell unconscious at the last stand of
forever.
Hoturi tHe HeartleSS, obSidian CHampion
Air: 4 EArth: 5 FirE: 4 WAtEr: 4 Void: 4
rEFlExEs: 8 Agility: 7 strEngth: 7
Honor: 0.6 Status: 9.0 Infamy: 9.3
Shadowlands Taint: 6.8
School/Rank: Kakita Bushi 5/ Obsidian Warrior 3
Skills: Acting 3, Artisan: Poetry 4, Athletics 6, Battle 5,
Calligraphy 3, Courtier 5, Defense 8, Etiquette 6, Horse-
manship 7, Hunting 3, Iaijutsu 9, Investigation (Notice)
7, Kenjutsu 9, Kyujutsu 5, Lore: Maho 3, Lore: Shadow-
lands 6, Meditation 3, Sincerity 5, Stealth 4
Advantages: Dark Paragon (Perfection), Heart of Ven-
geance (Crane Clan)
Disadvantages: Brash, Consumed (Perfection), Jealousy
(Akodo Toturi), Lechery, Overconfident
Special Abilities: Undead
Toturi’s Army, Matsuo briefly took command of the entire kuni osaku
Mantis fleet. Under his orders, the Mantis retreated from
the battle and fled to the Ivory Kingdoms. genius shugenja
Matsuo is loyal to a fault, and will do everything in The burden of destiny can weigh heavily on one’s shoul-
his power to ensure his followers’ survival. Though he ders, influencing every action by its very existence. Kuni
has been living in the Ivory Kingdoms for decades, he Osaku could never enjoy her childhood because she
maintains a strict adherence to Bushido and his samurai learned early on that her life would be one battlefield
roots. He serves now as Rikugunshokan to the Champion after another. She was just a girl when the whispers be-
Aramasu, endlessly training the Mantis army, and is very gan. A spirit of the earth kami appeared in the corner of
eager to return to his homeland. He does not know what her eye and told her she would become one of the most
desolation he may find there, yet he aches to see Rokugan important warriors in the fight against Jigoku. She would
once more, and to lead the Mantis against the full force of one day turn the tide when darkness claimed the rest
Fu Leng to honor the memory of Yoritomo. of the world. Osaku accepted the whispers and began to
prepare for her future, reading scrolls when other chil-
Seppun matSuo, tHe pride of tHe mantiS dren were still playing.
The Thousand Years of darkness Air: 2 EArth: 3 FirE: 4 WAtEr: 4 Void: 3 Osaku was still a child when the Clan Wars broke out.
She could sense the darkness that was enveloping the Crab
rEFlExEs: 4 Agility: 5 pErcEption: 7
Clan and the menace of Jigoku growing on the horizon,
Honor: 7.0 Status: 7.0 Glory: 6.3 but was helpless to change anything around her. All she
could do was study harder. After the Day of Thunder the
School/Rank: Akodo Bushi 2/Yoritomo Bushi 3 Crab armies returned to their home, defeated and dis-
traught. Osaku and her parents followed Hida O-Ushi into
Skills: Athletics 4, Battle 6, Commerce 3, Defense 5, En- hiding in the Twilight Mountains. Shortly afterwards, her
gineering 3, Jiujutsu (Improvised Weapons) 7, Kenjutsu parents perished in a raid by the Maw’s undead horde.
(Katana) 7, Knives (Kama) 4, Kyujutsu 3, Sailing 4, Through it all, Osaku continued to study and hone her
Sleight of Hand 4 skills as a shugenja. Her connections to the Elements were
Advantages: Higher Purpose (serve the Mantis), Multiple impressive, indeed almost unparalleled among the Kuni.
Schools, Tactician
In saner times, she could have studied under the greatest
304 Disadvantages: Contrary shugenja in the realm. Instead, she learned from secret
Chapter Ten
Kuni scrolls as she fled from one hidden camp to the other. New Game Chapter Ten
Despite the difficulties, she learned dozens of spells from Mechanics
dozens of Kuni shugenja. Most importantly, the earth kami 305
from her childhood continued to remain by her side. It The following section provides mechanical guidelines for
taught her spells that were often unbelievably complex running games set in the Thousand Years of Darkness, as The Thousand Years of darkness
and powerful. well as a new Path and a few iconic foes and creatures
from the era.
Her greatest accomplishment came after she and the rest
of Toturi’s Army fled to the Islands of Silk and Spice. She oraCles in The
worked together with the greatest surviving Naga jakla, ThousanD Years of Darkness
the Shashakar, to purify the Great Sea Spider. The mon-
strous creature had been corrupted by the Shadowlands After the year 1130, when the Celestial realm withdraws
Taint for generations, and the spell to cleanse it took pow- from contact with Ningen-do, most of the Oracles no lon-
er from every Element and required many days of constant ger exist in the mortal realm. Only the Oracle of Thun-
prayer. The effort nearly killed both the Shashakar and the der, Isawa Kaede, remains in Rokugan, and her powers
young shugenja-ko. Its success, however, meant the Is- have changed significantly. She and her successors are
lands of Spice and Silk were unmolested by Shadowlands no longer bound to remain impartial in the fight against
creatures for a decade. Osaku earned great respect from Jigoku. They may choose sides and help humans should
the rest of the resistance and quickly rose in rank. they choose to do so. Their limitation on using offensive
power remains intact; the Oracles can call upon their full
Osaku is a solemn and straightforward woman; in an- powers against others only if they are in personal danger.
other age she might have been called beautiful, but in this
one she pays little attention to her appearance. Her every The Oracle of Thunder may temporarily grant mortals
sentence is to the point and she rarely smiles. She is one a fraction of its power, if the mortals are willing to accept
of the strongest shugenja in the realm, and her mastery of the (often grave) consequences. The recipient may perform
Earth magic dwarfs that of the Dark Master of Earth him- feats of Celestial might for a short time (the time limit is
self. The same Earth kami that advised her in her child- determined by the strength of the mortal’s soul). After-
hood still remains by her soul, and the familiar presence ward the recipient falls unconscious, possibly even dying
reminds Osaku that the safety of the Elements themselves if the actions were too draining.
hangs in the balance. She serves wherever she believes
offers the greatest chance of success against the Dark Em- In game terms, the blessing lasts a number of Rounds
peror’s machinations. equal to the recipient’s Void Ring. During that time the re-
cipient may ignore Wound penalties, and any Void Points
By the year 1155, the aging Osaku serves the Shogun spent have their effect tripled (e.g. a +3k3 bonus instead
as his magical advisor and helps him reach out to the gai- of +1k1). When the blessing expires, the recipient is Dazed
jin beyond Rokugan’s borders. Despite her advancing age for the same number of Rounds and suffers 1k1 damage
she continues to study and innovate, creating new spells for each Void Point spent while under the effects of the
to speak to the kami. His latest spell connects the voices blessing.
of the Shogun and Yoritomo Aramasu across a thousand
miles, and Osaku’s efforts are partly responsible for bring- The enrageD kami
ing the Mantis back to the mainland. Perhaps now, Osaku
hopes, humanity will be able to shake off the yoke of Because the forces of Jigoku have slaughtered
Jigoku’s oppression. many of the shugenja who worshiped them,
the kami in Rokugan have become extremely
kuni oSaku, SHugenja prodigY friendly to those who can still speak to them
and call on their power. Shugenja casting pure
Air: 3 EArth: 5 FirE: 4 WAtEr: 4 Void: 4 (non-maho) spells within Rokugan gain a Free
rEFlExEs: 4 Agility: 5 pErcEption: 5 Raise. Shugenja who case the Commune spell
may ask an additional question at no cost.
Honor: 5.3 Status: 3.0 Glory: 4.7
The GM may also enhance this effect further by
School/Rank: Kuni Shugenja 5 specifically invoking the wrath of the kami in
dramatic situations (especially in games fol-
Skills: Battle 2, Calligraphy (Cipher) 4, Defense 3, Eti- lowing a more heroic or cinematic approach).
quette 3, Kenjutsu 4, Lore: Shadowlands 7, Lore: Spirit
Realms 4, Lore: Theology 4, Medicine 5, Meditation 4,
Sincerity 3, Spellcraft 8
Advantages: Enlightened, Friendly Kami (Earth), Friend
of the Elements (Earth)
Disadvantages: Driven (to defeat Jigoku)
Spells: Kuni Osaku has access to most of the Earth spells
known to Rokugan and has invented many others, most of
which have the Jade keyword.
new alTernaTe paTh: The Acolytes of Thunder
The aColYTes of ThunDer in the Canon Histories
In the Thousand Years of Darkness, the guidance of Sezaru In the canonical timeline of Rokugan, the Man-
as Oracle of Thunder allows the shugenja of the Mantis tis Clan creates the Acolytes of Thunder in the late
Clan to discover new ways to call on the power of Thun- twelfth century after the Dragon of Thunder leaves
der. These discoveries come too late to help the defense of the Celestial Heavens and comes to dwell within
the Islands of Silk and Spice, but during the later Mantis Ningen-do. This Path becomes available to Mantis
exile to the Ivory Kingdoms they offer the hope that some- shugenja in that era, and is taught not only to the Yo-
day the Mantis may be able to reclaim their home from the ritomo Shugenja but also to the Moshi Shugenja. GMs
legions of Fu Leng. may of course choose to make the Acolytes available
in earlier eras of play if doing so suits the style and
new alternate patH: aColYte of tHunder themes of their campaigns.
c Rank: 4
c Replaces: Yoritomo Shugenja 4
c Requirements: Fire 3, Void 4
The Thousand Years of darkness TeChnique: ThunDer’s Call
The Acolytes of Thunder can call on the power of the great to need these wings to fly; much like akutenshi, they seem
Thunder Dragon to smite their enemies. You may cast the to exist slightly outside of normal reality, and are able
spell Fury of Osano-Wo as a Simple Action by sacrificing to glide through the air regardless of their wings. Despite
a spell slot in any Element. Your Raises for damage on that their glass-like appearance, they are not fragile—indeed
spell award +1k1 per Raise instead of +1k0. they can take more punishment than many oni. Even
worse, when they are finally killed they explode in a vio-
The ashura lent, lethal blast of dark fire.
In battle the ashura fight in the most brutal and di-
The ashura are Fu Leng’s most dangerous creations, de- rect manner, without guile or trickery. They fly directly to
306 monic entities let loose upon the world. They are created their targets, shredding the foe with their obsidian katana
from the souls of Lost samurai, crafted to follow their mas- and their razor-edged wings. They do not speak, but emit
ter’s every order, and fueled by the power of the Shad- piercing shrieks in battle that can shock and paralyze any
Chapter Ten owlands Taint. Physically, they resemble armored samurai weak-willed warrior. By preference they are solitary crea-
made from opaque glass, with sharp edges where normal tures, but fight together in whatever numbers their master
warriors are soft. Huge wings resembling those of a but- might require.
terfly emerge from their backs, but the ashura do not seem
Unfortunately, the ashura are not solely limited to the
dark world of the Thousand Years of Darkness. Born from
Fu Leng’s dream, they now exist in the depths of Jigoku
where they wait to be summoned into the real world. Few
have the power to even contemplate such an act (even
Daigotsu has not done so), but anyone who could would
gain an army of immense power. In the Heroes of Rokugan
alternate timeline, the sacrifice of the Jade Dragon sum-
mons over a hundred ashura into the mortal realm.
aSHura, dark angelS of jigoku
Air: 4 EArth: 5 FirE: 4 WAtEr: 4
rEFlExEs: 7 Agility: 5 strEngth: 5
InItIatIve: 10k7 armor tn: 40
Damage: 9k3 + poIson (katana), attack: 10k5 katana (sImple),
5k4 + poIson (WIngs)
reDuctIon: 10 (5 agaInst 7k7 WIngs (sImple)
crystal or obsIDIan) WounDs: 40: +5; 80: +10;
120: +15; 160: DeaD
Taint Rank: 9
Skills: Battle 4, Hunting 5, Kenjutsu 5
Special Abilities:
c Deathwrack: When an ashura dies, it explodes with Needless to say, using such a weapon is not exactly hon-
the flames of Jigoku itself. All creatures within 5 orable. Although most samurai can rationalize this when
feet, friend or foe, takes 5k5 fire damage. 9s and facing Shadowlands foes, using ashura blood against non-
10s explode for this damage roll. Other ashura do Tainted enemies should probably entail a loss of Honor
not take damage from this ability. This damage ig- similar to using a Low Skill.
nores all Reduction and all other forms of damage
mitigation except Invulnerability. TaDaka’s ChilDren Chapter Ten
c Fear 3 In the canonical history of Rokugan, Isawa’s Last Wish
was never fully completed, and was finally destroyed in
c Greater Invulnerability: Ashura are completely im- the late twelfth century. In the Thousand Years of Dark-
mune to fire (both normal and magical) in addition ness, however, the Last Wish was finally made whole after
to the normal benefits of Invulnerability. merging with the soul of Isawa Tadaka, becoming Tadaka’s
Last Wish. It traveled with Shiba Tsukune to help her fight
c Linked Weapon: An ashura’s obsidian katana is the Shadowlands and right wrongs across the countryside.
linked to it by dark magic, and if the blade ever To aid in their task it created Tadaka’s Children, magical
leaves the ashura’s hand (such as through a Dis- extensions of the powerful nemuranai’s will.
arm Maneuver) it will explode at the end of the
ashura’s next Turn, inflicting 4k4 fire damage on Tadaka’s Children resemble humans composed of raw
those within 5 feet. earth. Despite their composition, they are slim and nimble.
They serve as extensions of Tadaka’s Last Wish, its remote
c Poison: An ashura’s obsidian katana and its razor- limbs as it were, and can travel many miles away from it
sharp wings are both coated with a vicious poison without losing their power and structure. They relay all
that can paralyze anyone who comes into contact information back to the artifact and speak with its voice.
with it. Every time an ashura deals damage with The Wish may spawn up to a dozen Tadaka’s Children at
a sword or wing attack, the victim must make a once, and can potentially create even more by exerting
Stamina roll at TN 25. If he fails the roll, on his more of its power into the ability.
next Turn he cannot take a Complex Action and
can take only one Simple Action. (He may take Free tadaka’S CHildren, 307
Actions as normal.) tHe ConStruCtS of tHe laSt wiSH
c Regeneration: An ashura heals 1 Wound per Round Air: 3 EArth: 4 FirE: 3 WAtEr: 3 Void: 5 The Thousand Years of darkness
as a Free Action. It may focus on its injuries as a rEFlExEs: 4
Complex Action to recover 5 Wounds instead.
InItIatIve: 6k4 armor tn: 25
c Scream: Once per skirmish an ashura can utter a Damage: 6k2 (blast of poWer) attack: 7k4 blast of poWer
piercing scream as a Simple Action. Anyone hear-
ing this scream is affected by Fear 6. reDuctIon: 3 (complex)
WounDs: 10: +5; 20: +10;
c Spirit Sight: An ashura can see in perfect darkness 30: +15; 40: +20; 50: DeaD
and can see invisible creatures.
Skills: Etiquette 2, Investigation 2
c Swift 3 while flying.
Special Abilities
c Wing Attack: An ashura’s wings can strike a target
up to ten feet away. c Child of the Void: The Children of Tadaka’s Last
Wish are constructs of pure Void. At the beginning
legenDarY iTem: of each Round, a Child may substitute its Void Ring
BlooD of ashura for one of its Rings (and the associated Traits). This
does not affect its Initiative or its Wounds. It may
After many difficult encounters with the ashura, the Kolat not use the Void Ring in any other way and cannot
manage to capture small quantities of their blood, seal- spend Void Points.
ing the caustic substance into vials before the monster’s
death. This provides a new weapon to bear against Fu c Flight: Although they have no wings, the Children
Leng’s armies, a weapon doubly satisfying since it is born of the Last Wish may fly through the air as easily
from Jigoku’s greatest threat against the human armies. as they walk on land.
Needless to say, securing the blood of a living ashura is
extremely dangerous, and only a few such vials are ever c Spirit
created.
c Swift 1 while flying.
Ashura blood can only be properly sealed into a vial
with a Craft: Alchemy roll at TN 25. If the vial is broken c Tadaka’s Power: The Child of Tadaka’s Last Wish
(typically by throwing it at the target), it explodes for 4k4 may cast any Earth spell of Rank 1 or 2 as though
fire damage. This explosion follows the same rules for the they are Rank 2 Earth shugenja.
Deathwrack special ability of the ashura (listed above).
Blood of Ashura . . . . . . . . . . . . . . 307 Follow the Pincers (technique) . . 179
Broken Day of Thunder . . . . . . . 281 Fox Clan . . . . . . . . . . . . . . . . . . 25–26
Index Brotherhood Spy G
(alternate path) . . . . . . . . . . . . . 69
Butcher’s Gaze (technique) . . . . . 123
Gaijin . . . . . . . . . . . . . . . . . . . . 87–91
C 7th Sea . . . . . . . . . . . . . . . . . . . . 90
Culture . . . . . . . . . . . . . . . . . . . . 91
A Cannon . . . . . . . . . . . . . . . . . . . . . . 97 Interactions Between
Cannon (skill) . . . . . . . . . . . . . . . . 96 Rokugani and . . . . . . . . . 87
Index Acolytes of Thunder Chosaku . . . . . . . . . . . . . . . . . . . . . 34 Magic . . . . . . . . . . . . . . . . . . . . . 91
(alternate path) . . . . . . . . . . . . 306 City of Empty Dreams . . . . . . . . 206 Religious Practices . . . . . . . . . . 91
City of Lies (adventure) . . . . . . . 128 Gaijin Pepper . . . . . . . . . . . . . . 95–97
Agasha Kasuga . . . . . . . . . . . . 92–93 City of Living Flame . . . . . . . . . 206 Goju Adorai . . . . . . . . . . . . . 212–213
Akodo Arasou . . . . . . . . . . . 143–144 City of Loyalty . . . . . . . . . . . . . . . 206 Gozoku Agent (alternate path) . . . 68
Akodo Gintaku . . . . . . . . . . . . . . . 272 City of Tears . . . . . . . . . . . . . . . . . 206 Gozoku Philosophy . . . . . . . . . . . . 42
Akodo Godaigo . . . . . . . . . . . . . 94–95 City of White Clouds . . . . . . . . . . 206 Growing Darkness . . . . . . . 187–188
Akodo Kaneka . . . . . . . . . . . . . . . 295 Code of Bushido (adventure) . . . 128 Gusai Mori . . . . . . . . . . . . . . . . . . . 93
Akodo Kenburo . . . . . . . . . . 119–120 Comprehensive
Akodo Tsudao . . . . . . . . . . . . . . . 296 H
Anachronism (disadvantage) . . . 240 History of the Empire . . . . . . . . 11
Asahime . . . . . . . . . . . . . . . . 118–119 Crab Clan . . . . . . . . . . . . . . . . 19–20, Hakumei . . . . . . . . . . . . . . . . 301–302
Asahina Koresada Hand of the Kitsu (technique) . . 241
50–51, 80, 107–108, 132–133, 160, Hantei Naseru . . . . . . . . . . . . . . . 297
(Crane ancestor) . . . . . . . . . . . 122 193–194, 224–225, 259, 287–288 Hantei VII . . . . . . . . . . . . . . . . 64–65
Ashalan, the . . . . . . . . . . . . . . . . . 299 Crane Civil War, the . . . . . . . . . . . 188 Hantei XVI . . . . . . . . . . . . . 237–238
Ashura . . . . . . . . . . . . . . . . . 306–307 Crane Clan . . . . . . . . . 20–21, 51–52, Hantei Yugozohime . . . . . . . . . 64–65
80–81, 108–109, 133, 161, 194–195, Hare Clan, the (adventure) . . . . . 128
B 225, 260–261, 288–289
Battle of Drowned Honor . . . . . . 222 D Harness the Wind (technique) . . 147
Hatsu Suru no Oni . . . . . . . . . . . . 39
Battle of Fallen Ground . . . . . . . . 221 Helm of Kenshin . . . . . . . . . . . 74–75
308 Battle of Flying Cranes . . . . . . . . 103 Daidoji Harriers
(advanced school) . . . . . . . 179–180 Hida Tsuneo . . . . . . . . . . . . 238–239
Imperial Histories Battle of Honor’s Flight . . . . . . . 103
Battle of Ice and Snow . . . . . . . . 126 Dance the Razor’s Hiruma Scouts (basic school) . . 147
Battle of Oblivion’s Gate . . . 193, 219 Edge (technique) . . . . . . . . . . . 147 Hitomi (family) . . . . . . . . . . . . . . 214
Battle of Quiet Winds . . . . . . . . . 222 Darkness Undone (technique) . . 214 Hitomi Kikage Zumi (school) . . 215
Battle of Shallow Waters . . . . . . 222 Day of Thunder, the . . . . . . . 158–159 Hitomi’s Change of Heart . . . . . 188
Battle of Shiro Iuchi . . . . . . . . . . . 222 Death of Jade . . . . . . . . . . . . 258, 268 Hoshi (family) . . . . . . . . . . . . . . . 214
Battle of Shiro Usagi . . . . . . . . . 253 Demolition Charge . . . . . . . . . . . . 181 Hoshi Tsurui Zumi (school) . . . 214
Battle of the City of Lightning . . 286 Doji Konishiko . . . . . . . . . . . . . . . . 33 Hoturi the Heartless . . . . . . 302–303
Doji Kuwanan . . . . . . . . . . . 207–208
Battle of the Drowned
Merchant River . . . . . . . . . . . . 261 Doji Satsume . . . . . . . . . . . . . . . . 145 I
Doji Usan . . . . . . . . . . . . . . . . . . . . 94
Battle of the Raging Seas . . . . . . . 76 Dragon Clan . . . . . . . . . . . . . . . . . . . . . Ide . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Battle of Toshi Ranbo . . . . . . . . . 258 Imperial Families . . . . . . . . . 26, 57,
Battle of White Stag . . . . . . . . 76–77 21–22, 52–53, 81–82, 109, 133–134,
Bayushi Aramoro . . . . . . . . 208–209 161–162, 195, 226, 261, 289 84, 112, 137–138, 166, 199, 230–231,
Bayushi Atsuki . . . . . . . . . . . . 65–66 266–267, 295
Bayushi Minoko . . . . . . . . . . . . . . 65 E Imperial Scribe (advantage) . . . . 67
Bayushi Shoju . . . . . . . . . . . . . . . 144 Iron Feather (technique) . . . . . . . 180
Bayushi Yojiro . . . . . . . . . . . . . . . 237 Emperor’s Gift . . . . . . . . . . . . . . . 188 Isawa Sezaru . . . . . . . . . . . . . . . . 296
Bearing the Emperor’s Explosives . . . . . . . . . . . . . . 180–181 Isawa Taeruko . . . . . . . . . . . . . . . 209
Ivory Kingdoms . . . . . . . . . . . . . 299
Shame (technique) . . . . . . . . . . . 69 F
Blessings of the K
Fall of Beiden Pass . . . . . . . . . . . 222
Shi-Tien Yen-Wang (technique) 241
Fall of the Kami . . . . . . . . . . . . . . . 11 Kaeru (family) . . . . . . . . . . . . . . . 275
Firearms (skill) . . . . . . . . . . . . . . . 95 Kagekaze . . . . . . . . . . . . . . . . . . . 274
First Battle of Beiden Pass . . . . . 154 Kakita Toshimoko . . . . . . . . 178–179
First Oni . . . . . . . . . . . . . . . . . . 38–39 Kenburo’s Way
First Tournament of (alternate path) . . . . . . . . 122–123
the Emerald Champion . . . . . . . 30 Ki-Rin Clan . . . . . . . . . . . . . . . 22–23
Kitsuki Justicar . . . . . . . . . . 148–149
Kitsuki Kaagi . . . . . . . . . . . 209–210
Kolat, the . . . . . . . . . . . . . . . . . . . 232 R Tiger’s Pounce, the (technique) . . 277 The Great Clasn
Kuni Osaku . . . . . . . . . . . . . 304–305 Tiger’s Tread, the (technique) . . . 276
Rending Claws (technique) . . . . 277 Toku . . . . . . . . . . . . . . . . . . . . . . . . 177 309
L Returned Spirits . . . . . . . . . 239–240 Tortoise Guard (alternate path) . . 97
Returned Spirit (special ability) . . 240 Toturi’s Army . . . . . . . . . . . . 167–168 Index
Lion Clan . . . . . . . . . . . . . 23, 53–54, Return of Shinjo . . . . . . . . . . . . . 189 Toturi’s Return . . . . . . . . . . . 187–188
82–83, 109–110, 134–135, 162–163, Rojin the Monk . . . . . . . . . . . . . . 121 Toturi the Black . . . . . . . . . . 175–176
196, 226–227, 262, 290 Rujo . . . . . . . . . . . . . . . . . . . 145–146 Tournament of the Kami . . . . . . . . 12
Run Like the Wind (technique) . . . 147 Tsi (family) . . . . . . . . . . . . . . . . . 275
M Tsume (family) . . . . . . . . . . . . . . 275
S Tsume Pikemen . . . . . . . . . . 275–276
Mantis Clan . . . . . . 25–26, 196–197, Twilight’s Honor (adventure) . . 128
227–228, 262–263, 290–291 Scorpion Clan . . . . . . . . . . . . . . . . . . . .
24–25, 55–56, 83–84, 111, 135–136, U
March to Volturnum . . . . . . . . . . . 192 164, 197, 229, 264–265, 292
Matsu Hiroru . . . . . . . . . . . 210–211 Unforgiving Steel (technique) . . . 180
Matsu Mochihime . . . . . . . . . . 91–92 Scorpion Clan Coup . . . . . . . 131–132 Unicorn Clan . . . . . 84, 136, 165, 198,
Matsu Tsuko . . . . . . . . . . . . . . . . 176 Scorpion Loyalists
Medinaat-al-Salaam . . . . . . . . . . 299 229–230, 265, 293
Midnight’s Blood (adventure) . . 128 (alternate path) . . . . . . . . . . . . 148 Unity of Purpose (technique) . . . 123
Minor Clans 56–57, 84–85, 111–112, Scorpion Saboteurs
V
137, 165–166, 199–200, 230, 266 (advanced school) . . . . . . . . . . . 179
Mirumoto Umeka . . . . . . . . 121–122 Second Battle of Veil of the Spirits (technique) . . . 147
Miya Shikan . . . . . . . . . . . . 267–268 Void in the Heavens (adventure) . . . 128
Moto Death Priests White Shore Plain . . . . . . . . . . 222
Seeking Weakness (technique) . . 179 W
(basic school) . . . . . . . . . . . . . . 240 Senses of the Kitsu (technique) . . . 241
Moto Soro . . . . . . . . . . . . . . . . . . . 146 Seppun Gohoru . . . . . . . . . . . . . . . . 67 Wall of Pikes (technique) . . . . . . 276
Move Like Shadows (technique) . . 180 Seppun Matsuo . . . . . . . . . . 303–304 War Against Fu Leng . . . . . . . . . . 15
Moving the Wind (technique) . . 215 Seppun Toshiken . . . . . . . . . . 211–212 War of Bleeding Flowers . . . . . . 246
Musket . . . . . . . . . . . . . . . . . . . . . . 97 Shadow Dragon . . . . . . . . . . . . . . 232 War of Silk and Steel . . . . . . . . . 180
Shadowlands . 27, 58, 112–113, 138, Water Fever (disease) . . . . . . . . . 123
N Winter Court of 436 . . . . . . . . . . . 49
166–167, 200–201, 231–232
Naga, the . . . . . . . 168–169, 200, 294 Shelter the Blameless (technique) . . 277 X
Nageteppo . . . . . . . . . . . . . . . 180–181 Shiba . . . . . . . . . . . . . . . . . . . . . 34–35
Nameless Ones (alternate path) . 213 Shiba Ujimitsu . . . . . . . . . . 177–178 Xenophobia . . . . . . . . . . . . . . . . 89–90
Nasu (family) . . . . . . . . . . . . . . . . 67 Shinsei . . . . . . . . . . . . . . . . . . . . . . 17
Night of a Thousand Shosuro Hido . . . . . . . . . . . . 273–274 Y
Silence Within
Screams (adventure) . . . . . . . . 128 Year 45 . . . . . . . . . . . . . . . . . . . . . . 18
No Matter the Cost (technique) . 148 Sound (adventure) . . . . . . . . . . 128 Year 46 . . . . . . . . . . . . . . . . . . . . . . 18
No Mistakes (technique) . . . . . . . 179 Sodan-Senzo (advanced school) . . . 241 Year 48 . . . . . . . . . . . . . . . . . . . . . . 18
Nothing, the . . . . . . . . . . . . . . . . . 232 Soldiers of the Three Man Year 59 . . . . . . . . . . . . . . . . . . . . . . 18
Year 63 . . . . . . . . . . . . . . . . . . . . . . 18
O Alliance (alternate path) . . . . . 149 Year 65 . . . . . . . . . . . . . . . . . . . . . . 19
Soul of the Kitsu (technique) . . . 241 Year 80 . . . . . . . . . . . . . . . . . . . . . . 19
Oblivion’s Gate . . . . . . . . . . . 203–204 Spirit Portals . . . . . . . . . . . . 203–204 Year 83 . . . . . . . . . . . . . . . . . . . . . . 19
O-Doji Koneko . . . . . . . . . . . . . . . 273 Stand Against Year 88 . . . . . . . . . . . . . . . . . . . . . . 19
Otosan Uchi (adventure) . . . . . . . 128 Year 90 . . . . . . . . . . . . . . . . . . . . . . 19
Overwhelming Oppression (technique) . . . . . . 149 Year 97 . . . . . . . . . . . . . . . . . . . . . . 19
Strike of the Stalker (technique) . . . 147 Year 99 . . . . . . . . . . . . . . . . . . . . . . 19
Presence (technique) . . . . . . . . . 69 Strike the Base (technique) . . . . . 215 Year 101 . . . . . . . . . . . . . . . . . . . . . 19
Strike the Center (technique) . . . 215 Year 102 . . . . . . . . . . . . . . . . . . . . . 19
P Strike the Summit (technique) . . 215 Year 375 . . . . . . . . . . . . . . . . . . . . . 43
Swift Fist,
Path of One, the (technique) . . . . . 97
People’s Legionnaire (ronin path) . . 123 Subtle Heart (technique) . . . . . 215
Phoenix Clan . . . . . . . . . . . . . 23–24,
T
54–55, 83, 110–111, 135, 163–164,
228, 263–264, 291 Tadaka’s Children . . . . . . . . . . . . 307
Pistol . . . . . . . . . . . . . . . . . . . . . . . . 97 Tetsuken . . . . . . . . . . . . . . . . 120–121
Pure Blood Magic . . . . . . . . . . . . . 37 Tetsuken (Mantis ancestor) . . . . 122
Purity of Justice, the (technique) . . 149 The Gift of the Lady (technique) . . 215
Thunder’s Call (technique) . . . . . 306
Tiger Clan . . . . . . . . . . . . . . . . . . 276
Tiger’s Fangs, the (technique) . . . 277
Index Year 376 . . . . . . . . . . . . . . . . . . . . . 43 Year 443 . . . . . . . . . . . . . . . . . . . . . 78 Year 1140 . . . . . . . . . . . . . . . . . . . . 286
Year 385 . . . . . . . . . . . . . . . . . . . . . 43 Year 445 . . . . . . . . . . . . . . . . . . . . . 78 Year 1141 . . . . . . . . . . . . . . . . . . . . 286
Imperial Histories Year 386 . . . . . . . . . . . . . . . . . . . . . 43 Year 660 . . . . . . . . . . . . . . . . 100, 106 Year 1142 . . . . . . . . . . . . . . . . . . . . 222
Year 387 . . . . . . . . . . . . . . . . . . . . . 44 Year 661 . . . . . . . . . . . . . . . . . . . . 101 Year 1145 . . . . . . . . . . . . . . . . . . . . 222
Year 389 . . . . . . . . . . . . . . . . . . . . . 44 Year 662 . . . . . . . . . . . . . . . . . . . . 101 Year 1146 . . . . . . . . . . . . . . . . 222, 287
Year 391 . . . . . . . . . . . . . . . . . . . . . 44 Year 663 . . . . . . . . . . . . . . . . . . . . 102 Year 1147 . . . . . . . . . . . . . . . . . . . . 222
Year 392 . . . . . . . . . . . . . . . . . . . . . 44 Year 664 . . . . . . . . . . . . . . . . 103, 106 Year 1150 . . . . . . . . . . . . . . . 222, 287
Year 393 . . . . . . . . . . . . . . . . . . . . . 45 Year 665 . . . . . . . . . . . . . . . . 104, 107 Year 1155 . . . . . . . . . . . . . . . . . . . 287
Year 400 . . . . . . . . . . . . . . . . . . . . . 45 Year 666 . . . . . . . . . . . . . . . . . . . . 105 Year 1403 . . . . . . . . . . . . . . . . . . . 246
Year 401 . . . . . . . . . . . . . . . . . . . . . 50 Year 667 . . . . . . . . . . . . . . . . 105, 107 Year 1422 . . . . . . . . . . . . . . . . . . . 246
Year 406 . . . . . . . . . . . . . . . . . . . . . 46 Year 668 . . . . . . . . . . . . . . . . . . . . 105 Year 1446 . . . . . . . . . . . . . . . . . . . . 246
Year 408 . . . . . . . . . . . . . . . . . . . . . 50 Year 669 . . . . . . . . . . . . . . . . . . . . 106 Year 1449 . . . . . . . . . . . . . . . . . . . . 246
Year 412 . . . . . . . . . . . . . . . . . . . . . 50 Year 1113 . . . . . . . . . . . . . . . . . . . . 126 Year 1454 . . . . . . . . . . . . . . . . . . . . 246
Year 415 . . . . . . . . . . . . . . . . . . . . . 46 Year 1114 . . . . . . . . . . . . . . . . . . . . 127 Year 1463 . . . . . . . . . . . . . . . . . . . 247
Year 418 . . . . . . . . . . . . . . . . . . . . . 46 Year 1115 . . . . . . . . . . . . . . . . . . . . 127 Year 1468 . . . . . . . . . . . . . . . . . . . 247
Year 421 . . . . . . . . . . . . . . . . . . . . . 46 Year 1116 . . . . . . . . . . . . . . . . . . . . 127 Year 1470 . . . . . . . . . . . . . . . . . . . 247
Year 426 . . . . . . . . . . . . . . . . . . . . . 46 Year 1117 . . . . . . . . . . . . . . . . . . . . 127 Year 1476 . . . . . . . . . . . . . . . . . . . 247
310 Year 428 . . . . . . . . . . . . . . . . . . . . . 47 Year 1118 . . . . . . . . . . . . . . . . 127, 128 Year 1478 . . . . . . . . . . . . . . . . . . . 247
Year 429 . . . . . . . . . . . . . . . . . . 48, 50 Year 1119 . . . . . . . . . . . . . . . . . . . . 128 Year 1480 . . . . . . . . . . . . . . . . . . . 247
Year 432 . . . . . . . . . . . . . . . . . . . . . 48 Year 1120 . . . . . . . . . . . . . . . . . . . 128 Year 1481 . . . . . . . . . . . . . . . . . . . . 247
Year 433 . . . . . . . . . . . . . . . . . . . . . 48 Year 1121 . . . . . . . . . . . . . . . . 128, 129 Year 1482 . . . . . . . . . . . . . . . . . . . 248
Year 435 . . . . . . . . . . . . . . . . . . . . . 48 Year 1122 . . . . . . . . . . . . . . . 128, 130 Year 1483 . . . . . . . . . . . . . . . . . . . 248
Year 438 . . . . . . . . . . . . . . . . . . . . . 72 Year 1123 . . . . . . . . . . . 128, 130, 152 Year 1484 . . . . . . . . . . . . . . . . . . . . 248
Year 439 . . . . . . . . . . . . . . . . . . . . . 73 Year 1124 . . . . . . . . . . . . . . . . . . . . 152 Year 1485 . . . . . . . . . . . . . . . . . . . 248
Year 440 . . . . . . . . . . . . . . . . . . . . . 73 Year 1125 . . . . . . . . . . . . . . . . . . . 153 Year 1486 . . . . . . . . . . . . . . . . . . . 248
Year 441 . . . . . . . . . . . . . . . . . . . . . . 74 Year 1126 . . . . . . . . . . . . . . . . . . . 153 Year 1487 . . . . . . . . . . . . . . . . . . . 248
Year 442 . . . . . . . . . . . . . . . . . . . . . 75 Year 1127 . . . . . . . . . . . . . . . . . . . 155 Year 1488 . . . . . . . . . . . . . . . . . . . 248
Year 1128 . . . . . . . . . . . . . . . . . . . 157 Year 1489 . . . . . . . . . . . . . . . . . . . . 249
Year 1129 . . . . . . . . . . . . . . . . . . . . 282 Year 1490 . . . . . . . . . . . . . . . . . . . . 249
Year 1130 . . . . . . . . . . . . . . . 185, 283 Year 1491 . . . . . . . . . . . . . . . . . . . . 249
Year 1131 . . . . . . . . . . . . . . . . 186, 284 Year 1494 . . . . . . . . . . . . . . . . . . . . 249
Year 1132 . . . . . . . . . . . 187, 219, 284 Year 1496 . . . . . . . . . . . . . . . . . . . . 250
Year 1133 . . . . . . . 190–191, 219, 284 Year 1497 . . . . . . . . . . . . . . . . . . . . 250
Year 1134 . . . . . . . . . . . . . . . . . . . . 284 Year 1498 . . . . . . . . . . . . . . . . . . . . 250
Year 1135 . . . . . . . . . . . . . . . . . . . 284 Year 1499 . . . . . . . . . . . . . . . . . . . . 250
Year 1136 . . . . . . . . . . . . . . . 220, 284 Year 1500 . . . . . . . . . . . . . . . . . . . 250
Year 1137 . . . . . . . . . . . . . . . 220, 285 Year 1501 . . . . . . . . . . . . . . . . . . . 252
Year 1138 . . . . . . . . . . . . . . . 220, 285 Year 1502 . . . . . . . . . . . . . . . . . . . 252
Year 1139 . . . . . . . . . . . . . . . . 222, 285 Year 1503 . . . . . . . . . . . . . . . . . . . 254
Year 1504 . . . . . . . . . . . . . . . . . . . 257
Yodotai Empire . . . . . . . . . . . . . . . 298
Yotsu Bushi School . . . . . . . . . . . . 276
Yotsu Bushi School (basic school) . . 276
Yotsu (family) . . . . . . . . . . . . . . . . 275
“To master the
future, one must
study the past.”
- Tao of Shinsei
The Imperial Histories recount the triumphs of the
Emerald Empire and the most noble Emperors who
have lead it in shining glory. Maintained by the
dutiful Miya and the devoted Ikoma families, the
imperial histories are a testament to the Emperors
unfailing leadership and the never wavering loyalty
of his servants. All samurai of the Empire can look
upon them and be assured of the imperial family’s
unquestionable judgment and guidance of the
Emerald Empire.
At least, the official imperial histories are such.
The truth... much more interesting. The Imperial
Histories pulls back the curtain on many tumultuous
eras of the Emerald Empire. Revealing not only the
glories of the Rokugani, but also their failings and
tribulations. Providing a wealth of information for
players and GMs alike, this tome serves as a resource
for playing in various times of the Empire, or
bringing elements of those times to your characters
and campaigns.
c Ten eras in great detail, including The Dawn
of the Empire, The Gozoku Era, The Clan
Wars, The Thousand Years of Darkness,
and more.
c In depth look at the Clans and personalities
who shaped those eras.
c All new schools, spells, ancestors, techniques,
and more, some thought lost to the ages.
c The 1000 Years of Darkness in great detail.
Offering you an opportunity to fully explore
this apocalyptic alternate history.
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