One World, Many Stories: Legend of the Five Rings
by Don Bassingthwaite
Originally appeared in Black Gate Magazine #1 (Feature Gaming Article).
Reproduced by permission of New Epoch Press.

Lady Sun rises from the ocean, her gaze sweeping across the deep blue-green waters and her light racing to the coast to dance on the walls of Otosan Uchi, home to the Emperor of this land. Sunlight plays across the Emperor's palace and another day has begun in Rokugan.

The sun moves on, for the Emerald Empire is vast and not even the Emperor's supreme power may command the Mother of the Kami to stand still. Morning shines on rich lands of the proud and vigilant Lion clan, and of the graceful, courtly Crane. The valleys of the Scorpion clan are shrouded in mist this day, hiding their secrets with a mask just the Scorpions themselves do - surely a bad omen. In the north of the empire, the sun brushes the towering peaks of Kyodai na Kabe sano Kita, the Great Wall of the North. In its shadow are the woodlands of the mystical Phoenix; on its distant far side, the forbidden, near-legendary deserts of the Burning Sands. Somewhere among the harsh mountains in between are the strongholds of the secretive Dragon clan, lands so mysterious and forbidding that it is said even Lady Sun is slow to reach them.

Whatever is said of the Dragon, Lady Sun sees everything that happens in Rokugan, from Otosan Uchi in the east to the wide plains of the Unicorn clan in the west. She sees war as families and clans struggle for power. She sees intrigue as courtiers fight the battles in their own way. Courageous bushi practise with weapons of steel and wood, while powerful shugenja study more arcane arts. Hinin, heimin, and samurai go about their daily business, be that the honest duty of farming or honourable service in the name of clan and daimyo. Where the shadowed depths of Shinomen Mori, the vast Hidden Forest, break, she sees the ancient serpent-people of the Naga stirring for the first time in centuries. There is no end to the things that Lady Sun sees - by the time her light begins to fade and the shadows of the Unicorn's tall, powerful horses stretch long across the grass, she has travelled very far.  

Legend of the Five Rings RPG, 1st ed.

Beyond the shadow of the Unicorn's herds, Lady Sun will continue her journey across distant lands, but those lands are of no importance to the empire. Twilight fades above Otosan Uchi and another day has ended in Rokugan - in most of Rokugan, anyway. Far to the south of the emperor's palace are the lands of the Crab, and south of the lands of the Crab are the festering evils of the Shadowlands, evils that even Lady Sun will not gaze upon. The horrid oni of the Shadowlands do not rest at night and so neither can the Crab. While the other clans sleep, they alone will hold the darkness back from Rokugan until Lady Sun rises above the ocean once more...

Welcome to the world of Legend of the Five Rings, a world of honour and glory, of bushi and shugenja, of spirits, monsters, magic, intrigue, and an epic struggle for the survival of a empire. A world that is, in short, one of the richest, best developed settings in fantasy gaming today, and a setting that deserves a closer look from every gamer (and every style of gamer) looking for something that's just a little bit different. In fact, Legend of the Five Rings deserves a closer look from readers of fantasy fiction, because it's a setting that may very well be poised to breakout into the mainstream fantasy consciousness.

Legend of the Five Rings had its start in 1995 with the introduction of the first sets for the Legend of the Five Rings collectible card game (aka the L5R CCG). Published by Five Rings Publishing Group - now a division of Wizards of the Coast - the L5R CCG cast players as the leaders of armies based on the seven clans of Rokugan, the Shadowlands horde, or the legendary Naga. The vivid storyline of and characterization in the CCG led rapidly to the Legend of the Five Rings roleplaying game (the L5R RPG) by Alderac Entertainment Group, allowing players to experience an even greater degree of interaction with Rokugan by telling their own stories. AEG also created Clan War, a strategic miniatures war game that brings the battles of L5R to the tabletop. Now, with five years of development into the setting, Wizards of the Coast is making the move that will take Legend of the Five Rings beyond the gaming community by launching a series of novels based on the events of L5R.

I envy the authors of those novels.

To say that Legend of the Five Rings is loosely based on a medieval Japanese setting simply does not do it justice. Yes, the setting is very heavily influenced by medieval Japanese culture and folklore, but as the designers of the L5R RPG point out very early on in the main game rulebook, Rokugan is not Japan. It's a fantasy land. Rokugan is a huge setting, both literally and figuratively. Geographically it contains almost every kind of terrain (including the twisted corruption of the Shadowlands). In some ways, there is also a certain similarity to China: the Emerald Empire occupies an area of the mainland of its world rather than an island and isolated by hostile terrain rather than just water, although an isolationist cultural also prevails. There is a world outside Rokugan - the Unicorn clan wandered there for eight hundred years on a mission assigned by the first emperor, encountering desert nomads, ancient cities of sorcerers, and jungle kingdoms before returning to the Emerald Empire - but it is of no concern to the Rokugani. Although a separate card game, Legend of the Burning Sands, was produced for a time, L5R hints at the greater world without ever really defining it. I find that this only adds to the mystique of the setting. Frankly, there's enough to explore in Rokugan without needing to go outside of it!

The Way of the Unicorn

 

Rokugan also encompasses a wide, rich range of cultural variation, mostly between the seven clans. Both the Crab and Lion clans, for example, are concerned with battle, but there are few similarities in their customs: the Lion clan is painfully bound by pride and ancient honour, while the Crab is far less concerned with the niceties of life in the face of holding back the monsters of the Shadowlands. These variations can and do spill out of the main L5R RPG rulebook into AEG's Way of the Clans series. Most roleplaying game settings these days provide background expansion books, but few are as detailed or as integrated into their setting as the Way of the Clans books. Although their expansions on the game rules and tips for roleplaying members of a particular clan are very good (an essay in Way of the Scorpion, "Treachery 101: Or, How To Be A Sneaky Git and Not Get Killed By The Other Characters," should be required reading in any game of intrigue), they're also valuable for underlining another facet of the appeal of L5R and Rokugan: this is not the typical medieval Europe setting. Society works a little differently - maybe even a lot differently - and that's integral to enjoying the setting. Honour is very real. Sincerity is more important than truth. Duty is harsh.

These differences can really make a player in the L5R setting sit up and take notice. I can't think of a better example to illustrate this than a situation drawn from Code of Bushido, one of AEG's published adventures for the L5R roleplaying game: the characters, guests in the home of a powerful daimyo, are woken by a scream in the night and while they may or may not be able to determine what has happened, they are urged to stay in their rooms and go back to sleep. In most games, players would no doubt resist and attempt to make an investigation. In L5R, however, the proper course of action is to obey and stay where they are told. To do otherwise is an insult, suggesting that their host is not able to deal with the situation on his own.

Even bigger than the physical and cultural scale of Rokugan, however, is the sense of myth and legend that infuses every aspect of Legend of the Five Rings in all of its incarnations. These are games and novels that define the concept of epic, beginning with the very well-developed history of Rokugan. In the very broadest of strokes, Rokugan's history begins about a thousand years before the Rokugani "present" when the nine Kami, children of the Sun and the Moon, fell from the sky. Seven of those Kami became the progenitors of the Great Clans of Rokugan, submitting (after a series of mythical contests) to the rule of the eighth Kami, the progenitor of the Imperial line.

The ninth Kami, however, was separated from his brothers and sisters as they fell, however. Instead of landing gently, Fu Leng crashed into the earth, tearing a pit into the Underworld. His pain and agony gave birth to the tainted desolation of the Shadowlands and all of the evil in the world. Eventually, he rose up against the empire his siblings had established. Fortunately, the other Kami had been prepared for this by a strange little monk named Shinsei. With the aid of Shinsei and a band of heroes, the Seven Thunders, Fu Leng was defeated and bound back into the Underworld.

Such a cursory explanation of the Rokugani origin story doesn't do the work of the L5R designers justice. The history of Rokugan is a cut above the history claimed by other fantasy game settings and what sets it apart is that sense of myth and legend. It resonates with the myths and legends of our own world. The birth of the Kami, for example, echoes the birth of the Olympian gods, while tales of the Seven Thunder have the feel of real legends. What's more, the legends of Rokugan doesn't stop with the dim past. Sprinkled through the books of the roleplaying game are stories from all periods of Rokugan's history, often inserted as bits of colour text when discussing ancestral spirits or clan legends, short and simple bits of description that go a long way toward bringing the setting to life.

Other events provide a thread through history: famous battles create a goodwill or ill between clans, for instance, while the travels of the Unicorn link that clan to the mysterious conspiracy known as the Kolat and also provide a clue to a shadowy force threatening the empire. This sense of depth in the setting is also enhanced in descriptions of the very recent past as characters detailed in one game book are linked by events to characters in another, while a character in a third book is perhaps the only one who knows the truth of what's going on. More than one RPG supplement is, in fact, presented almost entirely as the translation of a historical Rokugani work or works, bringing the subject matter to life in a way that I've seen in very few products for any game setting (especially noteworthy are the eerie and mysterious Way of the Shadow and the downright frightening Bearers of Jade: The Second Book of the Shadowlands). Snippets of fiction and short stories chronicle the events that take place in the L5R CCG, tying the individual cards together and telling the story of the current (but certainly no less epic) events taking place in Rokugan.  

Bearers of Jade: The Second Book of the Shadowlands

Ultimately, Legend of the Five Rings is all about storytelling. From those magnificent legends of Rokugan's past to the heroic deeds in which the players themselves vicariously participate, story pervades the setting - more so, perhaps, than most other game worlds because the direction of the overall L5R story arc is determined by the players of the L5R CCG themselves. In a process that may well be unique in the gaming industry, the L5R designers set an arc for a particular expansion of the card game, but leave the details of certain events open. Over a period of time after the release, players participate in tournaments and contests, the results of which sway the final details of those events. When Mirumoto Hitomi commited seppuku and was reborn as the moon in the Ambition's Debt expansion, such a tournament decided who would stand with her at the end of her earthly life.

The result is a dynamic game atmosphere, one that breathes a living quality into the story. In turn, the developing story arc (or rather arcs - two great arcs have been completed since the L5R CCG was first published) brings a sense of being part of something bigger to the game. Characters, many of them the same ones described in the books of the roleplaying game, grow in power and enmity, change, and even die. Fans of the various factions in the CCG can sign up newsletters distributed by Wizards of the Coast that keep them up to date with teasing snippets of information. Digging up the back story isn't, unfortunately, the easiest thing for someone new to the L5R epic, but it is well worth the effort. The new line of novels will go part of the way toward making Rokugan's epic more accessible. In the meantime (and for those who want a bigger chunk of the story than the novels provide), a quick Internet search can turn up a number of lively fan sites that encapsulate the saga to varying degrees.

While the rapid-fire nature of card game releases will ensure that the L5R saga is continually moving forward, it does unfortunately mean that the more detailed print products will always lag behind. The L5R RPG, for instance, does and always has operated in the past of the L5R CCG. While the CCG is currently completing a story arc known as the Hidden Emperor, the roleplaying game is just now entering the preceding story arc, the Great Clan War (the miniature game, named for that same story arc, moves beyond it with a new edition being released this year). Fortunately the lead up to the events of the CCG is tremendous in itself and if you really want to play in the thick of the Rokugani present, the problem is not insurmountable. The storyline is no great secret and the L5R RPG is nothing if not versatile. With the aid of various supplements available from AEG (most notably the excellent Winter Court books that serve the dual role of moving time forward and expanding on some of the more unusual aspects of Rokugani culture), roleplaying gamers can keep up with the CCG on their own.

Overall, this is perhaps one of the best times to consider getting into Legend of the Five Rings, no matter which aspect of it you choose, with a fantastic spate of new releases in the Fall 2000 season. As I mentioned, the Legend of the Five Rings CCG is moving into the climax of its most recent story arc and a new starter scenario, Storms Over Matsu Palace, has just been released for novice players. Clan War: Daimyo Edition moves the miniatures game into the restless time after the end of the Great Clan War story arc. There's a new series of clan-based supplements for more advanced players of the RPG on the way, beginning with Secrets of the Scorpion in September 2000, and Legend of the Five Rings RPG, Second Edition leaps onto the scene in October 2000. While successive printings of the first edition basic gamebook have taken care of many glitches in the game mechanics, the second edition still promises to be a major expansion. The single rule book will be split in two, a player's guide that will contain material drawn from the Way of the Clans and Winter Court sourcebooks, and a gamemaster's guide drawing on the sinister Books of the Shadowlands and other useful gamemaster supplements.

Clan War Scroll One: The Scorpion

 

Perhaps most importantly, the second edition builds on previous supplements and brings the roleplaying setting forward into the turbulence of the Great Clan War - perfect timing because that's also the time period explored by the Legend of the Five Rings novels. By October, two of the seven novels should be available. Clan War Scroll One: The Scorpion is a tight novel of nasty intrigue that describes the events of the Scorpion Clan Coup, the well-intentioned but misguided strike that touches off the Clan War. Clan War Scroll Two: The Unicorn is the story of the infamous Battle of Beiden Pass and the Unicorn's struggle to prove their place among the Great Clans. On the horizon are novels for the other clans - Crane, Phoenix, Crab, Dragon, Lion - on a rapid fire schedule that will keep fans supplied with a new novel of the Clan War every three months, with more novels planned to round out the storyline beyond that.

Choose your poison. With a fantastic storyline, a history of strong products behind it, and a full, promising schedule ahead, Legend of the Five Rings looks set to be a strong presence in gaming - and the fantasy genre in general - for a long time to come.

The Crab have stayed the darkness for another night. Is that the chrysanthemum light of a new dawn returning to Otosan Uchi? What wonders will Lady Sun see on her journey across Rokugan this day?

Return to Word - Black Gate #1 Reviews

The Essential Links:

Alderac Entertainment Group

Legend of the Five Rings

Clan War

Legend of the Five Rings novels (Wizards of the Coast)

Product Update:

A lot has happened with Legend of the Five Rings in the couple of years since I wrote this article.

AEG has released a d20 version of the Rokugan setting to tie in Wizard's of the Coast's Oriental Adventures.

The L5R CCG has returned to AEG and keeps rolling along.

Wizards of the Coast has completed the Clan War series of novels and started a new series.

 

Like what you see? Why not visit your local game or book store and check it out in person!

 

 

 

 
[SFF Net Member]
 

Don Bassingthwaite © 2002. Alternity, Dark*Matter, and all related terms are copyright Wizards of the Coast. Vampire: The Masquerade, World of Darkness, and all related terms are copyright White Wolf, Inc. Mac and the Mac logo are trademarks of Apple Computer, Inc., registered in the U.S. and other countries. The Mac Badge is a trademark of Apple Computer, Inc., used with permission.