It seems that a lot of people from China are viewing my blog, based on my blog's statistics. Although, I'm no Communist -- and I'm not for dictatorships either -- it seems that I am at least ready to review the Rokugan Campaign Setting for the d20 system. Produced by Alderac Entertainment Group in 2001, it was written by Rich Wulf, Shawn Carman, and Seth Mason. This is a beautiful book, lavishly illustrated like the Oriental Adventures book for third edition. I'm reviewing a PDF copy of this book, and I do own the hardcover.
The first thing to remember is that Rokugan isn't Japan. It's a high fantasy land based on the culture of Sengoku era Japan and Miyamoto Mushashi's Book of the Five Rings. There are some Chinese elements in Rokugan, but it's not China either. Like I said, it's a High Fantasy land that borrowed a lot from Japan and some from China. I love this book, Rokugan -- next to Greyhawk -- is a place where I would set an ongoing game. Also, I did another review of this book on RPG.net.
So, lets go for it.
The Introduction
The introduction of Rokugan goes on to explain to players of the d20 system all about Rokugan, the Five Rings, and explains to players that they take on the roles of noble Samurai, mysterious Shugenja, enlightened monks, shadowy ninja, and finally wily courtiers. Whole games can revolve around one or more of these elements.
Next, it explains how one can use this book with Oriental Adventures. Since this book, Rokugan, expands on the information explained in Oriental Adventures. Finally, it does explain why Rokugan is based on Miyamoto's Book of the Five Rings. The roleplaying opportunities are endless.
Character
This section goes over the Great Clans of Rokugan, their families, and favored classes for each major family. Like for instance, the Doji of the Crane Clan make good Courtiers. While the Isawa family make good Shugenja. And the Shoshuro family produce good ninja, or so they say. After this, they talk about the minor clans and their schools, along with the Naga (an Indian aspect), and the Nezumi (Rokugan's take on ratfolk).After this part on creating your character, the various character classes from the 3rd Edition Player's Handbook are talked about. Along with two classes from Oriental Adventures (3rd Edition). The Samurai and the Shugenja. After that, the monk, ninja, and courtier classes are discussed.
After all this, the Feats are discussed. And yes, there are a lot of Feats here that are talked about. Each great clan gets their own feats. From Kakita's Techique, to Way of the Crab, to Akodo's Technique, to Way of the Unicorn. All are included. Especially one of note is Void Use. This feat, which you can take instead of a Ancestor Feat, grants you two points of void. Which of course you can use to modify your die rolls.
After the feats, you get a discussion on Rokugani equipment. Including new weapons, and old weapons that are expanded upon, new armor types, and other considerations. After that, Religion in the Emerald Empire is discussed. After that, Honor is discussed, along with the alignments of the d20 system -- and how they work together. Like for instance, if someone is Lawful Good, he's considered to have an honor rank of 5.
After that, some prestige classes are introduced. Although none of these are needed, some are recorded. As prestige classes are meant for NPCs originally, players would take them.
Magic
Magic in D&D is supposed to be presented as mysterious. For Rokugan, this is no different. There are more Samurai than Shugenja in Rokugan. Magic revolves around the Kami, the great kami as well as the lesser and minor kami. A shugenja learns to importune the kami to produce magical effects. This can be from a simple sleep spell to a magnificent void spell worked by the mysterious Ishiken of the Isawa family.Each clan has their own special magical technique. The Crane works on Tsanguri, or magic items -- for example. The Unicorn shugenja work with meishodo. Finally, the Isawa family of the Phoenix teach the Ishiken-do -- or magic of the void. There are four other examples of magic of the great clans. Other aspects of magic are also discussed. After that, there are some new spells for Shugenja to select, learn, and cast.
Life in Rokugan
This chapter goes over adventures in Rokugan. It discusses what a Samurai might be and how to act. Also, the chapter goes over Rokugan itself, and how a party of disparate Samurai and Shugenja (and possibly ninja) might operate.
The culture and layout of Rokugan are discussed. Along with how campaigns operate in the Emerald Empire. Also, magic and magic items, how they are viewed -- are discussed. Also, social hierarchy is discussed. A lot of Rokugani culture is discussed in this book. This is the most important chapter in the whole book. If you want to role play your Samurai as authentically as you can, you must read this section.
Geography
The Geography of Rokugan is discussed in this chapter. This is the geography of the Emerald Empire, as of the Four Winds saga. Important details of each Clan's holdings are discussed in some detail. Along with writeups for certain NPCs as of the Four Winds saga.
Cosmology
This chapter teaches the cosmology as seen by the Rokugani. There are several realms, including the mortal one, that are discussed. These realms are discussed more simply in the Fortunes and Winds supplement (to be reviewed later). Also, the worship of the Fortunes and who they are is presented. There are seven major Fortunes, and thousands of lesser ones. Then Rokugan's mythology is presented. Including the creation of the world as the Rokugani understand it.
History
The history of Rokugan is presented. Nearly complete and up to the Four Winds saga. It's enough to fill a Rokugani DM with adventure seeds and beginnings of a good campaign. After that, a few appendixes discuss magic items, magical creatures, and finally an index.
Hits
The colorful aspect of the book is definitely a hit. There are colorful illustrations throughout the book. Including pictures of Shugenja, Samurai, and even a Ninja. The writing is concise and well edited. DJ Trindle, the editor, did a good job of editing the book for press. The writing is top notch, definitely different than what you get in a modern D&D book (modern D&D books are atrocious in writing, editing, and illustration). There is more, the layout is in two columns, and uses a ten point font.
Misses
There is little that's missed in this book. The metaplot of the Legend of the Five Rings card game at the time -- used as a backdrop for the campaign -- is definitely a miss. This book is for players and DMs to get into the setting of Rokugan, and the Metaplot does restrict some aspects. Is it something I'd change: probably. I would have started the plot during the Pre-Scorpion Clan Coup saga, as that is the most popular era setting for L5R rpgs. Including the fifth edition of the L5R RPG.
The Future
Again, the future looks uncertain. It seems that Asmodee might keep the L5R property. However, they aren't expecting that someone might come to them and buy Legend of the Five Rings from them. Fantasy Flight bought L5R from Alderac Entertainment Group in 2017, then Asmodee bought them. However, Legend of the Five Rings is a good property, one I wanted to purchase from Wizards of the Coast when they put it up for sale. Looks like I'll have to buy it from Asmodee. Oh well, cheers!




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