l5r DLC Legacies of War
l5r DLC Legacies of War
Legacies of War
Legacies of War is a game supplement that enhances
the experience of players and game masters in the
Legend of the Five Rings Roleplaying Game adventure Legacies of
Blood of the Lioness, or in any campaign that focuses on
warfare in Rokugan. It consists of a collection of optional
the Lioness
rules, random tables, and supplemental items and lore: Important—if you intend to be a player
in Blood of the Lioness, do not read this
$ Character Legacies (page 5): These rules
sidebar. Doing so may spoil parts of the
can be used to link the main set of player char-
adventure for you!
acters to the other set of characters played
Legacy advantages are one way to provide
during the adventure, but they can also enhance
continuity between the PCs in the present
any campaign or adventure where a player
(Parts One and Three of the adventure) and
retires a character or the group wants to play
the characters played in the past (Part Two).
other characters for a time.
Depending on your group’s tastes and toler-
$ Random Encounters in Times of War ance for metagaming, you could incorporate
(page 12): These tables detailing additional Legacies in three different ways:
complications and encounters allow a GM to Option 1: This option is for groups who
expand on and enrich any adventure that fea- want to avoid spoiling how or why the play-
tures military mobilization and mass battles. ers will take on the roles of other characters.
$ Adventure Seed: Broader Tensions Instruct the players to create a legacy for their
(page 12): This adventure seed can provide PC as though they were a PC successor using
another reason for player characters to journey the rules on page 3 of this supplement, leav-
to the Castle of the Swift Sword. It could also be ing some of the details of the PC predecessor
used before (or after) the events featured in Blood open to be defined later. When the players
of the Lioness or as a stand-alone scenario. reach Part Two, they can create a PC to play
or choose one of The Advisors (see page 12
$ Blessed Treasure (page 16): This nemuranai, of Blood of the Lioness) that best fits the PC
or awakened item, can be awarded for a PC’s predecessor of their PC successor. If needed,
exemplary actions during or after players have the PC they create or play might not be the
played through Blood of the Lioness. PC predecessor themselves, but someone
$ Additional Badger Clan Player Character connected to them.
Options (page 16): These rules can be used Option 2: For groups who are willing
to create Badger Clan characters who are mem- to endure some spoilers (i.e., they will be
bers of the Fureheshu family. fighting on the side of the Lion in the win-
ter of 820) and are comfortable developing
$ Antiquity in the Arts (page 17): This exten-
past and present characters at the same time,
sion of the information found on pages 19–25 of
assign a legacy to the PC successor based on
Fields of Victory discusses how Rokugani art can
the choices made for the PC predecessor.
preserve history in a similar way to the scrolls,
tomes, and libraries that chronicle the past.
Option 3: For groups who intend to
continue playing the characters in subse-
Readers of this supplement who intend to be players quent adventures after finishing Blood of
in the Blood of the Lioness adventure should make sure the Lioness, or for groups who would strug-
to skip over the sidebar titled Legacies of the Lioness gle with the previous two options, Legacies
(right), as it may spoil one of the adventure’s twists. In can be granted as a reward for finishing Part
addition, the random encounters, adventure seed, and Two. After seeing a glimpse of the past, the
blessed treasure sections found on pages 12–16 of this PC successor has learned something about
supplement are for game master eyes only. the character they played as (i.e., the PC pre-
decessor) and is able to carry those lessons
forward with them into the present.
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L EG ACIES O F WAR
Character Legacies
On the side of accepting the transience of all USING FULFILLED
works, Legacies give players an incentive to accept or NINJŌ AND
even encourage the fleeting nature of their characters, GIRI INSTEAD
Those who commit great deeds are remembered long emboldening them to take risks that are logical to their
A player could choose
after their mortal lives end, their legends lingering in the characters’ mindsets and development in the story, and
a ninjō or giri that was
stories that are told of them and in the actions of their to retire characters once their story arc is complete. fulfilled as long as its
successors and descendants. Legacies are one way of Legacies also emphasize the power of choice. An fulfillment created inter-
connecting past PCs (predecessor PCs) to new charac- individual’s decision to live or die in a particular way esting story avenues
might seem fleeting in the scope of history, but it has that went unexplored.
ters (successor PCs).
For example, if a charac-
rippling consequences, each of which indelibly marks
Choosing a Legacy
ter’s ninjō was revenge
the lives of others. Legacies are a way to communicate and the vengeance was
that these things matter beyond the extent of an individ- successful, perhaps
When a player is making a new character during a cam- ual’s life, and give players a way to carry on unfinished there are now others
paign using Legacies, that player may choose to take on who desire to avenge
themes and plotlines even if the original characters who
themselves against
the Legacy of their last PC in the campaign (or another started them no longer can, whether due to untimely those who share a
character, at the GM’s discretion). If they do, the player death or reaching the natural endpoint of a character’s connection with the
does not apply any results from the Heritage table in story. The original character’s choices, desires, and con- predecessor PC. Or if
Question 18 to their character (see page 96 of the core victions can still have a tangible impact on the story a predecessor PC’s giri
rulebook). They still choose an ancestor for whom they was to act as their lord’s
even if the character who set them in motion is no lon- bodyguard and they
are named. This ancestor might, in fact, be the character ger present to carry them on. died in their service,
whose legacy they are taking on, but characters can also that lord might feel a
take on Legacies from characters who are their contem-
Using Legacies in Play deep personal gratitude
to the fallen PC’s suc-
poraries, or to whom they are unrelated.
Each Legacy has several key elements: a requirement cessor, creating an inter-
Benefits of a Legacy
personal dynamic that
that the predecessor PC must have met for the suc- complicates the usual
cessor PC to select this template; types like the ones strictures of a lord and
Each Legacy imparts a unique advantage that the new all other advantages possess; a charge that represents retainer relationship.
character receives (this can exceed the standard limit the character’s obligation to their predecessor’s mem-
for advantages at character creation). See Creating a ory; and an effects category that functions like that of
Legacy on this page. a distinction, with any exceptions described within the
individual entries.
When to Use Note that Legacies are a new kind of advantage, sep-
Legacies in a Campaign arate from distinctions and passions (found beginning on
page 101 of the core rulebook). They are applied at the
Legacies are best suited to two types of campaigns: very
same time as distinctions (except as individual entries
long campaigns, and campaigns which have periodic
dictate). Like distinctions, they can be inverted at the
breaks in the narrative that allow for significant amounts
GM’s discretion, applying as if they were an adversity
of time to pass.
(see page 100 of the core rulebook).
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L E G AC I E S O F WA R
Beginnings
of a character from character the PC is picking up the mantle from. When
Path of Waves or
selecting a predecessor, the player will usually choose
another campaign
style that replaces their former PC, but in some cases a GM may allow other
Quinn and her group just concluded a major
ninjō or giri during options, such as choosing notable NPCs or another play-
character creation, use
arc in an ongoing campaign of Legend of the
er’s PC. When selecting a predecessor, it is important to
the campaign-specific Five Rings. During the final conflict, Quinn’s
note any Legacy template requirements that the player
substitute instead. character, Asahina Ryu, died in a blaze of
may need to meet in order to take a certain Legacy. Such
glory and sacrifice. Julien feels more connect-
requirements can be found in the Requirement field of a
ed with a favorite NPC, Bayushi Hibiki, who
Legacy template entry. The GM is always the final arbiter
retired during the last arc of the campaign,
over whether requirements have been met or not.
and asks his GM to use that character as his
predecessor. Both Quinn and Julien want
to continue playing in the group, but now Step Two: Customize Template
need to make new characters to progress in Next, the GM and the player work together to custom-
the narrative. Their GM suggests they both ize the selected Legacy template, making any relevant
use the new Legacy rules found in this sup- choices that the template provides.
plement to make characters that feel more
entwined with the ongoing story.
Step Three: Choose Name
Finally, it is time to name the newly created Legacy. By
default, a Legacy’s name is simple: Legacy of [Name of
Predecessor Character]. Of course, GMs and players are
encouraged to come up with other creative options!
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L EG ACIES O F WAR
The following are Legacy templates. Players and GMs that supports or honors the predecessor PC’s ninjō, you Only those whose
remove 3 strife. At the GM’s discretion, if you knowingly deeds are noteworthy
can work together to customize these templates or even
leave behind a Legacy.
create their own using these as an example. ignored such a chance to uphold the charge, you gain 3
Thus, each Legacy has
strife and 1 Void point instead. a requirement of some
Dreams Unfulfilled (Fire) Effects: The following apply to a character with the sort, either narrative
Dreams Unfulfilled Legacy: or mechanical, that the
A character whose ninjō went unfulfilled can be an excel- character must have
$ You are aware of your predecessor PC’s ninjō, fulfilled in their time as
lent source for a Legacy. Even though the successor PC
a PC (or notable NPC) for
likely does not share this dream to the same level the as well as anyone else it involved (although not
their successor to create
original PC did (otherwise it would simply be their ninjō), necessarily their identity if it was secret), and this a Legacy around them.
a part of them cannot help but want to work toward may lead to those people treating you favorably
supporting this goal. Perhaps if the predecessor PC was (or not) if you invoke that connection.
unable to save their love interest because of their duty, $ When making a check to relate to someone
the successor PC has a soft spot for forlorn lovers and else’s desires (such as a Performance [Fire] to
works to help them. Or maybe if the predecessor PC illicit a particular reaction from someone or a
wished to master an art but never did so, the successor Sentiment [Fire] check to understand someone’s
PC has taken up the art to honor their memory, each true ideals beneath the façade they put forth),
small achievement they make in this field feeling like you may reroll up to two dice.
a way to reconnect with their predecessor. A PC might
simply decide that they do not wish to make the same
mistake their predecessor did, living in denial of their Duty Bound (Earth)
true desires.
Requirement: The predecessor PC must have been A character whose giri went unfulfilled can be an equally
unable to fulfill their ninjō, and must not be currently excellent source for a Legacy. Again, the successor PC
pursuing it (if they are still alive but no longer a PC). likely does not have the same duty on a practical level
Types: Interpersonal, Mental (otherwise it would simply be their giri), but the suc-
cessor PC likely believes that it is their responsibility to
attend to the duty their predecessor failed to uphold,
in principle at least. For instance, if the predecessor PC
Quinn and Julien failed to protect their lord in battle, the successor PC
Create Legacies: likely views this failure as something they absolutely
7
L E G AC I E S O F WA R
8
L EG ACIES O F WAR
discretion. When your character would receive honor or more of you. At the end of a scene in which you HEROIC LIFE
glory for the selected Bushidō tenet, double the amount have interacted with one or more characters who
gained. If your character would lose honor or glory as a know of your commitment, if you were awarded If your glory would
result of failing to embody this tenet, double the amount glory, gain 1 additional glory. At the end of such drop below 29 and you
no longer benefit from
lost. The first time you lose honor or glory this way in a a scene in which you lost glory, lose an addition-
the effects of Heroic
scene, gain 1 Void point. al 2 glory instead. Life, at your GM’s dis-
Effects: The following apply to a character with the cretion you may be able
$ When making a check to make a good impres-
Hero’s Death Legacy: to regain the benefits
sion (such as a Government [Water] check to should your glory rise
show proper deference to someone of a higher to 50 or higher. Any
$ You are aware of the specifics of your predeces-
status or a Sentiment [Water] check to read the infamy disadvantage
sor character’s death and can recall the story in
room in a tense social situation to act appropri- gained as a result of
great detail (at least the way in which it was told this Legacy is retained,
ately), you may reroll up to two dice.
to you). Your connection to your predecessor however.
may cause others to view you favorably (or not,
depending on who it is) when you invoke it
Idealism (Earth) IDEALISM
with others.
$ When making a check to behave in a manner Honor represents how well a samurai believes they are If your honor would
upholding the tenets of Bushidō, and how much invest- drop below 29 and you
consistent with the tenet which your predecessor
no longer benefit from
exemplified with their death (such as a Martial ment they have in living their life by that code. To live
the effects Idealism, at
Arts [Melee] check to defend the weak or a virtuously advances one’s karma and brings a samurai your GM’s discretion
Performance check to regale an audience with a closer to achieving transcendence into Yomi, the Realm you may be able to
tale related to your tenet), you may reroll up to of Blessed Ancestors. To act in accordance with each of regain the benefits
the Bushidō tenets is the expected goal for any samu- should your honor rise
two dice. to 50 or higher. Any
rai, but how a samurai internalizes their success in this
infamy disadvantage
pursuit may not be public knowledge. Many honorable gained as a result of
Heroic Life (Water) samurai die with few knowing of their efforts, and to be this Legacy is retained,
so humble is noble in its own right. however.
A samurai’s glory represents how Rokugani society (or Requirement: The predecessor PC must have had 75
a portion thereof) views their success in the role they or more honor (their honor score need not have been
are expected to perform. One who has a reputation public knowledge).
for outstanding service to their lord or is known to be Types: Interpersonal, Mental
especially virtuous, reliable, and successful is usually Charge: At the end of a scene in which you were award-
remembered fondly for their accomplishments in their ed 1 or more honor, you remove 3 strife. At the end of a
mortal life, even long after they have gone. Individuals scene in which you forfeit or stake 1 or more honor, you
who lead heroic lives are thought to have moved one gain 3 strife and 1 Void point instead. If your honor is
step closer to earning a place in Yomi, the Realm of ever 29 or lower, you no longer benefit from this advan-
Blessed Ancestors. tage and gain an infamy disadvantage.
Requirement: The predecessor PC must have had 75
or more glory.
Types: Interpersonal, Mental
Quinn and Julien
Charge: Work with your GM to determine what ideals or
causes were the most important to your predecessor. At Create Legacies:
the end of a scene in which you were awarded 1 or more Step Three
glory, you remove 3 strife. At the end of a scene in which
you forfeit or stake 1 or more glory, you gain 3 strife and Now that both Quinn and Julien have worked
1 Void point instead. If your glory is ever 29 or lower, with their GM to determine the details of their
you no longer benefit from this advantage and gain an Legacies, they are ready to come up with
infamy disadvantage. names for their new customized advantage.
Effects: The following apply to a character with the Quinn decides to go with the suggested
Heroic Life Legacy: route of naming hers the Legacy of Asahina
Ryu, the Courageous. As Julien decides on
$ People are aware of your predecessor’s deeds his Legacy name, he thinks back to his favor-
and when you invoke your commitment to your ite moments with Hibiki and decides on the
predecessor’s Legacy, people are more likely name the Legacy of the Sly Scorpion.
to treat you with respect, but also expect much
9
L E G AC I E S O F WA R
Effects: The following apply to a character with the Notorious Scoundrel (Fire)
Idealism Legacy:
Although most would prefer to be known for their good
$ Whenever you interact with another character, deeds and heroic actions, there are those in the Empire
you instinctively know whether that character has who are renowned for the opposite. Samurai are expect-
60 or more honor (but not the exact amount). ed to uphold each of the seven tenets of Bushidō in equal
and unquestioning measure, but most groups (and even
$ When making a check in which you struggle to
individuals within those groups) tend to favor one or more
balance two or more Bushidō tenets (such as a
tenets over the others. Partiality happens, yet few would
Command [Earth] check to deliver commands to
be foolish enough to discuss it openly for fear of commit-
peasants that encompass Duty and Loyalty as well
ting blasphemy. Some samurai, however, have no fear of
as Compassion, or a Martial Arts [Earth] check to
societal repercussions: they do as they see fit to further
attack a foe with Courage and Sincerity when you
their own goals. Such individuals laugh in the face of cus-
feel uncertain), you may reroll up to two dice.
tom and courtesy, and are known far and wide for their
egregious cherry picking of the samurai code.
Inherited Connections (Water) Requirement: The predecessor PC must have had 20
or lower glory.
Many samurai have forged legacies by painstakingly and Types: Interpersonal, Mental
methodically forming connections all across the Emer- Charge: You are charged with making amends for your
ald Empire. Whether the individual is viewed positively predecessor’s actions toward certain people in their life.
or negatively, and however people know such a charac- Work with your GM to determine who your character
ter, such a person has made a name for themselves, and needs to make amends with on behalf of their predeces-
that name lives on long after they have returned to the sor, including individuals and/or groups. At the end of a
ever-turning Wheel. scene in which you have made a favorable impression
Requirement: The predecessor PC must have had five or on one of these people or groups, you remove 3 strife.
more of the following (in any combination): Ally advan- At the end of a scene in which you have left an unfavor-
tages (page 101 of the core rulebook), Support of [One able impression on one of these people or groups, you
Group] advantages (page 110 of the core rulebook), and/ gain 3 strife and 1 Void point instead.
or Bonds. During character creation, a PC must select as Effects: The following apply to a character with the
one of their advantages either the Ally [Name] advantage Notorious Scoundrel Legacy:
or Support of [One Group] advantage.
Types: Interpersonal, Mental $ Whenever you interact with another character,
Charge: At the end of a scene, if you fulfilled a social objec- you instinctively know whether that character has
tive for an intrigue, you remove 3 strife. If you have an Ally 25 or fewer glory (but not the exact amount).
[Name] advantage, Support of [One Group] advantage, or $ When making a check to win someone’s favor
Bond associated with one or more NPCs in the scene, you (such as an Aesthetics [Fire] check to create
remove 5 strife instead. At the end of a scene in which you an appropriate gift or a Sentiment [Fire] check
failed to complete a social objective, you receive 3 strife and to theorize about the best way to introduce
1 Void point instead. If you have an Ally advantage, Support yourself to one of the people your predecessor
of [One Group] advantage, or Bond associated with one or wronged), you may reroll up to two dice.
more NPCs in the scene, you gain 5 strife instead.
Effects: The following apply to a character with the
Inherited Connections Legacy: Pragmatist (Air)
$ After interacting with a character for one or For some samurai, Bushidō is simply a means to an end.
more scenes, you know with certainty whether These samurai might pay lip service to certain tenets,
they are open to friendship with you or if they but attempting to earnestly adhere to some arbitrary,
are harboring reservations (but not what those idealistic code is simply not practical. Such individuals
reservations are). believe that in order to fulfill one’s duty, one must be
willing to do what is necessary without the restrictions of
$ When making a check to win others’ approval
an uncompromising doctrine.
(such as a Games [Water] check to make flat-
Requirement: The predecessor PC must have had 20
tering comments about another player’s Go
or lower honor (their honor need not have been public
strategy or a Martial Arts [Water] check to prove
knowledge).
your prowess in a physical competition), you
Types: Interpersonal, Mental
may reroll up to two dice.
10
L EG ACIES O F WAR
Charge: You are charged with getting results just as your Effects: The following apply to a character with the
predecessor was. At the end of a scene in which you staked Secret Teachings Legacy:
or forfeited honor, remove 3 strife. At the end of a scene
in which you gained honor, gain 3 strife and 1 Void point. $ You know certain secrets of your predecessor’s
Effects: The following apply to a character with the craft. Choose one technique your predecessor
Pragmatist Legacy: knew. At any time, you may spend that tech-
nique’s XP cost to learn it.
$ Whenever you interact with another character, you $ When making a check to uphold your predeces-
instinctively know whether that character has 25 or sor’s reputation (such as a check to activate their
fewer honor (but not the exact amount). particular technique or a Theology [Void] check
$ When making a check that requires you to act to understand some aspect of their philosophy),
contrary to the tenets of Bushidō (such as a you may reroll up to two dice.
Command [Air] check to give false orders from
a superior in the best interest of the fight or a
Labor [Air] check to pretend to be a member of
a lower class in order to gather information), you
may reroll up to two dice.
11
L E G AC I E S O F WA R
LEGACIES OVER
MULTIPLE CAMPAIGNS
Creating Custom
Legacy Templates
Random Encounters
At the GM’s discretion,
when starting a new
campaign, players can
Similar to the guidance on page 137 of the core rule-
book, GMs and players have the option to create cus-
in Times of War
use PCs from a past tom Legacy templates if they are struck by an idea that GMs can use the following five tables to introduce new
campaign for Legacies
the provided templates do not cover. Legacies are elements into games in wartime settings, either through
as well (though the GM
should offer any players designed to be thematic, narrative, and a mechanical deliberate choice or random selection using a ten-sided
who do not have a past benefit that represents the relationship of the predeces- die. These tables offer ideas for plot twists while the PCs
PC a similar option, sor character to the PC. are preparing for or in the midst of a mass battle. They
such as taking on the also fit well when the PCs aren’t actively fighting but still
Legacy of a noteworthy
NPC from a prior game). Developing a Custom Template feel the effects of war.
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L EG ACIES O F WAR
1 The PCs encounter a band of goblins (and perhaps an ogre or troll as well) eager to reach the battlefield for its many corpses.
2 Wounded soldiers are being carried away from the battle, and they desperately need medical attention.
The PCs find a roadside shrine that has been overturned or defiled by marching troops. If desired, this can be expanded to
3
become a larger spiritual encounter with kami and other supernatural beings, such as gaki or tengu.
4 A pack of wolves, chased out of the battlefield area and quite hungry, emerges from the darkness.
A large group of poorly armed peasants walk toward the PCs. They are deserters from a levy raised to support the local
5
daimyō; they don’t want anyone to know this and are ready to maintain their secrets with violence.
The PCs come across a band of mercenaries who weren’t paid (or weren’t paid enough) and are leaving the battlefield area.
6
The band might be looking for new members if not all of them survived their earlier contractual dispute.
Refugee peasants huddle along the road, swept out of their farms, as the area has become the site of the large battle that is still
7
underway.
8 Troops positioned ahead are blocking the road to prevent travel into a particular area.
The kami are upset by the nearby battle, and wild weather unexpectedly arises. The terrain in this area can be considered to
9
have the Imbalanced terrain quality, if desired.
10 The kami have been frightened away by the conflict, and the terrain is devoid of all spirits.
The PCs find that a major bridge they must cross to reach their destination is in ruins, either through neglect or as a deliber-
2
ate attempt to hamper their movement.
The terrain along the road is Defiled or Imbalanced. This may not be connected to the upcoming battle, but it is still a pos-
3
sible threat to Rokugan.
4 The rations have been poisoned, and freshly so. One or more members of the marching army are enemy saboteurs!
5 The road passes through a region where kansen, corrupted elemental kami, prey on travelers.
The road ahead is washed out; moving along it in large numbers could slow the cohort or army’s arrival unless a new path
6
is found.
The PCs encounter mercenaries who are also marching toward the battlefield—but to fight on the side of their enemy.
7
These mercenaries are willing to fight for the PCs instead if the pay is better.
A loud peasant uprising is discovered as the PCs’ force marches through an area. If allowed to grow, the uprising could
8
become as dangerous a peril as the enemy army.
The PCs discover that the rations assigned to their cohort or army are less than half what they had expected. The forces
9
under their command stoically keep marching, but the PCs know they must find more food, and soon.
The road does not appear to be leading where it should, possibly due to out-of-date maps (or ones deliberately falsified).
10
The PCs must scout for a new path, and quickly.
L E G AC I E S O F WA R
1 The leader of a mercenary band hired for the battle suddenly wants more money.
2 Several omens appear, indicating that tomorrow is an inauspicious day for battle.
3 Ancestral spirits appear in the command tent, their disappointed visages clear to all.
4 One of the army’s cohorts still hasn’t arrived or arrives in such poor condition that its fighting effectiveness is diminished.
5 A gunsō reports that somehow a detachment of troops found some unguarded barrels of sake and are now quite drunk.
6 The weather is loud and violent, sure to mean that no one will sleep well tonight.
7 The army’s commander or other senior leader has become ill and may not be able to personally lead their troops.
The commander, previously not known for their eloquence, gives a stirring speech to the generals and troops. Morale is
8
higher than ever before.
9 A messenger runs up, saying that the commander has been assassinated!
Discord breaks out among rival generals over the optimal troop deployment. Even a casual look at their demands shows
10
that each favors the approach that will bring that general the most glory.
A large portion of the rations reserved for the day after the battle is discovered to be inedible or missing. It won’t affect the
1
battle, but the day after could be troublesome.
Scouts report that a nearby village the army had planned to use for supplies is empty—along with all the foodstuffs it might
2
have contained.
The commander or local daimyō has arranged for special rations on the morning of the battle. Everyone is eager to fight
3
knowing the delicacies that await them.
4 While there are plenty of rations for the troops, somehow no one remembered to pack supplies for the army’s horses.
A nearby village has blacksmiths of exceptional skill, perhaps hidden masters of the art. Even the short time available allows
5
many of the force’s weapons to be improved in minor but vital ways.
6 Medical supplies, including bandages, poultice ingredients, and other essential items, are nowhere to be found.
Rumors that some of the rations carry the Taint are circulating rapidly. Whether or not the rumors are true, panic is spread-
7
ing through the troops.
The weapons distributed to the ashigaru are found to be of exceptional quality. Morale among them rises sharply, as many
8
begin to believe they might survive the battle. Some samurai, though, are upset.
9 The iron used to shoe the horses is of poor quality, and both steeds and riders are unhappy.
The supplies arrived at the battle in fine shape, are all exactly as required, and have been distributed to the troops in a
10 highly efficient manner—all due to the efforts of a new quartermaster. Not only is morale high, but the army is ready to fight
much earlier than any of the generals thought possible.
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L EG ACIES O F WAR
Fire roars through a section of the battlefield, caused by a fire kami that became enraged or the use of substances the
1
Emperor has deemed illegal.
A young samurai fresh from their gempuku takes command of a cohort when its leader is slain, displaying exceptional lead-
2
ership skills but also provoking jealousy in older veterans.
3 Thunderstorms and heavy rain batter the region halfway through the battle, making for poor visibility and uncertain footing.
4 A cohort moves into the ruins of a collapsed outpost to gain a defensive position, but finds it already occupied by goblins.
Issues in communicating orders, perhaps due to personality clashes between senior leaders, prevent a planned flank attack
5
from taking place on time or cause a cohort to attack on the wrong flank.
6 A unit of foreign mercenaries suddenly quits the battlefield for reasons no one from Rokugan can comprehend.
7 The kami are displeased with the use of blasting powder, and the substance fizzles into steam when employed.
A mahō-tsukai, or blood magic practitioner, sees the battle as an opportunity to eliminate both sides and calls forth masses
8 of bushi skeletons and zombie peasants (page 321 of the core rulebook) to devastate the living. This might push both forces
to reconcile and fight as one.
Sharp rocks fall from the sky, possibly due to a shugenja’s badly performed invocation. Warriors on all sides are sustaining
9
wounds that outpace those from combat.
A unit of ashigaru displays unexpected prowess; it turns out that their senior member is actually a rōnin who left their
10
daimyō rather than carry out dishonorable orders.
15
L E G AC I E S O F WA R
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L EG ACIES O F WAR
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L E G AC I E S O F WA R
Credits
EXPANSION DESIGN AND Tim Huckelbery with MANAGING ART DIRECTOR Tony Bradt
Max Brooke
DEVELOPMENT
QUALITY ASSURANCE Zach Tewalthomas
WRITING AND ADDITIONAL DEVELOPMENT SPECIALIST
Lisa Farrell, Dustin Hall, Josiah “Duke” Harrist, STUDIO APPROVAL Jim Cartwright
and D.G. Laderoute COORDINATOR
EDITING Christine Crabb VISUAL CREATIVE DIRECTOR Brian Schomburg
Emily Reiner
PROOFREADING SENIOR PROJECT MANAGER John Franz-Wichlacz
LEGEND OF THE FIVE Daniel Lovat Clark and HEAD OF STUDIO Chris Gerber
RINGS STORY REVIEW Tyler Parrott
PLAYTESTERS
CREATIVE DIRECTOR Katrina Ostrander
Roger Ashton-Winter, Cady Belicki, Joe Belicki, Howard
OF STORY AND SETTING
Brandon, Martin Brimacombe, Ernie Brow, Lucinda Charles,
EXPANSION GRAPHIC DESIGN Joseph D. Olson Stephen Calomino, Lachlan Conley, Nicole Conley, Sam Davies,
Zak Estrada, Jon Ferenczy, Jim Friedman, Adam Fry, James
GRAPHIC DESIGN MANAGER Mercedes Opheim
Gibson, Marty Hehman, Matthew Hehman, Stephen Hehman,
FRONT COVER ART Diego Gisbert Llorens Laura Heilman, Sean Holland, Ian Houlihan, Brian Lewis,
James “Jamie” Lewis, Fraoncois Martinez, Michael Molyneaux,
BACK COVER ART Pavel Kolomeyets
Tom Nys, John Pope, Dan Pritchard, Kyle Pritchard, David
INTERIOR ART Robotham, Karol Rybaltowski, Tony Somerville, Jon Stachon,
Francesca Baerald, Calvin Chua, Lin Hsiang, Marie Stachon, Erik Strijbos, Joris Van der Vorst, John Vilandre,
Jeff Lee Johnson, and YuDong Shen Kris Van Beurden, and Thomas van den Berg
© 2021 Fantasy Flight Games. Legend of the Five Rings, the L5R logo, and the white FFG logo are trademarks of Fantasy Flight
Games. Fantasy Flight Games and the blue FFG logo are registered trademarks of Fantasy Flight Games.
For more information about the world of Rokugan and Legend of the Five Rings, visit us online at
www.FantasyFlightGames.com/en/Legend-of-the-Five-Rings-Roleplaying-Game
TM
NOVELLAS
Dive into the land of Rokugan with Legend of the
Five Rings novellas, available from your local
retailer or our website. Each novella comes in a
physical format and makes a fantastic addition to
your Legend of the Five Rings collection. With a
focus on character drama and political intrigue,
these hardbound novellas chronicle the adventures
of your favorite Legend of the Five Rings
characters for roughly one-hundred pages—long
enough to take a number of surprising twists and
turns, but short enough to read at a fast clip.
FANTASYFLIGHTGAMES.COM
© 2021 Fantasy Flight Games. Legend of the Five Rings and the FFG logo are ®/TM of Fantasy Flight Games.
®
PRESENTS
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NOVELS
Visit unexplored corners of Rokugan with the ongoing
range of full-length novels from Aconyte Books.e
Night Parade of 100 Demons sees samurai from two
rival clans join forces to investigate a lethal supernatural
mystery. In Poison River, indolent Crane Clan aristocrat
Daidoji Shin discovers a hitherto unrevealed talent for
detection. Curse of Honor reveals a dark new threat that
is challenging samurai ffrom the Crab Clan. Available
from all better bookshops, game stores and online, in
trade paperback and ebook formats. ACONYTEBOOKS.COM
Aconyte and the Aconyte logo are registered trademarks of Asmodee Group SA.
LEGACIES OF WAR
Will you walk the same
path as your ancestors?
The samurai of the Great Clans know
that the triumphs and tribulations of their
predecessors have guided them to this
moment in history, but it remains for each
individual to determine their final destiny.
Legacies of War expands Blood of the
Lioness with supplemental rules to create
links between player characters past and
present, as well as other tools for game
masters suitable for enriching the drama
unfolding at the Castle of the Swift Sword.
These supplemental rules can also be
used in other Legend of the Five Rings
Roleplaying Game campaigns that focus
on warfare and intergenerational sagas.