Heroes of Rokugan I
- Plans and Storyline Development - A Discussion
- Satsume's Tournament
- Kitsuki Evidence
- A Chance Meeting
- Spiritual Presence
- Legacy of the Dark One
- Winter Court: Kyuden Asahina
- The Face of Fear
- Arrows From the Woods
- Evil Feeds Upon Itself
- A Mantis and His Rat
- The Falling Darkness, Soul of Iuchiban
- The Ties that Bind
- The People's Expense
- Occult Murders, Soul of Iuchiban
- Lies, Lies, Lies
- Drawing Out the Darkness, Soul of Iuchiban
- A Foreign Legacy
- A Magistrate's Duty, Soul of Iuchiban
- Fury of the Elements
- To Do What We Must
- Winter Court: Kanrinrin's Duty, Soul of Iuchiban
- The Fate of a Hantei, Soul of Iuchiban
- Smoke and Mirrors, The Lion and the Crane
- A Hidden Blade, The Lion and the Crane
- Treachery and Deceit
- Winter Court: Shiro Kyotei
- Ancestral Dictate, The Lion and the Crane
- A Heart of Vengeance, The Lion and the Crane
- Soul of Akodo, The Lion and the Crane
- Darkness Beyond Darkness, Shadow's Path
- The Chrysanthemum Festival, The Lion and the Crane
- Kuro's Fire
- Duty on the Wall
- Fist of the Earth, Shadow's Path
- Day and Night
- The Scorpion's Sting
- Flower's Kiss
- In Time of War
- Winter Court: Shiro no Kaiu
- Proposal of Peace
- Way of Deception
- A Walk Through the Mountains, Shadow's Path
- Narrow Ground
- Peasant Defense
- The Price of Loyalty
- Dark Eyes on the Wall
- Tao of the Naga
- The Cost of Duty
- Storm and Forest
- Stain Upon the Soul
- Command of the Kami
- The Jade Championship
- Twisted Forest
- Funeral Pyre
- Time to Pay the Price, Shadow's Path
- Damning Evidence, The Hidden Temple
- Test of Courage
- Winter Court: Kyuden Bayushi
- Corrupted Ground, Shadows of an Iron Citadel
- A Question of Honor, Shadows of an Iron Citadel
- A Last Wish, Shadows of an Iron Citadel
- Blood of Midnight, Shadow's Path
- Fires of Retribution, The Hidden Temple
- Faith in My Clan
- Along the Coast at Midnight
- Unmaker's Shadow, Shadow's Path
- The Dragon's Heart, The Hidden Temple
- Time of the Void
- The Day of Thunder
Heroes of Rokugan II
- Plans and Preparation
- The Topaz Championship
- Treacherous Terrain
- Writ of Justice
- Tears of a Fox's Heart
- Wrath of the Kami, Remorseful Seppuku
- Unrequited Love
- Devoured by the Sea
- Scholarship, Remorseful Seppuku
- Uncertainty
- Unquiet Graves, Remorseful Seppuku
- Way of Death
- The Sapphire Tournament
- Bloom of the White Orchid
- The City of Lies
- The Bon Festival
- Stolen Relics
- Forgotten Shrine, Remorseful Seppuku
- A Say's Sail, Shipping Lanes
- Charge of the Baraunghar
- The House of a Thousand Stories
- Winter Court: Shiro Hanagensai
- In Search of the Future
- Compassion, The Code of Bushido
- Bayushi Lineage: Fathers and Sons
- Unexpected Find
- Legacy of My Ancestors, Shipping Lanes
- Corrupt Officials
- Grave of Heroes, Ominous Portents
- Voice of the Emperor, Ominous Portents
- Imperial Funeral
- Test of Purity, Ominous Portents
- Essence of Yume-do
- Shadows on the Court
- Strength From Weakness, Twenty Goblin Winter
- City of the Lost, Twenty Goblin Winter
- Failure of Courage, Twenty Goblin Winter
- Kharmic Vengeance
- Sleepless Nights
- Honesty, The Code of Bushido
- Journey to the Burning Sands
- The Tortoise and the Hare
- Harsh Lessons
- A Champion's Heart
- Corrupted Region, Shipping Lanes
- Unexpected Betrayal
- Courage, The Code of Bushido
- City of Empty Dreams
- Campaign Fiction: Scenes from the Empire, Summer 1502
- Secluded Village
- Cursed Gift
- Touch of Obsidian
- The Siege of Shiro Usagi
- Campaign Fiction: The Seppuku of Bayushi Tenkai
- Retirement
- Shadows of Beiden
- Into the Darkness
- Heated Discussion, The Code of Bushido
- Campaign Fiction: Scenes from the Empire, Autumn 1502
- Broken Words
- Assigning Blame
- Winter Court: The High House of Light
- Winter Court: Shiro no Shosuro
- Duty and Honor, The Code of Bushido
- The Cherry Blossom Festival
- Campaign Fiction: Scenes from the Empire, Spring 1503
- Undignified Death
- Loyalty, The Code of Bushido
- Marriage Celebration
- Fall Before the Master
- Border Conflict
- Campaign Fiction: A Summer of War, Parts 1-4
- Nemesis of Justice
- Summoned to Justice
- Essence of Toshigoku
- Doom of the Crab
- The Hidden Heart
- A Long Journey, Shipping Lanes
- Allegiance to the Emperor
- Campaign Fiction: A Summer of War, Part 5 and 6
- Contest of Artistry
- Reverence for Chikushudo
- Masterpiece: Iron Crane Chef
- Mujina Tricks, Remorseful Seppuku
- Spider's Lair
- Words and Deeds
- The Final Interactive: Weekend in Rokugan 2010
- Campaign Fiction: Brother and Sisters
- A Fallen Friend
- Truth and Falsehood
- A Hard Rain Will Fall
- An Arranged Marriage
- Whispers of the Moon
- Fate of the Assassin
- March Unto Death
- Celestial Journey
- Words Cut Like Steel
- To the Last Breath
L5R Homebrew
- A Root Problem: Conflicting Themes
- Power Levels and Power-Creep
- Defense Versus Offense
- Raises
- Narrative Control Mechanics
- Wounds and Death Part 1
- Thugs Versus Characters
- Dueling
- Wounds and Death Part 2
- Schools, Techniques, and Kata Part 1
- Spells and Secrets
- Schools, Techniques, and Kata Part 2
- ➔ What's with these Shugenja, anyway? br>
- Unofficial 5th Edition
What's with these Shugenja, anyway?
Talking about the problems with shugenja, as I have in several of these essays, raises the question: Why does L5R have Shugenja at all? After all, there’s nothing resembling them in the history or mythology of Japan.
According to John Wick, when AEG designed the original L5R CCG they decided early on that they wanted to have spells and spellcasters in the game. So they put in spell cards with pseudo-Asian names (“Path to Inner Peace”) and borrowed the name “shugenja” and the associated concept of “elemental” magic from the old early-80’s RPG Bushido. Like all John Wick stories, this should be taken with a few grains of salt… but it does seem to be true that L5R’s depiction of “shugenja” as magical priests casting elemental spells came from Bushido.
(BTW, this explains why I once had a player in Heroes of Rokugan who complained bitterly whenever Rokugani politics affected the campaign – he hated Clan conflicts and metaplot, and said he was only playing HoR because it was “the closest I can get to a Bushido game.” I found this puzzling at the time, but it makes a lot more sense knowing that L5R magic was re-skinned Bushido magic.)
Where did that game come up with it? For a long time I thought they had created both the name and the concept from whole cloth, but it turns out that “shugendo” is an ancient sect of Japan’s syncretic religious tradition, and a “shugenja” is simply a practitioner of that particular sect. So the L5R convention that “shugenja means priest” turns out to be more-or-less accurate. Presumably, the designers of Bushido had a book on ancient Japanese religion and plucked the term “shugenja” from there. The “elemental” magic itself, however, seems to have been their creation, and was then copied by L5R.
Once the L5R RPG came along a couple of years after the CCG, the writers and designers did their best to make the spell-slinging Shugenja and their fantasy-elemental magic fit into Rokugan’s pseudo-Japanese world, history, and mythology. To their credit, they did a pretty decent job of it, although their efforts were gradually undermined by later stories and game mechanics that escalated Shugenja into a super-powerful wizard/cleric fusion.
There was a part of me, even when I was actively writing and designing for L5R, that wanted to dump Shugenja from the setting completely. They had become such an out-of-control story element, such a cheap answer to every sort of problem (e.g. the massive damage from the War of Dark Fire and the subsequent Destroyer War was repaired in just a few years, with Story Team explaining this as “because shugenja!”), and so unbalancing and plot-disrupting to the RPG that I secretly dreamed of reworking L5R into a setting more closely rooted in the mystical/religious world of historical Japanese and Asian history. Of course, I knew that was impossible – neither AEG nor the L5R fanbase would allow it – so my next-best option was what I described in the earlier articles here: scaling back the Shugenja magic as much as I could, to at least get back to something like the more low-fantasy feel of 1st Edition.
Now that I’ve moved into the domain of Homebrew, however…
So what would a truly setting-authentic version of magic look like for L5R?
For inspiration, I suggest watching a Japanese movie called “Onmyoji,” depicting a ritual alchemist/occultist in the Heian era. The protagonist, loosely based on a real historical figure from that time period, employs esoteric knowledge, mystical wards, and exorcism rituals – the actual traditions of ancient Japan’s “onmyodo” – to overcome various supernatural threats such as ghosts and demonic possessions. It’s a far cry from L5R’s spell-slinging Shugenja wizard-priests.
How would one represent Onmyoji and their powers in L5R? The previous discussion of emulating FFG’s new design and dividing L5R magic into “Invocations” and “Rituals” offers a quick-and-dirty solution: get rid of Invocations completely and only allow Rituals, which would be the domain of the Onmyoji.
(It may be noted that this approach would also mean getting rid of almost all Kihos, although Monks might be permitted in compensation to have access to Rituals, as well as to have martial-arts Techniques.)
A GM willing to put more detailed effort into the project could tweak and adjust the available Rituals to be closer to Japanese historical religion and mysticism. For instance, one of the striking absences from the L5R version of magic is exorcisms and other forms of spiritual purification, which were hugely important in ancient Japan (and are still a “thing” in Japan even today). I added the Toritaka Exorcist Path in 4th Edition specifically to try to counteract this somewhat. A more authentic Onmyoji-style approach to magic would put such themes front-and-center, with an assortment of exorcism and spiritual-purification Rituals of varying power and intent.
One of the things I like about this whole approach, aside from the greater setting authenticity, is how it would impact the game’s action scenes and, especially, the depiction of the Shadowlands. Samurai would take pride-of-place in fights, which they should, and the Onmyoji would have to learn Weapon Skills in order to contribute. Shadowlands opponents would become much more frightening when there are no convenient Jade Strikes – magical solutions to the Taint would now be elaborate rituals that take many minutes to perform, with the bushi guarding the Onmyoji in the meantime. And Maho – which is both quick and easy to use, and quite powerful – would be restored to its proper place as both terrifying threat and insidious temptation.