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Legend of the Five Rings Core

Rulebook 5th Edition Max Brooke


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Credits
GAME DESIGN AND DEVELOPMENT Max Brooke and Katrina Ostrander

ADDITIONAL DEVELOPMENT
Marie Brennan, Daniel Lovat Clark, Robert Denton III, Sean Holland, D.G. Laderoute, Jason Marker, Annie VanderMeer Mitsoda,
Mari Murdock, Neall Raemon Price, Gareth-Michael Skarka, Ree Soesbee, and Thomas Willoughby

EDITING Christine Crabb

PROOFREADING Dixie Cochran, Tim Cox, Tim Huckelbery,


Dave Johnson, and Brandon Perdue

RPG MANAGER Sam Stewart

GRAPHIC DESIGN Michael Silsby with Chris Beck

GRAPHIC DESIGN MANAGER Christopher Hosch

FRONT COVER ART Shawn Ignatius Tan

BACK COVER ART Alayna Lemmer

INTERIOR ART
Sheila Amajida, Sabbas Apterus, Steve Argyle, Soshi Aoi, Drew Baker, Lukas Banas, Sergio Camarena Bernabeu, Mauro Dal Bo, Cassandre Bolan,
Hannah Boving, Caravan Studios, Billy Christian, Calvin Chua, Senfeng Chen, Leanna Crossan, Carlos Palma Cruchaga, John Donahue, Jason Engle,
Shen Fei, Alexander Forssberg, Tony Foti, Felipe Gaona, Kevin Zamir Goeke, Lin Hsiang, Aurlien Hubert, Amélie Hutt, Giby Joseph, B.D. Judkins,
Daria Khlebnikova, MuYoung Kim, Pavel Kolomeyets, Olly Lawson, Diego Gisbert Llorens, Antonio Jos Manzanedo, Diana Martinez, Joyce Maureira,
Immar Palomera, Borja Pindado, Polar Engine, Oscar Romer, Eli Ring, Fajareka Setiawan, Yudong Shen, Adam Schumpert, Kim Sokol, Kathryn Steele,
Filip Storch, Darren Tan, Shawn Ignatius Tan, Wisnu Tan, Tropa Entertainment, Pavel Tomashevskiy, Magali Villeneuve, Le Vuong, and Scott Wade
ART DIRECTION Crystal Chang and Andy Christensen

MANAGING ART DIRECTOR Melissa Shetler

QUALITY ASSURANCE COORDINATOR Zach Tewalthomas

PRODUCTION MANAGEMENT Jason Beaudoin and Megan Duehn

VISUAL CREATIVE DIRECTOR Brian Schomburg

SENIOR PROJECT MANAGER John Franz-Wichlacz

SENIOR MANAGER OF PRODUCT DEVELOPMENT Chris Gerber

EXECUTIVE GAME DESIGNER Corey Konieczka

PUBLISHER Andrew Navaro

PLAYTESTERS
Ed Allen, Charles Andrew Bates, Will Bebout, Jeff Beck, Steven Belcher, Blake Bennett, Michael Bernabo, Craig Bishell, John Bradford,
Simon Butler, Dave Cain, Amanda Capar, Gene Capar, Paul Casagrande, Hwan-yi Choo, Lachlan Conley, Sean Connor,
Nick Corlett, Sean Corley, Rebecca Corner, Kenneth Cromack, Erik Dahlman, Kaitlin Davies, Sam Davies, Sydney Delp, Jordan Dixon,
Chris Doyscher, Emeric Dwyer, Chris Eckes, Andrew Fischer, Martin Flanagan, Corey Fox, Ryan Fox, Benjamin Fribley, James Gibson, Erin Golden,
Matthew Harkrader, Laura Heilman, Alyc Helms, Ian Houlihan, Bill Hrenchuk, Michael Hurrel, Jesse Huston, Brandon Jackson, Fred Janney,
Lawrence Keohane, Jon King, Keesjan Kleef, Jackie Laderoute, Skyler Latshaw, Chris Lavin, Michael Lawrence, Jamie Lewis, Adrienne Lipoma,
Michael Lori, David Lowe, Thom Lynch, Tristan Maclaurin, George Maney, Pim Mauve, Mark McLaughlin, Branislav Micko, Jamie Morgan,
Arwen McNierney, James McNierney, Ryan Miner, Steve Mumford, Russell Needham, Jeff Neppl, Annete Nepomucenoi, Kyle Niedzwieck,
Joanna Olsen, Mercedes Opheim, Tom Ornsby, Ciaran O’Sullivan, Sebastien Pacetti, Stacey Peterson, Stephen Pitson, John Pope, Alex Porter,
Philip Quine, Rome Reginelli, Wilson Richardson, Jeff Rubinoff, Alan Russel, Rico Saucedo, Tim Schulz, Valerie Scott, Wendy Shaffer, Katie Shannon,
Emily Sheriff, Jody Simpson, Peter Smigelski, James Spell, Ryan Stevens, Max Stringer, Nathan Stringer, Daniel Tickle,
Jacob Tighe, Regine Mualla Tighe, Matt Tyler, Nicholas Vale, David Vetrovec, Jan-Cees Voogd, Joris Voogd, Kris Weavill,
Aiden Wells, James White, Aric Wieder, Dawn Wildfong, M. Dameion Willis, Stefanie Wiltse, Andrew Wolf, and Aaron Wong

Special thanks to Nikki Arcand, Kory Hook, Josh M. Lease, Ryan Lee, Tyler Parrott, Costya Perepelitsa, Jim Quam, and Chris Weinberg

Original Legend of the Five Rings game and property created and designed by John Wick and David Williams.

FANTASY Fantasy Flight Games


1995 West County Road B2
FLIGHT Roseville, MN 55113
GAMES USA

© 2018 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 FFG logo are registered trademarks of Fantasy Flight Games.

ISBN: 978-1-63344-340-2 Product Code: L5R02 Printed in China

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
Table of Contents

6 INTRODUCTION 171 CHAPTER 4:


Techniques
6 The World of Rokugan
9 Samurai and Society 172 What are Techniques?
10 The Celestial Order 174 Kata
12 A Samurai’s Life 182 Kihō
14 The Land of Ten Thousand Fortunes 189 Invocations
16 The Great Clans 212 Rituals
18 The Minor Clans 214 Shūji
224 Mahō
20 CHAPTER 1: 226 Ninjitsu
Playing the Game
228 CHAPTER 5:
20 Goals of the Game Equipment
21 Custom Dice
22 Making a Check 229 Samurai and Money
26 Additional Rules for Checks 230 Weapons
28 Using Opportunity 238 Armor
29 Using Strife 240 Item Qualities
32 The Character 242 Personal Effects
35 Skill Ranks
37 Honor, Glory, and Status 246 CHAPTER 6:
Scenes and Conflicts
38 Ninjō, Giri, and Complications
246 Game Sessions
40 CHAPTER 2: 247 Scenes
Creating a Character 247 Narrative Scenes
41 The Game of Twenty Questions 248 Downtime Scenes
41 Part I: Core Identity (Clan and Family) 249 Conflict Scenes
56 Part II: Role and School 254 Intrigues
88 Part III: Honor and Glory 258 Duels
92 Part IV: Strengths and Weaknesses 262 Skirmishes
93 Part V: Personality and Behavior 265 Silhouette, Range Bands, and Terrain
95 Part VI: Ancestry and Family 268 Harm and Healing
95 Part VII: Death 271 Conditions
97 Experience Points and Character Advancement 274 Mass Battles
99 Advantages and Disadvantages
100 Using Advantages and Disadvantages in Play 281 CHAPTER 7:
The Game Master
101 Specific Advantages
116 Specific Disadvantages 282 The Role of the GM
137 Creating Custom Advantages and Disadvantages 296 Running the Game
300 Using Social Attributes
140 CHAPTER 3: 306 Alternative Campaign Styles
Skills
141 Skills and Checks 308 CHAPTER 8:
Non-Player Characters
141 Skill Groups
141 Breakdown of a Skill 309 NPC Profile Breakdown
142 Choosing Skill Group, Skill, and Approach 312 Sample NPCs
145 Artisan Skill Group 330 Glossary
150 Social Skill Group 333 Index
154 Scholar Skill Group
160 Martial Skill Group
165 Trade Skill Group

3
27th Day of the Month of Togashi, 1118, in a private garden of the Esteemed Palaces of the Crane

Doji Hotaru was no actress, but she was the one dis- “Please, continue,” Hotaru offered. “Tell me of how
sembling now. Lady Sun poisoned her husband with sake to secret away
“Since the beginning of time, Lord Moon has chased her youngest from the fate of his siblings.” She grinned.
Lady Sun about the world,” said Lady Kachiko as she “Poison is so strong a word,” Kachiko protested.
swept her fan in an arc overhead. “One day, he caught “So you say,” Hotaru looked mock askance at Kachiko.
her, and as her light faded, the curtain fell on the age Their levity belied Kachiko’s near-fatal brushes with poi-
of the ancient races.” Kachiko closed her fan slowly in son: by luck—or was it fate?—Hotaru had intercepted and
a false eclipse. “Over the course of countless seasons, dispatched one would-be assassin before it was too late.
Lady Sun gave birth to nine children: Hida, Doji, Togas- Kachiko continued the tale of how Lady Sun wept
hi, Akodo, Shiba, Bayushi, Fu Leng, and Hantei.” to see her children devoured so, and her tears fell to
Hotaru kept her face still and hands politely fold- earth as crystal and jade. She trained Hantei in the mar-
ed over her lap at the mention of the ninth Kami, the tial arts so that one day, he could confront his jealous
founder of the Imperial house. Whatever it was the father. When Hantei and Lord Moon finally did battle, it
Scorpion Clan was plotting concerning the Emperor, it shook the very heavens. At last, Hantei sliced open his
would surely not benefit her clan, the Crane. father’s belly, and the rest of his siblings tumbled out.
“Lord Moon knew that any children whose veins They fell from the sky to Seppun Hill, the site of the
carried both elements of Sun and Moon would grow future Imperial capital, save for one.
to be greater than he, and so, despite the protests of Lord Moon reached out at the last moment and
Lady Sun, he swallowed the children, one by one.” grasped Fu Leng. Hantei swung his sword one last time
“You do not deserve to wield Shukujo. The clan and severed his father’s very arm. Fu Leng tried to grab
cannot afford a weak champion. You must prove your- ahold of Hantei, and they both fell. Plummeting down-
self a worthy heir, first.” Though Lord Satsume may ward, Fu Leng plunged through the earth to Jigoku itself,
have been far away from Doji Palace, her father’s voice where he was lost. The blood from Lord Moon’s wound
filled her head as if he stood by Hotaru’s side. fell to the ground, where it solidified into obsidian. In
I will prove myself, father. Discerning the nature of some places, the blood mixed with Lady Sun’s tears, and
the Scorpion’s scheme from Kachiko, one of the most from that mingling came the first men and women.
infamous manipulators of the Scorpion Clan, would be The other Kami wept for their brother, but they had
nigh impossible. But Hotaru had no other choice but to other concerns. No longer immortal, they shared the
try, even if it meant betraying Kachiko’s trust. mortal realm with human beings. The Kami resolved to
“Shall I continue?” came the Scorpion’s velvet voice. teach and guide these humans, and they held a great
From her seat on the veranda, Hotaru locked eyes tournament to see who would lead those who lived in this
with Kachiko through the delicate black silk of her mask. land they dubbed Rokugan. Lady Shinjo outpaced Lord
The woman’s robes were a midnight crimson shadow Hida, but she was outwitted by Lord Bayushi. Lord Shiba
cast against the whiteness of the gravel courtyard gar- saw through his twin Bayushi’s trickery, but was overcome
den. The frost-tipped pines swayed softly in the wintry by Lady Doji’s grace. Lord Akodo defeated Lady Doji, and
breeze, and the gray clouds overhead threatened snow. when he turned to fight Hantei, he nearly lost himself in
“I am sorry that my performance is so lackluster that his battle fury. Hantei turned Akodo’s rage against him,
your attention should drift,” Kachiko pouted. and emerged victorious. Meanwhile, Lord Togashi looked
On the contrary, Hotaru wanted to say, you are per- on from the sidelines, having foreseen the outcome.
forming too well, sending my thoughts spiraling away from After his coronation as Emperor, Hantei charged each
myself. Is it on purpose? Am I just another fool for her to of his siblings with a different task: Hida would guard
play off of? No, I’m the one who’s going to use her now. against the growing darkness beyond the southernmost
“Not at all,” Hotaru inclined her head in respect. lands. Doji would foster the arts and keep the peace
“Your narration is flawless. There are few actors who between them all. To defend Rokugan, Akodo would
would even attempt to recite ‘The Children of Sun and lead great armies. Shiba would tend to the land’s spirits
Moon,’ but the entire court is looking forward to your and the Empire’s soul. Upon Bayushi the Emperor placed
performance of it in the coming weeks.” a heavy burden: to do what Hantei could not dirty his
Kachiko put on a show of demurring. “I am sure that is hands with. Always restless, Shinjo would venture beyond
not true. It is for that very reason that I thought you might the Empire’s borders to scout for any threats yet to come.
be able to give me your opinion, oh poet of the Crane.” Mysteriously, Togashi retreated to the mountains, where
It was a flimsy excuse for them to meet in private, and he would watch over the Empire from afar.
they both knew it. But it was only away from the eyes and But not long after the Kami had begun to order the
ears of the court that they could forsake appearances and world and formed clans with their earliest followers, Fu
pretend they were not bitter enemies for a time. Leng emerged from his subterranean lair. The corruption

4
of Jigoku had spread from the hole in the earth to the “Kachiko,” she began, moving closer and unfurling
surrounding lands, and demons followed in his shadow. her umbrella to protect them both from the cold wind.
Kachiko’s face hardened into hatred tinged with “Do you believe the prophecies of the Order of the
sadness. “‘Why did you not invite me to compete in Seven Thunders? That after a thousand years, the cycle
your great tournament?’ Fu Leng asked Hantei.” Fury will repeat, and the Thunders will return?”
flashed like lightning in her eyes, driving away any hint Kachiko stood very still, waiting for the words that
of sorrow. “‘I could have easily beaten any of you.’ The hung unspoken in the air. Her face softened.
Kami looked upon their fallen brother and saw that he “Because I would fight by your side,” Hotaru whis-
had been twisted with jealousy and desire. pered. The wind gusted, sending a chill up her spine.
“‘We did not know of your fate—we thought you Kachiko placed a hand on the handle to help steady
lost, poor brother. But now—now, we see that you truly the umbrella, and looked up at her. It was the first time
are,’ declared Hantei.” Kachiko slid into a new role, Hotaru could remember that she had seen the unshak-
her back straightening with imperious authority. “‘You able woman look truly vulnerable.
are marked by Hell, by Jigoku, and will only lead these Hotaru could not pretend to be heartless, could not
human beings to their doom.’ scheme as the Scorpion did. And she would not betray
“‘Lies! You did not even think to search for me when Kachiko. “I know I cannot ask this of you.” Who would
I fell. You are the one unfit to rule over these mortals, dare ask her to betray her clan? But I must. And in so
you who would not even aid your own kin. I challenge doing, place my honor in her hands. “But would you
your claim!’ Fu Leng cried out. help me now?”
Kachiko allowed Hantei’s character a glimpse of
sadness before steeling his resolve. “Hantei consid-
ered this, and accepted the duel. ‘I shall name Togashi
as my champion.’
“Togashi stepped forward, pain etched across the
face that was, at all other times, inscrutable.
“‘Pick a weapon, brother,’ Fu Leng
offered. ‘Now you will learn what I know
about destiny.’
“Togashi replied, ‘I choose as my
weapon all that lives in Rokugan.’
“‘So be it!’ Fu Leng declared. ‘I
shall bring the armies of Hell to bear
against your foolish followers, and
they shall see which of us is stronger,
which of us deserves to rule.’
“And thus began the War Against
Fu Leng.”
The war when the ancestral sword
of the Crane, Shukujo, was nearly lost. Hotaru’s
ancestor, Doji Konishiko, had been one of the
seven mortal Thunders who were finally able to
defeat Fu Leng with the guidance of Shinsei, the
Little Teacher. Konishiko had fought alongside the
actress Shosuro, Kachiko’s forebear, as well as the
shugenja Isawa, the berserker Matsu, the duelist
Mirumoto, the battle maiden Utaku, and the war-
rior Hida Atarashi.
One thousand years had passed. One day, it
would fall to Hotaru to wield Shukujo. If only she
could prove herself to her father.
At last, the snow began to fall. Hotaru
gathered her paper umbrella and rose from
her seat.
I N T R O DUC T I O N

Welcome to Roleplaying in the Emerald Empire


It is an era of sudden change and upheaval in Rokugan.
Mortal schemes, natural calamities, and celestial turmoil
WHAT IS needed to play?
alike have disrupted the political, military, and spiritual Much of a roleplaying game is conducted in the play-
equilibrium of the land. Long-simmering rivalries and ers’ imaginations, but there are a few physical materials
fresh betrayals ripple through the courts and on the that greatly facilitate play. You’ll want at least one copy
battlefield. The Chrysanthemum Throne is beset by of this core rulebook, pencils or pens, notebooks or
threats from without and within, and the honor of the scrap pieces of paper, and enough copies of the char-
seven Great Clans shall be put to the test. Who among acter sheet found on www.FantasyFlightGames.com
the clans will prove strong enough to guide Rokugan in for each player to have their own.
these tumultuous times? Will their names be lifted up The Legend of the Five Rings Roleplaying Game
beside those of the honored ancestors, or will they fall also makes use of special, customized L5R Roleplaying
among the ranks of the Empire’s most infamous villains? Dice to arbitrate the game’s conflict resolution system.
In the Legend of the Five Rings Roleplaying Game,
$$ Packs of Legend of the Five Rings Roleplaying
players take on the roles of individual samurai whose
Dice are available for purchase at local hobby
honor and loyalty will be put to the test. These samu-
game retailers or can be ordered online from
rai serve their lords as warriors, courtiers, priests, or
Fantasy Flight Games.
monks and embark on adventures filled with drama,
suspense, humor, romance, and horror. All the while, $$ Each Legend of the Five Rings Beginner Game
they must grapple with their human emotions and comes with a set of dice.
choose between following their heart’s desire or doing $$ Fantasy Flight Games offers a Legend of the Five
what society—and the Code of Bushidō—demands of Rings Dice app for iOS and Android devices.
them. These personal stories of triumph and tragedy
will reverberate across the Emerald Empire and shape However, if these dice are not available, a chart
the very future of Rokugan. on page 23 shows how players can instead use stan-
The Legend of the Five Rings Roleplaying Game dard six-sided and twelve-sided dice, which are readily
provides players and game masters with the tools to found at most hobby game retailers.
tell stories of samurai drama within the Emerald Empire.

The World of Rokugan


The following pages contain rules for creating charac-
MATURE THEMES
ters sworn to serve one of the seven Great Clans and for
The setting of the running game sessions filled with intrigue and conflict. A
Legend of the Five Rings wide variety of skills, techniques, distinctions, and more The Emerald Lands, or “Rokugan” in the tongue of
Roleplaying Game allows players to customize their characters mechanical- its people, comprise a vast, majestic countryside
grapples with mature
ly and narratively. The custom dice mechanics enable that stretches nine hundred miles from the pine val-
and sensitive themes,
ranging from suicide players to contribute to the unfolding story and deter- leys and snow-capped peaks of the Great Wall of the
and drug use to forced mine whether their character succeeds, by how much, North mountains at one end, to the austere Carpenter
marriage, violence and and how much it will cost them. And the fantastical Wall standing vigil along the country’s desolate south-
horror themes, as well feudal setting of Rokugan provides a rich tapestry of ern border. Beyond the Wall lies the Shadowlands, a
as the dehumaniza-
tion of certain castes,
majesty and wonder where these stories can unfold. blighted land tainted by the influence of Hell itself, and
classes, and nations of dangerous for even the most legendary heroes to step
people. The rest of this WHAT IS A foot within. At its widest point, Rokugan measures six

ROLEPLAYING GAME?
book and the remaining hundred miles, from the Sea of the Sun Goddess in the
products in the line will
east to the Burning Sands in the west. Within its bor-
engage with those top-
ics frequently, so reader A roleplaying game (RPG) is an exciting cooperative ders, bountiful plains ripple gold in the sunlight, and pri-
discretion is advised. storytelling experience. Each player takes on the role mordial forests hide mysterious spirits and dangerous
Additionally, we encour- of a fictional character and decides what that character creatures. Hot springs straddle mountain ranges and
age individual groups hills laden with precious gems and minerals. Countless
would think, say, do, and feel in dramatic situations!
to determine which
elements of the setting Like many games, it has rules, components, and dice to rivers, lakes, and streams wend their way toward the
they engage with in the help describe and resolve those situations. Unlike most ocean, where fish, seaweed, and pearls are netted by
stories they tell. See games, an RPG has no winner or loser and no oppos- divers and fishermen. Crimson torii mark the gateway
Who’s in Charge Here? ing teams. If everyone has fun and enjoys the resulting to sacred spaces, which exist alongside the sprawling
on page 282 for more.
story, then everyone wins! cities and huddled hamlets of human civilization.

6
INT R O DU CT IO N

Each of the seven Great Clans presides over a dif-


ferent corner of the Empire, protecting the natural har- A Guide to
mony of the land and the kami that dwell there. Shrines
and temples dot the landscape, marking places of spir-
Pronunciation
itual power and contemplation. Fortifications large and Throughout this book, you’ll encounter words
small protect roads, bridges, mountain passes, and the from the Japanese language, which is the basis
domains of great lords. In the shadows of these castles, for the language used in Rokugan. The first
towns and villages prosper from the efforts of crafts- time a foreign-language word is introduced in
people and artisans. Beyond the city limits, peasants this book, it is italicized and often defined in
toil over rice paddies and fields of grain, or hunt and the glossary on page 330, but there are also
gather the bounty of the forests. To travel the Empire many proper names used throughout this book HOW DO I USE
on its few roads, samurai must obtain special papers that do not translate directly into Japanese. By THIS BOOK?
and pay a tax toward their upkeep. Merchants’ carts learning to pronounce the five vowels of Jap-
and horses are banned from the Imperial highways Different parts of this
anese—“a,” “i,” “u,” “e,” and “o”—you can
altogether, forcing them to rely on special trade routes book are more relevant
sound out the language of the Emerald Empire:
to carry goods between cities. Given the size of the depending on whether
$$ “A” is “ah” as in “father” you are planning to
Empire and the difficulty of journeying, few get to wit-
run the game or simply
ness the variety of the Empire’s vistas in one lifetime. $$ “I” is a long “e” sound, such as “fee” participate in it. The
Instead, citizens are deeply in tune with the natural rest of this introduc-
$$ “U” is “ooh” as in “who”
cycles of the provinces they call home. The Heavens tion serves as a primer
bring four seasons to the Empire, which are celebrat- $$ “E” is “eh” as in “pen” to the game and the
world and is useful for
ed by festivals and arts. In the spring, the delicate fra- $$ “O” is a long “o” sound, such as “owe” everyone to read.
grance of cherry blossoms wafts from misty gardens.
For example, Rokugan is “ROH-koo- Readers who will be
Summer heralds rains and oppressive heat, slowly giv-
GAHN,” Hotaru is “hoh-TAH-roo,” and Kachiko taught the rules of
ing way to autumn’s brilliant scarlet leaves, shrill cicada
is “kah-CHEE-koh.” When the vowels are next to the game during play
cries, and typhoons. Winter buries the lands in deep may dive straight into
each other, they merge a little bit, such as Han-
snow, closing mountain passes and driving the citizenry Chapter 2: Creating a
tei (“HAHN-tay”) and daimyō (“DYE-myoh,” not Character, but we still
to the warmth and comfort of the hearth.
“dah-mee-oh”). The macron, or long bar over a recommend reading

The Code of Bushidō vowel, indicates that the vowel sound is held for Chapter 1: Playing the
Game to understand
a moment longer, as in rōnin, or “RO-OH-neen.”
the mechanical compo-
To protect these lands and their way of life, the samurai nents of a character.
servants of great lords follow Bushidō. This Way of the

The Samurai’s Struggle


The person running
Warrior elevates samurai from the rest of society while
the game should start
also chaining them to near-unattainable ideals. They with Chapter 1: Playing
must embody righteousness and honor, loyalty and Many Rokugani plays have been written chronicling the the Game, continue to
duty, and courtesy and compassion, as well as courage impossible choices facing a samurai as their human feel- Chapter 6: Scenes and
Conflicts, and then
in the face of death. A samurai is expected to uphold ings, or ninjō, conflict with their obligations to society, or
move on to Chapter
these virtues in their every word and deed, even when giri. Those things that would get in the way of Bushidō 7: The Game Master.
these ideals conflict with one another. are real and meaningful forces in a samurai’s life, and Then, before guiding
A samurai’s reputation for adhering to the Code of it is the rare soul who can resist their call completely. a group through
Bushidō reflects not only on the individual, but upon The stories and the drama of the Legend of the Five character creation, we
recommend reviewing
that samurai’s household, family, and clan. Should they Rings Roleplaying Game revolve around the tension
Chapter 2: Creating a
prove unable to live up to these expectations, only ritu- between these two conflicting forces. One of the fun- Character for yourself.
alized suicide, or seppuku, can wash away the stain on damental choices a player must make during character
their honor. According to Bushidō, there is no room in creation is to select ninjō and giri, the opposing forces
a samurai’s life for anything that would get in the way of of a samurai’s inner desire and the external demands
these ideals. Love and ambition, pride and greed—even placed upon them by their lord and by fate. Whether a
happiness—are to be sacrificed for the sake of Bushidō. samurai chooses happiness or duty in a given moment
Yet, samurai are still human, made from the mingling of has narrative and mechanical consequences not only for
Lady Sun and Lord Moon, order and chaos. The tenets themself, but for all of the Emerald Empire. When they
of Bushidō would not be ideals to strive toward if they serve their lord with distinction, tales of their glories may
were easy to realize in daily life. Characters in Rokugan spread to the corners of the Empire or even be recorded
are measured by their own faith in, and devotion to, the for the ages. A samurai’s fame and reputation for service
Code of Bushidō through their honor value. is measured by their glory value.

7
The Way of Five Rings
At the dawn of civilization, when humanity looked to understand the sur-
rounding creation, the greatest philosophers determined that the world
was composed of the five elements: Air, Earth, Fire, Water, and the Void
that holds the other elements together. These elements, also called rings,
were represented in the sacred spirits of the land and the natural world,
but also in society and the human psyche. Air is the weather and the wind,
the invisible and the innuendo, and the swiftness of a bird of prey. Earth is
stone, wood, and metal, as well as a donkey’s stubbornness and a tortoise’s
patience. Fire is the gentle warmth of the sun or the rage of a wildfire, but
also the spark of innovation, the passion of devotion, and the ferocity of a
wildcat. Water is an octopus’s adaptability and flexibility; it takes the shape
of its container, be it a puddle, river, or endless sea. Void is the emptiness
of the night sky or nirvana, at once present and transcendent.
Sensei across Rokugan teach samurai-in-training to observe and express
these different elements in all that they do. In the Legend of the Five Rings
Roleplaying Game, characters are defined by their strength in different
elements. This strength is represented mechanically with a numeric value
on a scale of one to five, called a character’s ring value. In every task they
undertake, they must choose an elemental approach, and the suitability of
one approach over another can give them the edge they need or diminish
their chance of succeeding.

8
Samurai and Society
The way of the samurai is the way of the warrior.
Most are trained from birth to fight for their lords and
lay down their lives if need be. When ownership of a
In Rokugan, it is said that honor is stronger than steel. territory falls into dispute, or when threats from beyond
While even the finest blade can bend and break or the Empire’s borders imperil the very existence of the
twist under the heat of the forge, the Emerald Empire’s Empire, the daimyō of the clans mobilize their armies
society has been folded in the forges of politics and and fight for their champion or on behalf of the Emperor
war for more than a thousand years, and it has not as part of the Imperial Legions. The Emperor permits his
yet broken. The society of Rokugan follows a divinely vassals to take a share of the annual rice harvest so that
ordered pattern set down by the ten Kami, who shared they may arm themselves for war and defend the lands
their celestial blessings with the mortal realm. Rokugan they have been entrusted with.
is a land of strict social stratification, where an improp- Not all wars are won on the battlefield, however.
er look at the wrong time can mean death. Face—the Samurai skilled in the subtle arts of the courtier fight THE TEN KAMI
concept of a samurai’s stoicism and outward self-con- their battles with honeyed words and mocking, titter-
ing laughter behind face-concealing fans. Their arena Lady Sun and Lord Moon
trol—is paramount in Rokugan. To lose one’s face is to
had ten children, but only
lose one’s status and reputation in society, and poten- is the courts, be they the provincial courts of city or eight were destined to
tially one’s life. family daimyō, the castles of the clan champions, or help shape Rokugan at the
The root of the word samurai is, literally, “one the famed yet deadly Imperial Court. In these places dawn of the Empire. Fu
who serves.” The samurai rule the Emerald Empire as of delicate and indirect speech, impeccable etiquette Leng was lost to Jigoku,
where he became lord of
nobles and lords, but they also serve others—whether is a better defense than the finest katana when a samu-
demons, while Ryoshun’s
the people of Rokugan below or those samurai who rai walks into court. Courtiers seek out one another for name was lost to history.
sit as lords above them. Most samurai fall into one of private meetings, each expressing their clan’s wishes The remaining eight Kami
three broad categories: bushi, who train their martial indirectly and sealing treaties with honor and promises founded the Great Clans
rather than ink and parchment. and the Imperial house:
skill; courtiers, who engage in deadly political games;
and shugenja, who serve as priests and conduits Winter is harsh in Rokugan, and battles cannot be Lord Akodo: Founder of
between the mortal and sacred realms. fought in the bitter cold and impassable snow. Thus win- the Lion Clan
ter is when court is most active, for there is little else to Lord Bayushi: Founder of
Government and Power do except attend court. The Emperor’s Winter Court is
a highly selective social event, with higher stakes and
the Scorpion Clan

Lady Doji: Founder of the


Rokugan is a feudal society: all of the land belongs to rewards than any other. Crane Clan
the Emperor, who bestows the rights of stewardship
on champions and lords within the Great Clans, who
in turn pass on the tasks of administration to less-
Crime and Punishment Lord Hida: Founder of
the Crab Clan

er-ranked samurai. The task of stewarding the land for the Emperor Lord Shiba: Founder of
All Imperial authority and patterns of life proceed requires a samurai to execute the Emperor’s will. This the Phoenix Clan
from the Hantei, the Emperor, who is descended from includes the Emperor’s laws, which are collected and Lady Shinjo: Founder of
divinity and sits on the Emerald Throne. He is attend- enforced by the Emerald Champion. The maintenance the Unicorn Clan
ed primarily by his jeweled champions (the Emerald of order, law, and justice in Rokugan—in that order of
Lord Togashi: Founder of
Champion in particular) and by the champions of the importance—is one of the primary responsibilities of the Dragon Clan
Great Clans. The clan champions are masters of the the samurai. Crime in Rokugan is much the same as
Emperor Hantei: Founder
Great Clans, overseeing the families sworn to each. anywhere else; theft, assault, murder, and arson are all
of the Imperial line
These families are descended from the heroic mortals known within the Emerald Empire.
who swore fealty to the Kami. To enforce laws and maintain an orderly society
The various families within the clan are themselves within their borders, provincial daimyō appoint special
ruled over by daimyō (literally, “the great names”), lords investigators called magistrates. These magistrates are
of the families, who hold the power of life and death over loyal to clan and daimyō, and are assisted by yoriki
their kin and command absolute loyalty. Their individual (lesser-ranking samurai) and budōka (armed peasant
lands are divided into provinces, the divisions of land in vassals) in tracking and apprehending criminals. Histor-
Rokugan, which are ruled over by lesser daimyō—who ically, two classes of magistrate have attended to Impe-
themselves rule over district and city governors, lords of rial crimes: Emerald Magistrates, appointed by the
rich lands and wealthy cities. The clans and their represen- Emerald Champion, and Jade Magistrates, appointed
tatives vie for dominance in the courts of these daimyō, by the Jade Champion. The former investigate crimes
prevailing over others with silk and steel. crossing multiple clan boundaries or involving nation-
al personages. The latter were shugenja tasked with

9
I N T R O DUC T I O N

The Celestial Order


investigating crimes against religion or evil magic
involving the Shadowlands, but the office has not been
filled in centuries.
Crimes committed upward, or against those of higher Belief and religion are inculcated into a samurai from
social rank and against the social order, are taken quite birth—and before, from the time of their last death.
seriously by magistrates. Crimes committed downward, Spirits and gods are a fact of life for samurai, and faith
such as a samurai’s theft from a peasant, are rarely inves- folds with honor a thousand times over in the steel of
tigated unless the peasant has the backing of another a samurai’s soul: faith in the gods, faith in the cycle
samurai. Rokugani criminal justice is based on honor, and of reincarnation, and faith in the divine mandate that
considers only one form of evidence to be valid: eyewit- binds the Empire together.
ness testimony (including confession). Fines, public rep- The Emperor is a divine being, charged by Lady
rimands, and house arrest are common punishments for Sun with overseeing the mortal realm. The blood of
samurai—although if there’s any doubt as to the samu- literal gods—the Kami—runs through the veins of the
rai’s guilt, the defendant may challenge the offender to a Great Clans’ ruling families. The will of Tengoku orga-
duel, the winner of which is considered beyond reproach. nizes all of existence into a hierarchy. This system—the
Celestial Order—is sacred and unquestionable, order-
Commerce and Currency ing both Heaven and the Emerald Empire. From the
Emperor to the lowest burakumin, all are born with a
Rokugan’s economic system is based on the land tilled dharma, a sacred duty of the soul; the performance of
by farmers and protected by the samurai. The Emperor this duty in life is how a Rokugani’s karma is measured,
properly owns all land, yet leases it to the clans, which determining their judgment in Meido and potential
hereditarily lease it to their daimyō in turn. Given the rebirth into a higher or lower caste.
limits of roads—often dangerous and unpaved affairs— Most souls are reborn, returning to live new lives in
many provinces become lawful lands unto themselves, mortal bodies—a belief that predates even the Empire.
where the daimyō acts as an extension of the Emper- However, Rokugani also worship their ancestors, a
or over the peasants who work the rice paddies. It is seeming contradiction. Each soul’s dharma accords
rice—a vital crop that keeps the Emerald Empire alive— them a destiny preordained by Heaven; so long as
that provides much of Rokugan’s wealth. Barley, wheat, that destiny goes unfulfilled, the soul will be reborn.
millet, soybeans, and rye are also common crops grown Only when dharma is completed is the soul permit-
by farmers, but it is a yearly stipend of rice that forms ted to shuffle off the Celestial Wheel and enter Yomi,
the basis for currency in Rokugan: koku. The clans able the Realm of the Sacred Ancestors. The fear of death
to harvest the most rice are among the wealthiest in the holds little purchase in Rokugan—so long as it remains
Empire, and therefore the most influential politically, but untainted by Jigoku, the Realm of Evil, a soul will return
to directly conflate wealth with power would be an insult again to the Emerald Empire until it fulfills its destiny.
to the importance placed on honor and virtue in society.
Trade and commerce are indispensable for
Rokugan to thrive, but it is considered dishonorable
Those Who Serve
for samurai to involve themselves in such mercantile The samurai, “those who serve,” rule Rokugan in the
pursuits. Their primary concern should be with serving name of the Hantei. The class consists of many social
their lord, not personal enrichment, but virtue and real- ranks: The kuge, or houses of the nobility, consists of
ity can sometimes diverge. Nevertheless, to maintain the Emperor and Imperial families, the family lines of
a veneer of civility, samurai leave monetary matters to the clan champions, the heads of vassal families, and
non-samurai, who in turn seek the patronage of a pow- the greatest servants of the Hantei. The buke, or chi-
erful lord. This allows samurai to engage in trade and valric houses, comprises all other samurai, including
currency manipulation without sullying their honor with provincial daimyō and city governors, magistrates,
crass, uncouth avarice. Those few clans and families and others. The vast majority of the buke are warriors,
that flagrantly involve themselves in trade are looked courtiers, and shugenja, down to the jizamurai, or
down upon by the others, who see greed as incompat- half-samurai—those not allowed the name of their lord,
ible with absolute loyalty. including rōnin. Custom forbids a samurai from ques-
tioning or opposing someone of higher social rank
without extreme justification, or treating those of equal
rank with anything less than complete respect and
courtesy. They may treat those below them however
they please, although Bushidō still governs their actions.

10
I N T R O DU C T I O N

Those Who Work


The vast majority of people in Rokugan are the bonge
(also called heimin, or “half-people.”) These peasants
keep the nation running by cultivating the land, crafting
the tools and implements of daily life, and transporting
those goods across the Empire by land and sea. Farm-
ers who grow rice and other food are considered the
most important of the bonge. Below the farmers are
the craftspeople: carpenters, blacksmiths, brewers, and
practitioners of the other skilled trades. Below them all
are merchants, regarded with contempt by all others
since they do not actually make anything themselves.
Seldom permitted to carry weapons (save for ashi-
garu, peasant military levies, and budōka, armed retain-
ers to samurai), heimin have few defenses, physically or
legally. As a being with a higher social and spiritual sta-
tus, a samurai may demand anything from heimin who
belong to their lord without recompense, and can kill
any heimin who disobeys or fails to show respect. Yet,
the samurai are also responsible to heimin, as described
in the Celestial Order; the bonge’s dharma is to work the
land and obey the samurai, and it is the samurai’s duty to
protect the heimin and administer the Empire. Slaying a
heimin means answering to that heimin’s lord.

Those Who Do
Not Belong
There is a third class, called burakumin, or “ham-
let people,” who are sometimes known as hinin, or
“non-people.” Due to their proximity to death or dis-
honorable acts, these criminals, torturers, undertakers,
butchers, and tanners are considered unfit as compan-
ions for samurai save in the direst of circumstances. Even
a kindly lord’s speech might be discolored by the pejo-
rative term eta, a slur meaning “abundance of filth.”
Burakumin are considered deeply unclean, and
associating with them too often requires the samurai to
undertake special purification rituals. Burakumin must
live in special villages on the outskirts of society, and
they are deeply afraid of samurai. More so than bonge,
burakumin can be killed for no reason at all, without
legal consequences. Testing newly forged blades by
cutting down the nearest hinin isn’t uncommon.
Entertainers who aren’t samurai, including geisha,
are also technically hinin for a special reason: because
they are non-people, a samurai may fully relax around
them with no social stigma. The stress of maintaining
one face’s can and will wear on even the most stoic of
samurai. In the company of a geisha, under the gentle
strains of shamisen music, a samurai may laugh, com-
plain about their lord and family, or cry at their lot in life.
I N T R O DUC T I O N

A Samurai’s Life
and strategic resources. For a samurai to balk or refuse
this is considered the same thing as refusing any other
commands from their daimyō: grounds for seppuku—and
Most samurai are either born into the ranks of the buke thus, most samurai wouldn’t even consider questioning it.
from long-serving family lines or adopted from another
noble family. Some are adopted from rōnin or vassal Retirement
families who pledge themselves to a lord.
Samurai youth have very few expectations placed on After a lifetime of service to the clan, many samurai
them and aren’t expected to maintain their face. Most want choose to become monks, retiring to a monastery to
for nothing. So long as they obey their parents, they have contemplate the mysteries of Shinsei and the Tao. The
no cares until sometime between ages eight and twelve, expression is to “shave one’s head,” referring to the
depending on the family or clan. They are then enrolled in practice of cutting one’s topknot, the symbol of their
a family dōjō to train for their adult responsibilities. samurai status (though since many clans adopt a wide
variety of hairstyles in the modern era, this remains col-

Training loquial). The samurai surrenders their wakizashi to the


clan before mulling over a lifetime’s worth of wisdom
For the upper classes of samurai, learning one’s place in peaceful contemplation. Not all samurai choose to
in the Empire means training at the family dōjō, prac- retire; some continue to serve their lords well into old
LIFE ON THE WAVES
ticing techniques perfected over centuries of effort age, while others find a noble death in battle.
Many samurai voluntarily and mastery. This training varies in length depending But retirement serves a deeply practical purpose.
become rōnin for a single upon its nature (shugenja students in particular often Though a samurai’s clan obligations are in theory sev-
year, typically in the year have widely varying educational careers, depending on ered after a lifetime’s service, most monks stay on their
or the second following
when and how strongly their gifts with the kami mani- family’s lands, providing a deep wellspring of institution-
their gempuku. Consid-
ered to be a healthy out- fest themselves) and the capabilities of the student, but al knowledge and wisdom the clan may continue to tap
let for a young samurai’s typically lasts about four years. Students with another long after the samurai’s steel has grown dull with age.
desire to prove themself, clear aptitude are often transferred to another family
this allows them to
sharpen their skills and
dōjō within the same clan and given instruction on how Funeral
temper their attitudes to best use their talents to serve. On rare occasions,
they may even be traded to another clan, an arrange- The last act of a samurai—death with dignity—is a
with experience. Having
experienced hardship in ment that requires a great number of favors and con- solemn affair. While many samurai seek an honorable
the outer Empire, most cessions. After they have met the requirements of their death in battle, this isn’t always possible. When a
return and swear fealty to samurai dies, their deeds are read before a group of
sensei, a samurai is deemed ready for gempuku.
the clan anew with true dignitaries and loved ones gathered around an ornate
loyalty rather than an
pyre built to represent the elements that make up a
inculcated sense of duty. Gempuku samurai’s soul. The body is cremated and the burnt
While a rōnin is tech- bones are picked out of the ashes with specialized
The greatest day of a samurai’s young life is the day they
nically still samurai,
become an adult, graduating from their academy dōjō chopsticks, for the dead must never be touched.
they have no lord, no
clan, and no family— in the coming-of-age ceremony and becoming a full- Seppuku is another possible end for a samurai—ritu-
and thus, no purpose. fledged member of the clan. Usually, this occurs some- al suicide to cleanse the family and the individual of the
Rōnin are forced to find time around a samurai’s sixteenth year, although both ear- samurai’s dishonor. Successful performance of seppuku
work as mercenaries
lier and later gempuku aren’t uncommon. Most involve generally redeems the samurai’s shame, allowing them
or bodyguards, eating
dumplings bought from tests of some sort, to ensure the samurai has learned all to try to seek honor and dharma again in a different life.
foul heimin merchants they were required and are capable of performing their
and earning their straw
bedding with the skill
duties with excellence. Should the young samurai pass, A Life Without Purpose
they are gifted with a wakizashi—traditionally their grand-
of their blade. Some The exception to the samurai way of life is the lifestyle
resort to banditry or
parent’s, although more often a replica made in the same
style—and expected to serve the clan faithfully. of a rōnin, literally “wave-man,” one tossed by the vicis-
crime to gather the
coin they need to live, situdes of fate. A samurai need not accept seppuku to
but at least this is still
an earning wrought by
Marriage cleanse their honor—they may choose to forsake their
duty and leave. Though many rōnin do not conform to
skill at arms. Love has a place in Rokugan: in pillow books and wistful the stereotype of honorless, masterless samurai—some
Even the lowest rōnin is poems to one’s beloved, for marrying for true love is rare. are simply the children of rōnin born to their station, act-
higher than the bonge. Marriage in a feudal society is predicated upon what’s ing with greater honor than many samurai of the Great
best for the family and alliances, and thus the talent and Clans—enough do that they are automatically assumed
bloodlines of young samurai are often traded for favors to be untrustworthy and without decency.

12
INTR OD UCTION

The Code of Bushidō


Literally “the way of the warrior,” Bushidō is the code by which all samurai in Rokugan strive to live, yet each clan’s interpretation of the
tenets of Bushidō is slightly different. All samurai are taught to embrace the ideals of Bushidō and strive ever toward them, at the expense
of personal gain. Not even the Kami upheld Bushidō without flaw; the strictures put down by Akodo are nearly impossible to maintain in
their entirety, and the struggle to adhere to them consumes a samurai’s existence.

Compassion (Jin) Samurai are expected to do their duty to their lord and their sub-

ordinates without hesitation or reservation, no matter the cost to


“Through intense training, the samurai becomes quick and their own reputation. Of course, any duty given by their lord is
strong. They are not as other people. They develop a power expected to be within the bounds of Bushidō and bring honor to
that must be used for the good of all. They have compassion. the samurai by obeying it. Should a samurai feel their duty conflicts
They help their fellows at every opportunity. If an opportunity with the other virtues of Bushidō, they may commit seppuku in pro-
does not arise, they go out of their way to find one.”
test, a rare exception to needing a lord’s permission to end one’s
life. The sentiment is impossible to ignore: the lord has forfeited
The Celestial Heavens appointed the lords and samurai of Rokugan the samurai’s honor, and no one without honor is fit to serve.
to rule over the lower castes, but with power comes responsibility.

Honor (Meiyo)
名誉
Compassion represents the noblesse oblige of the buke and kuge
toward the bonge. Most clans interpret this to mean extending
physical protection over peasants, but other clans go even further. “A true samurai has only one judge of their honor, and that is
themself. Decisions you make and how those decisions are carried out

Courage (Yū) are a reflection of who you truly are. You cannot hide from yourself.”

“Rise up above the masses of people who are afraid to act. Meiyo is the most subtle, yet the most basic and all-encompassing
A samurai must have heroic courage. It is absolutely risky. It is virtue. Samurai without honor cannot truly follow the other virtues
dangerous. Only in acceptance of one’s death may a samurai live
of Bushidō, for they act as others expect and not as their own con-
their life completely, fully, wonderfully. Courage is not blind; it is
science dictates. If their own honor is intact, however, they will fol-
intelligent and strong. Replace fear with respect and caution.”
low the ways of Bushidō and pursue justice without flaw or failure,
even when commanded otherwise by their lord.
Every samurai lives three feet from death at all times. A samurai

Righteousness (Gi)

must be prepared to give their life for their lord, their clan, and the
Empire at a moment’s notice. To die in service to one’s lord furthers
one’s karma, and thus samurai eagerly embrace the idea of a noble “Be acutely honest throughout your dealings with all people.
death in service to their family. Believe in justice, not from other people, but from yourself. A true
samurai knows in their heart that there are no shades of grey in the

Courtesy (Rei)

question of honesty and justice. There is only right and wrong.”

“Samurai have no reason to be cruel. They do not need to Righteousness is the sunlight glinting off the katana, bright and
prove their strength. A samurai is courteous even to their enemies.
painful to the eye. There is only truth and falsehood, justice and
Without this outward show of respect, we are nothing more than
injustice, and it is the samurai’s job to live in accordance with justice
animals. A samurai is not only respected for their strength in battle,
and ensure that justice is meted out.
but also by their dealings with others. The true inner strength
of a samurai becomes apparent during difficult times.”

Sincerity (Makoto)

The social order isn’t just important to Rokugan—it is, in a literal


manner, what the Heavens rest upon. A samurai is required to main- “When a samurai has said they will perform an action, it is
tain appearances and withstand adversity, exhibiting courteousness as good as done. Nothing will stop them from completing their
even when faced with the most vile lack of it. It is for this reason that deed. They do not have to ‘give their word,’ nor do they have
courtiers practice indirect insults and the art of the subtle insinuation. to ‘promise.’ The action of speaking alone has set the act of
doing in motion. Speaking and doing are the same thing.”

Duty and Loyalty (Chūgi)


忠義

Samurai must align intent with their word and deed, acting with
“For the samurai, having done some ‘thing’ or said some ‘thing,’
complete and total conviction, whether they serve themselves or
they know they own that ‘thing.’ They are responsible for it and all the
their lord. A convincing manner is more valued in Rokugan than
consequences that follow. A samurai is intensely loyal to those in their
the absolute truth, for the samurai who speaks with sincerity has
care. To those they are responsible for, they remain fiercely true.”
committed the totality of their being to the sentiment.

13
毘沙門

KISSHŌTEN
吉祥天
BISHAMON

恵比寿
EBISU
福禄人
FUKUROKUJIN

The Land of Ten


nature, agriculture, and other domains. This worship of
the immortals who dwell in Tengoku and the myriad
lesser spirits dwelling in Ningen-dō is known as For-

Thousand Fortunes tunism. Temples and shrines to the Lesser Fortunes


exist in the hundreds, and the sanctuaries celebrating
the Seven Great Fortunes dominate the skylines of the
Faith is a real and tangible thing to Rokugan, and only
Empire’s greatest cities. Although they are usually invis-
the foolish choose not to believe. The kami are demon-
ible to the eye, the kami have a few servants who can
strably real, the gods are easily angered, and signs of
hear and speak to the kami. These mortals are known
magic and wonder can be seen even in the distant
as shugenja, and their invocations to the Fortunes and
corners of the Empire—if not by a samurai or peasant,
the elemental kami can produce miraculous effects.
then by someone whom they know and trust.
While Fortunism celebrates diversity, another line of
Merged by the second Emperor, Hantei Genji,
philosophical thought emphasizes unity. Called “Shin-
Rokugan’s religious beliefs encompass three different
seism” for the man who promulgated its core beliefs,
forms of worship: ancestor worship, or the worship of
the ideology focuses on a core of simplicity: all the uni-
a samurai’s blessed antecedents who have ascended
verse comes from the Void, and all will eventually return
beyond the wheel of reincarnation; Fortunism, the
to it. Embracing the oneness of the five elements, or
direct worship of the gods; and Shinseism, the study
rings, and living in accordance with the principles of an
and practice of the Tao of Shinsei.
ordered society could, according to Shinseism, enable
The most fundamental of religious observances
one to transcend the cycle of rebirth and attain Enlight-
revolves around the worship of a samurai’s own ances-
enment. These teachings were recorded in full during
tors. From Yomi, the spirits of one’s forebears watch
Shinsei’s audience with the first Emperor and became
over their descendants, receiving prayer for guidance,
recorded in the Tao of Shinsei.
aid, and good fortune. Nearly every house in Rokugan
Following the Tao means acting in accordance with
contains an ancestral shrine where family members
virtue and the harmony of the universe, which itself
offer prayer and dedication to stone statues of kin, ask-
leads to order and the furtherance of good over evil.
ing for blessings, protection, and intercession.
The Tao is studied and debated by the Brotherhood
Beyond the spirits of their own, the people of
of Shinsei, a vast collection of monastic orders, each
Rokugan revere and appease the elemental spirits of

14
JURŌJIN
寿老人
BENTEN
弁天
DAIKOKU
大黒

布袋
HOTEI

with an individual approach to study and practice. This


religious heterodoxy occasionally gives rise to potent
heresies, and many divergent sects of Shinseism have
The Fortunes
EIGHT GREAT
appeared over the centuries. FORTUNES

Mortal Intermediaries of Rokugan (from left to right)

Many powerful Fortunes, or gods, exist. Bishamon:


The kami interact with Rokugan through natural phe- Fortune of Strength
nomena, but they make their will manifest to devoted Emma-o reigns supreme over Meido in his
role as Fortune of Death and Judge of the Fukurokujin:
mortals. Spirits may accept sincere devotion by blessing
Dead, while Megumi, Fortune of Heroic Fortune of Wisdom
a lay priest from the peasant caste. Such priests cannot and Mercy
compel obvious miracles from the kami, but they can Guidance, often appears to aid minor samu-
rai throughout the Empire. Kisshōten:
bless fields, sanctify ritual spaces, perform weddings
In ages past, different tribes venerated Fortune of Happiness,
and funerals, practice auguries, and create good luck Fertility, and Beauty
charms and talismans blessed by their favored deities. different Fortunes depending on the needs
and specializations of their villages. After the Ebisu:
When a samurai manifests the ability to communi-
formation of the Empire, it became the sacred Fortune of Honest Work
cate with the spirits, they are often given the special-
ized, secretive training to become a shugenja, a samurai right of the Hantei to declare a new Fortune, Daikoku:
elevating deceased former mortals to the ranks Fortune of Wealth
priest who wields miraculous power. A common miscon-
ception exists that shugenja can speak directly to the of divinity. Such was the fate of Osano-wo, son Benten:
spirits using human language, but in truth it is a delicate of Hida, Fortune of Fire and Thunder. Fortune of Arts and
Some theologians believe that all of the Romantic Love
translation of emotions and instincts, which can be mis-
interpreted. Under the tutelage of other shugenja, the Fortunes were originally mortals whose deeds Hotei:
samurai learns prayers, offerings, devotions, and invo- were cause for veneration, and that path can Fortune of Contentment
cations designed to entreat the assistance of the kami, still be tread today. Whether through proving
Jurōjin:
sometimes in spectacular ways. Titanic fireballs, weaving oneself a true paragon or treading other, secret Fortune of Longevity
beautiful illusory displays, creating great fissures in rock, paths, new gods can ascend to the Heavens.
or washing away the despair of battle—with the proper
prayers to the kami, all things are possible.

15
I N T R O DUC T I O N

The Great Clans


Rokugani society is based on a clan structure, with seven families descended from the Kami ruling over other
families descended from those who swore fealty. Over the centuries, each family has gravitated toward a certain
role or duty within the clan, although it’s common for families to trade promising students who show talent in an
area that differs from that of their ancestors. The Great Clans of Rokugan are diverse and powerful, dividing huge
swaths of the Empire between them and commanding many thousands of samurai from families great and small.

The Crab Clan


“Courage. Duty. Sacrifice.”
The Dragon Clan
The Crab stand out in any gathering of samurai, given
“Find your own path.”
a wide berth both for their stature and for their gruff,
brusque manners. The defenders of the Empire have
little time or inclination to practice social niceties; they For a thousand years, the Dragon Clan has watched
stand guard upon the Kaiu Wall, an enduring symbol of over the others, recording the history of Rokugan.
tenacity against the horrors of the Shadowlands. Often, Aloof and enigmatic, the armies of the Dragon march
the members of this clan grumble that their duty is tak- only rarely, intervening in the clashes of the Great Clans
en for granted, that their fine and honorable samurai for seemingly inscrutable reasons. From the strange
succumb to the horrifying Taint while the effete and the and powerful Tattooed Monks of Togashi to the inves-
careless play at games in an Empire kept safe by the tigators who challenge the system of justice in the
spilled blood of the Crab. Empire, the Dragon seek to ensure the Empire does
not become too self-focused and solipsistic. It falls to
them to ensure that the future of the Empire transpires
in an orderly and elegant manner.

The Crane Clan


“There is a proper technique for all things.”

The Crane are the Left Hand of the Emperor, in service


as the political aides to the throne. It’s traditional for
the Hantei to choose a samurai from the Doji family The Lion Clan
as their spouse, more Emerald Champions have been “For my ancestors!”
Kakita than any other family, and the samurai of the
Daidoji family serve as some of the finest shock troops
To be a samurai is to live and breathe Bushidō, but to
in the Emerald Empire. Yet the Crane make their great-
be a Lion is to exemplify it to all others. The Lion’s roar
est contributions in culture: many of the finest poets
heralds the call to battle and honor. For centuries, the
and craftspeople hail from their academies, and their
Lion have dominated the military tactics and strategy
duelists have few rivals. The Crane are the masters of
of the Empire, pioneering new techniques and battle
court, with the wealth and status to prove it.
methods that other clans take years to adopt. Now, this
clan’s samurai seek to apply the wisdom of their ances-
tors to the trials of the modern era.

16
INT R O DU CT IO N

The Unicorn Clan


“One cannot capture the wind.”

The Clan of the Wind spent hundreds of years out-


side the Empire, returning in a glorious cavalry charge
that shook the other clans to their core. The barbar-
ic ways they adopted in their exile continue to shock
and disgust the other clans, yet the Unicorn remain
fierce in their duty and unwavering in their honor. Of
all the clans, they are best suited to uncovering foreign
The Phoenix Clan manipulation and infiltration, for they faced innumera-
ble horrors and traitors in their wandering years.
“Master the elements and be reborn.”

Other clans guard the Empire’s borders, even the


Empire’s future, but the Phoenix guard the Empire’s
soul. It is the duty of the Phoenix to keep safe the myr-
iad religious paths of the Empire, defining them and The Imperial Families
arbitrating their differences. Scholars of the Tao and
“Enacting the Will of Heaven.”
servants of the spirits are found among the Phoenix’s
ranks more than in any other clan; the wisdom the
Over thirty-nine generations of the Hantei, innumera-
Phoenix have gleaned from both traditions has led
ble siblings have been the “spare” heirs, extra children
them to foster peace and understanding among the
who were never called upon to ascend the throne.
other clans, even if it means sacrificing themselves in
Even within only a few such generations, the number
the process.
of princes and princesses born to the Imperial family
would require an entire city of palaces, and moreover,
none but the Emperor and his immediate kin could
use the Hantei family name. Rather than challenge the
claim of the Emperor’s eldest child, at adulthood these
other heirs joined the families of Hantei-no-Kami’s
The Scorpion Clan original followers, Miya and Otomo and Seppun. They
serve as the heralds and bureaucrats of the Empire, and
“I will be your villain, Hantei.” the bodyguards and spiritual wardens of the Emperor.
Together, they are sworn to protect the political
From behind their masks and veils, the Scorpion smile power of the Emperor and ensure no one clan grows too
grimly at the performance of their duty, for it is their influential. Some wonder, however, if they do their jobs
sacrifice to be hated even as they execute it perfectly. of sowing strife among the clans altogether too well.
What other clan could perform the role of loyal villain?
It was the Scorpion Kami’s contention that enemies
need not be external to the Empire, and thus, the
Scorpion fight fire with fire. They keep all clans united
in hatred against them, yet divided so that no one clan
can challenge the line to whom they owe undying loy-
alty: the Hantei.

17
I N T R O DUC T I O N

The Minor Clans


The Great Clans are the most visible and esteemed powers in the Emerald Empire, but they are not alone. There are
also minor clans, smaller samurai families who cannot equal the Great Clans in power or prestige but who nevertheless
have a place in the Empire’s social order.
Minor clans are sometimes created through a schism from a larger clan, an accident of inheritance or geogra-
phy that creates a new separate entity in need of Imperial recognition. They may also be created by the Imperial
Court, sometimes as a reward for an individual samurai’s great honor or service, or to create a family to assume
responsibility for a particular location, task, or secret.
Mighty as they are, the Great Clans are seldom foolish enough to dismiss the minor clans out of hand. Although
they are smaller and seldom have more than one family or one formal school from which to draw their samurai, the
minor clans often have unparalleled expertise in their particular area of study.

Minor Clans of Note


USING MINOR CLANS Badger Clan: Created in the distant past to guard Hare Clan: The Hare Clan was founded in recognition
Rokugan’s northern border, the Badger Clan dwells in of a ronin who distinguished himself in battle against a
Several notable minor
a series of rough valleys and caves in the Great Wall of terrible blood sorcerer centuries ago. Since then, the
clans are listed here.
However, there are the North mountain. As tough and stubborn as their Usagi family has devoted itself to finding and battling
dozens more, such as mountain home, the Ichiro family has never once failed mahō tsukai wherever they may be found.
the Moth and Bat Clans. in its duty.
GMs can even create Mantis Clan: Often dismissed as pirates and thieves,
their own for their own Cat Clan: The Nekoma family of the Cat Clan lives on a the Mantis control lucrative trade routes thanks to their
campaigns.
protected island off the Phoenix coast. While the family position on the Islands of Silk and Spice. As leader of
appears to be a playful association of acrobats, actors, what is arguably the most powerful minor clan, Man-
and noted playwrights, in truth they are a successful tis champion Yoritomo’s ambition is to lead his clan to
clan of mercenary shinobi, selling their skills as spies Great Clan status. Unusually, the Mantis have no family
and assassins to the other clans. name, and instead carry the names of the ship or port
on which they serve.
Centipede Clan: Devoted to the Sun Goddess Ama-
terasu, the matriarchal Centipede Clan preserves Sparrow Clan: The Suzume Hills, home to the Spar-
ancient traditions and mostly keeps to themselves. The row Clan and the Suzume family, are dry, unproduc-
Moshi family produces a large number of shugenja, tive, and devoid of any great resources. This makes
whose fire magic keeps the clan safe. the Sparrow lifestyle of honorable poverty extremely
easy to achieve; the clan itself is one of the poorest in
Dragonfly Clan: Sometimes called the “gatekeepers Rokugan. An offshoot of the Crane Clan from the fifth
to the Dragon Clan,” the Dragonfly Clan’s Tonbo fam- century, the Sparrow are noted storytellers.
ily act as intermediaries between the reclusive Dragon
and the rest of Rokugan. Tortoise Clan: As magistrates of Slow Tide Harbor,
the Tortoise Clan preside over one of the most noto-
Falcon Clan: The keen-sighted bushi of the Toritaka rious havens for smugglers, criminals, and gaijin in the
family specialize in finding and, if necessary, defeating Empire. This association taints them in the eyes of oth-
ghosts and other hostile spirits. er samurai, but the Kasuga family has been permitted
and instructed to treat with gaijin by Imperial decree
Fox Clan: Once the followers of Shinjo who remained
for centuries, and they will not shirk their duties.
behind in the Empire, the Kitsune family of the Fox
Clan is noted for its scholarship, its knowledge of the Wasp Clan: Just recently founded by the famed boun-
medicinal properties of plants, and the subtle magic of ty hunter Tsuruchi, the Wasp Clan boasts the finest
its shugenja. The Kitsune family also has an alliance of archers in the Empire. Still establishing itself and on
sorts with the kitsune fox-spirits of their homeland, and unfriendly terms with both the Scorpion and the Lion,
some say that the samurai have intermarried with the the Wasp Clan is seeking allies…and may have found
spirits many times over the generations. one in the form of the Mantis Clan.

18
1
CHAPTER

Playing
the Game
A roleplaying game is a group storytelling exer-
cise that enables groups of people to devel-
op their own characters, stories, and worlds
together with their friends. Unlike those in a
competitive game, the rules of a roleplaying
game are intended first and foremost to help
people tell stories and have fun. The rules for
the Legend of the Five Rings Roleplaying Game
(commonly abbreviated simply as “L5R” or "L5R
RPG") are written with a certain degree of tech-
nical precision, but they should be understood as
tools to facilitate storytelling rather than as restric-
tions that must be applied “correctly” in all cases.
Remember, as long as everyone is having fun,
you’re playing the game properly!

Goals of the Game


The Legend of the Five Rings Roleplaying
Game is a game of samurai drama. Set
in the fictional land of Rokugan, it draws
inspiration from real-world literature and
history. The primary characters of the game
are samurai, who are torn between their
personal desires and their sworn duties.
They must often contend with cunning court
intrigues, deadly armed conflicts, and
dangerous supernatural creatures.
CHAPTER 1: PL AYING T HE G AME

Players Ring Dice WHAT IS THE GAME


MASTER'S ROLE?
Most of the participants in the game, termed players, The six-sided dice are Ring dice, which reflect a char-
portray a person within the world of the game. Each play- acter’s core personality and fundamental aptitudes. In The game master is the
group’s access point to
er controls one such character (called, intuitively enough, text, they are represented with the  icon. the world of Rokugan,
a player character, or PC). Players decide the history, and the final arbiter on
beliefs, desires, and quirks of their player characters;
make decisions for their characters during the game; and
Skill Dice many matters of story
and rules. However,
control and portray their characters when roleplaying. The twelve-sided dice are Skill dice, which reflect a that doesn’t mean that
character’s training in a particular area of expertise. the players have no say
PCs also have numerical values, such as rings and skills, over the story—balance
that reflect their aptitudes, training, and traits. These val- Skill dice provide slightly more potent outcomes than and respect for one
ues help them undertake tasks within the story. Ring dice, and in text they are represented with the another are key. The
 icon. players should listen

The Game Master Dice Symbols


to the GM, and the
GM should listen to
the players, too, and
To aid in the telling of the story, one participant serves incorporate their ideas
as the game master (GM) instead of as a player. The The custom dice in Legend of the Five Rings contain as appropriate.
game master is the group’s guide, who invents the four unique symbols. These symbols appear in various
combinations on the dice, and are summarized below: If this is your first time
frame of the story and presents the PCs with challeng- playing or running a
es, decisions, and opportunities. The game master is roleplaying game, make
not the sole architect of the story, but this person does Success () sure to read Chapter 7:
have a particularly important role in helping the PCs to The Game Master (see
The success symbol () represents the sum total of page 281) for insight on
interact with the world. They portray the other inhab- how both the GM and
the character’s effort when they attempt to complete a
itants of Rokugan (non-player characters, or NPCs), the players can collabo-
task. More  symbols mean a higher chance of carry-
describe each scene to the players, and act as an arbi- rate to make the game
ing out the task successfully. the best it can be!
trator in the infinite number of situations that can arise.

Explosive Success ()


Custom Dice The explosive success symbol () represents a particu-
larly effective part of the character’s effort. In addition to
The Legend of the Five Rings Roleplaying Game uses counting as a  symbol, it gives the character a chance
two types of custom dice: six-sided dice and twelve-sid- to roll an additional die and decide whether to add its
ed dice, both of which have faces depicting symbols result to the check—potentially letting them succeed at
for this game. After a player rolls these dice, the sym- a task they normally couldn’t overcome. See  under
bols shown inform narrative outcomes and give players Step 6: Resolve Symbols of Kept Dice, on page 24.
cues that can inspire them as they tell a story together.
Opportunity ()
Roll and Keep The opportunity symbol () does not contribute direct-
IS STRIFE BAD?

The core mechanic for rolling dice in Legend of the Five ly to success, but it lets the character resolve an oppor- No. Feeling emotions is a
Rings employs a concept called roll and keep. When tunity—a chance to do or notice something useful that natural part of existence.
a character attempts to do something in the story, if is unrelated to their goal at the outset, or expand on Strife, represented on the
the outcome of their effort is uncertain, that character’s dice by the icon of a styl-
their success with an additional effect or story detail. ized single cherry blossom
player rolls a number of dice and then chooses to keep petal, embodies positive
a subset of those dice based on their character's apti- Strife () and negative emotions,
tude to the task. This activity (rolling and keeping dice as well as the uncertainty
to find out the consequences of a character’s effort) is The strife symbol () represents an upwelling of emo- that accompanies ambiva-
tion. Strife does not affect success or failure on the lence. Players should think
called a check.
of it first and foremost as
Only results on kept dice affect the outcome, which check but instead accumulates over time, potentially a barometer that helps
gives the player the power to decide which of the avail- leading to outward displays of emotion that can alter them gauge their char-
able results will make for the best story in each situa- the direction of the story for good or for ill. The more it acter’s emotional state,
tion. Many die faces include both positive and nega- accumulates, the harder it is to maintain the decorum meant to help inspire
their roleplaying.
tive symbols, and a player must decide if the benefits expected of a samurai—a key struggle in the genre of
of keeping such a result outweigh the cost. samurai drama.

21
C H APT E R 1 : P L AY I N G T H E G AME

Making a Check Step 2: Determine Details


A check is resolved through rolling a number of Ring dice
When a character attempts something at which they (  ) and Skill dice (  ) in a dice pool, and then selecting
CHECKS IN TEXT
could fail, they make a check. The check is the core results (the sets of symbols contained on the upright fac-
mechanic for L5R, and has two parts: es of the dice) from the pool. Use the following process
When a check appears
in print, it often has a
to determine which skill and ring the character will use:
preset skill, ring, or TN, 1. Assemble a number of  and  dice to form a
along with recommend- dice pool, then roll these dice. 1. Determine Skill Group: First, the GM and play-
ed modifiers that apply er decide which skill group (see page 142)
to certain situations. 2. Select a number of dice equal to the charac-
would best allow the character to accomplish
If it allows any ring, it ter's ring value to keep, then resolve the posi-
the intended task.
will not list a ring; if it tive and negative effects of the symbols on all
allows any skill within kept dice. 2. Determine Skill: Next, the GM and player
a group, it will list a determine the body of knowledge that applies
group rather than a
A check always has one of two outcomes: the char- to the specific activity—this provides the specif-
specific skill.
acter succeeds or the character fails. Additionally, it ic skill (see page 142) to use. The GM can call
If a check in print can include secondary outcomes, such as opportunity for a particular skill based on circumstances,
allows multiple rings, it
(), which can be used to add extra narrative flourish- or the GM can ask the player to propose a skill
will sometimes be fol-
lowed by parentheses es, and the accumulation of strife (). and offer a rationale for its relevance.
containing ring names 3. Determine Approach: Next, the player provides
and values, such as
“(Air 3, Water 1)”. These
When to Make a Check a brief description of the methods their character
values are the TNs to The GM gets to decide when it’s worthwhile for a char- employs to reach their goal. The GM selects the
use those rings.
acter to make a check. As a rule of thumb, the GM elemental approach (see page 142) that corre-
should consider the following questions: sponds to reaching the original goal by the spe-
cific methods, or asks the player to pick a meth-
$$ Could the character fail? od. If multiple approaches are viable, the player
should offer a rationale for the one they choose.
$$ Could the character possibly succeed?
MATCHING RINGS Each ring corresponds with a set of methods that
WITH SKILLS
$$ Are the consequences of success and failure relate to the following concepts and are explored
interesting and meaningfully different? in more detail in Chapter 3: Skills (see page 140):
The Five Rings are
important philosophical If the answer to any of these is “no,” the GM proba- –– Air: Grace, cunning, precision, subtlety
concepts in Rokugan, and bly shouldn’t ask for a check. The character can simply
thus each ring says some-
–– Earth: Resilience, patience, memory, calm
succeed at their action or fail at it, and the GM can
thing important about a
work with the player to narrate the results in the story.
–– Fire: Passion, invention, candor, ferocity
character.
–– Water: Flexibility, awareness, efficiency, charm
Rather than reflecting
measurable mental or Steps of a Check –– Void: Mysticism, intuition, instinct, wisdom
physical traits of a char-
The six steps in the following section provide a more 4. Determine Target Number of Successes: Final-
acter, each ring represents
an aspect of a character’s technical breakdown that the GM can reference if ly, the GM selects a target number of successes
personality, and their they need to know when effects occur or how spe- (commonly referred to as a TN). It is the number
inclination toward certain cific abilities interact. The GM performs all steps for of successes the character must achieve to
ways of thinking, acting,
non-player characters. succeed at the check. Except in special circum-
and using the tools that
their skills provide them. stances, the GM should announce the TN of the

Thus, each ring can func-


Step 1: Declare Intention check to the player at this point (see When to
Reveal or Conceal the TN, on page 297).
tion alongside any skill,
When a player declares that their character is attempt-
but each pairing reflects
a different strategy and ing a task with dramatic stakes where failure is a pos-
thus leads to a different sibility, the GM may call upon that player to make a Step 3: Assemble and Roll Dice Pool
outcome. check. The player should make their intention behind
the check clear, describing what they want their charac- The player assembles the dice pool. The player picks up
ter to achieve if they succeed at the check. a number of Skill dice (  ) equal to the character’s ranks
in the selected skill and a number of Ring dice (  ) equal
to the value of the character’s ring that is associated with
the selected approach. Then, the player rolls all of these
dice. After they are rolled, the dice are called rolled dice.

22
Summary of a Check

Declare Intention
Kat wants to have her character Sakura leap from one rooftop to
When a character tries to accomplish something
another while pursuing a suspicious figure fleeing the scene of a crime.
in the story, the GM may ask for a check. That
She describes her character’s reckless approach to the task—catching
character’s player clearly explains what they want their
up is the most important thing right now!
character to accomplish.

Determine Details The GM decides that since she’s trying to overwhelm a foe with a burst
Based on the description, the GM decides which of speed, the check will use Sakura’s Fire Ring and Fitness skill. The TN
skill and ring the player will roll, along with the target of the check would be 2 normally, but in this case there is fresh snow on
number of successes (TN) needed. the rooftop. The GM raises the TN to 3 to account for this circumstance.

Assemble and Roll Dice Pool Kat’s character has a Fire Ring of 3, so she
First, the player picks up a number of Ring dice (  ) picks up 3 Ring dice (    ).
equal to their character’s ring the GM chose. This can +
be found on the character sheet under Rings.
Kat’s character has 1 rank of the Fitness skill,
Next, the player picks up a number of Skill dice (  ) so she picks up 1 Skill die (  ).
equal to their character’s ranks in the skill the GM chose.

Then, the player rolls all of the dice together. Kat picks up and rolls these dice:

After rolling, Kat has the following results:


Modify Rolled Dice
The GM and player apply any effects that modify the Her character’s Keen Balance advantage allows her to reroll two dice. She
dice, such as advantages and disadvantages that chooses the  showing a blank result and the  showing an  result.
cause rerolls.
Her new results are:

Kat needs 3 success or explosive success


symbols ( / ) to succeed. She only has
Choose Kept Dice
2 so far, but if she chooses the , she can
The player selects a number of dice up to their ring to keep. roll an extra die to possibly generate the
extra  she needs. She chooses to keep
the highlighted dice and drops the others.

Resolve Symbols on Kept Dice  First, Kat rolls the extra die
from her explosive success ()
symbol. The result is  , so she
The player resolves symbols from results of kept dice in +
opts to add this die to her roll.
the following order to determine the check's outcome:

Explosive Success (): For each , the play-


$$

er may roll 1 extra die of the type on which it


 Kat generated 1 strife (), so she records that on
Sakura's character sheet next to her composure attribute.
appears and choose to keep or drop it.
$$ Strife (): The character receives 1 strife per .  Kat has 1 opportunity (). She uses it to add a detail: the chase
unnerves the target, which will help in questioning them later.
$$ Opportunity (): Spend  to add story details.
$$ Total Successes ( / ): If total  and  equal  Kat has a total of 3  and/or , each of which provides a
or exceed the TN, the character succeeds. success, so she reaches the target number to succeed at the
 check. Sakura vaults across the gap and tackles her target!
C H APT E R 1 : P L AY I N G T H E G AME

1. Apply Advantages and Disadvantages: The


Sample TNs description for each advantage or disadvantage
specifies circumstances when it applies—as long
The target number of successes (TN) gener- as the GM also agrees. Advantages are applied
ally ranges from 1 to 8, but it can potentially before disadvantages.
be even higher. The GM chooses this num- 2. Consolidate Advantages and Disadvantages:
ber based on the innate difficulty of the task, After applying advantages and disadvantag-
the complexity of the objective the player es, the player consolidates them. An applied
described, and the appropriateness of the distinction advantage cancels (and is canceled
method the character is using. by) an applied adversity disadvantage; pas-
sions and anxieties cancel each other out in
$$ TN 1: An easy task for most people,
the same manner. Canceled advantages and
such as carrying half one’s weight or
disadvantages have no effect on the resolution
finding a misplaced item.
of the check.
$$ TN 2: An average task, such as jumping
3. Resolving Advantages and Disadvantages:
a ten-foot ditch or recognizing some-
The player resolves each advantage or disad-
one in disguise.
vantage (the effects are described in this page’s
$$ TN 3: A difficult task, such as scal- margin notes and in Chapter 2). Only one
ing a cliff without rope or finding a advantage or disadvantage of a given category
well-hidden object. (distinction, adversity, etc.) can be resolved.
$$ TN 4: A very hard task, such as div-
ing safely from the top of a waterfall
or recalling someone’s exact words Step 5: Choose Kept Dice
years later. After applying advantages and disadvantages, the play-
$$ TN 5: An extremely hard task, such as er looks at the results and decides which of the rolled
stirring a demoralized army to action or dice will become kept dice (those used in the resolu-
hurling someone using only one hand. tion of the check) and which will become dropped dice
ADVANTAGE AND
(those that will be discarded with their results unused).
DISADVANTAGE $$ TN 6: An extraordinary task, such as
CATEGORIES The player must choose at least one die to keep, and
discerning someone’s whereabouts
can choose to keep a maximum up to the value of the
from the mud on their sandals or felling
The most common ring the character used for the check. The player then
categories have the a tree with a single ax blow.
removes all dropped dice.
following effects: $$ TN 7: A heroic task, such as outwres- Then, any effects that modify kept dice are resolved.
Distinction: The player tling a troll or naming all of one’s ances-
chooses up to 2 dice to tors in order.
reroll. Step 6: Resolve Symbols
Adversity: The player
$$ TN 8 (or higher): A legendary task, on Kept Dice
such as shattering stone with one’s bare
must choose 2 dice After the dice pool has been reduced to only kept dice,
with results containing hands or outwitting a Fortune.
the player resolves all symbols contained in the results of
 or  symbols to
reroll. If they fail, they those dice. Symbols are resolved in the following order:
gain 1 Void point.

Passion: After resolving


Step 4: Modify Rolled Dice 1. : For each  symbol, the player rolls one
additional die of the same type as the one con-
the check, the character During this step, any effects that modify rolled dice are
removes 3 strife. taining the  symbol. After rolling a die this way,
applied. The most common way that rolled dice are the player chooses whether it will be kept (on
Anxiety: After the modified is through advantages and disadvantages top of their current results) or dropped. If the die
check, the character (see page 35), helpful and hindering quirks innate
receives 3 strife. The is kept, the player resolves its result in addition
to a character. to the results on the rest of the kept dice in the
first time this occurs
each scene, they gain 1 After the player rolls the dice, the player and GM dice pool (including further  symbols).
Void point. have a chance to decide which (if any) of the charac-
ter’s advantages and disadvantages apply to the check. 2. : For each  symbol, the character receives
Each advantage and disadvantage can be applied only 1 strife. The character’s player should record
once per check by any character. any strife their character receives on their

24
CHAPTER 1: PL AYING T HE G AME

character sheet. Strife has no immediate effect,


but can have effects as it accumulates (see Table 1–1: Dice Faces
Using Strife on page 29).
NUMBER RING DIE  SKILL DIE 
3. : The player may spend 1 or more  sym-
bols to resolve opportunities. Opportunities 1 Blank Blank
are meant to prompt the player and the GM
2  Blank
to invent and add extra effects, additional
details, and narrative flourishes that occur inde-
3  
pendently of a check’s success or failure (see
Using Opportunity on page 28). 4  
4. : If the sum total of  and  symbols equals
or exceeds the target number of successes of 5  
the check, the character succeeds at the objec-
6  
tive declared in Step 1: Declare Intention. If
this total is less than the TN of the check, the 7 – 
character fails at the proposed feat instead.
Additionally, count up any  and  beyond 8 – 
the ones needed to reach the TN: these are
bonus successes, which are important for some 9 – 
checks that account for a character’s margin
of success. 10 – 

Narrating a 11 – 

Check’s Results 12 – 

A check is a mechanical activity, but it shouldn’t be


devoid of roleplaying, as it presents excellent opportu- Finally, the player gets the chance to interpret the
nity to describe what your character is doing in the story.  they spend as part of the check: they should indicate
If the character succeeds on the check, their player whether they want to spend it in a manner that steers
gets to narrate the outcome of the success, within the the narrative in a direction interesting to them, in a way
confines of the intention described in Step 1: Declare based on an example option appropriate to the ring
Intention. For example, if a bushi (warrior) character used on the check, or in a manner provided by a spe-
succeeds at an Attack action their player declared and cial ability. Sometimes, the GM must approve or con-
inflicts a lethal blow on their foe, the player can narrate tribute to the interpretation of , such as if the charac-
how their character slashes upward with their katana, ter notices an important detail that might change the
cutting through the robes of their adversary and into story or remember a relevant fact of the setting that
the soft flesh beneath. their player does not know. Unspent  simply goes
By contrast, if they fail, the player can still describe unused and has no effect.
their strike, but instead give a description of why they Table 8–1: Examples of , on page 328, provides
failed. The GM might offer a reason as well—perhaps a number of examples players can employ in a wide
the foe’s evasive footwork made them harder to hit array of circumstances and use as guidelines for cre-
than usual! ating new ways to spend . The GM and players alike
The player can also think about the emotions that are encouraged to use these for inspiration, or when
any strife they incurred represents, and may narrate they simply want a quick option to keep play moving.
this if they desire. Depending on the circumstances,
the  they accumulated as part of the Attack action
could represent their character’s grief at being forced
to cut down a loved one at their lord’s order—or it
might simply be the dull ache of killing yet another
anonymous stranger in a world that does not seem to
care how much blood is spilled. The narrative context
of the check is key, and should define how players and
GMs interpret a character’s strife.

25
C H APT E R 1 : P L AY I N G T H E G AME

Additional Rules for Checks


help the character succeed more thoroughly. On the
other hand, if the character fails, the amount by which
they fell short of the target number of successes (their
The following rules apply to all checks or to specific shortfall) can reveal the depths of their failure.
types of checks, as described within the entry.
Determining Bonus Successes
Assistance If a character succeeds on a check, their bonus success-
While a samurai must face some tasks alone, allies can es are the number of  and  symbols in excess of the
frequently offer critical assistance during major chal- target number of successes for the check.
lenges. When one character dedicates significant effort
to helping another (rather than accomplishing a sepa- Determining Shortfall
rate goal), use the rules for assistance.
If a character fails a check, their shortfall is the TN of
the check minus the sum of their  and  symbols.
Using Assistance
During Step 3: Assemble and Roll Dice Pool, if a char- Checks to Resist Effects
acter making a check receives assistance from one or
more others, the character making the check rolls one While most checks targeting other characters are made
additional  per assisting character who has 1 or more against static values (such as the target’s vigilance attri-
ranks of the skill in use, and one additional  per assist- bute), sometimes the target can make their own check
ing character who has 0 ranks in the skill in use. Each to resist. When a character succeeds at a check to
player whose character assists must describe how they resist an effect (whether the effect comes from a check
are helping, and the GM decides if they can contribute. or another source), they avoid some or all of the ill
At the GM’s discretion, during Step 4: Modify effects they would otherwise have suffered.
Rolled Dice, up to one advantage from one assisting For instance, if one character succeeds on a check
character can be applied. to hurl an opponent off a parapet, the target gets a
Then, during Step 5: Choose Kept Dice, a charac- chance to resist with a skill check using an elemental
ter making a check with assistance may keep up to 1 approach based on their chosen method of resistance.
additional die per assisting character. If the target succeeds on the check to resist, they are
Finally, during Step 6: Resolve Symbols on Kept able to avoid being thrown off the parapet, perhaps
Dice, each assisting character may choose to suffer 1 catching the edge or barely maintaining their footing.
UNIVERSAL strife to negate 1  symbol on the check. When setting the TN for a check to resist the effects
TIEBREAKER of another check, if the effect does not have a listed
TN, the GM should come up with a TN for the check
Many effects explain Limits on Assistance to resist. If they want to take the other character’s effort
how to break ties
The GM is the final arbiter of whether a character’s into account, they can use the acting character’s bonus
between characters, but
sometimes there might attempt to help is actually useful enough to grant this successes to modify the resisting character’s TN.
be a stalemate if these benefit, as well as whether there is a maximum number
values are tied as well.
In these cases:
of characters who can feasibly assist. Given the logis- Competitive Checks
tical challenges it can have (physical space, proximity,
• PCs supersede NPCs relevant expertise, etc.) and the mechanical potency If the GM needs to compare the performance of two
of assistance, GMs should feel free to allow only one or more characters on similar checks where neither is
• Adversary NPCs clearly resisting the other, each character’s bonus suc-
supersede minion NPCs character to assist in many circumstances.
cesses (or shortfall) provide this information. The char-
If there is still a tie,
the GM should use a Bonus Successes acter with the most bonus successes (or smallest short-
fall, if all failed) performs the task best, most quickly, or
randomized means
of breaking the tie,
and Shortfall most efficiently (or least badly, in the case of failure).
such as flipping a For example, if two characters are engaged in a
Sometimes it is important to know the amount by
coin or having the footrace and both succeed on their check, the one with
which a character succeeded at a task (or the extent of
tied parties play more bonus successes finishes first. If three characters
rock-paper-scissors. their failure). While success and failure are sometimes
are preparing poems for a poetry contest but all fail,
all-or-nothing, at other times, the degree of one’s suc-
the character with the smallest shortfall on their check
cess or failure is relevant. Successes in excess of the
writes the least embarrassing of the bad poems.
target number of successes (bonus successes) might

26
CHAPTER 1: PL AYING T HE G AME

Minimum TN $$ Add a Kept Die: When an effect says to add a


kept die, after Step 5: Choose Kept Dice, place
MINIMUM VALUES

The TN of a check cannot be reduced below 1 by modi- one die of the noted type in the pool set to the When an effect reduces
fiers. A TN 0 check would be a simple task for most, such specified result. It is a kept die. a value, it is assumed
to reduce it to a
as carrying one quarter of one’s weight or remember- $$ Cancel a Kept Die: When an effect says to minimum of 0 unless
ing a cousin’s name. This sort of task should not require cancel a kept die, after Step 5: Choose Kept stated otherwise. One
a check, but circumstances might make it hard enough Dice, choose one die in the pool as instructed. noteworthy exception is
to warrant a check. Conversely, if circumstances make a the target number (TN)
It becomes a dropped die.
of checks, which can
check utterly trivial, but it is important to know a charac-
only be reduced to a
ter’s bonus successes, the GM could call for a TN 0 check. minimum of 1.
Other Dice Modification
Modifying the Dice Pool Other common dice modification terms include:
Any effect that changes the contents of the dice pool
(dice, results, or symbols) after it has been rolled is
$$ Alter: When an effect says to alter a die, pick it
considered a die modification effect. A die can be up and set it to a different result as instructed
modified multiple times (including by the same form of by the effect.
modification) if multiple different effects instruct it. Each $$ Negate: When an effect says to negate a sym-
effect is fully resolved before resolving a different effect. bol, ignore that symbol when resolving the check
(but not other symbols from the same result).
Specific Results $$ Reroll: When an effect says to reroll a die, roll it
Some effects refer to a die set to or showing a specific again and use the new result.
result. This refers to a face on the die with exactly the $$ Reserve: When an effect says to reserve a
specified symbols (e.g. "add a  set to an   result" die, remove it from the roll, then set it aside
or "reroll a die showing a blank result"). or record its result. The die will be used for a
future roll as described by the effect.
Results Containing Symbols
Other effects refer to a die result containing a spec- Simultaneous Dice Modification
ified symbol. This refers to any result that includes at
least one instance of that symbol (e.g. "reroll a die con- If two or more effects would modify a die, the player who
taining " or "alter a die to a result containing "). made the check resolves them in the following order:

1. NPCs' effects (and other effects the GM controls)


Maximum Modification
2. Other player characters’ effects
If a single effect instructs a player to modify two or more
3. Their own character's effects
dice, they cannot select a single die to modify multiple
times this way. If the number of dice specified by the If a single player controls multiple such effects, that
effect exceeds the number of eligible dice in the pool, player chooses the order in which they resolve.
the player modifies as many eligible dice as possible.

Adding and Canceling Dice


Targeting and Checks
Some checks directly affect one or more other charac-
Resolve these effects in the listed order: ters. These characters are considered targets of that
check. If an effect specifies it, objects and positions in
$$ Add a Rolled Die: When an effect says to add
space can also be the target of a check.
a rolled die, during Step 4: Modify Rolled
Dice, place one die of the noted type in the
pool set to the specified result. It is a rolled die.
$$ Cancel a Rolled Die: When an effect says to
cancel a rolled die, during Step 4: Modify
Rolled Dice, choose one die in the pool as
instructed. It becomes a dropped die.
C H APT E R 1 : P L AY I N G T H E G AME

EXAMPLE USES OF 

Beyond the narrative


Using Opportunity Scaling  Effects
uses discussed here, Opportunity () is a symbol that gives players and The opportunities described on this page can
an extensive list of
GMs a cue to add narrative flair and secondary effects generally scale for effect, becoming more
example uses of  can
be found in Table 8–1: to the tasks the characters attempt. It can be spent to efficacious if additional  symbols are spent
Examples of  (see add details that make the story more vivid or exciting. on them. For uses of  whose specific effects
page 328). Players Like most improvisational tools,  can be extremely are spelled out in text, scaling is indicated
and GMs can use these with a “+” symbol, and opportunities in text
effective when used to build upon details that already
directly, or as inspira-
exist in the scene. The only thing  cannot do is without the “+” symbol do not scale.
tion for their own new
opportunities. change a success to a failure, or vice-versa—though it If the cost of an opportunity is “+,” the
can add to or mitigate the consequences of succeed- character may spend 1 or more  when acti-
ing or failing, at the GM’s discretion. vating the effect. The effect then scales; the
In terms of procedure, the player should suggest the more  that was spent to activate it, the more
detail or addition they wish to include with the , then impactful it becomes.
the GM should either approve it or pose an alternative
option that fits within the story.
A character can only resolve a given opportunity For instance, if a courtier fails a check to convince their
effect once per check, but many opportunities can scale lord to cancel a planned pilgrimage after an assassina-
with additional  symbols spent. tion attempt, spending Air  to have spoken very subtly
might prevent their lord from realizing they were trying
 as a Descriptor to exert influence at all. Alternatively, speaking very cau-
tiously with Earth  might convince their lord that they
One way to use  is to add a descriptive adverb to the worry too much, but their intentions are good—perhaps
verb that describes one’s activity in a check, based on the lord will invite their loyal retainer along for the pilgrim-
the ring used for the check: age, so that they can see how safe it is and relax a bit. In
both cases, the character still failed, but their opportunity
$$ Air : Act precisely, stealthily, or subtly
added an interesting, advantageous twist.
$$ Earth : Act cautiously, calmly, or thoroughly Many of the example uses of  (see page 328)
$$ Fire : Act creatively, fearsomely, or noticeably are thematically linked to these concepts, and players
should feel free to use them for inspiration.
$$ Water : Act efficiently, flexibly, or gregariously
$$ Void : Act instinctively, inscrutably, or sagely  as a Narrative Tool
Adding one of these descriptors can significantly The other fundamental way to use  is to add a narra-
change the way a character’s activity (the check) actu- tive detail that surfaces as the character undertakes the
ally occurs in the narrative. The GM should consid- task—a new piece of information that their character
er how the character’s descriptor might change notices which can create interesting new avenues for
how their success or failure is received, what the story. The type of detail a character can add varies
consequences it has, or what new narrative by ring along the following themes:
opportunities it might create.
$$ Air : People’s strengths and weaknesses,
emotions, small details in objects
$$ Earth : The character’s own memories, history
of people and objects, defensive positions
$$ Fire : People’s motivations, flashes of insight,
conspicuous absences
$$ Water : Environmental dangers, presence of
useful terrain or objects, escape routes
$$ Void : Supernatural presences, flashes of
premonition, instinctive warnings
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rester dans les endroits les plus découverts. Il ne connaît pas le
pays et les chemins détournés, et s’embarrasse dans les épines et
les ronces. Son compagnon, les épaules allégées de leur fardeau,
est déjà loin de lui en sûreté.
Cloridan a gagné un endroit où il n’entend plus le bruit et la
rumeur produits par ceux qui le poursuivent. Mais quand il s’aperçoit
que Médor n’est pas avec lui, il lui semble qu’il a laissé en arrière
son propre cœur. « — Ah ! — disait-il — comment ai-je été assez
indifférent, assez oublieux de moi-même, pour m’échapper sans toi,
Médor, et sans savoir où et dans quel moment je t’ai laissé ! — »
Ainsi disant, il s’enfonce de nouveau dans le chemin sinueux de
l’inextricable forêt. Il retourne à l’endroit d’où il est venu, et marche
au-devant de la mort. Il entend les hennissements des chevaux et la
voix menaçante de l’ennemi ; il reconnaît les cris de son cher Médor,
et le voit seul, à pied, au milieu de nombreux cavaliers.
Une centaine de cavaliers l’entourent. Zerbin commande et crie
qu’on le fasse prisonnier. L’infortuné tourne comme la roue d’un
tourneur, et se défend de son mieux, s’abritant tantôt derrière un
chêne, tantôt derrière un orme, un hêtre, ou un frêne, et sans jamais
abandonner son cher fardeau. Enfin, ne pouvant plus le sauver, il le
dépose sur l’herbe et combat tout autour.
Telle l’ourse, assaillie dans sa tanière rocheuse par les chasseurs
des Alpes, se tient près de ses petits, incertaine de ce qu’elle doit
faire, et frémit tout à la fois de tendresse et de rage. La colère et son
instinct féroce la poussent à jouer des griffes et à s’abreuver de
sang ; mais l’amour maternel tempère sa fureur, et la retient auprès
de ses oursons.
Cloridan, qui ne sait comment venir en aide à Médor, veut mourir
avec lui ; mais avant de mourir il songe à faire plus d’une victime. Il
pose sur son arc une de ses flèches les plus acérées, et, de l’endroit
où il est caché, il ajuste si bien, qu’il transperce la cervelle d’un
Écossais. Celui-ci tombe de selle, sans vie.
Tous les autres se tournent du côté d’où est venu le trait
homicide. Pendant ce temps, le Sarrasin envoie une autre flèche qui
couche, près du premier, un second cavalier. Celui-ci s’était penché
vivement pour demander à son compagnon tombé s’il savait qui
avait tiré, quand la flèche arrive, lui traverse la gorge et lui coupe la
parole.
A cette vue, Zerbin, leur capitaine, ne peut plus se contenir. Plein
de colère et de fureur, il court à Médor, criant : « — C’est toi qui le
paieras. — » Il plonge sa main dans sa chevelure d’or et l’attire
violemment à lui. Mais à peine a-t-il jeté les yeux sur ce charmant
visage, qu’il est pris de pitié et ne se sent pas le courage de le tuer.
Le jouvenceau a recours aux prières ; il dit : « — Chevalier, au
nom de ton Dieu, ne sois pas assez cruel pour m’empêcher
d’ensevelir le corps de mon roi. Ne pense pas que je réclame autre
chose de ta pitié, et que je tienne à la vie. Je ne désire la conserver
qu’autant qu’elle me permettra de donner la sépulture à mon maître.
« Tu pourras, après, si tu es aussi cruel que Créon le Thébain,
donner mes membres en pâture aux bêtes et aux oiseaux de proie ;
mais laisse-moi d’abord ensevelir le fils d’Almonte. — » Ainsi disait
Médor, avec des gestes, avec un son de voix capables d’attendrir
une montagne. Zerbin en était déjà si touché, qu’il se sent ému de
tendresse et de pitié.
En ce moment, un chevalier brutal, sans respect pour son prince,
transperce d’un coup de lance la poitrine sans défense du
malheureux suppliant. Cet acte barbare et déloyal irrite d’autant plus
Zerbin, qu’il voit le jeune homme tomber sous le coup, pâle et
évanoui, et le considère comme mort.
Indigné et chagrin tout à la fois, il dit : « — Tu ne resteras pas
sans vengeance. — » Et plein de courroux, il se retourne vers le
chevalier qui a commis le meurtre ; mais celui-ci prenant l’avance, se
dérobe à sa colère et s’enfuit. Cloridan, voyant Médor par terre,
s’élance hors du bois et se montre à découvert.
Il jette son arc, et se précipite plein de rage, l’épée à la main, au
milieu des ennemis, plutôt pour mourir que dans la pensée de tirer
une vengeance qui le satisfasse. Bientôt, sous les coups de tant
d’épées, son sang rougit le sable, et se sentant près d’expirer, il se
laisse tomber à côté de son cher Médor.
Les Écossais suivent leur chef qui marche à travers la forêt
profonde, tout chagrin d’avoir laissé l’un des deux Sarrasins mort et
l’autre à peine vivant. Depuis longtemps, le jeune Médor est étendu
sur le gazon, et son sang s’échappe d’une si large blessure, que sa
vie va s’éteindre, s’il ne survient pas quelqu’un pour lui porter
secours.
Le hasard conduit près de lui une damoiselle, aux vêtements
semblables à ceux d’une humble bergère, mais à l’air noble, au
visage ravissant, aux manières à la fois hautaines et pleines de
courtoisie. Il y a si longtemps que je ne vous en ai plus parlé, qu’à
peine devrez-vous la reconnaître. C’est Angélique, si vous ne le
savez pas ; c’est la file altière du grand khan de Cathay.
Depuis qu’Angélique a recouvré l’anneau que Brunel lui avait
dérobé, son assurance et son orgueil sont devenus tels, qu’elle tient
en mépris le monde entier. Elle s’en va seule, et n’accepterait pas
pour compagnon le chevalier le plus fameux de l’univers. Elle
s’indigne en songeant qu’elle a donné jadis le titre d’amant à Roland
et à Sacripant.
Mais celle de ses faiblesses dont elle se repent le plus, c’est
d’avoir voulu autrefois du bien à Renaud. Elle se considère comme
avilie d’avoir porté si bas ses regards. Amour voyant tant
d’arrogance ne veut pas la supporter plus longtemps. Il se place à
l’endroit où gît Médor, et attend la belle au passage, une flèche toute
prête sur son arc.
Quand Angélique voit le jouvenceau se traîner languissant et
blessé, et, quoique près de la mort, se plaindre plutôt de ce que son
roi soit sans sépulture que de son propre mal, elle sent une pitié
inaccoutumée pénétrer jusqu’au fond de sa poitrine, par une porte
inusitée. Son cœur, jusque-là si dur, devient tendre et sensible,
surtout après que Médor lui a raconté son aventure.
Rappelant à sa mémoire les secrets de la chirurgie qu’elle a
apprise jadis dans l’Inde, où cette science est considérée comme si
noble et si digne de grands éloges, que le père la transmet en
héritage à son fils sans y presque rien changer, elle se dispose à
employer le suc des herbes pour conserver le blessé à la vie.
Elle se souvient qu’en traversant une agréable prairie, elle a vu
une herbe, soit dictame, soit panacée, ou toute autre plante de
même vertu, qui arrête le sang, calme la douleur des blessures et
prévient tout danger. Elle la trouve non loin de là, la cueille, et revient
à l’endroit où elle a laissé Médor.
En s’en revenant, elle rencontre un berger qui allait à cheval à
travers le bois, à la recherche d’une génisse échappée depuis deux
jours du bercail et errant à l’abandon. Elle l’entraîne vers le lieu où
Médor perd sa force avec le sang qui sort de sa poitrine, et dont il a
déjà tellement rougi la terre, que la vie est près de lui échapper.
Angélique descend de son palefroi, et fait aussi mettre pied à
terre au berger. Elle broie les herbes entre deux pierres, puis elle les
presse et en reçoit le suc dans ses mains blanches. Elle le verse
dans la plaie, et en frotte la poitrine, le ventre et les flancs de Médor.
La vertu de cette liqueur est telle, que le sang s’arrête soudain, et
que les forces reviennent au blessé.
Il peut monter sur le cheval que le berger conduit. Mais il ne veut
point s’éloigner avant que son maître ne soit dans la terre. Il le fait
ensevelir, ainsi que Cloridan ; puis il se laisse conduire où il plaît à
Angélique. La belle, par humanité, reste avec lui dans l’humble
cabane du berger hospitalier.
Elle ne veut point partir avant qu’il ne soit revenu à la santé,
tellement elle le tient en estime, tellement elle l’a pris en pitié depuis
qu’elle l’a vu étendu sur la terre. Puis, en contemplant ses grâces et
sa beauté, elle sent son cœur rongé comme par une lime, et le feu
de l’amour l’embraser peu à peu tout entier.
Le berger habitait une assez bonne et belle chaumière, située
dans le bois, et blottie entre deux collines. Il l’avait peu auparavant
rebâtie tout à neuf, et il avait avec lui sa femme et ses enfants. C’est
là que la blessure de Médor est promptement guérie par la donzelle.
Mais, en moins de temps, elle se sent atteinte elle-même au cœur
d’une blessure plus grande.
Elle ressent, plus large et plus profonde, la blessure que lui a
faite au cœur la flèche invisible lancée par l’archer ailé qui s’est
caché dans les beaux yeux et la tête blonde de Médor. Elle se sent
brûler d’un feu qui augmente sans cesse, et plus elle soigne le mal
de son ami, moins elle a souci de son propre mal ; elle ne songe
qu’à guérir celui qui la blesse et la fait souffrir elle-même.
Sa plaie s’ouvre et s’agrandit à mesure que celle de Médor se
guérit et se ferme. Le jeune homme recouvre la santé ; elle languit,
en proie à une fièvre nouvelle, qui la glace et la brûle tour à tour. De
jour en jour sa beauté s’étiole ; la malheureuse dépérit, comme fond
une flaque de neige tombée dans une saison intempestive, et que le
soleil frappe à découvert.
Si elle ne veut pas mourir de désir, il faut que sans retard elle se
vienne elle-même en aide. Elle ne peut plus attendre qu’on lui
demande ce qu’elle brûle de donner. Aussi, bannissant toute
vergogne, elle emploie, pour se faire comprendre, un langage non
moins ardent que ses yeux. Et, du coup, elle réclame merci, sans
savoir que peut-être elle l’accorde elle-même.
O comte Roland, ô roi de Circassie, dites, à quoi vous a servi
votre éclatante valeur ? Dites, à quel prix doit-on estimer votre gloire
sans pareille ? Quelle récompense ont obtenue vos services ?
Montrez-moi une seule faveur, ancienne ou nouvelle, que vous ait
jamais accordée, en retour de votre dévouement, celle pour qui vous
avez tant souffert.
Oh ! si tu pouvais jamais revenir à la vie, combien ta peine serait
cruelle, ô roi Agrican, toi envers qui elle se montra si dédaigneuse,
et qu’elle repoussa d’une façon si dure et si inhumaine ! Et toi,
Ferragus, et vous, au nombre de plus de mille, dont je passe les
noms, qui avez accumulé tant de prouesses pour cette ingrate,
combien il vous serait douloureux de la voir maintenant aux bras de
celui-ci !
Angélique laissa cueillir à Médor la première rose, non encore
effleurée, du beau jardin où personne n’avait été assez heureux pour
mettre les pieds. Afin de légitimer sa faiblesse, on célébra les
saintes cérémonies du mariage, sous les auspices de l’amour, et
avec la femme du berger pour marraine.
Sous cet humble toit, les noces furent faites aussi solennellement
que possible, et pendant plus d’un mois les deux amants goûtèrent
en paix de tranquilles plaisirs. La dame ne voyait rien au-dessus du
jouvenceau, et ne pouvait s’en rassasier. Bien qu’elle fût toujours
pendue à son cou, elle ne sentait jamais ses désirs entièrement
satisfaits.
Soit qu’elle restât enfermée ou qu’elle sortît de la cabane, elle
avait jour et nuit le beau jouvenceau à son côté. Matin et soir elle
parcourait l’une et l’autre rive, foulant aux pieds les vertes prairies.
Dans le milieu du jour, tous deux se mettaient à l’abri sous une
grotte non moins commode et agréable que celle qu’Énée et Didon,
fuyant l’orage, rendirent jadis témoin fidèle de leurs secrets [8] .
Un de leurs plaisirs consistait à graver leur chiffre, avec un
couteau ou un stylet, sur l’écorce de chaque arbre qu’ils voyaient
dresser son ombre au-dessus d’une fontaine ou d’un pur ruisseau.
Ils en faisaient de même sur les rochers les moins durs ; les noms
d’Angélique et de Médor, entrelacés ensemble de mille façons,
couvraient aussi les murs de la cabane.
Quand Angélique jugea qu’elle avait assez longtemps séjourné
dans cet endroit, elle résolut de retourner dans l’Inde, au Cathay, et
de placer la couronne de son beau royaume sur la tête de Médor.
Elle portait au bras un bracelet d’or, orné de riches pierreries, que le
comte Roland lui avait donné, en témoignage du bien qu’il lui voulait.
Elle le possédait depuis longtemps.
Morgane le donna jadis à Ziliant [9] , pendant qu’elle le retenait
captif dans le lac. Celui-ci, après avoir été rendu à son père
Monodant, grâce au bras et à la valeur de Roland, donna le bracelet
au comte. Roland, qui était amoureux, consentit à passer à son bras
le cercle d’or, dans l’intention de le donner à sa reine, dont je vous
parle.
La dame l’avait conservé comme ce qu’elle avait de plus
précieux, non par amour pour le paladin, mais parce qu’il était riche
et d’un travail exquis. Elle réussit, je ne sais par quel artifice, à le
garder lorsque, dans l’île des Pleurs, elle fut exposée nue en pâture
à un monstre marin, par des gens inhospitaliers et cruels.
N’ayant pas d’autre récompense à offrir au bon pasteur et à sa
femme qui les avaient aidés avec un si grand zèle depuis le jour où
ils étaient arrivés dans leur chaumière, elle ôta le bracelet de son
bras et le leur donna ; elle voulut qu’ils le gardassent en souvenir
d’elle. Puis ils s’acheminèrent vers la chaîne de montagnes qui
sépare la France de l’Espagne.
Ils pensaient s’arrêter quelques jours à Barcelone ou à Valence,
jusqu’à ce qu’ils eussent trouvé un bon navire qui appareillât pour le
Levant. En descendant le versant des Pyrénées, ils découvrirent la
mer au delà de Girone, et, côtoyant le rivage à main gauche, ils se
dirigèrent sur Barcelone par la route ordinaire.
Mais avant d’y arriver, ils rencontrèrent sur le sable du rivage un
homme fou, dont le visage, la poitrine, les reins et tout le corps
étaient tout souillés de boue et de fange, comme celui d’un porc. Cet
homme se rua sur eux comme un dogue qui se jette sur un étranger,
et vint détruire leur bonheur. Mais je retourne vous parler de
Marphise.
Je veux vous parler de Marphise, d’Astolphe, d’Aquilant, de
Griffon et des autres qui, la mort devant les yeux, sont livrés à la
fureur de la mer dont ils ne peuvent se garantir. La fortune, de plus
en plus arrogante, redouble ses menaces et ses colères, et bien
qu’elle dure depuis trois jours, elle ne semble pas prête à s’apaiser.
L’onde ennemie et le vent toujours plus féroce ont brisé le
gaillard d’arrière et la galerie. Le pilote fait couper et jeter à la mer
les débris que l’ouragan laisse debout. L’un, dans sa cabine, se tient
courbé sur la carte, cherchant, à la lumière d’une petite lanterne, le
chemin à suivre ; l’autre visite la cale avec une torche.
Celui-ci se tient à la poupe, celui-là à la proue, devant la
clepsydre, et regarde, à chaque demi-heure, combien on a fait de
chemin, et quelle direction l’on suit. Puis, tous les matelots sont
réunis sur le pont du navire, où ils tiennent conseil sous la
présidence du patron, et donnent chacun leur avis.
L’un dit : « — Nous sommes arrivés sous Limisso, si j’en juge
par les bas-fonds. — » L’autre soutient qu’on est près des rocs
aigus de Tripoli, où la mer brise la plupart des navires ; un troisième
s’écrie : « — Nous courons nous perdre sur la côte de Satalie, objet
d’effroi et de regrets pour plus d’un nocher. — » Chacun parle selon
son opinion ; mais tous sont oppressés et tourmentés d’une même
crainte.
Le troisième jour, le vent les secoue avec plus de violence, et la
mer frémit encore plus furieuse ; une lame brise et emporte le
gouvernail ; une autre enlève d’un même coup la barre et celui qui la
tient. Il faudrait avoir le cœur de marbre et plus dur que l’acier, pour
ne pas être effrayé à un tel moment. Marphise, qui jusque-là n’avait
jamais connu la crainte, a avoué, depuis, que ce jour-là elle eut peur.
Tous font des vœux de pèlerinage au mont Sinaï, à Galice, à
Chypre, à Rome, au Saint-Sépulcre, à la Vierge d’Utine et à d’autres
lieux célèbres. Cependant le malheureux navire, à moitié fracassé,
est soulevé jusqu’au ciel ou plongé au fond de la mer. Pour moins le
fatiguer, le patron avait fait couper le mât d’artimon.
Les ballots, les caisses, et tous les objets les plus lourds, sont
jetés par-dessus la proue et la poupe ; les cabines, les magasins et
les riches marchandises qu’ils renferment deviennent la proie des
ondes. Les uns travaillent aux pompes, et cherchent à rejeter dans
la mer l’eau qui remplit le navire ; les autres réparent dans la cale les
endroits où la mer a causé des avaries.
Au bout de quatre jours passés au milieu de ces fatigues et de
ces angoisses, ils étaient au bout de leurs forces, et la mer en aurait
eu complètement raison, pour peu que sa fureur eût continué. Mais
la vue du feu Saint-Elme, qui vint se poser sur la corniche de la
proue — car ils n’avaient plus ni mâts ni antennes — leur fit espérer
une prochaine accalmie.
A la vue de la flamme éclatante, les navigateurs s’agenouillèrent
tous, et les yeux humides de larmes, la voix tremblante, ils
implorèrent une mer tranquille. La tempête cruelle, jusqu’alors si
tenace, s’arrêta soudain ; le mistral et l’aquilon laissèrent le navire en
paix ; et le vent du Sud-Ouest régna seul sur la mer.
Il sortait avec tant de force de sa noire caverne, et produisait sur
la surface de la mer agitée un courant si rapide, qu’il entraînait le
navire plus rapidement que le faucon emporté sur ses ailes. Le
nocher craignait déjà de le voir poussé jusqu’à la fin du monde, ou
rompu en mille pièces et submergé.
Mais il trouva bientôt le moyen d’y remédier. Il fit jeter des
fascines le long de la poupe et lâcher les câbles, ce qui ralentit des
deux tiers la vitesse du bâtiment. Cette manœuvre, ajoutée à
l’heureux présage causé par la vue du feu Saint-Elme brillant à la
proue, sauva le navire qui aurait probablement péri sans cela, et lui
permit de regagner en toute sûreté la haute mer.
Ils arrivèrent enfin dans le golfe de Laias, sur la côte de Syrie, en
face d’une grande cité. Ils étaient si près du rivage, qu’ils
distinguaient les deux forteresses qui fermaient l’entrée du port. En
reconnaissant la route qu’il suivait, le patron recommença à pâlir, car
il ne voulait pas aborder à ce port, et ne pouvait reprendre la haute
mer pour le fuir.
Il ne pouvait ni fuir ni reprendre la haute mer, ayant perdu ses
mâts et ses antennes, et son pont, ainsi que ses maîtresses pièces,
ayant été détruit, emporté ou abattu par les vagues. Aborder au port,
c’était affronter la mort ou un perpétuel esclavage, tous ceux que
leur erreur ou la mauvaise fortune y poussait y recevant la mort ou
étant retenus prisonniers.
Rester plus longtemps sans prendre un parti offrait aussi un
grand danger, car les habitants pouvaient à chaque instant sortir sur
des barques armées et attaquer le navire, qui, loin de pouvoir se
défendre, avait peine à se maintenir à flot. Pendant que le patron
était indécis, le duc d’Angleterre lui demanda ce qui causait son
hésitation, et pourquoi il n’avait pas encore abordé au port.
Le patron lui répond que ces rivages sont occupés par des
femmes homicides, dont l’antique loi ordonne de tuer ou de retenir
en esclavage quiconque y aborde. Celui-là seul peut échapper à
cette double alternative, qui, après avoir vaincu dix chevaliers en
champ clos, peut, la nuit suivante, livrer assaut dans le lit à dix
donzelles.
Quand bien même il aurait triomphé de la première épreuve, il
est mis à mort s’il ne surmonte pas la seconde, et ses compagnons
sont contraints à servir comme laboureurs ou gardeurs de
troupeaux. Si, au contraire, il parvient à vaincre dans les deux cas, il
obtient la liberté de tous les siens. Quant à lui, il est retenu
prisonnier, et doit servir d’époux à dix femmes, choisies à son goût.
Astolphe ne peut s’empêcher de rire en apprenant l’étrange loi de
ce pays. Surviennent Sansonnet, puis Marphise, Aquilant et son
frère. Le patron leur raconte également le motif qui le retient loin du
port. « — J’aime mieux — ajoute-t-il — être englouti par la mer que
subir le joug de la servitude. — »
Les matelots, et tous les autres passagers, furent de l’avis du
patron. Mais Marphise et ses compagnons furent d’un avis contraire,
le rivage leur paraissant plus sûr que la mer. Il leur semblait plus
pénible de se voir entourés par les vagues en courroux, que de se
trouver au milieu de cent mille épées. Ils redoutaient fort peu ce
pays, ni tout autre où ils pouvaient se servir de leurs armes.
Les guerriers désirent aborder, surtout le duc anglais qui sait
qu’avec le son de son cor il peut mettre en fuite tous les habitants de
la contrée. Une partie des passagers approuve ce projet, l’autre le
blâme. Une discussion s’engage. Mais le plus grand nombre se
déclarent contre l’avis du patron, et le forcent à se diriger malgré lui
vers le port.
A peine les a-t-on découverts de la cité cruelle, qu’une galère
garnie d’une chiourme nombreuse et de matelots expérimentés, s’en
vient droit au malheureux navire où règnent l’incertitude et la
confusion. La galère attache à sa poupe la proue du bâtiment, et le
remorque hors de la mer impitoyable.
On entre au port à force de rames plutôt qu’à l’aide de la voile,
car l’alternance des brises du Sud et du Nord a fini par faire tomber
le vent. Pendant ce temps, les chevaliers reprennent leurs dures
cuirasses et ceignent leur fidèle épée, tout en cherchant à rendre le
courage et l’espoir au patron et aux autres passagers qui tremblent
de peur.
Le port ressemble au croissant de la lune, et a plus de quatre
milles de tour ; l’entrée est large de six cents pas, et à chaque corne
du croissant s’élève une forteresse. La ville n’a à craindre aucun
assaut, si ce n’est du côté du Midi ; elle s’étale en amphithéâtre sur
le penchant d’un coteau.
Dès que le navire est arrivé — avis en avait été donné dans toute
la ville — six mille femmes, en costume de guerre et armées d’arcs,
se réunissent sur le port, et, pour couper toute retraite, ferment la
mer d’une forteresse à l’autre, au moyen de navires et de chaînes
toujours prêts pour cet usage.
Une d’elles, aussi âgée que la sibylle de Cumes ou la mère
d’Hector, fait appeler le patron et lui demande s’ils veulent se laisser
mettre à mort, ou s’ils veulent se soumettre au joug ; ils ont le choix
entre deux partis : mourir tous en ce lieu, ou y rester prisonniers.
« — Il est vrai — disait-elle — que s’il se trouve parmi vous un
homme assez courageux et assez fort pour combattre contre dix de
nos hommes et leur donner la mort, puis pour remplir la nuit suivante
l’office de mari auprès de dix femmes, il deviendra notre roi, et vous
pourrez poursuivre votre route.
« A moins que vous ne préfériez rester aussi ; mais ceux qui
voudront rester s’engageront à servir de mari à dix femmes. Si, au
contraire, votre champion est vaincu par nos dix guerriers, ou s’il
succombe dans la seconde épreuve, vous resterez tous comme
esclaves, et lui périra. — »
Là où la vieille croyait ne rencontrer que de la crainte, elle trouve
une hardiesse inaccoutumée. Chacun des chevaliers se fait fort de
soutenir l’une et l’autre épreuve. Quant à la seconde, ce n’est pas le
cœur qui manque à Marphise pour la surmonter, bien qu’elle y soit
peu apte, mais elle espère qu’à défaut de la nature son épée suffira
pour la tirer d’affaire.
Après s’être entendus, ils chargent d’un commun accord le
patron de répondre qu’il y a sur le navire des gens disposés à
affronter les dangers du champ clos et du lit. Aussitôt tous les
obstacles s’abaissent, le pilote accoste, déploie le câble et fait
mordre l’ancre ; le pont est jeté, et les guerriers sortent du navire,
tirant leurs destriers après eux.
Puis ils vont à travers la ville, qu’ils trouvent pleine de donzelles
hardies, chevauchant dans les rues et luttant sur les places comme
de vraies guerrières. Ici, il est défendu aux hommes de chausser
l’éperon, de ceindre l’épée ou de porter aucune arme, excepté
toutefois aux dix qui sont chargés de faire respecter l’antique
coutume que je vous ai dite.
Tous les autres tiennent la navette, l’aiguille, le fuseau, ou sont
occupés à se peigner et à se parer. Vêtus d’habits de femme, ils
vont toujours à pied, ce qui leur donne un air mou et efféminé.
Quelques-uns sont enchaînés et réservés pour les travaux de
l’agriculture, ou pour la garde des troupeaux. En somme, les
hommes sont peu nombreux ; c’est à peine si, pour mille femmes, on
en compte cent, dans la ville et dans toute la contrée.
Les chevaliers conviennent de tirer au sort celui d’entre eux qui
devra, pour le salut commun, lutter contre les dix champions dans la
lice, et combattre ensuite sur un autre champ de bataille. Ils veulent
écarter Marphise, estimant qu’elle ne peut songer à vaincre dans la
seconde joute, car elle n’a pas ce qu’il faut pour remporter la victoire
sur ce point.
Mais elle exige de participer au tirage, et, en définitive, le sort
tombe sur elle. Elle dit : « — Je perdrai la vie avant que vous
perdiez la liberté. Mais cette épée — et elle leur montre l’épée
qu’elle porte au côté — doit vous rassurer et vous convaincre que je
saurai triompher de tous les obstacles, à la façon d’Alexandre qui
trancha le nœud gordien.
« Je veux que désormais, jusqu’à la fin des siècles, les étrangers
n’aient plus à redouter ce pays. — » Ainsi elle dit, et ses
compagnons ne peuvent lui refuser de tenter l’aventure. Donc, ils lui
laissent courir la chance ou de tout perdre, ou de conquérir leur
liberté. Quant à elle, déjà armée de toutes pièces, elle se présente
en champ clos pour la bataille.
Au sommet de la ville, s’élève une place tout entourée de
gradins, et qui sert uniquement à de semblables épreuves, aux
joutes, aux chasses et aux jeux publics. Quatre portes de bronze en
ferment l’entrée. Là pénètre la multitude confuse des femmes
armées ; puis on dit à Marphise d’entrer.
Marphise fait son entrée sur un destrier blanc, moucheté de
taches grises, à la tête petite, au regard de feu, à l’allure superbe et
aux formes accomplies. Il avait été choisi à Damas entre mille qui y
étaient tout bridés et sellés, comme le meilleur, le plus beau et le
plus vaillant ; et, après l’avoir fait royalement harnacher, Norandin
l’avait donné à Marphise.
Marphise entre par la porte du Sud. A son arrivée, l’arène retentit
du son clair et aigu des trompettes. Un instant après, ses dix
adversaires entrent dans la lice par la porte du Nord. Le chevalier
qui marche à leur tête, semble valoir tous les autres ensemble.
Il s’avance sur un grand destrier qui, sauf le front et le pied
gauche où se montrent quelques poils blancs, est plus sombre et
plus noir qu’un corbeau. Les armes du chevalier, de la même
couleur, semblent indiquer que son âme est aussi éloignée de la joie
que les ténèbres le sont de la lumière.
Aussitôt que le signal du combat est donné, les neuf autres
champions baissent tous ensemble la lance. Mais le chevalier aux
armes noires dédaigne l’avantage du nombre ; il se retire de côté et
ne semble pas vouloir prendre part à la lutte commune. Sa courtoisie
l’empêche de profiter de la loi du pays. Il se retire de côté, et regarde
ce qu’une seule lance pourra faire contre neuf.
Le destrier, à l’allure douce et ferme à la fois, porte rapidement la
jeune guerrière à la rencontre de ses adversaires. Pendant sa
course, Marphise met en arrêt sa lance, si lourde que quatre
hommes auraient peine à la soutenir. En quittant le navire, elle l’avait
choisie, comme la meilleure, entre beaucoup d’autres. L’air terrible
dont elle s’avance fait pâlir mille visages, fait tressaillir mille cœurs.
Elle ouvre la poitrine du premier qu’elle rencontre, aussi
facilement que si elle avait été nue ; elle transperce sa cuirasse, sa
cotte de mailles, après avoir percé d’outre en outre son épais
bouclier garni d’acier. On voit le fer sortir d’une coudée derrière les
épaules, tellement le coup fut terrible. Marphise laisse en arrière cet
adversaire avec la lance enfoncée dans la poitrine, et se jette à toute
bride sur les autres.
Elle culbute celui qui vient le second ; elle rompt les reins au
troisième d’un coup terrible, et les jette tous deux, sans vie, hors de
selle, tellement le choc est rude, et l’attaque rapide. J’ai vu les
bombardes ouvrir les escadrons de la même façon que Marphise fait
pour cette troupe.
Sur elle plus d’une lance est rompue, mais les coups ne
semblent pas plus l’ébranler que les grosses balles n’ébranlent le
mur d’un jeu de paume. La trempe de son haubert est si dure, que
les plus rudes chocs ne peuvent rien contre lui. Il a été forgé par
enchantement aux feux de l’enfer et trempé dans les eaux de
l’Averne.
Parvenue à l’extrémité de la lice, elle fait faire volte-face à son
destrier, l’arrête un instant, puis le lance avec impétuosité contre les
autres, les disperse, les abat, et teint son épée de sang jusqu’à la
garde. Elle enlève à l’un la tête, à l’autre le bras ; elle en coupe un
autre en deux, de telle sorte que le buste, avec la tête et les bras,
roule à terre, tandis que le ventre et les jambes restent en selle.
Elle le coupe en deux, ai-je dit, droit entre les côtes et les
hanches, et le fait ressembler à ces figures d’argent ou de cire pure,
que les pèlerins placent en ex-voto devant les images des saints,
pour les remercier des grâces qu’ils leur ont fait obtenir.
Puis, elle se met à la poursuite d’un autre qui fuit ; il n’est pas
arrivé au milieu de la lice, qu’elle l’atteint, et lui partage la tête et le
cou, de telle façon que jamais médecin ne pût les rajuster. En
somme, elle tue l’un après l’autre tous ses adversaires, ou bien elle
les blesse si grièvement, qu’elle les met dans l’impossibilité de se
relever et de continuer la lutte.
Le chevalier qui avait conduit les neuf autres, s’était tenu pendant
tout ce temps dans un coin de la lice, parce qu’il lui semblait injuste
et déloyal d’attaquer avec tant d’avantage un seul adversaire.
Maintenant qu’il voit toute sa troupe tombée sous une seule main, il
s’avance pour bien montrer que s’il n’a point pris part à la lutte, c’est
par courtoisie et non par crainte.
Il fait signe avec la main qu’avant de combattre il a quelque
chose à dire ; et ne pensant pas que, sous des dehors si virils, il a
affaire à une jeune fille, il dit à son adversaire : « — Chevalier, tu
dois être fatigué d’avoir tué tant de gens, et ce serait montrer peu de
courtoisie que de profiter aujourd’hui de ta lassitude.
« Si tu veux te reposer jusqu’au lever du soleil, puis revenir
demain au champ clos, je te l’accorde. Il me reviendrait peu
d’honneur de me mesurer aujourd’hui avec toi, car je crois que tu
dois être fatigué et las. — » « — Combattre sous les armes n’est
pas chose nouvelle pour moi, et je ne me fatigue pas pour si peu, —
dit Marphise — j’espère te le prouver bientôt à ton détriment.
« Je te rends grâce de ta courtoisie, mais je n’ai pas encore
besoin de me reposer, et le jour est tellement peu avancé, qu’il y
aurait vraiment vergogne à le passer tout entier dans l’oisiveté. — »
Le chevalier répondit : « — Que ne puis-je satisfaire ce que mon
cœur désire, aussi facilement que je puis te satisfaire en cette
circonstance ! Mais prends garde que le jour ne te manque plus que
tu ne crois. — »
Ainsi il dit, et il fait porter en toute hâte deux grosses lances, ou
plutôt deux lourdes antennes. Il donne le choix à Marphise, et prend
pour lui celle qui reste. Déjà les deux adversaires sont à leur place,
et l’on n’attend plus que le signal du combat. Soudain, la terre, l’air
et la mer retentissent et tressaillent quand ils s’ébranlent au premier
son de la trompette.
Parmi les spectateurs, on n’en verrait pas un qui ne retienne son
haleine. Les lèvres fermées, les yeux fixes, ils attendent, avec
anxiété, de savoir lequel des deux champions remportera la victoire.
Marphise dirige sa lance pour désarçonner le chevalier noir de façon
qu’il ne se relève plus ; de son côté, le chevalier noir ne s’étudie pas
moins à mettre Marphise à mort.
Les lances, toutes deux en bois de saule sec et léger, au lieu
d’être en chêne lourd et dur, se brisent jusqu’à la poignée. Le choc
est si terrible, qu’il semble que les destriers aient tous les nerfs des
jambes coupés d’un coup de faux. Tous deux tombent ; mais les
cavaliers sont également prompts à se dégager des étriers.
Depuis qu’elle tient une lance, Marphise a enlevé de selle, au
premier choc, plus de mille chevaliers, et jamais elle n’a vidé les
arçons. Elle les vide, cette fois, comme vous venez de l’entendre.
Elle n’est pas seulement surprise de ce cas étrange, elle en reste
comme stupéfiée. Le chevalier noir ne trouve pas sa propre chute
moins étrange, car il n’est pas habitué à être désarçonné facilement.
Ils ont à peine touché la terre, qu’ils sont sur pied, et
recommencent le combat. Ils frappent en furieux de la taille et de la
pointe, parant tantôt avec l’écu, tantôt avec l’épée, tantôt en
bondissant de côté et d’autre. Les coups tombent en plein ou à vide ;
l’air en siffle et en retentit longuement. Les casques, les hauberts,
les écus font voir qu’ils sont plus solides que des enclumes.
Si le bras de la rude donzelle est lourd, celui du chevalier ennemi
n’est pas léger. Des deux côtés, les forces sont égales ; si l’un porte
un coup, il en reçoit sur-le-champ un pareil. Pour trouver deux cœurs
fiers, audacieux, intrépides, il n’est pas besoin de chercher ailleurs
que chez ces deux-là ; on ne pourrait non plus trouver plus de
dextérité ni plus de force que n’en ont les deux combattants.
Les femmes, qui depuis un grand moment admirent cette
succession de coups terribles, et qui ne saisissent aucun signe de
faiblesse ou de fatigue chez les chevaliers, les proclament les deux
meilleurs guerriers qui soient au monde. Il leur semble que, s’ils
n’avaient pas une force plus qu’ordinaire, ils devraient être morts
rien que de fatigue.
Marphise, réfléchissant, se disait à elle-même : « — Il a été
heureux pour moi que celui-ci ne se soit pas mis plus tôt de la
partie ; car, s’il avait été tout d’abord avec ses compagnons, je
courais le risque d’être tuée, puisque j’ai peine, maintenant qu’il est
seul, à résister à ses coups. — » Ainsi disait Marphise, sans
discontinuer toutefois de faire tournoyer son épée.
« — Il a été heureux pour moi — disait de son côté son
adversaire — que je n’aie pas laissé celui-ci se reposer. C’est à
grand’peine que je puis m’en défendre, maintenant qu’il est fatigué
de la première lutte. Qu’aurait-ce été, s’il avait pu reprendre toute sa
force, en se reposant jusqu’à demain ? J’ai été aussi heureux qu’on
peut l’être, qu’il n’ait pas voulu accepter ce que je lui offrais. — »
La bataille dura jusqu’au soir, sans que l’on pût déclarer lequel
des deux avait l’avantage. L’obscurité ne leur aurait pas permis de
continuer la lutte. La nuit venue, le chevalier fut le premier à dire
courtoisement à l’illustre guerrière : « — Que faire, puisque la nuit
importune nous a surpris avec des chances égales ?
« Il me semble que le meilleur est de prolonger ton existence au
moins jusqu’à ce qu’il fasse jour. Je ne puis t’accorder de vivre au
delà d’une nuit ; mais je désire que tu ne m’accuses pas, si je ne te
laisse pas un plus long répit. Je ne veux pas que la faute en soit
rejetée sur moi, mais sur l’impitoyable loi imposée par le sexe
féminin qui gouverne ici.
« Celui pour qui rien n’est obscur sait si je te plains, toi et tous les
tiens. Tu peux venir dans ma demeure avec tes compagnons ;
partout ailleurs, tu ne serais point en sûreté, parce que les femmes
dont tu as tué aujourd’hui les maris sont déjà conjurées contre toi, et
chacun de ceux à qui tu as donné la mort était le mari de dix
femmes.
« Quatre-vingt-dix femmes brûlent de se venger du dommage
que tu leur as causé ; de sorte que, si tu ne viens pas loger chez
moi, tu dois t’attendre à être attaqué cette nuit. — » Marphise dit : «
— J’accepte ton hospitalité ; je suis sûre qu’elle ne sera pas au-
dessous de ta loyauté et de la bonté de ton cœur, ainsi que de ton
courage et de ta valeur corporelle.
« Mais ne te tourmente pas à l’idée que tu dois me tuer ; tu peux
bien plutôt être tourmenté d’une idée contraire. Jusqu’ici, je ne crois
pas t’avoir donné sujet de rire en me montrant un adversaire moins
redoutable que toi. Soit que tu veuilles continuer le combat, ou le
suspendre, et combattre à la clarté de la lune ou à celle du soleil, tu
m’auras en face de toi au moindre signe, comme à chaque fois que
tu le désireras. — »
Ainsi fut différée la bataille, jusqu’à ce que l’aurore nouvelle sortît
du Gange, et l’on resta sans conclure pour savoir quel était le
meilleur des deux guerriers. Le libéral chevalier vint vers Aquilant,
Griffon et les autres, et les pria de consentir à loger avec lui jusqu’au
lendemain.
Ils acceptèrent l’invitation sans hésiter. Puis, à la lueur des
torches ardentes, ils montèrent tous à la demeure royale qui
contenait de nombreux et superbes appartements. Lorsque les
combattants eurent enlevé leur casque, Marphise et ses amis
restèrent stupéfaits, en voyant que le chevalier noir, autant qu’on
pouvait en juger, n’avait pas encore dépassé l’âge de dix-huit ans.
La jeune guerrière s’étonne qu’un si jeune homme ait tant de
vaillance sous les armes ; son adversaire n’est pas moins
émerveillé, lorsqu’à la chevelure de Marphise il voit à qui il a livré
bataille. Tous deux se demandent leur nom, et s’empressent de
satisfaire leur mutuelle curiosité. Mais je vous attends à l’autre chant,
pour vous apprendre comment se nommait le jeune homme.
CHANT XX.

Argument. — Le dixième guerrier contre lequel Marphise a


combattu jusqu’à la nuit se fait connaître à elle comme étant Guidon
le Sauvage, de la famille de Clermont, et lui raconte l’origine de la
cruelle coutume maintenue dans la ville. Marphise et ses
compagnons se décident à s’échapper par la force des armes.
Astolphe donne du cor et tous s’enfuient épouvantés. Marphise
arrive en France et rencontre la vieille Gabrine, l’ancienne gardienne
d’Isabelle. Elle fait route avec elle et renverse Pinabel de cheval. Elle
rencontre Zerbin, lui fait vider les arçons et lui donne Gabrine en
garde.

Les femmes de l’antiquité ont accompli d’admirables choses dans la


carrière des armes et sous l’inspiration des Muses sacrées. Leurs
œuvres, belles et glorieuses, ont répandu sur le monde entier un vif
éclat. Arpalice et Camille sont fameuses [10] par leur habitude des
batailles ; Sapho et Corinne se sont illustrées par leur science, et
leur nom ne tombera jamais dans la nuit.
Les femmes ont atteint la perfection dans tous les arts où elles se
sont exercées. Quiconque interroge attentivement l’histoire, peut voir
que le souvenir n’en est pas encore effacé. Si le monde a été
longtemps privé de femmes remarquables, cette mauvaise influence
n’a pas toujours duré, et sans doute l’envie ou l’ignorance des
écrivains avait tenu dans l’ombre les éloges qui leur étaient dus.
A ce qu’il me semble, les femmes de notre siècle se distinguent
par de tels mérites, que nous pouvons sans crainte consacrer nos
écrits à transmettre leur souvenir aux siècles futurs, afin que les
attaques odieuses des méchants soient noyées dans une éternelle
infamie ; aussi la gloire de nos contemporaines apparaîtra si
éclatante, qu’elle surpassera de bien loin celle de Marphise.
Mais revenons à cette dernière. La jeune fille ne refuse pas de se
faire connaître au chevalier qui a été si courtois envers elle et qui
paraît tout disposé, lui aussi, à lui apprendre qui il est. Elle se libère
sur-le-champ de sa dette, et lui dit le nom qu’il désire savoir : « —
Je suis Marphise — dit-elle. — » Et c’est assez, car le reste est
connu de tout l’univers.
L’autre commence, son tour venu, à se faire connaître d’une
manière plus détaillée, en disant : « — Je crois que chacun de vous
a présent à la mémoire le nom de ma famille. Ce n’est pas
seulement la France, l’Espagne et les pays voisins, mais l’Inde,
l’Éthiopie et les contrées glacées du Pont, qui connaissent l’illustre
maison de Clermont d’où sont sortis le chevalier qui tua Almonte [11]
« Et celui qui donna la mort à Clariel et à Mambrin [12] , et détruisit
leur empire. Je suis de ce sang. A l’endroit où l’Ister vient se jeter,
par huit ou dix bouches, dans le Pont-Euxin, ma mère m’engendra
du duc Aymon, qui était arrivé dans ce pays comme voyageur. Il y a
un an bientôt que je l’ai laissée dans les pleurs, pour aller en France
retrouver ma famille.
« Mais je n’ai pu achever mon voyage, ayant été poussé sur ce
rivage par la tempête. Voilà dix mois, ou plus peut-être, que j’y suis
retenu, et que j’y compte les jours et les heures. Mon nom est
Guidon le Sauvage. Il est encore connu par peu d’exploits. Je tuai ici
Argilon de Mélibée et dix chevaliers qu’il avait avec lui.
« Je subis également l’épreuve des donzelles. Maintenant j’en ai
dix à ma disposition pour mes plaisirs. Je les ai choisies parmi les
plus belles, et elles sont en effet les plus gentes de tout le royaume.
Je leur commande ainsi qu’à toutes les autres, car elles m’ont remis
le sceptre et le gouvernement, comme elles le donneront à

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