TEXT: Akodo Shigetoshi, Daimyo of the Akodo 
  Akodo Shigetoshi first came to the notice of Akodo Ginawa when he was a 
  classmate alongside a talented young warrior who would one day take the 
  name Akodo Ijiasu. The two young Lion were among the finest in their class, 
  and Shigetoshi, who was several years younger, constantly competed with the 
  older and more gifted Ijiasu. Despite that he never surpassed Ijiasu, 
  Shigetoshi never grew bitter and never allowed his competitive spirit to be 
  diminished. Indeed, the two young warriors shared a bond in that both were 
  the sons of former Akodo who had returned to the family once it was 
  reformed under Akodo Ginawa’s rule. Shigetoshi was the son of legendary 
  sensei Akodo Quehao, who returned through Oblivion’s Gate to defend the 
  Empire once more. 
   
  Following his gempukku, Shigetoshi received a prestigious appointment 
  serving at Toshi Ranbo. There, he was involved in many years’ worth of 
  constant border skirmishes between the Lion and Crane, rising through the 
  ranks to become a seasoned young officer with more battle experience than 
  many twice his age. By the time Doji Kurohito surrendered the city willingly 
  to Matsu Nimuro, Shigetoshi was already well known to the Lion Champion 
  and his daimyo. Soon afterwards, Shigetoshi joined the ranks of an elite few 
  Lion serving as tactical advisors to Akodo Ginawa, and often to the Lion 
  Champion as well. 
   
  Despite his many successes, Shigetoshi was completely unprepared when 
  Ginawa, who had never married or had children, chose him as his heir. The 
  young officer protested, insisting that he was not worthy of such an 
  appointment, but Ginawa would hear none of it. Among the ranks of 
  Ginawa’s most trusted advisors, he claimed, Ijiasu was too brash, Tadenori 
  too reserved, and Kaneka too politically complicated. Shigetoshi, however, 
  was the perfect embodiment of all that the Akodo valued. His prestigious 
  lineage was the final factor. In the face of Ginawa’s insistence and 
  unwavering confidence in him, Shigetoshi accepted the honor and ascended to 
  the position of Akodo family daimyo when Ginawa chose to retire. 
   
  In recent months, Shigetoshi has become more and more concerned with the 
  lingering effects of his family’s possession by the Lying Darkness decades 
  ago. With so much of Lion philosophy surrounding history and tradition, the 
  fact that many elder Akodo have no recollection of their past has created a 
  rift that separates the Akodo from the other families. An entire generation of 
  Akodo has been born and raised with their parents unable to share with them 
  the tales of their ancestors, or even without any knowledge of who their true 
  ancestors are. Shigetoshi fears that this emptiness may lead to further 
  manipulation of his family in the future from entities such as the Shadow 
  Dragon or other sinister forces. 
  
  Akodo Shigetoshi, Daimyo of the Akodo 
  Air: 3 
  Reflexes 4 
  Earth: 4 
  Fire: 3 
  Agility 4 
  Water: 5 
  Void: 4 
  School/Rank: Akodo Bushi 5/Akodo War College 1 
  Glory: 6.9 
  Status: 7.6 
  Honor: 3.7 
  Advantages: Bland, Leadership, Social Position, Tactician 
  Disadvantages: Antisocial (2 points), Driven (discover the Akodo’s link to 
  the Lying Darkness) 
  Kata: Gentle Blade of Winter, Matsu’s Vengeance, The Soul’s Roar 
  Skills: Athletics 3, Battle (Mass Combat) 7, Defense 4, Etiquette (Sincerity) 
  3, Games: Go 5, Games: Shogi 4, Horsemanship 3, Hunting 4, Iaijutsu 4, 
  Instruction 3, Know the School: Kakita Bushi 4, Jiujitsu 4, Kenjutsu (Katana, 
  No-dachi) 6, Kyujutsu 4, Lore: History 5, Spears 3, Storytelling (Bragging) 3, 
  War Fan 4  
   
  
  Yoritomo Katoa, Displaced Opportunist 
  Most samurai in the Empire would consider an appointment to the Imperial 
  Court to be an honor of incredible proportions. If one were to ask him, 
  Yoritomo Katoa would likely admit that he considers himself extremely 
  unlucky to have arrived in his current circumstances, and would give a great 
  deal to be free of them. Those few who know him believe he has brought his 
  hardship upon himself. 
   
  Great things were never expected of Katoa. As a young student at the dojo 
  where he was trained, he was easily distracted and prone to causing trouble 
  among the other students. In a Mantis dojo, truly impressive amounts of poor 
  behavior were required to gain the attention of the sensei, yet each sensei 
  learned to keep an eye on young Katoa. His mother died when he was a child, 
  and his father was often away at sea, so Katoa’s formative years were spent 
  among the sailors at the busiest ports on the Islands of Silk and Spice. By the 
  time he began studies for his gempukku, Katoa was an experienced gambler 
  and had acquired a taste for sake. 
   
  For years after his gempukku, Katoa served aboard one ship after another, 
  never remaining on any one crew for any length of time. Mantis captains 
  were not interested in having the troublemaker on board, and he was more 
  interested in drinking and gambling in port than the long, boring days at sea. 
  It seemed obvious to those who knew him that Katoa would drift through life 
  as a failure until he drank himself into an early grave. That might well have 
  been his fate, if he had not happened to meet Yoritomo Kitao, captain of the 
  Bitter Flower. 
   
  Kitao saw potential in Katoa, and introduced him to a far more exciting life 
  at sea than the mundane shipping and patrol runs he had previously 
  experienced. Piracy was Kitao’s trade, and she found a willing and eager 
  student in Katoa. The thrill of it was intoxicating, and Katoa soon became 
  one of Kitao’s chief lieutenants. When she orchestrated the assassination of 
  Yoritomo Aramasu, Katoa was one of the few who knew the truth. Following 
  the revelation of Yoritomo Kumiko as the Daughter of Storms, and the 
  subsequent schism it caused among the Mantis, Katoa remained a loyal 
  supporter of Kitao. For a time, he commanded a ship she granted him, but 
  eventually he came to serve her as a representative at the Empire’s busiest 
  ports, moving up and down the coast and maintaining her alliances with all 
  manner of unsavory sorts. It was not a duty he relished, but he was at least 
  afforded the chance to enjoy gambling once again. 
   
  When the Miya reconvened the Imperial Court, Katoa intercepted a herald 
  bearing a message for the Mantis Champion. He read the invitation to court 
  and chose to attend as Kitao’s representative. Unfortunately for the former 
  
  pirate, upon his arrival he learned that Kitao had been defeated and Kumiko 
  was now the Mantis Champion, recognized by the new Emperor, Toturi III. 
  Katoa was both furious and fearful, expecting each day to be hauled out of 
  the court and returned home for punishment. Instead, he was informed by 
  Yoritomo Yoyonagi that Kumiko had permanently assigned him to the 
  Imperial Court. 
   
  The past seven years have been the most miserably of Katoa’s life. He knows 
  that outright betrayal of Kumiko will result in a fate far worse than death, 
  and so he puts forth a token effort to represent the clan. To most, he is the 
  worst possible Mantis stereotype, and no one fully understands why Kumiko 
  permits him to remain. In time, Katoa has come to realize that even if he 
  were to return to the Mantis islands for good, the piracy he once enjoyed is no 
  more, co-opted completely by Kumiko and those loyal to her. Without the 
  thrill of hunting his prey across the seas, Katoa believes, he may as well 
  remain in Toshi Ranbo. There are, after all, many wonderful gambling 
  houses, and he has the opportunity to serve as a constant foil for those 
  samurai who believe they are his superior. It is not a happy existence, but as 
  long as others are more miserable than he is, Katoa does not need to be 
  happy. 
   
  Yoritomo Katoa, Displaced Opportunist 
  Air: 2 
  Reflexes 4 
  Earth: 3 
  Fire: 3 
  Water: 4 
  Void: 3 
  School/Rank: Yoritomo Bushi 4 
  Glory: -2.4 (Infamy) 
  Status: 3.3 
  Honor: 1.4 
  Advantages: Crafty, Heartless, Wary 
  Disadvantages: Bad Reputation (Pirate), Greedy 
  Kata: Strength of Waves, Strike of the Cliff’s Edge, Howl of the Son of 
  Storms 
  Skills: Athletics 5, Battle 4, Chain Weapons 3, Commerce 3, Courtier 3, 
  Craft: Sailing 5, Deceit (Intimidation, Lying) 4, Defense 3, Etiquette 2, 
  Jiujutsu 3, Kenjutsu 4, Games: Fortunes & Winds 5, Games: Sadane 1, Lore: 
  Imperial Court 3, Peasant Weapons (Kama) 6, Underworld 4 
  
  Utaku Tarako, Khol Ambusher 
  As a youth, Utaku Tarako expected nothing more grandiose than a soldier’s 
  life serving among the Utaku Battle Maidens. She never expected to become 
  well known and respected among the Unicorn. She never expected that she 
  would be recognized by samurai she had never met, or that she would attend 
  strategy councils with the Unicorn Clan Champion. Most of all, she never 
  expected that whispers of her exploits in battle all across Rokugan, whispers 
  tinged with fear. 
   
   
  Tarako was the only daughter of Utaku Sannosuke, a scout and 
  member of Rojin’s Wanderers, a group of Unicorn that explored the Empire. 
  Tarako’s mother died during childbirth, so Sannosuke was left to raise his 
  daughter alone. Without a clue as to how to raise a daughter, he decided to 
  simply care for her without changing his habits. He brought Tarako along on 
  his many journeys across Rokugan and taught her his ways. He instilled in 
  his daughter his wanderlust, his love for nature and an insight into how to 
  survive in the wilderness.  As a result, Tarako grew up with the mindset of a 
  Shinjo rather than an Utaku. Tarako loved her time traveling alone with her 
  father and was very disappointed when she had to return to the Unicorn 
  lands to begin studying at the Utaku dojo. 
   
   
  Tarako did not enjoy school. Her life there was completely different 
  from the nomadic lifestyle she had previously enjoyed. She was diligent in 
  her studies, although she kept largely to herself and did not make many 
  friends. After she became a Battle Maiden, she was assigned to an outpost 
  along the Unicorn-Lion border. There she spent many years watching over a 
  small trading town that connected to the City of the Rich Frog, where she 
  remained until the war between the Lion and the Unicorn began. Many 
  refugees from Kaeru Toshi entered her town, causing a dramatic increase in 
  tension and crime. Tarako had her hands full with her increased duties and 
  had little contact with anyone from the front, Unicorn or Lion. 
   
   
  That changed a few months into the Lion-Unicorn war. A group of 
  exhausted Unicorn soldiers rode into the town, wounded from a recent 
  skirmish. They told Tarako that a unit of Lion soldiers was on its way to 
  destroy the town and deny the Unicorn the resources that had been traveling 
  through the village. Tarako decided that the best way to defend the city 
  would be to destroy the Lion before they would arrived. As a child, she had 
  spent three weeks in the area surrounding Kaeru Toshi and remembered all 
  the hidden paths. She led the battered troops into the hills and waited for the 
  Lion’s arrival. The Unicorn troops listened to all her commands and advice. 
  Though the Lion force outnumbered the Unicorn more than two to one, 
  Tarako’s unit decimated the pursuing soldiers. 
  
   
  The Khan heard of Tarako’s victory and added her to the Khol, his 
  personal army. He gave her command of her own unit and decided to test her 
  abilities. He gave her orders to eliminate a Lion commander and scout 
  reports as to where the officer might be located. Tarako performed beyond 
  anyone’s expectations. She led her unit past the Lion defenses, defeated the 
  Lion commander, and returned to camp within two days, all based on her 
  superior knowledge of the local terrain. Impressed by her skills, the Khan 
  promoted her immediately. Tarako served admirably during the war, using 
  her knowledge of the terrain as a weapon against the unsuspecting Lion. She 
  was promoted repeatedly, and eventually joined the highest ranking officers 
  of the Khol. 
   
   
  Tarako has learned much from her experiences in the war. As a child, 
  she saw nature’s beauty with an innocent eye. As a samurai charged with 
  destroying her enemies, she surveys the land in search of secluded archery 
  positions, or where would be the best place to ready a charge against an 
  unsuspecting enemy.  
   
   
  Tales of Tarako’s exploits have grown to such an extent that they 
  border upon folklore. Some say that the Khan has placed under her command 
  a unit of savage Moto who assassinate those who oppose the Unicorn Clan. 
  Her knowledge of the regions of Rokugan, they say, allows her to move her 
  unit anywhere in Rokugan and ambush them. Such outlandish rumors 
  amuse Tarako, though she sometimes wonders if her actions are perverting 
  the spirit of her father’s teachings. All she can do is believe that her actions 
  benefit her lord, and believe in the righteousness of the Khan’s actions. 
   
  Utaku Tarako, Khol Ambusher 
  Air: 4 
  Earth: 3 
  Fire: 3 
  Water: 4 
   
  Strength: 5 
  Void: 3 
  School/Rank: Utaku Battle Maiden 4 
  Glory: 5.2 
  Status: 5.7 
  Honor: 2.6 
  Advantages: Absolute Direction, Way of the Land (All of the Unicorn lands, 
  parts of the Lion lands, parts of the Scorpion lands) 
  Disadvantages: Antisocial 
  Kata: Striking as Fire, Thundering the Sky 
  
  Skills: Athletics 4, Battle (Skirmish) 6, Etiquette 2, Horsemanship 4, 
  Hunting 4, Investigation (Search) 4, Kenjutsu 5, Kyujutsu (Horse Archery) 4, 
  Meditation 4, Stealth (Ambush) 7 
  
  Shokansuru, Master of Demons 
  Centuries ago, a time that the creature called Shokansuru barely remembers, 
  there was a man named Isawa Shokan. Shokan was a devout shugenja and a 
  rigid adherent to the Emperor’s laws. He was among the most promising 
  shugenja of his generation, and was one of only a handful to ever claim 
  victory at the Topaz Championship, a gempukku ceremony normally 
  dominated by bushi. As his reward, Shokan became an Emerald Magistrate, 
  a champion of law and order throughout the Empire. It was the greatest gift 
  he had ever received, and he quickly gathered others to serve alongside him. 
  Some were other contestants at the Championship, while others were youths 
  he had met during his studies at the temple. Together, they formed a team 
  that could turn even the Emperor’s head with the tales of their successes. 
   
   
  After years of work against the Bloodspeakers, Shokan and his men 
  discovered the trail of Jama Suru, one of Iuchiban’s deadliest lieutenants. 
  They tracked him to a tower deep in the Shadowlands, and there they killed 
  him. Two of Shokan’s friends died that day, and Suru used a terrible ritual 
  that nearly rote Shokan’s soul asunder, but in the end, evil was vanquished, 
  or so it seemed. 
   
   
  Shokan died that day in every way that mattered. Suru’s ritual twisted 
  his soul and set him on the path that Suru had once traveled. Shokan stole 
  some maho scrolls from the tower before it was burned, and within a year, he 
  was using maho. His own gift for magic, combined with his extensive 
  knowledge of Bloodspeakers allowed him access to many dark texts, and he 
  quickly mastered several complex rituals designed to summon demons to the 
  mortal realm. He was preparing for his first attempt to do so when his 
  friends discovered his betrayal and attempted to kill him. Wounded, he fled 
  into the Shadowlands. 
   
   
  In the Shadowlands, Shokan found the prison of Nikoma no Oni, the 
  ancient oni lord known later as the Maw. He brokered a deal with the beast 
  and offered it a portion of his soul, granting both considerable power in the 
  process. The Maw was freed, and Shokan destroyed the former friend who 
  chased him, absorbing their souls for later use. In a matter of years, he was a 
  legend in the Shadowlands, a master of demons who remained apart from Fu 
  Leng’s other minions. He remained alone until Daigotsu approached him and 
  sought his aid in creating the Onisu. 
   
   
  The Onisu were a brilliant innovation that sparked many ideas in 
  Shokan, who now called himself Shokansuru after his hated spiritual father, 
  Jama Suru. He crafted new rituals in the City of the Lost until Iuchiban 
  arrived, when he fled to the south and inadvertently discovered the Forgotten 
  Tomb of Fu Leng. There, he could touch the realm of Jigoku and craft oni 
  
  more powerful than any that had existed. His former friends’ souls were 
  finally put to good use as he crafted Sentei no Oni, Yojireru no Oni, 
  Munemitsu no Oni, and other monstrous creations. Daigotsu eventually 
  reappeared, and was much pleased with Shokansuru’s work. The oni master 
  returned to the City of the Lost and resumed his place among the Dark Lord’s 
  court. 
   
   
  All is not well within the Shadowlands. Shokansuru knows more of oni 
  than any living soul, and he senses the discontent brewing within Jigoku. 
  Demons are the true children of Fu Leng, and they grow weary of the 
  presumption displayed by the Lost in usurping the rightful place of 
  demonkind. Shokansuru watches as that simpering fool Omoni is trusted 
  above all others in Daigotsu’s court. The oni summoner knows that such 
  prestige should be his, and despises the goblin-man even as he recognizes the 
  great similarities between the two twisted beast-men. 
   
   
  A reign of demons is fast approaching, and when it arrives, it will be 
  Shokansuru who opens the gates of the City of the Lost and allows the chaos 
  to wash over it. 
   
  Shokansuru, Master of Demons 
   
  Air: 3 
   
   
  Awareness 5 
   
  Earth: 4 
   
  Fire: 4 
   
   
  Intelligence 6 
   
  Water: 3 
   
  Void: 0 
   
  School/Rank: Isawa Shugenja (Earth) 2 / Maho-tsukai 2 
   
  Glory: -5.3 (Infamous) 
   
  Status: N/A 
   
  Honor: 0.0 
   
  Shadowlands Taint: 7.5 
   
  Advantages: Forbidden Knowledge (Oni summoning, 7 points), Voice 
   
  Disadvantages: Benten’s Curse, Fascination (Oni), Jealousy (Omoni) 
   
  Spells: Blood Rite, Corruption of the Elements, Curse of Stone, 
  Darkness Rising, Drain Soul, Earth’s Stagnation, Fear, The Fires from 
  Within, Force of Will, Grasp of Earth, Reduce, Reversal of Fortunes 
   
  Shadowlands Powers: Blood Domination, Child of Darkness, Jade 
  Sense, Master of Blood, Master of Demons (Special), Unearthly Regeneration 
   
  Skills: Anatomy (Torture) 6, Animal Handling 4, Artisan: 
  Fleshcrafting 7, Calligraphy 2, Deceit 6, Defense 3, Hunting (Wilderness 
  Lore) 3, Lore: Bloodspeakers 2, Knives 4, Lore: History 4, Lore: Oni 9, Lore: 
  
  Shadowlands 7, Meditation 4, Spellcraft (Earth Knowledge, Maho) 7, Stealth 
  (Spellcasting) 5, Theology 4 
   
  *Master of Demons (Unique Greater Shadowlands Power) 
  This powerful ability is unique to Shokansuru, and comes as a result of his 
  shared soul with an Oni Lord. Shokansuru is able to cast the maho spell 
  Summon Oni as if he were a Rank 6 Maho-tsukai. He gains a number of Free 
  Raises on this spell equal to his Insight Rank. Shokansuru has the ability to 
  steal and store the souls of others he kills and use them to grant names to oni 
  summoned by use of Summon Oni. This does not create independent Oni 
  Lords, but rather oni with increased physical or mental abilities. Each oni 
  that Shokansuru creates is unique, and when summoning an oni he may 
  choose to reassign Traits or Skills as he sees fit. 
  
  Mirumoto Ryosaki, the Hero’s Daughter 
  Doji Reju does not understand why the Empire considers him a hero. In his 
  mind, he is nothing more than a failure. He lost not one but two charges 
  under his care and lived to tell the tale, and he lost an arm in a failed 
  attempt to defend Kakita Toshiken from the corrupted duelist Megumi. 
  Despite the old samurai’s reservations, the Crane have never doubted him. 
  The Dragon have never doubted him. His wife never doubted him. And his 
  daughter, Mirumoto Ryosaki, has never doubted him. 
   
  Ryosaki was born late in life, and came as a tremendous surprise to her 
  parents, who believed they had been incapable of having children. By the 
  time Ryosaki was old enough to understand the world around her, her father 
  had returned to the Crane Clan after his servitude to Lady Hitomi, and her 
  mother had accompanied him. The stark, mountain lifestyle that Ryosaki had 
  known was suddenly replaced with opulence and comfort. Her childhood was 
  not pleasant, however, as she was mocked ruthlessly by the Crane children 
  for her accent, her style of dress (which her mother maintained out of Dragon 
  tradition), and a dozen other reasons that changed from day to day. Ryosaki 
  was upset, but even as a child she saw the terrible burden of guilt that her 
  father bore and chose to ignore lesser troubles. How could she burden him 
  further? 
   
  When the time came for young Ryosaki to choose where to study, she and her 
  parents both agreed that the Dragon would be the best fit. Ryosaki wished to 
  return to the mountains and find acceptance where there had been none 
  among the Crane, and Reju wished for her to be distanced from him, still 
  convinced as he was of his own failures. 
   
  Ryosaki proved to be an excellent student. She had learned to endure 
  hardship, and no task the Dragon set before her was too difficult to deter her. 
  She pushed herself to the limits of her ability, seeking to prove her worth not 
  to the Dragon, who accepted her without reservation, but to herself and to 
  her father. She hoped that one day, her father would see himself through her 
  eyes, not as a failure but as a hero. 
   
  After her gempukku, Ryosaki soon earned a position as magistrate for the 
  Mirumoto family. Her duties were not particularly stressful, and the young 
  warrior longed to test her mettle against a worthy foe. That day came with 
  the Rain of Blood. The night before, Ryosaki dreamt of the Lady Hitomi, who 
  showed her a vision of blood and fire consuming a village that was under her 
  care. Upon awakening, Ryosaki traveled there at once, but found nothing 
  amiss. Undaunted, she scoured the village for any sign of something unusual, 
  and discovered a secret cell of Bloodspeakers conducting their foul rituals. 
  
  Ryosaki immediately intervened and easily held the upper hand until the 
  Rain began. 
   
  With the chaos of the Rain, the Bloodspeakers and the fallen villagers grossly 
  outnumbered Ryosaki. On the brink of being overwhelmed, she fled and 
  gathered the other villagers together, inspiring them to fight alongside her in 
  Hitomi’s name. The Bloodspeakers were defeated, and the villagers purged 
  the fallen from their ranks at Ryosaki’s command. 
   
  Since that day, Ryosaki has become a devout follower of Lady Moon. She 
  bears numerous tattoos, although none are mystical, and attends temple 
  services alongside the Hitomi order. Many Hitomi believe that she is blessed 
  by their Lady, just as her father was before her, but what fate lies before her, 
  none can say.  
   
  Mirumoto Ryosaki, the Hero’s Daughter 
  Air: 3 
  Earth: 2 
  Stamina 3 
  Fire: 3 
  Water: 2 
  Perception 3 
  Void: 3 
  School/Rank: Mirumoto Bushi 2 
  Glory: 3.1 
  Status: 2.7 
  Honor: 2.4 
  Advantages: Allies (Crane, 2/2 points), Great Destiny, Quick 
  Disadvantages: Unlucky (3 points) 
  Kata: The Empire Rests on Its Edge, Striking as Fire, Victory of the Wind 
  Skills: Athletics 3, Defense 3, Etiquette 3, Iaijutsu 3, Jiujitsu 3, Kenjutsu 
  (Katana) 4, Kyujutsu 2, Lore: Shugenja 2, Meditation 3, Staves (Bo) 3, 
  Theology 2  
   
  
  Kitsune Ryukan, Fox Clan Champion 
  Ten years ago, few among the Fox would ever have believed that Kitsune 
  Ryukan would ever amount to more than a young troublemaker, although 
  Ryukan would have surely said that he was destined for greatness. Now, the 
  entire Fox Clan supports their Champion and honors him in all things, but 
  Ryukan believes he is a failure because his cousin’s death, and longs for 
  nothing so much as the simple joys he knew in his youth. 
   
   
  Ryukan was born without the ability to speak to the kami. This was 
  most unexpected, as he was born to parents that both shared a tremendous 
  bond not only with the elements, but also with the kitsune spirits that 
  dwelled within Kitsune Mori. Ryukan could not hear the spirits’ whispers, 
  but he knew they were there. Even as a youth, he spent most of his time deep 
  within Kitsune Mori, exploring the darkest shadows and communing in his 
  own ways with the spirits there. Gradually, his family realized that Ryukan 
  followed his own path, and among the Fox such things were not a reason for 
  condemnation. In time, the young man was fostered to the Crab to study 
  alongside the spiritual Toritaka, who found a willing and eager student in the 
  young Ryukan. 
   
   
  Among the Toritaka, Ryukan discovered the truths behind many 
  things he had previously understood only on an instinctual basis. He learned 
  of the spirits that he had known since childhood, and the spirit realms from 
  which they came. When he returned to Kitsune Mori, Ryukan disappeared 
  into the forest and remained gone for days on end, returning to his home to 
  speak to his family and to accept any new responsibilities that awaited him. 
  When those were completed, however, he returned to the forest. In a short 
  period of time, the young man became the Fox Clan’s greatest hunter and 
  tracker, and the greatest expert on the mysteries within Kitsune Mori. Not 
  even Ryukan’s cousin, the Fox Champion and the clan’s greatest shugenja, 
  Kitsune Ryosei, could match his knowledge. 
   
   
  When Ryosei disappeared into the Shadowlands seeking her father a 
  few months before Daigotsu attacked Otosan Uchi, she left explicit 
  instructions that Ryukan was to assume her position in her absence. Though 
  none would speak out against Ryosei’s choice, many doubted the Ryukan 
  would be capable of such a responsibility. Many, including Ryukan, believed 
  that her parting orders were nothing more than a means to prevent the 
  young man from chasing her into the Shadowlands. A command from his 
  Champion was the only thing that Ryukan would never dare ignore. When 
  Ryosei returned a few months later, the Fox Clan breathed a collective sigh of 
  relief. The relief was short lived, however, as Ryosei adjourned to a temple 
  and instructed Ryukan to administrate the clan’s affairs in her name. She 
  remained Champion, but the burden of her responsibility fell upon Ryukan. 
  
   
   
  Responsibility has transformed Ryukan. His duties are to oversee the 
  Kitsune Mori in the Emperor’s name, and to ensure the continued welfare of 
  his clan. Before Ryosei even returned from the Shadowlands, Ryukan 
  realized that these duties and his love for the forest were one in the same. 
  Everything that is sacred about his beloved Kitsune Mori stems from his 
  people and their connection to the kitsune spirits that dwell within it. Did the 
  fox spirits encourage Ryosei to choose him as her successor?  Ryukan does not 
  know, but he knows that he must protect them with his life, and if necessary 
  with the lives of his people. The kitsune and the Fox Clan are one in the 
  same, and he will die before he allows anyone or anything to disturb them. 
   
   
  Only one specter haunts Ryukan: the death of his cousin Ryosei. She 
  was found dead in the temple, seemingly of old age, but Ryukan knows 
  better. Ryosei was too full of life, to close to the spirits, to simply pass away 
  in some edifice of cold stone. If her time had come naturally, she would have 
  walked into Kitsune Mori and none would ever have heard from her again. At 
  night, as the sun dips below the horizon, Ryukan stares into the deepening 
  shadows that the mountains cast around Kitsune Mori and wonders. 
   
   
  If there is a threat that he cannot see, how can he protect the Fox Clan 
  from it? 
   
  Kitsune Ryukan, Fox Clan Champion 
   
  Air: 3 
   
  Earth: 3 
   
   
  Stamina 5 
   
  Fire: 4 
   
  Water: 2 
   
   
  Perception 4 
   
  Void: 4 
   
  School/Rank: Toritaka Bushi 3 / Woodland Tracker 1 
   
  Glory: 4.1 
   
  Status: 7.6 
   
  Honor: 3.3 
   
  Advantages: Multiple Schools, Social Position (Fox Clan Champion), 
  Way of the Land (Kitsune Mori) 
   
  Disadvantages: Brash, Obligation (Fox Clan, 4 points) 
   
  Kata: Striking as Earth, Striking as Water, Victory of the Wind 
   
  Skills: Animal Handing (Falcons) 3, Athletics 4, Battle 2, Courtier 3, 
  Defense 3, Etiquette 4, Hunting (Survival, Tracking, Wilderness Lore) 7, 
  Kenjutsu 4, Kyujutsu 2, Lore: Spirit Realms 3, Meditation 3, Spears 2, 
  Stealth 4, Theology (Fortunes, Shintao) 2
   
  
   
  The Toritaka Bushi School will be updated on the L5R RPG website as part 
  of the School Update Project. The Woodland Tracker Path appears in the 
  forthcoming sourcebook, The Four Winds: The Toturi Dynasty from Gold to 
  Lotus Edition.  To tide you over, here’s a preview of the Woodland Tracker 
  Path. 
  Technique: The Hidden Path – Many among the Minor Clans are 
  intimately familiar with the wilderness throughout the Empire, and their 
  experience within the wilderness serves them well in many capacities. The 
  tracker rolls additional die equal to his Insight Rank on all Hunting and 
  Stealth rolls. 
   
  
  Isawa Ochiai, Master of Fire 
  The Phoenix Masters of Fire have a checkered past in recent decades. The 
  previous two Masters, Isawa Tsuke and his son Isawa Hochiu, both suffered 
  from madness that led them to shame themselves, their family, and their 
  clan. Fortunately, the dark fate of Isawa Tsuke came during a time when 
  many great heroes fell to darkness, and thus the clan’s shame was mitigated. 
  Hochiu’s descent into madness remains largely private, known only to a 
  handful of Phoenix and Dragon. When the other Elemental Masters sought 
  Hochiu’s replacement, however, it is no surprise that they sought someone 
  who would not repeat the mistakes of history. 
   
  Isawa Ochiai is the younger sister of Isawa Nakamuro, the current Master of 
  Air. Both siblings were gifted with the kami, although neither was considered 
  particularly powerful during their youth. Nakamuro managed to acquire a 
  position studying with Agasha Gennai, but Ochiai had no interest in such 
  things. She pursued the path of an artisan, delighting in painting, dancing, 
  and all manner of creative endeavors. Her youth and beauty seemed timeless, 
  bringing her a great deal of attention from suitors. With their parents 
  deceased, however, Ochiai’s brother preferred to allow his sister to choose her 
  marriage, rather than attempt to better their station by forcing her into a 
  loveless union. Hers was a free spirit, and Nakamuro could not bear to see 
  her shackled. 
   
  Ironically, it was Ochiai’s pursuit of the arts that eventually led to her 
  ascension to the position of Master of Fire. In focusing on her art, Ochiai 
  found that she had a gift for incredible detail. While her magic was not as 
  powerful as others, she tempered her power with precision. When others 
  could reduce a tree to ash in a heartbeat, she could target and incinerate 
  individual leaves without so much as scorching those next to them. Even the 
  Isawa’s greatest sensei, Isawa Sachi, could not help to be impressed with her 
  abilities. When the time came to find a new Master of Fire, it was Shiba 
  Ningen who suggested Ochiai, much to Nakamuro’s surprise. There was some 
  deliberation, but in the end not even Isawa Taeruko could deny her worth. 
  With her gift for fire magic so well tempered by her skill, the Council 
  believed, there would be no further shame heaped upon the Master of Fire’s 
  position. 
   
  Ochiai’s tenure as Master of Fire has been an unusual one. She accepted the 
  position shortly after a Crane was made the Council’s leader, a fact that some 
  Isawa find upalatable, even if Doji Akiko is the daughter of Isawa. Isawa 
  Taeruko’s death was a tremendous blow to the Council, but the appointment 
  of Isawa Sachi brought new hope to the family, beloved as the old sensei was 
  by hundreds of former students. Akiko and Sachi quickly formed a bond 
  based on their similar political philosophies, and while Nakamuro and 
  
  Ningen do not necessarily oppose the others, they often find themselves led 
  down a different path. Thus, Ochiai frequently finds herself in a position to 
  serve as the swing vote for the Council, a position that she finds 
  simultaneously enjoyable and uncomfortable. A devout pacifist, Ochiai sided 
  with her brother in an attempt to forestall violence with the Mantis, but 
  Ningen sided with Akiko and Sachi, and war was the result. 
   
  The Mantis war has placed Ochiai in a difficult position. She gladly uses her 
  magic to protect and defend her people, but she will not harm others, even in 
  war. As the conflict escalates, Ochiai has ventured to the City of 
  Remembrance in hopes of finding some common ground with the dragon 
  spirits that dwell there. Perhaps with their aid, the war can be ended without 
  further loss of life. 
   
  Isawa Ochiai, Master of Fire 
  Air: 3 
  Earth: 3 
  Willpower 5 
  Fire: 5 
  Intelligence 6 
  Water: 3 
  Void: 4 
  School/Rank: Isawa Tensai (Fire) 5 
  Glory: 6.6 
  Status: 7.2 
  Honor: 2.8 
  Advantages: Blessing of the Elements (Fire), Friend of the Elements (Fire), 
  Fukurokujin’s Blessing, Quick 
  Disadvantages: Meddler, Soft-hearted, Small 
  Spells: As Master of Fire, Ochiai has access to the Phoenix Clan’s vast 
  libraries of spell scrolls. She may be assumed to have any elemental spells 
  found within the core rulebook (those she is capable of casting, at least), and 
  many other Fire spells beyond that. 
  Kiho: Channel the Fire Dragon, Purity of Shinsei 
  Skills: Artisan: Painting 4, Athletics 3, Calligraphy 4, Courtier 5, Defense 3, 
  Etiquette (Sincerity) 6, Lore: History 4, Horsemanship 3, Meditation 5, 
  Performance: Dance 4, Spellcraft (Fire) 6, Staves 2, Tea Ceremony 3, 
  Theology (Fortunes, Shintao) 5 
  
  Hitomi Suguhara, Commander of the Tenth Legion 
  Like most members of his order, Hitomi Suguhara was once something else. 
  Strangely, he can remember very little of that time. He remembers that he 
  was lost, desperate and morose over his station in life, and that the first true 
  moment of clarity he ever experienced was when the tattoo signifying Lady 
  Moon’s blessing first appeared. On that day, a dismal, unhappy, weakling of a 
  man departed for the High House of Light. By the time Hitomi Suguhara 
  arrived at the palace, there was nothing of that man left, not even a memory. 
  Where that man had been weak and uncertain, Suguhara was strong and 
  resolute. He was the very model of a loyal Hitomi, and was accepted with 
  open arms. 
   
   
  In the months that followed his acceptance, Suguhara quickly 
  developed a reputation as a relentless warrior. He adapted quickly to the 
  martial arts practiced by the tattooed men, and advanced through their 
  ranks rapidly. His precision and strength were such that few could oppose 
  him. In short order, he became a sensei of sorts, teaching other members of 
  the Hitomi order to call upon Lady Moon for inspiration, seeking strength 
  from within to seek enlightenment by overcoming adversity. It is likely that 
  Suguhara would have continued in this manner indefinitely if not for the 
  untimely arrival of an honored guest of the Dragon, the man the Emperor 
  Toturi had once named Defender of the Empire, Bayushi Paneki. 
   
   
  Paneki held a position as a ranking officer in the First Legion, an 
  advisor to the Emperor’s daughter Toturi Tsudao. Paneki sought the counsel 
  of Togashi Satsu in a matter relevant to the Legion, and seemed surprised to 
  see Suguhara. He called the monk by a different name, a name that 
  Suguhara had chosen to forget. For the first time since his arrival, he felt a 
  wave of doubt. In a moment of panic, the monk leapt over the balcony where 
  he had been practicing his kata and disappeared into the foothills below, 
  fleeing from a memory. 
   
   
  Suguhara remained hidden for days, his mind racing. His 
  abandonment of his previous life had been so utterly complete that he could 
  no longer remember it, even if he wished to do so. Why did the idea of 
  confronting it frighten him so? Suguhara was overcome with self-loathing at 
  his weakness, for it was the antithesis of everything he had come to value 
  during his time among the Dragon. Finally, he rose from his place of hiding 
  and returned to the High House of Light, determined to overcome this 
  obstacle as he had all others. 
   
   
  Paneki was waiting for him. The Scorpion apologized with a genuine 
  smile, explaining that he had clearly mistaken Suguhara for someone else, 
  someone that had died a number of years before. The resemblance, he 
  
  explained, was quite remarkable, but he had not intended to cause his 
  honored ally among the Dragon discomfort by succumbing to a moment of 
  melodramatic weakness. He asked Suguhara’s forgiveness, and the monk 
  readily gave it. It was only then that Paneki informed the monk that Hitomi 
  Kagetora had granted his request to have Suguhara come and teach unarmed 
  combat to his soldiers in the Legion. 
   
   
  Suguhara’s students among the Legions were far less adaptable than 
  the monks he had previously instructed. They were unwilling to forego their 
  previous knowledge to embrace his teachings, but he found their reluctance 
  exhilarating. Suguhara’s leadership qualities blossomed under the challenge 
  of teaching such men. During his instruction to key members of the Tenth 
  Legion, Suguhara and the others came under attack by a vicious cell of 
  Bloodspeakers flush with power in the wake of Iuchiban’s return to the 
  Empire. The Legion’s commander and most of his command staff were killed, 
  and Suguhara took command out of sheer necessity. When the other 
  commanders learned of what had happened, the personal recommendation of 
  Bayushi Paneki was sufficient for Suguhara to be awarded command of the 
  Legion. The appointment of a monk to such a position was unheard of, but 
  Suguhara quickly proved that the decision was well-made. His Legion is 
  among the most disciplined, adaptable in the Emperor’s service, and is 
  frequently called upon by First Legion commander Toturi Miyako when she 
  had a difficult duty that must be performed quickly and precisely. 
   
  Hitomi Suguhara, Commander of the Tenth Legion 
   
  Air: 4 
   
  Earth: 3 
   
   
  Stamina 6 
   
  Fire: 3 
   
   
  Agility 5 
   
  Water: 3 
   
  Void: 4 
   
  School/Rank: Tattooed Man (Kikage Zumi) 4 
   
  Glory: 6.1 
   
  Status: N/A (6.3) 
   
  Honor: 2.7 
   
  Advantages: Bishamon’s Blessing, Death Trance 
   
  Disadvantages: Overconfident 
   
  Tattoos: Bat, Blaze, Carp, Snake, Spider 
   
  Kiho: Self No Self, Way of the Willow 
   
  Skills: Artisan: Sculpting 3, Athletics 6, Battle 4, Instruction 5, 
  Jiujutsu 7, Kenjutsu 4, Kyujutsu 3, Meditation (Void Recovery) 4, Tea 
  Ceremony 3, Theology (Fortunes, Shintao) 4 
  
   
  Note: Suguhara is exempt from the normal rules regarding monks and 
  Status. Despite that he is technically a monk, his position as commander of 
  the Tenth Imperial Legion supercedes normal social conventions and causes 
  others to treat him with the same Status afforded to others of such rank. 
   
  New Tattoos 
  Hitomi Suguhara has many tattoos, both mystical and mundane. He has a 
  number of tattoos that are not described in the Third Edition rulebook, 
  including the following: 
   
  Carp 
  The carp is a symbol of prosperity and good fortune, and those tattooed men 
  who bear its tattoo embody those traits. This tattoo is always on. A number of 
  times per day equal to your Insight Rank, you may immediately re-roll any 
  roll. 
   
  Scarab 
  The scarab is an insect found across the Burning Sands, although a handful 
  were brought back by the Scorpion after that clan’s banishment there. In the 
  Burning Sands, the scarab is seen as a symbol of the ruthless sun, a sinister 
  entity there but a revered deity in Rokugan. You may spend a Void Point to 
  activate the Scarab tattoo, which remains active for a number of rounds 
  equal to your Insight Rank. While the tattoo is active, you are immune to 
  damage from any non-magical fire or heat, and any fire spell targeting you 
  has its TN increased by your Insight Rank x5. 
   
  Snake 
  The Snake tattoo is among the most dangerous and sinister of all ise zumi 
  tattoos, and usually only manifests on those who have the strength of will to 
  keep such power in check. After making a successful unarmed attack that 
  strikes bare flesh, you may choose not to roll damage and spend a Void Point. 
  Doing so immediately afflicts your target as if he had been afflicted with 
  snake venom (see Third Edition, page 162). Rolls to resist or heal this 
  affliction have their TN increased by twice your Insight Rank. You may 
  spend a second Void Point to immediately end the effects of this poison in a 
  victim. Allowing a victim of this attack to die is grounds for being cast out of 
  the tattooed orders. 
  
  Hida Isamu, Son of the Stone Crab 
  There are few men in Rokugan who exemplify all that it means to be Crab so much as Hida 
  Isamu. During his short life he has seen the greatest and worst that life has to offer, and 
  though he came close to losing everything, he has begun to become an even greater man than 
  his legendary father. 
  Isamu’s father was Hida Tsuneo, the man history remembers as the Stone Crab. Tsuneo was 
  legendary in his own time for a number of reasons, including his tremendous sense of honor 
  and his incredible prowess on the battlefield. Unfortunately, what history remembers most is 
  that Tsuneo was unfailingly loyal to his Emperor, the maniacal Hantei XVI, also known as 
  the Steel Chrysanthemum. Under the Chrysanthemum’s direction, Tsuneo committed 
  terrible atrocities that filled his soul with shame, but his honor would not allow him to 
  disobey his Emperor. When the Chrysanthemum’s son and his loyal Imperial supporters 
  overthrew the Hantei, Tsuneo followed his lord in death after killing many of his assassins. 
  Death was not an escape, however. Tsuneo followed his Emperor to Toshigoku and later 
  through Oblivion’s Gate to plague the Empire once more. During the War of Spirits, he found 
  comfort in the arms of a peasant woman, much in the same manner as his ancestor Osano-
  Wo once had. By the time Isamu was born, Tsuneo had perished in the collapse of Beiden 
  Pass. Isamu grew up hearing tales of his father, and upon reaching the proper age his 
  mother gave him all that she had of his father: a stone crest of two crab claws holding an 
  emerald. 
  Isamu took up life as a ronin for years, quickly earning several loyal followers with his 
  determination. When a 20 Goblin Winter was declared in Crab lands, Isamu and his men 
  ventured into the Shadowlands and recovered one of the greatest bounties any such contest 
  had ever seen: enough goblin heads for Isamu’s entire band of twenty men to gain fealty to 
  the Crab. It was only once Hida Kuon had accepted their loyalty did Isamu reveal his 
  heritage, much to the surprise of those assembled. Isamu’s brash nature did little to endear 
  him to the Crab Champion, however, and Kuon instantly recognized the young man’s 
  impulsive nature as dangerous. 
  It was not long before Isamu’s worth would be tested. When the tattooed madman Kokujin 
  offered the Crab the location of Tsuburu no Oni, one of the legendary Oni Lords, Isamu 
  volunteered to hunt the beast. Isamu insisted that Kuon was too valuable to risk, and that if 
  it were a trap, the loss of a young warrior like himself would not hurt the clan. Kuon 
  reluctantly agreed, sending his trusted advisor Hida Rohiteki to watch over Isamu. The 
  young man was victorious, and slew the Oni Lord, but lost all his men save for Rohiteki in 
  the process. Moments later, the Rain of Blood caught both Crab in open ground, with no 
  shelter to be had. The burning rain brought out all of Isamu’s arrogance and ambition, and 
  Rohiteki realized that he was on the brink of corruption. Unwilling to allow such a man to 
  become an enemy, the elderly shugenja shielded Isamu from the harshest effects of the Rain, 
  but in doing so left her soul bare, and was claimed by the dark magic held within the storm. 
  Isamu returned to his Champion in disgrace, but was surprised to find Kuon placed no blame 
  upon him. For the first time, Isamu understood the pain, rage, and strength of will Kuon 
  possessed, having seen so many of his loved ones fall. Bowing to the greater man, Isamu 
  pledged his life and loyalty to Kuon as surely has his father had done, although to a lord 
  truly worth of such fealty. Since that time, Isamu has abandoned the notion of achieving the 
  glory his father failed to gather during his lifetime, and instead focuses on serving the Crab 
  and his Champion to the best of his ability. Ironically, it is only now that many see in Isamu 
  
  the same traits that were squandered in his father, sullied and disgraced by the despot 
  Hantei XVI. As great as Hida Tsuneo could have been, many now believe that Hida Isamu 
  will be even greater.  
  Hida Isamu, Son of the Stone Crab 
  Air: 2 
       Reflexes 3 
  Earth: 4 
  Fire: 2 
       Agility 3 
  Water: 3 
       Strength 4 
  Void: 3 
  School/Rank: Hida Bushi 2, Ronin Warrior 1 
  Glory: 3.2 
  Status: 1.8 
  Honor: 2.1 
  Advantages: Inheritance (Tsuneo’s Crest, Lore: Heraldry, Free Raise on all Awareness rolls 
  made with other Crab), Multiple Schools (Accepted into Hida Bushi after training as a 
  ronin), Strength of the Earth (4 points) 
  Disadvantages: Brash, Overconfident 
  Kata: Shell of Stone, Stance on the Wall, Striking as Earth 
  Skills: Athletics 2, Battle (Enemy: Shadowlands) 4, Deceit (Intimidation) 3, Defense 4, 
  Heavy Weapons (Dai Tsuchi, Tetsubo) 5, Horsemanship 2, Hunting 3, Investigation (Notice) 
  4, Jiujutsu 3, Kenjutsu (Katana) 3, Kyujutsu 2, Lore: Heraldry 2, Lore: Shadowlands 4, 
  Stealth (Sneaking) 3 
  
  Doji Saori, Blade of the Courts 
  Doji Saori is a well-known figure among the less prominent courts of 
  Rokugan. Among the Emperor’s court and the court of Clan Champions, she 
  is merely one of many powerful courtiers and advisors. Among lesser courts, 
  however, she is known as a great mediator and officiator, and is always in 
  high demand. 
   
   
  In her youth, Saori displayed aptitude for both the blade and in court. 
  After some deliberation by her parents, it was requested that she be given 
  leave to study with the Kakita. Saori acquitted herself well there, and 
  achieved her gempukku with honor. Only a year after her gempukku, 
  however, Saori was involved in a dueling accident during practice, wherein a 
  reckless opponent wounded her sword arm. The injury would require nearly 
  two years to fully heal, and in the interim Saori was granted leave to attend 
  the Doji Courtier School so that she might still serve her clan. Fortunately, 
  her skill there was equal to her skill with the blade, although she did not 
  enjoy it as much as she did the weight of steel in her hands. To overcome her 
  disappointment, she began studying the laws surrounding duels as well as 
  the reputations of prominent duelists throughout the Empire. 
   
   
  One year ago, Saori was an attendant in the court of Doji Kurohito. 
  Lord Kurohito was often absent on matters important to the clan, and his 
  closest advisors oversaw the Crane’s many guests in his stead. On a 
  particularly cool spring morning, a group of guests enjoying the Doji gardens 
  were disrupted by an unpleasant argument between one of the Kakita in 
  attendance and an especially belligerent guest from the Dragon Clan. For a 
  moment, it seemed as though the Dragon’s tempestuous nature would 
  explode into violence, but Saori stepped forward and used her knowledge of 
  dueling protocols to defuse the situation and arrange for a proper test of skill 
  to settle the dispute without bloodshed. Saori hastily composed 
  correspondence to the Kakita’s daimyo as well as his Dragon counterpart 
  apologizing for conducting the test without their express permission, but 
  resolved the matter to the satisfaction of everyone involved. 
   
   
  Shortly after the Crane court came to an end, Saori was summoned 
  before Kurohito. She expected to be reprimanded, but instead learned that 
  Kurohito had received a letter of gratitude from the Dragon daimyo regarding 
  her intervention. Kurohito praised her cool head and informed her of a 
  request by another court for the Crane to officiate over a dueling tournament. 
  The court was largely insignificant, Kurohito explained, but he could not pass 
  over their request without risking loss of an ally, even if a minor one. Saori 
  immediately offered to deal with the matter for her Champion, who smiled 
  and signaled for an attendant to hand her the papers he had already 
  prepared. 
  
   
   
  Since that time, Saori has become a common sight in the courts of 
  more martially inclined daimyo throughout the Empire. She is among the 
  most knowledgeable dueling officiators in her family, and often arranges 
  tournaments and demonstrations of skill between aspiring young duelists. 
  She is an excellent judge of skill, and always arranges for opponents to face 
  someone of an equivalent level, ensuring that all matches are fair and 
  interesting to observers. Her track record is not without difficulty, however, 
  as there is a particularly hot-tempered Matsu duelist who blames her for his 
  failure against an opponent, and goes to great lengths to dishonor her in 
  court. For the most part, however, Saori is a well-known and greatly 
  respected official in the dueling subculture so popular throughout Rokugan. 
   
  Doji Saori, Blade of the Courts 
   
  Air: 4 
   
  Earth: 2 
   
  Fire: 3 
   
  Water: 2 
   
   
  Perception 4 
   
  Void: 3 
   
  School/Rank: Doji Courtier 2/Kakita Bushi 1 
   
  Glory: 2.4 
   
  Status: 2.1 
   
  Honor: 3.2 
   
  Advantages: Allies (2 points/2 points), Multiple Schools, Social 
  Position (Iaijutsu Officiator) 
   
  Disadvantages: Meddler, Sworn Enemy (2 points) 
   
  Kata: Kakita’s First Stance, Watchful Falcon 
   
  Skills: Artisan: Ikebana 3, Calligraphy 2, Courtier (Manipulation) 5, 
  Defense 2, Etiquette (Conversation) 5, Iaijutsu 4, Kenjutsu (Katana) 2, Lore: 
  Dueling 6, Lore: Law 5, Meditation 3, Storytelling (Poetry) 2, Tea Ceremony 2 
  
  Bayushi Muhito, Champion of Rei 
  Bayushi Muhito is one of the most competent students to graduate from the 
  Shosuro Shinobi School in recent memory. He skillfully serves Shosuro 
  Maru’s every need as her yojimbo and personal assistant. He never shirks 
  from his duties, no matter how dishonorable they seem. He is the paragon of 
  a Shosuro warrior, the quiet bodyguard, the swift assassin. 
   
  Muhito was born the second son of two loyal but unremarkable Bayushi 
  samurai. He was an outgoing, vivacious child. Things came easily to him, and 
  he absorbed knowledge quicker than all his peers. With this ease he enjoyed 
  all parts of life — the morning kata, the hours spent reading a play, and 
  freeing his mind to create poetry. He outperformed his peers and slowly 
  became the arrogant center of a gang of adoring Scorpion children.  
   
  During a festival at Kyuden Bayushi shortly after his gempukku, Muhito 
  became embroiled in an unpleasant conflict with a young Lion shugenja. The 
  shugenja’s traditional mannerisms and reverence for magic were laughable to 
  Muhito, who had spent little time around shugenja during his young life. The 
  argument came to a head when Muhito publicly berated the Kitsu, claiming 
  that shugenja like him were revered only because fools could not comprehend 
  their magic. In the moments after his boasting, Muhito suddenly realized he 
  had offended his own kinsmen as well as his opponent. When a friend arrived 
  and whispered to Muhito that his opponent was the son of the Lion 
  ambassador, he realized the true enormity of his folly. 
   
  The Lion ambassador demanded some sort of restitution from Muhito’s 
  family. The Lion exerted considerable pressure, and it seemed that no 
  Scorpion were willing to come to the arrogant young man’s aid, until an old 
  Scorpion courtier smiled to Muhito’s parents and told them that he would fix 
  the situation. All he desired in return was Muhito’s oath of service to serve 
  his niece Shosuro Maru, a young and gifted courtier who could benefit from 
  the aid of someone with Muhito’s natural gifts. The crisis was averted, and 
  Muhito was sworn to Maru’s service. 
   
  Muhito swore to himself that he would never be so foolish again. He dropped 
  his arrogance and his cheerfulness, and a shield of cold courtesy replaced 
  them. He vowed he would never be manipulated again through his feelings. 
  He vowed he would respond with courtesy to any provocation. The young 
  samurai drew his blade and swore to use it in service to Shosuro Maru until 
  such time as he was dead, or until his lord ordered him to serve another. 
   
  Maru and Muhito traveled the courts and Muhito did as he swore. He 
  protected Maru as her yojimbo and as her hand in the vast underworld of 
  Rokugan. Two years ago, he followed her bidding and traveled to the court of 
  
  Moshi Amika alone. When he arrived he began to stalk Yoritomo Katsu. 
  Katsu had made the mistake of threatening Maru, and Muhito was there to 
  make sure that he would regret that decision. 
   
  When his target stopped to watch an iaijutsu demonstration, Muhito 
  suddenly became aware of the dark haired young Crane duelist performing 
  for the court. She exuded grace from her every movement and her kata 
  resembled a dove taking to the wind. Muhito watched her, distracted from his 
  duty, and for a moment forgot where he was. When a Yoritomo guardsman 
  noticed him, Muhito realized his mistake and fled the scene. It was the first 
  time he had ever failed his duty. Though filled with condemnation at his 
  failure, he could not resist learning the name of the duelist, Kakita Korihime. 
   
  A year later, Muhito and Maru traveled to Crossroads Village, a small town 
  near the Lion-Dragon border, There, they and five others fought a pitched 
  battle to save the village from a large force of bandits that threatened to 
  overwhelm it. Among those gathered was Kakita Korihime, and Muhito was 
  sorely wounded in the battle protecting her from harm. In the aftermath, he 
  expected death. Instead, he found the will to live because of Korihime’s 
  command. For her, he lived. 
   
  Since that time, Muhito has returned to his duties without fail. He does not 
  hesitate, no matter the gruesome nature of his task. Instead, he has a 
  renewed sense of duty. He has fallen to darkness, perhaps, but there are 
  those in the Empire who are worthy of such a sacrifice. If his actions can 
  make the world safer for pure souls like Korihime, then the sacrifice is worth 
  it. 
   
  Bayushi Muhito, Champion of Rei 
  Air: 2 
  Awareness: 4 
  Earth: 3 
  Fire: 3 
  Agility: 4 
  Water: 3 
  Void: 3 
  School/Rank: Shosuro Shinobi 2/Shosuro Yojimbo 
  Glory: 1.8 
  Status: 1.1 (-10) 
  Honor: 1.6 
  Advantages: Precise Memory 
  Disadvantages: Obligation (Shosuro Maru: 4 Points), True Love (Kakita 
  Korihime) 
  Kata: Cut Under the Mountain, The Tail’s Reach 
  
  Skills: Athletics 2, Courtier 3, Deceit 3, Defense 4, Etiquette (Sincerity) 5, 
  Iaijutsu 2, Investigation (Notice) 3, Kenjutsu 4, Meditation 2, Ninja Ranged 
  Weapons 2, Poison 2, Sleight of Hand 2, Stealth (Ambush, Shadowing, 
  Sneaking) 6, Storytelling 1, Underworld 3 
    
  The Shosuro Yojimbo path is from the upcoming book The Four Winds: The 
  Toturi Dynasty from Gold to Lotus Edition. 
   
  Technique: Protector From the Shadows —The Shosuro Yojimbo 
  protects his charge from those that lurk in the shadows. For the purposes of 
  this technique, your Shosuro Shinobi School Rank is considered to be one 
  higher. You gain a number of Free Raises equal to your Shosuro Shinobi 
  School Rank to Investigation or Battle rolls to notice hidden threats or traps 
  that might threaten your charge. At the beginning of battle, you may make a 
  contested Awareness/Stealth roll against all opponents to gain an extra 
  Round of action before everyone else. If they are not aware of your presence 
  while performing this roll, you gain a bonus equal to twice your Stealth to the 
  roll. 
  
  The Zamalash, Ally of the Tattered Ear 
  A lifetime ago, the Zamalash was a hunter. He was one of an honored few 
  given the task of supplying the needs of those Naga who called Kalpa, the 
  City of Rebirth, their home. Unlike other Naga cities, Kalpa was hidden in 
  the mountains to the distant north, far beyond the borders of the vast 
  Shinomen Mori. Game was sparse in the northern mountains, but the 
  Zamalash was a gifted hunter, and even in his youth he was a testament to 
  the skill of the Naga hunters. When the Great Sleep came, Zamalash took his 
  place alongside his fellow hunters, preparing to sleep through the ages and 
  rise again to defend Kalpa from the Foul and its many manifestations. 
   
   
  Zamalash’s sleep was filled with terrible visions, nightmares of Kalpa’s 
  destruction that drifted through the Akasha as earthquakes ravaged the city 
  and human exiles looted the ruins, slaughtering every Naga they could find. 
  Zamalash and his comrades were in a cavern deep beneath the largest 
  temple, however, and they remained undiscovered for centuries, even as the 
  spirits of their fellow Naga tore themselves from the Akasha to wreak bloody 
  vengeance on the humans who had murdered them. In time, the visions 
  faded, and Zamalash’s slumber was peaceful again. 
   
   
  When the webs of sleep fell away, Zamalash awakened to find himself 
  face to face with Nezumi, strange creatures that he recognized as livestock 
  and wild prey he had once hunted. These creatures were different, however. 
  They were taller, larger, walked more erect, and burning in their eyes was 
  the light of intelligence. Most recoiled in horror from Zamalash, their 
  primitive instincts demanding that they flee before a predator. One stood his 
  ground, however, and met Zamalash’s eyes without fear. The beast pointed to 
  a human, a creature recognized from his hazy dreams, lying dead on the 
  floor. A crude spear was embedded in the man’s chest, just as his blade was 
  buried in the coils of a sleeping Naga. The creature had found the sleeping 
  chamber, and had intended to slaughter the Naga. The Nezumi had stopped 
  him. The Nezumi looked into Zamalash’s eyes and uttered a crude, hissing 
  sound. It was a butchered Naga word, but one that recognized nonetheless. 
   
   
  “Life.” 
   
   
  The months since his awakening have not been kind to Zamalash. The 
  few survivors he has discovered in Kalpa’s ruins will not awaken despite his 
  best efforts. Some sinister aspect of the Great Sleep keeps them tightly in its 
  grasp. The Nezumi fear him, but thanks to their Rememberer, a sort of 
  philosopher or historian, they have accepted Zamalash among their number. 
  He, in turn, is learning of their culture and their language. The Tattered Ear 
  Tribe is what the creatures call themselves, and they discovered Kalpa purely 
  by accident while seeking another tribe called the Broken Shinbone. 
  
  Regardless of what quirk of fate brought them to Kalpa, the Tattered Ear 
  saved Zamalash’s life, and the lives of those that yet sleep beneath the city. 
  So long as he lives, he will aid the Nezumi, though he can never truly repay 
  the enormity of the debt he owes them. 
   
  The Zamalash, Ally of the Tattered Ear 
   
  Air: 2 
   
   
  Reflexes 3 
   
  Earth: 3 
   
  Fire: 3 
   
  Water: 3 
   
   
  Perception 4 
   
  Akasha: 2 
   
  School/Rank: Warrior 2 
   
  Glory: N/A 
   
  Status: N/A 
   
  Honor: N/A 
   
  Advantages: Allies (Tattered Ear Tribe, 1 point/4 points), Language 
  (Nezumi), Venom (Venom Spray, 7 points), Way of the Land (Northern Wall 
  Mountains, Shinomen Mori) 
   
  Disadvantages: Bad Reputation (Among Naga) (Associates with 
  Nezumi), Obligation (Tattered Ear, 4 points) 
   
  Skills: Athletics 2, Battle 1, Defense 3, Dueling 2, Hunting 4, Jiujitsu 
  2, Kyujutsu 2, Lore: Nezumi Customs 3, Stealth 3, Swordsmanship 4, 
  Theology (Moksha) 2 
   
   
  Creatures of Rokugan 2.0 [Working Title] Preview: 
  Naga Warrior School (Pre-editing version) 
  Rank 1: Drawing from the Deep 
   
  Naga warriors are trained to draw upon the vast experience within the 
  Akasha and apply it to their training. You gain a number of Free Raises per 
  day equal to your Akasha. These Free Raises may be used on any School Skill 
  Roll. You may add your Akasha to the total of all attack rolls. 
   
  Rank 2: The Tides of War 
   
  The serpentine grace of the Naga people is put to great use in a 
  warrior’s training, making it difficult for even the most skilled opponent to 
  land a blow. When you are in the Full Defense posture, you have a second 
  chance to avoid successful attacks. If an opponent successfully strikes you, 
  you may make an Agility/Defense roll against a TN equal to his attack roll. If 
  you are successful, the strike misses. You may add your Fire to the total of all 
  Initiative rolls. 
  
SOURCE: textdata/thevault/Legend of the Five Rings (d20) [multi]/3rd Edition/L5R 3e - Characters.pdf