Secrets of the Lion

Without question the most powerful military force in the Empire, the Lion are often looked upon as little more than simple soldiers by the other clans of Rokugan. Beneath this veneer of simplicity, the Lion are a clan with surprising secrets. From the rituals of the Kitsu sodan-senzo to the complex battle tactics of the Akodo to the hidden kenjutsu styles of the Matsu, this book examines that which the Lion hide from their enemies. (96 page soft bound)

* Updates the Lion Clan to the Gold Edition timeline.
* Compatible with both the traditional Alderac game system and the popular d20 System.
* New spells, schools, advantages, and other mechanical options for Lion characters.
 

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Secrets of the Lion

Secrets of the Lion is a sourcebook for AEG's Rokugan setting detailing various families and personalities of the Lion clan. As with all of the Legend of the Five Rings products since Way of the Samurai, the book has statistics for both AEG's Legend of the Five Rings 2nd edition system as well as the d20 system using Wizard's Oriental Adventures as a baseline. This review deals primarily with the utility of the book as a d20 system product.

A First Look

Secrets of the Lion is a 96-page perfect bound softcover book priced at $24.95. This is the same price and size as the Way of the Samurai and Way of the Ninja books by AEG, and relatively expensive for d20 system products. Most 96 page products are around $20 except for full color products.

The cover is color, with art by Matthew S. Armstrong. It breaks with the "blue binding" look of other recent d20 system Legend of the Five Rings books. The cover depicts the face of a samurai warrior with a black background. The picture is a wrap around, with the part of his face on the front cover unmarred, but the part on the back cover is scarred and has a missing eye.

The interior is black-and-white, with some blue lettering and margin tabs. The interior art is by Chris Dornaus. The interior art is fairly good, and most of the art appears to be inked (as opposed to the pencil sketches that appear in many recent Legend of the Five Rings books.

A Deeper Look
(Warning: this section includes spoilers to secrets revealed in the book)

Secrets of the Lion is split into six chapters and a sizable introductory chapter with rules and other important notes of its own, effectively giving the book seven chapters.

The introduction chapter has a small selection of topics applicable to all of the Lion clan. This includes a history of the Lion clan, customs among the Lion clan, new disadvantages for the L5R 2e house system, new courtier abilities for the d20 system that can be selected by Lion clan courtiers, a list of Lion clan feats, and some notes on Lion clan standards.

The first through fourth chapters detail various major families of the Lion clan: the Akodo, the Ikoma, the Kitsu, and the Ikoma. Each of these chapters details provinces and holdings (along with adventure hooks for each location), important NPCs, new vassal families, and new ancestor feats associated with the family.

The fifth chapter is entitled the Kitsu Tombs. It details an ancient resting place for the ancients of the kitsu family and their inhuman ancestors. Descriptions and adventure seeds are provided to develop the tombs as a site for possible adventure.

The sixth chapter, entitled Behind the Veil, presents GM only information. This includes a secret treachery within the lion clan, powers of the Kitsu, and the details of their incursions into otherworldly realms.

Conclusion

There has been a dearth of adventure ideas for Rokugan in its d20 implementation; only Wizards' Oriental Adventures book provided much in the way of adventure ideas. Secrets of the Lion fills this need well, as well as providing players and GMs with a lot of detail about the Lion clan.

That said, as mentioned the books is rather expensive, and the book does delve into what some players might consider minutia. Unless you are starved for ideas or are a Rokugan completist, chances are you can get by easily without this book without missing too much.

-Alan D. Kohler
 

By Joe G Kushner, Staff Editor and Reviewer, d20 Magazine Rack

Secrets of the Lion
Edited by D. J. Trindle
Published by Alderac Entertainment Group (AEG)
96 b&w pages, $24.95

Sizing up the Target
Secrets of the Lion is the first ‘splatbook’ that details the Major Clans for the L5R setting using dual mechanics for the 2nd edition Legend of the Five Rings system and the d20 system. Being the first in a new series, it breaks from the previous covers of books like Way of the Ninja and Way of the Samurai by going with a black cover with a member of the clan on the front stretching to the back.

First Blood
If you’re familiar with this style of book, you know what to expect. Some fiction between each chapter, “The Lion’s Den”, some background, NPCs, magic items, feats and other goodies that all relate to the Lion Clan. It uses the standard two-column layout with blue ink for the L5R 2nd edition rules and black ink for d20 rules. It uses one page for the OGL and the same page for the Open Game Content. It uses another page for the table of contents and another page for the credits. In short, it’s almost exactly like other “Secrets” book. If you like those books, you’ll like this one. If you don’t, then this one isn’t going to change your mind.

But what if you’ve never looked at one of these books before?

Critical Hits
The book starts off with some of the minute details of the Lion clan under the board section of Customs of the Lion Clan. How are births celebrated? Well, it’s a big event with relatives and representatives of the local daimyo on hand in addition to a shugenja to check for omens and portents. What events take place at the Gempukku? How is Courtship and Marriage handled? How do the Lion go to war and what happens when soldiers retire or die? All covered in a few brief paragraphs.

The history of the Lion section takes up more than four pages making it the longest in the history sections for the Secret books. It also focuses more on the things that happened after the Second Day of Thunder, referring the reader to the Way of the Lion for older history and material. This isn’t to say that nothing old isn’t covered like the Acquisition of the Fox Lands, but a lot of it hits afterwards like the Test of the Jade Champion (1131), Collapse of Beiden Pass (1150), Death of Toturi I (1158) and Destruction of the Dragonfly Clan (1158) among others.

As someone who doesn’t play the card games and doesn’t keep up with the fiction (still on Scroll Two!), these sections provide updates that while specific to the Lion, are helpful to an out of touch 1st edition player coming back for seconds.

Of great reference use is the Complete Lion Technique Feat List. It has the Feat name, Prerequisite and Location. Unlike the latter two books, there are no new feats in this section. There are however, new disadvantages for 2nd edition L5R with Old and Elderly, allowing players to use their characters from the Clan War timeline to the Four Winds timeline. Information on Banners and Standards, a favorite of mine, rarely used in most fantasy games, gets a quick look over with what types of standards there are. Take the Gohei, a wand or staff with silk and papier-mache or the Ko’uma Jirushi, a lesser standard that provides a bonus to Battle checks that involve commanding troops.

The real meat of the book comes from the different families and the of vassal families that serve. The first four chapters cover the Akodo, Ikoma, Kitsu, and Matsu families. Each family starts off with major holdings, minor holdings, extra-territorial holdings, important NPC’s and mechanics. The mechanics include Ancestors and in the Akodo’s case, the Lions Wardens, a 5 level prestige class.

Important people are listed with abbreviated stats (name, profession, class and level), while after the holdings, adventure hooks are listed. Important NPCs of each family are fully listed and often illustrated, with detailed background and full game stats for both L5R 2nd edition and d20. The Vassals are listed by name with background, game stats like favored class, starting honor, class skills and starting family. For example, the Katai family is a vassal of the Akodo family with a favored class of Samurai, 2 starting honor, Wilderness Lore as a class skill, and some equipment, while the Seizuka family, also vassals, have Intuit Direction as a class skill, with other statistics almost the same.

One of the benefits of this abbreviated format is that the adventure seeds are easy to use and customize. These adventure hooks are almost like the old Hook, Line & Sinker from Kingdoms of Kalamar and Palladium games where you get a Challenge, Focus and Strike. Take a situation where the characters act as guards for a package that perhaps isn’t something a samurai should be carrying. Well, at least not an honorable samurai anyway. What does the party do in this case? Make enemies of those who gave them the task or look the other way?

In addition to getting all sorts of new feats, and crunchy abilities, you get a secret, hidden place to use them. Just like the Phoenix book has Gisei Toshi, the oldest city of Rogukan, and the Mantis have Still Water Cove, the Lion have the Kitsu Tombs. These ancient lands are protected by the Lion and are considered sacred and well hidden, providing the Lion with the ability to actually speak with the ancestor spirits. A few adventure seeds are added so that the GM can actually use the Tombs in the game. Will the players discover taint in the Tombs? Will they help fight off a Tsuno attack? Or are they stealthy invaders looking to loot the Tombs? It’s a short section that’s detailed slightly but could use it’s own module or resources behind it.

The last section, Behind the Veil, ties the hidden secrets of the Lion together. For example, the Lion used to encourage small battles among their own troops and provinces to keep their units sharp. This resulted in a powerful Oni being summoned by a jealous Lion Lord. Many died before the family that summoned it died out due to a plague. At least those who don’t know the truth think that it was a plague rather than a vengeful army of Lion soldiers taking a horrible vengeance.

On a more positive side, due to the Kitsu’s supernatural origins, they can sacrifice experience points if they meet certain prerequisites to gain new abilities. Sense the Rift allows the user to detect the gateways into the Spirit Realms while Spirit Walker allows you to move through the Spirit Realms at will. Touch of Crystal and The Beast Within allow the Lion characters to be truly unique among the Clans.

Critical Misses
It’s hard to note obvious problems with this book because it has a specific focus and does its job there well. Some older players may be shocked at the vast changes in the setting due to the new timeline and some may want more mapped details about the Tombs.

The book, while more pricey than others of its size, is on heavy stock paper. The problem comes when comparing it to hardcover books of the same price with more pages. There aren’t as many player focused aids as in the Phoenix or Mantis books with a minimal amount of prestige classes, although ancestors and magic items are covered.

I wish the book had more maps. The major and minor holdings are described, but maps bridge the worded description and the visual world. Of course, using the interior covers would be a nice touch as well. Why let a table of contents or the OGL take up a page eh?

Coup de Grace
Like other books in the series, the Secrets of the Lion looks at crucial elements of the Lion while trying to gloss over information that’s already been in the market. If you’re looking for background and details for your Lion character or a GM looking for more mystic information to add to your campaign, Secrets of the Lion is meant for you.

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to The Critic's Corner at www.d20zines.com.
 

You should also consider getting the original Way of the Clan books, instead or at least before the Secrets of the Clans. True, they're all d10 system, and detail an outdated timeline (before the Clan War). However, they mostly deal with the cultures of the Clans and their families, information that is both timeless and system-independent. Since Rokugan is a setting intended more for roleplaying than dungeon crawling anyway (not that anything is wrong with the latter!), you should definitely consider this.
However, the Way of the Clans books are of mixed quality (the Lion one is rather mediocre), and may be hard to get occasionally.
 

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