Legend of the Burning Sands

Releases August 2008
(304 pages, hardbound)

To the north of the Emerald Empire, there lies a mysterious land called the Burning Sands. In an extraordinary city known as the Jewel of the Desert, great empires clash and deadly intrigues abound.

To the rest of the Empire the Burning Sands are a gaijin enigma, but as the exile of the Unicorn, and later the Scorpion have proven the destinies of these two lands are intertwined. Little do they realize that soon the dangers facing the people of the desert will also face the Clans of the Emerald Empire.

The Burning Sands setting has exerted a powerful pull on the imagination of gamers since the 1998 debut of the Legend of the Burning Sands Collectible Card Game. As in the Legend of the Five Rings Roleplaying Game, this book allows you the chance to live out all-new adventures in a land of mystery and magic.

Legend of the Burning Sands Roleplaying Game features:

  • Descriptions and new mechanics for all the major factions of the Burning Sands; from the warlike Yodotai, to the mystical Ashalan, to the scholars of the Qabal.
  • New rules covering the flavors of magic unique to the Burning Sands, as well as the ta-haddi dueling rite. 
  • Detailed treatment of the jinn, including rules for summoning and creating these legendary characters.
  • Continuation of the history of the Burning Sands from the end of the Legend of the Burning Sands CCG story arc.
  • A condensed version of the Legend of the Five Rings Roleplaying Game Third Edition rules for those who wish to use this as a standalone roleplaying game product, and conversion rules for those who are already familiar with the system.

The Legend continues inside the pages of the next great AEG Epic.


The Ebonites

(Selected Excerpts from the Ebonite section of the Legend of the Burning Sands RPG)

The Order of the Ebon Hand, more commonly called the Ebonites by most denizens of Medinaat al-Salaam, are something of an oddity even among the wildly varied cultures of the Burning Sands. They are an exceptionally diverse organization that holds allegiance to no particular nation, although they do have strong historical ties to the Ivory Kingdoms, a region of the world located far southwest of the Jewel of the Desert. After centuries of struggle and of being drawn into the conflicts of other groups, both martial and political, the Ebonites have settled into a comfortable role within the city, as protectors and defenders of the downtrodden. While this is a great task for the order, and one that garners them tremendous appreciation from those whom they protect, it is secondary to their primary concern: protecting the broken shards of the Ebon Stone that they revere and hold sacred.



A Tale of Two Lands

“Gather around, little ones, and let old Adnan tell you a story!”

“No, no, not another story of Judgment and his Ebonite templars. You heard that one only two days ago! No, this is a story you have never heard before, and you may never hear again! Listen well, little ones, for every story has a lesson if you are wise enough to find it. This is a story about a strange land, far away, a distant land filled with warriors and monsters, and all manner of fearsome demons and sorcerers!”

“This land is called the Empire of Rokugan.”



The Houses of Dahab

(Selected Excerpts from the Medinaat al Salaam section of the Legend of the Burning Sands RPG)
There is no life in Medinaat al-Salaam that is not touched in some way by the Merchant Houses of Dahab, and their power over the city. Virtually all commerce of note in the Jewel is overseen and recorded by one House or another. While the laws state that only the Caliphate and the Sultanate have authority in the Jewel, the truth is that both must consider what the Dahabi will think before they take action. If money represents power, then the Houses command considerable power within the Jewel.




(Selected Excerpts from the Senpet section of the Legend of the Burning Sands RPG)
The Burning Sands is a dangerous wasteland of fire and death. Those who survive in that land must find a source of water and a way to hide from the heat of the Sun. The Senpet Empire, located on the western edge of the desert, is a civilization that grew and flourished despite all the circumstances that would threaten its existence.




Air: 2
Reflexes: 3
Earth: 3
Fire: 2
Agility: 3
Water: 4

Rolls When Attacking: 6k3
Rolls for Damage: 4k2
TN to Be Hit: 15
Wounds per Level: 8

Special: Fear 1.
Undead Qualities: Immune to diseases and poison. Ghuls suffer no Wound penalties. They will fight until destroyed unless commanded to do otherwise by someone who controls them.


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