General Economic Information

 

While the Empire of Rokugan has had a currency and relatively stable economy for centuries, it still largely relies on barter to large part.  While the Empire has been on the verge of a more modern economy their have been several reasons why it has not developed further.  For the most part the caste system and centralized power of the government undermine the growth of middle class.  The typical merchant is unwilling to do more than what is necessary to live comfortably since excess wealth can easily be seized by the samurai class.  It should be noted that technology has improved, populations have grow, and more ronin have taken up merchantile activities, the merchant class has steadily grown in influence over the centuries.  At the dawn of the Empire most members of the merchant class were poor peddlers and porters.  Now a healthy portion are wealthier than rank-and-file samurai soldiers.  Another reason the koku is not universal is that the feudal lords are nervous about how much its value can fluctuate and while the nation is stable over all there are uncountable micro disruptions in supply.  Most people who deal in large qualities have found it is much safer to deal in goods than stacks of coins.

 

The state of this economy system is captured in the Trade Good System elaborated on below.

 

 

Trade Goods

 

There are 12 basic types of Trade Goods that are shipped about the Empire.  While there might be great variation in each type, for simplicity they will be treated as all the same mechanically.

 

·        400 Koku is roughly equal to 1 Base Good, 400 Koku is roughly equal to 1 Dedicated Good, 600 Koku is roughly equal to 1 Refined Good.

 

 

Sources of Trade Goods

 

There are various methods for PCs to gain Trade Goods.  The main ones are as follows.

1.      Samurai can trade with other samurai.  PCs can work out any deal they want with the other factions in the city.  There trades occur when the tell the storyteller

2.      Merchants regularly sell goods in bulk in the city.  The transfer happens immediately, but prices can vary and can be purchased with Koku (400 Koku = 1 Base, 400 Koku = 1 Dedicated, 600 Koku = Refined).

3.      Ships and Caravans can be sent to other cities.  The PCs need something transport the trade goods and must have someone available to escort the ships and caravans.

4.      Peasant craftsmen laboring accumulate trade goods for their samurai patrons as part of their taxes.  IF available the transfer to the PCs happens immediately, and is “free” since it was owed to the PC already.

5.      One’s homeland is an excellent place to search for goods.  However organizing a caravan can be expensive and risky.  Additionally the transfer takes 1 downtime to complete.  Finally clansmen will only take trade goods in exchange for Trade Goods. About the only good thing about trading this way is that prices are fixed since one’s clan members will not try to take advantage of a PC. 

6.      If the right combination of trade goods is accumulated, they can be used to create other trade goods.  This process requires a downtime action to complete.  This method gaining trade goods is detailed in the descriptions of Trade Goods.

 

Method Two:  Purchasing on the Open Market

 

Before the session the random table below will be consulted to determine what goods are in the Open Market for this session.  During the trade season there will be 10 random trade goods available, and outside the trade season there will be 3 trade goods available.  Because the merchants will not want to offend their hosts, the faction that has most control over the open air markets will be able to choose first, the second most influential will choose second, and so forth.

 

1% to 15%:  Rice (Base)

16% to 30%:  Opium (Any)

31% to 40%:  Information (Any)

41% to 50%:  Sake (Any)

51% to 60%:  Equipment (Any)

61% to 65%:  Tea (Base, Dedicated)

66% to 70%:  Labor (Any)

71% to 75%:  Iron (Base)

76% to 80%:  Spices (Any)

81% to 85%:  Gold (Base)

86% to 90%:  Silk (Any)

91% to 95%:  Livestock (Any)

96% to 100%:  Lumber (Base)

 

When attempting to purchase from the Open Market the PC will make an Appraisal Check to determine how the market is reacting to them.  Since this an extended action, modifiers to single actions can not be used.

 

Appraisal Check (Intelligence + Appraisal Skill + Card Draw + Modifer) Result:

<0:  The PC can find no merchant that will sell cheaply to them:  He must pay a 20% premium until the next session for that trade good

>=0 and <= 15:  The PC has no success with the merchants.  He must pay a 10% premium until the next session for that trade good

>=16 and <=30:  The PC has moderate success with the merchants.  He receives a standard until the next session for that trade good

>=31:  The PC has great success with the merchants.  He receives a 10% premium until the next session for that trade good.

 

Some Sample Modifiers:

+7 to searches for Base Rice from July to September

+7 to searches for any type of Opium from May to June.

+5 to a faction that recently destroyed a large group of bandits.

 

Follow this link to adjustments due to School Techniques.

 

FYI:  This same method is used to sell something to the market.  In this case the PC takes a -10 to his roll.

 

Method Three:  Trade in other Territories

 

Before the PCs or their skilled henchmen can trade in other Territories they much first have some method of transporting their trade goods to the other territory.  Below are some such methods.

 

Caravan (carries 1 trade good):
Required Goods: 2 Dedicated Livestock, 1 Base Equipment, 3 Dedicated Timber
Can Travel To:  Crane, Crab, Lion, Unicorn, and Dragon Lands. Parts of the Burning Wastes.
     
Barge (carries 2 trade goods):
Required Goods: 1 Dedicated Livestock OR 1 Dedicated Silk OR 2 B Labor, 1 Base Equipment, 3 Dedicated Timber
Can Travel To: Crane and Crab Lands
 
Sailing Trade Ship (carries 2 trade goods):
Required Goods:  2 Dedicated Silk, 1 Base Equipment, 3 Refined Timber
Can Travel To: Crane, Crab, Lion, Mantis and Phoenix Lands.  Lands Beyond?

 

Once you have a way to transport the goods you need to pick which place you want to go trade.  Some trade goods are not available in certain places.  If you pick wrong the downtime is wasted.

 

Even if the goods are available the local samurai might turn you away.  The base chance that a PC will get turned away is 20%.  Current clan relations can effect that percentage or result in automatic failure to enter the other clan’s lands.  If you can get a PC of the appropriate Clan to write you a letter of introduction the chance of being turned away will be decreased. 

 

Once you gain access to another Clan’s local markets then consult the table under Method 2 to see how much of a premium you will have to pay or you will receive.

 

 

Method Five:  Trading with Home

 

The PCs may organize a caravan to trade with home.  The trade

 

Time:  1 downtime action

Number of Trades per Session:  1

 

 

 

Uses for Trade Goods

 

Trade Goods can be used by PCs to accomplish their goals or solve problems.  SOME peacetime uses for Trade Goods are listed below.  DO NOT LET YOUR IMAGINATION BE LIMITED BY THIS LIST.  Military uses are covered in the Warfare Section

 

Rice:  Can feed population during emergencies and celebrations or given as gift of charity.

Opium:  Heal people. 

Information:  Necessary to build libraries, solve complicated puzzles, advantage during war or large intrigues.

Sake:  Can be used during festivals

Equipment:  Necessary to create buildings and public works

Labor:  Necessary to create buildings and public works

Tea:  Can be used during festivals, mass tea ceremonies.

Silk:  Can be used to cloth poor

Spices:  Heal people

Livestock:  Can feed population during emergencies and celebrations or given as gift of charity.  Help workers in their tasks.

Lumber:  Necessary to create buildings and public works.

 

 

Trade Goods in Detail.

 

Upgrades:  [What you get out of the upgrade] = [What you put in for upgrading]

Downgrades:  [What you get out of the downgrade] = [What you put in for downgrading]

 

Equipment, Base

RP Description: Work tools, plows, etc.

Approximate Value: 200 Koku

Upgrades:

None

Downgrades:

Iron, Base + Timber, Base= 6 Equipment, Base + Labor, Base

 

Equipment, Dedicated

RP Description: Simple, but serviceable weapons or specialized tools

Approximate Value: 400 Koku

Upgrades:

None

Downgrades:

2 Iron, Base  = 3 Equipment, Dedicated+ Labor, Base

 

Equipment, Refined

RP Description:  High quality weapons

Approximate Value: 600 Koku

Upgrades:

None

Downgrades:

Iron, Base = 2 Equipment, Refined+ Labor, Base

 

Gold, Base

RP Description: Simple bars of gold or silver, or coffers filled with koku

Approximate Value: 200 Koku

Upgrades:

Gold, Dedicated = 2 Gold, Base

2 Gold, Dedicated = 2 Gold, Base + Labor, Dedicated

Gold, Dedicated = 1 Gold, Base + 200 Koku (Restrictions Apply)

Gold, Refined = 1 Gold, Base + 400 Koku (Restrictions Apply)

2 Gold, Refined = 2 Gold, Base + 2 Labor, Dedicated

Info, Base = Labor, Base + (Gold, Base if not Scorpion or Phoenix)

Info, Dedicated = Labor, Dedicated + (Gold, Base if not Scorpion or Phoenix)

Info, Refined = Labor, Refined + (Gold, Base if not Scorpion or Phoenix)

Rice, Dedicated = Rice, Base + Gold, Base

2 Sake, Refined = 2 Rice, Base + Labor, Dedicated + Gold, Base

Rice, Refined = Rice, Base + 2 Gold, Base

2 Timber, Refined = Timber, Base + Gold, Base + Labor, Dedicated

Gold, Refined = Gold, Dedicated + Gold, Base

Iron, Dedicated = Iron, Base + Gold, Base

Iron, Refined = Iron, Base + 2 Gold, Base

Livestock, Refined = Livestock, Dedicated + Gold, Base

Opium, Refined = Opium, Dedicated + Gold, Base

Silk, Dedicated = Silk, Base + Gold, Base

Silk, Dedicated = Silk, Base +2 Gold, Base

Spices, Refined = Spices, Dedicated + Gold, Base

Spices, Refined = Spices, Base + 2 Gold, Base

 

Gold, Dedicated

RP Description: Simple works of art, jewelry, or ornamentation

Approximate Value: 400 Koku

Upgrades:

Gold, Refined = Gold, Dedicated + Gold, Base

Gold, Refined = Gold, Dedicated + 200 Koku (Restrictions apply)

2 Silk, Refined = 2 Silk, Base + Labor, Dedicated + Gold, Dedicated

Downgrades:

Gold, Base = Gold, Dedicated + Labor, Dedicated

 

Gold, Refined

RP Description: Exceptional works of art, jewelry, or ornamentation

Approximate Value: 600 Koku

Upgrades:

None

Downgrades:

Gold, Base = Gold, Refined + Labor, Dedicated

 

Information, Base

RP Description:  Recorded & detailed information regarding common diseases & poison, public history, near universal arcane knowledge, true attitude of eta & hemin in an area, or intelligence gained by scouts or untrained peasant infiltrators.

Approximate Value: 200 Koku

Upgrades:

None

 

Information, Dedicated

RP Description:  Recorded & detailed information regarding rare diseases & poison, secret history, specialized arcane knowledge, info on how to influence eta & hemin in an area, or intelligence gained by trained peasant infiltrators

Approximate Value: 400 Koku

Upgrades:

None

 

Information, Refined

RP Description:  Recorded & detailed information regarding supernatural diseases & poison, shameful history, insightful & powerful arcane knowledge, blackmail on samurai, or intelligence gained by highly trained samurai infiltrators

Approximate Value: 600 Koku

Upgrades:

None

 

Iron, Base

RP Description: Ingots of iron (possibly copper, tin, etc)

Approximate Value: 200 Koku

Upgrades:

Iron, Dedicated = Iron, Base + Gold, Base

Iron, Refined = Iron, Base + 2 Gold, Base

Iron, Dedicated = Iron, Base + 200 Koku (Restrictions apply)

Iron, Refined = Iron, Base + 400 Koku (Restrictions apply)

3 Iron, Dedicated = 3 Iron, Base + Labor, Dedicated + Timber, Base

2 Iron, Refined = 2 Iron, Base + 2 Labor, Dedicated + Timber, Base

6 Equipment, Base = Iron, Base + Labor, Dedicated + 2 Timber, Base

4 Equipment, Dedicated = 2 Iron, Base + Labor, Dedicated + 2 Timber, Base

2 Equipment, Refined = Iron, Base + 2 Labor, Dedicated + Timber, Base

2 Equipment, Base = Iron, Base + 200 Koku (Restrictions apply)

Equipment, Dedicated = Iron, Base + 200 Koku (Restrictions apply)

Equipment, Refined = Iron, Base + 400 Koku (Restrictions apply)

 

Iron, Dedicated

RP Description: Metal fixtures, metal supports, metal fortifications, or simple metal artwork or sculpture

Approximate Value: 400 Koku

Upgrades:

None

Downgrades:

Iron, Base = Iron, Dedicated + Labor, Base

 

Iron, Dedicated

RP Description: Excellent metal fixtures, metal artwork, or metal sculpture

Approximate Value: 600 Koku

Upgrades:

None

Downgrades:

Iron, Base = Iron, Refined + Labor, Base

 

Labor, Base

RP Description: Unskilled laborers, most farmers, camp followers or porters

Approximate Value: 200 Koku

Upgrades:

Labor, Dedicated = Labor, Base + Gold, Base

2 Labor, Dedicated = 2 Labor, Base + Labor, Dedicated

2 Labor, Refined = 3 Labor, Base + Labor, Refined

5 Rice, Dedicated = 5 Rice, Base + Labor, Base

4 Sake, Base = 3 Rice, Base + Labor, Base

5 Rice, Refined = 5 Rice, Dedicated + Spices, Base + Labor, Base

2 Rice, Refined = Rice, Dedicated + Spices, Dedicated + Labor, Base

2 Timber, Dedicated = 2 Timber, Base + 2 Labor, Base

Tea, Refined = Tea, Dedicated + Spices, Dedicated + Labor, Base

 

Labor, Dedicated

RP Description: Skilled craftsmen, literate merchants, healers, scribes, trained entertainers or religious services

Approximate Value: 400 Koku

Upgrades:

Labor, Refined = Labor, Dedicated + Gold, Base

2 Labor, Refined = Labor, Dedicated + Labor, Refined

3 Sake, Dedicated = 3 Rice, Base + Labor, Dedicated

2 Sake, Refined = 2 Rice, Base + Labor, Dedicated + Gold, Base

Spices, Refined = Spices, Base + Labor, Dedicated

3 Iron, Dedicated = 3 Iron, Base + Labor, Dedicated + Timber, Base

2 Iron, Refined = 2 Iron, Base + 2 Labor, Dedicated + Timber, Base

6 Equipment, Base = Iron, Base + Labor, Dedicated + 2 Timber, Base

3 Equipment, Dedicated = 2 Iron, Base + Labor, Dedicated + 2 Timber, Base

2 Equipment, Refined = Iron, Base + 2 Labor, Dedicated + 1 Timber, Base

3 Timber, Dedicated = 3 Timber, Base + Labor, Dedicated

3 Timber, Refined = 3 Timber, Base + 2 Labor, Dedicated

2 Timber, Refined = Timber, Base + Gold, Base + Labor, Dedicated

Tea, Refined = Tea, Dedicated + Labor, Dedicated

2 Silk, Dedicated = Silk, Base + Labor, Dedicated

2 Silk, Refined = 2 Silk, Base + Labor, Dedicated + Gold, Dedicated

2 Silk, Refined = 2 Silk, Base + 2 Labor, Dedicated

2 Livestock, Refined = 2 Livestock, Dedicated + Labor, Dedicated

 

Labor, Refined

RP Description: Trained soldiers or samurai

Approximate Value: No easily measured value

Upgrades:

None:

Note:  Labor, Refined is not the only source of armies.  Labor, Base & Labor, Dedicatedd can be forced into peasant armies.  Also armies also need weapons & food.  Horses, camp followers, healers & medicine can make them more effective

 

Livestock, Base

RP Description:  Goats, or poor quality sheep or cattle.  Sheared animals.  Or unfashioned leather

Approximate Value: 200 Koku

Upgrades:

None

 

Livestock, Dedicated

RP Description:  Good quality sheep, cattle, or camels. Not sheared.  Workhorses or untrained horses.

Approximate Value: 400 Koku

Upgrades:

Livestock, Refined = Livestock, Dedicated + Gold, Base

Livestock, Refined = Livestock, Dedicated + 200 Koku (Restrictions Apply)

2 Livestock, Refined = 2 Livestock, Dedicated + Labor, Dedicated

Downgrades:

2 Silk, Base + Livestock, Base = Livestock, Dedicated + Labor, Dedicated

 

Livestock, Refined

RP Description:  Trained warhorses

Approximate Value: 600 Koku

Upgrades:

None

 

Opium, Base

RP Description: Low quality opium, or recreational drugs

Approximate Value: 200 Koku

Upgrades:

None

Note:  Such low quality drugs are frequently cut with inert or dangerous substances.  Chances of dangerous irregular product are increased.

 

Opium, Dedicated

RP Description: Average quality opium, or recreational drugs

Approximate Value: 400 Koku

Upgrades:

Opium, Refined = Opium, Dedicated + Gold, Base

Opium, Refined = Opium, Dedicated + 200 Koku (Restrictions apply)

2 Opium, Refined = 2 Opium, Dedicated + Labor, Dedicated

Downgrades:

3 Opium, Base = Opium, Dedicated + Labor, Base

3 Opium, Base = Opium, Dedicated + 200 Koku (Restrictions apply)

 

Opium, Refined

RP Description: High quality opium, or recreational drugs. Medicine

Approximate Value: 600 Koku

Upgrades:

None

 

Downgrades:

4 Opium, Base = Opium, Refined + Labor, Base

4 Opium, Base = Opium, Refined + 200 Koku (Restrictions apply)

 

Rice, Base

RP Description: Ordinary threshed, but unprepared rice, wheat, barley, or oat kernels or flour.

Approximate Value: 200 Koku

Upgrades:

Rice, Dedicated = Rice, Base + Gold, Base

Rice, Refined = Rice, Base + 2 Gold, Base

Rice, Dedicated = Rice, Base + 200 Koku (Restrictions apply)

Rice, Refined = Rice, Base + 400 Koku (Restrictions apply)

5 Rice, Dedicated = 5 Rice, Base + Labor, Base

4 Sake, Base = 2 Rice, Base + Labor, Base

3 Sake, Dedicated = 2 Rice, Base + Labor, Dedicated

2 Sake, Refined = 1 Rice, Base + Labor, Dedicated + Gold, Base

2 Sake, Base = 1 Rice Base + 200 Koku (Restrictions apply)

1 Sake, Dedicated = 1 Rice, Base + 400 Koku (Restrictions apply)

 

Rice, Dedicated

RP Description:  Prepared rice or loaves of bread.  Generally food that is ready for immediate consumption.

Approximate Value: 400 Koku

Upgrades:

5 Rice, Refined = 5 Rice, Dedicated + Spices, Base + Labor, Base

5 Rice, Refined = 5 Rice, Dedicated + Spices, Refined

2 Rice, Refined = Rice, Dedicated + Spices, Dedicated + Labor, Base

 

Rice, Refined

RP Description: Usually prepared food ready for long trips, or occasionally delicacies ready for immediate consumption

Approximate Value: 600 Koku

Upgrades:

None

 

Sake, Base

RP Description: Poor quality sake

Approximate Value: 200 Koku

Upgrades:

None

 

Sake, Dedicated

RP Description: Average sake, or more rare alcoholic beverages

Approximate Value: 400 Koku

Upgrades:

None

 

Sake, Refined

RP Description: Exceptional sake & alcoholic beverages.  Ceremonial sake

Approximate Value: 600 Koku

Upgrades:

None

 

Silk, Base

RP Description:  Wool or cotton cloth, or raw silk

Approximate Value: 200 Koku

Upgrades:

Silk, Dedicated = Silk, Base + Gold, Base

Silk, Dedicated = Silk, Base + 200 Koku (Restrictions apply)

Silk, Refined = Silk Base + 400 Koku (Restrictions apply)

2 Silk, Dedicated = Silk, Base + Labor, Dedicated

2 Silk, Refined = 2 Silk, Base + Labor, Dedicated + Gold, Dedicated

2 Silk, Refined = 2 Silk, Base + 2 Labor, Dedicated

 

Silk, Dedicated

RP Description:  Silk cloth and clothing.  Exceptional wool or cotton cloth & clothing.

Approximate Value: 400 Koku

Upgrades:

Silk, Refined = Silk, Dedicated + Gold, Base

Silk Refined = Silk, Dedicated + 200 Koku (Restrictions apply)

 

Silk, Refined

RP Description:  Exceptional Silk Cloth

Approximate Value: 600 Koku

Upgrades:

None

 

Spices, Base

RP Description: Salt or common herbs

Approximate Value: 200 Koku

Upgrades:

Spices, Refined = Spices, Base + 2 Gold, Base

Spices, Refined = Spices, Base + 400 Koku (Restrictions apply)

Spices, Refined = Spices, Base + Labor, Dedicated

5 Rice, Refined = 5 Rice, Dedicated + Spices, Basew + Labor, Base

Tea, Refined = Tea, Dedicated + Spices, Dedicated + Labor, Base

 

Spices, Dedicated

RP Description: Common, but valuable sub-tropical & tropical spices

Approximate Value: 400 Koku

Upgrades:

Spices, Refined = Spices, Dedicated + Gold, Base

Spices, Refined = Spices, Dedicated + 200 Koku (Restrictions apply)

2 Rice, Refined = Rice, Dedicated + Spices, Dedicatedd + Labor, Base

 

Spices, Refined

RP Description: Rare & exotic spices, or medicines

Approximate Value: 600 Koku

Upgrades:

5 Rice, Refined = 5 Rice, Dedicated + Spices, Refined

 

Tea, Base

RP Description:  Low quality tea leaves or simple herb mixtures

Approximate Value: 200 Koku

Upgrades:

None

 

Tea, Dedicated

RP Description:  Average quality tea leaves

Approximate Value: 400 Koku

Upgrades:

2 Tea, Refined = 2 Tea, Dedicated + Spices, Dedicated + Labor, Base

2 Tea, Refined = 2 Tea, Dedicated + Labor, Dedicated

Tea, Refined = Tea, Dedicated + 200 Koku (Restrictions apply)

 

Tea, Refined

RP Description:  High quality tea leaves, flavored specialty teas, or ceremonial tea

Approximate Value: 600 Koku

Upgrades:

None

 

Timber, Base

RP Description:  Tree trunks large, rough cut pieces of lumber, or charcoal

Approximate Value: 200 Koku

Upgrades:

2 Timber, Dedicated = 2 Timber, Base + 2 Labor, Base

3 Timber, Dedicated = 3 Timber, Base + Labor, Dedicated

3 Timber, Refined = 3 Timber, Base + 2 Labor, Dedicated

2 Timber, Refined = Timber, Base + Gold, Base + Labor, Dedicated

3 Iron, Dedicated = 3 Iron, Base + Labor, Dedicated + Timber, Base

2 Iron, Refined = 2 Iron, Base + 2 Labor, Dedicated + Timber, Base

6 Equipment, Base = Iron, Base + Labor, Dedicated + 2 Timber, Base

3 Equipment, Dedicated = 2 Iron, Base + Labor, Dedicated + 2 Timber, Base

2 Equipment, Refined = Iron, Base + 2 Labor, Dedicated + 1 Timber, Base

Timber, Dedicated = Timber, Base + 200 Koku (Restrictions apply)

Timber, Refined = Timber Base + 400 Koku (Restrictions apply)

Equipment, Base = Timber, Base + 200 Koku (Restrictions appy)

 

Timber, Dedicated

RP Description:  Simple furniture, small coastal fishing boats, simple river barges, or paper

Approximate Value: 400 Koku

Upgrades:

None

 

Timber, Refined

RP Description:  Exceptional furniture, wall scrolls, or parts for sea-worthy ships

Approximate Value: 600 Koku

Upgrades:

None

 

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