Town Sections

 

The basis for all power in Rokugan is the efforts of the peasants.  The LARP takes this into account in town sections.  Every part of Ryoko Owari produces income, goods, and opportunities for their Samurai patrons.  While the list already covers most significant types of buildings and activities in the city, as the game matures this list will undoubtedly improve.

 

Below is a list of possible town sections in the city.  The divided into their basic functions.

1.      Civil Services:  These areas of the town provide the basic public services and protection for the city.

2.      Residences:  The homes of citizens of all classes

3.      Production:  These sections create and prove the goods produced for the city and for export

4.      Services:  These sections provide the services that make life in the city enjoyable.

5.      Culture:  The sections are centers of culture, the arts, and religion in the city

6.      Illicit:  The sections of town are distasteful, but can provide wealth and opportunities for those samurai who are willing to involve themselves.

7.      Ships:  While not technically a part of the city, their presence and effect on the city can not be ignored.

 

FYI:  Accounting standards are being used below, so a number in parentheses is a negative number.  So if the Koku is (200), that means that the structure takes 200 Koku a month to maintain.  If the Koku is 5, that means it will generate 5 Koku for the faction that controls the section.

 

FYI:  To learn more about wealth see the page on Trade Goods and General Economic Information.

 

                                                                         

 

INTRODUCTION:  EXAMPLE

 

Section Name  (Some sections are actually attachments to other sections, you will find where they can be or must be attached in the area)

  Description:  This is a IC description of the section

  Koku:  This is how much Koku the section generates or consumes.  For example the Damiyo’s Palace will cost the faction that controls it 200 Koku a month, while some

  Personnel Housing: Your soldiers and their families will need some place to live since they plan to live in the city for a long time.  While this frequently mean more expense, if not provided morale will suffer, peasant soldiers will desert, and samurai will call in favors (or make bribes) to get transferred to other assignments. Briefly, normal units are military that makes its presence open to everyone such as spearmen.  Hidden units are those that must be tracked down with difficulty such as thugs employed by criminal organizations.

  Attributes:  Some sections provide specialized bonuses and penalties for the PCs and their factions.

 

 

                                                                         

 

PART ONE:  CIVIL SERVICES

 

City Granaries

  Description:  This series of granaries is used to store the grain harvest and feed the city as needed.  Typically the grain is owned by samurai and rich merchants, who for a fee keep it in this communal and well guarded structure.

  Koku:  0

  Personnel Housing: None

  Attributes:  (1) If all the granaries in the city are closed that the lack of food will cause activity to grind down to a near halt.  The Koku generation of all other sectors drops by 2.  (2)  Can store 100 Basic Grain TGs.

 

City Gate

  Description:  Massive gates of the city

  Koku:  (20) [ + 8d6 during trade season]

  Personnel Housing:  2 Peasant Units and their Families

  Fortification/Protection: Up to 20 units

  Attributes:  (1) The person who controls all of the city’s walls and gates controls entrance into the city.  (2)  The person who controls all the city’s wall and gates can increase the entrance fee into city by 20 koku per City Gate, however this action is unpopular.  (3) Can store 2 TG  (4) Fortified

 

City Reservoir

  Description:  Holds the water for city fed by aqueducts.

  Koku:  (60)

  Personnel Housing:  None

  Attributes:  (1) If a reservoir is sealed that the lack of quality water in the area it supports will cause activity to grind down to a near halt.  The Koku rating of all effected sectors drops by 2 and hygiene of city will worsen.  (2)  Control of the city’s water

 

City Wall

  Description:  City walls

  Koku:  (10)

  Fortification: Up to 15 units

  Personnel Housing: 1 Peasant Unit and Families

  Attributes:  (1)  The person who controls all the city’s walls and gates controls entrance into the city  (2) Fortified

 

Damiyo’s Palace

  Description:  This fortified palace is the government center of city.  It is the center of power in Ryoko Owari Toshi

  Koku:  (400)

  Fortification/Protection: Up to 50 units

  Personnel Housing:  25 Samurai Units and Families + 5 Peasant Units and Families

  Attributes:  (1)  The owner of this section is the Governor of the City and controls the bureaucracy of city.  (2) Official Location of the Court  (3) +1 to all social tests for PCs of owning faction.  (4)  Fortified.  (4)  Can store up to 10 Trade Goods

 

Garrison (attached to Any)

  Description:  Fortified location that is used to host guards

  Koku:  (6)

  Fortification/Protection: Up to 10 units

  Personnel Housing:  2 Peasant Units and their families

  Attributes:  If manned the faction gains increased control over the section.

 

Independent Well (attached to Any)

  Description:  A private well that is off the city water supply

  Koku: No change

  Personnel Housing:  No change

  Attributes:  If public water is ever cut off the faction who controls a well can distribute water to their holdings at a cost of 2 koku per section.  Water is low quality.

 

Inner Wall

  Description:  Simple but serviceable wall that surrounds sector

  Koku:  (2)

  Fortification/Protection: Up to 10 units as long opponent is on other side.

 Personnel Housing: No change

  Attributes:  (1) Grants Fortified characteristic to up to 5 sectors.  (2) If Faction has at least one normal military unit in city & they are using them as police they gain complete control over those coming and going from the section.

 

Military Compound

   Description:  This fortified compound was once used to house soldiers.  Either it was employed by the Scorpion, Emerald Magistrates, etc.

  Fortification/Protection: Up to 25 units as long opponent is on other side.

  Koku: (40)

  Personnel Housing:  4 samurai units and families + 7 peasant units and families

  Attributes:  (1) Fortified ( 2) Can store up to 5 TGs

 

 

                                                                         

 

PART TWO:  RESIDENCES

 

Grand Manor (can be attached to Military Compound)

  Description:  This fine house is worthy of a daimyo or a visit from an Emperor

  Koku:  (40)

  Personnel Housing:  7 samurai units and families + 5 peasant units and their families

  Attributes:  (1) Can be used to host important guests and handle some bureaucracy.  (2) Can store 5 TGs  (3) Can be leased to a wealthy individual for 10 koku per month; however its attributes and Personnel Housing can NOT be used by faction.

 

Middle-Class Housing

  Description:  These nice houses are home to the merchants and skilled laborers of the city.  They are also the preferred residences of low-ranking samurai.

  Koku:  6 OR  0  OR  (10)

  Personnel Housing: None OR 1 samurai unit and family OR  2 samurai units

  Attributes:  None

 

Slums

  Description:  These small spartan houses are home to the working class, low class, and criminals of the city

  Koku:  2 OR 0 OR (2)

  Personnel Housing:  None OR 1 Peasant unit & families OR  2 Peasant units and families

  Attributes:  None

 

 

                                                                         

 

PART THREE:  PRODUCTION

 

Docks

  Description:  Riverside docks that are used for shipping

  Koku:  2 [ + 2d6 Koku during Trade Season]

  Personnel Housing:  None

  Attributes:  None

 

Foundry

  Description:   This foundry provides the city with various metal goods

  Koku:  8

  Personnel Housing:  None

  Attributes:  The Foundry pays in product in addition to normal rents. 

 

Open Air Market

  Description:  Open air market used by traveling merchants, peddlers, and farmers to sell their goods

  Koku:  2 [ + 4d6 Koku during Trade Season]

  Personnel Housing: None

  Attributes:  Faction owner with most Open Air Markets receives first rights on any trade goods available in the market.

 

Sake Works

  Description:  These works generate most of the city’s sake

  Koku:  8

  Personnel Housing:  None

  Attributes:    The Sake Works pays in product in addition to normal rents. 

 

Shops

  Description:  This collection of shops create and sell various goods

  Koku:  8

  Personnel Housing:  None

  Attributes:  The Shops pay in product in addition to normal rents. 

 

Stables/Stockyards

  Description:  This collection of fenced in yards store the livestock and horses of the city.

  Koku:  8

  Personnel Housing:  None

  Attributes:  (1) The Stables pay in product in addition to normal rents.  (2)  Distasteful except for Unicorn Clan and Gaijin

 

Warehouses

  Description:  Store trade goods

  Koku:  (6) if used by faction OR 2 if rented out.

  Personnel Housing:  None

  Attributes:  Can store up to 25 TGs.

 

 

                                                                          

 

PART FOUR:  SERVICES

 

Baths (attached to Tea House or Inn)

  Description:  Large scale baths that can service many people

  Koku:  +4 to Tea House or Inn

  Personnel Housing:  None

  Attributes:  Helps to improve hygiene in city

 

Cremetorium

  Description:  A series of ovens that deals with the bodies of the poorer commoners

  Koku:  10

  Personnel Housing: No change

  Attributes:  (1) Deals with dead bodies.  (2) Undesirable but not Dishonorable

 

Doctor (attached to Shops or Middle Class Houses)

  Description:  Doctor provides mundane healing to people

  Koku:  +2

  Personnel Housing:  No change

  Attributes:  (1)Helps to improve hygiene in city.  (2) Can spend 10 W / unit to heal units

 

Inn (Attachment to Shops, Middle Class Houses, or Slums)

  Description:  Provides shelter for travelers

  Koku:  +4 to Shops, Middle Class Houses, or Slums

  Personnel Housing:  1 Samurai units and families

  Attributes:  None

 

Geisha House (Attachment to Tea House)

  Description:  Home to the elite entertainers of the Empire

  Koku:  +8 to Tea House

  Personnel Housing:  No change

  Attributes:  Preferred access to Geisha at establishment

 

Tea House (Attachment to Shops or Middle Class Houses)

  Description:  Provide respectable entertainment and social interaction

  Koku:  +4 to Shops or Middle Class Houses

  Personnel Housing:  No Change

  Attributes:  (1)  +5 to one attempt per session to gather information about samurai and peasants

 

 

                                                                          

 

PART FIVE:  CULTURE

 

Arena

  Description:  A closed arena used to host sporting events such as sumo matches, athletic competitions, or armed fights.

  Koku:  (10) OR 160 during a festival

  Personnel Housing:  1 Hidden Military Unit

  Attributes:  Most of the time patronizing athletes is expensive.  But during festivals the Arenas generate incredible wealth.

 

Dojo (attachment to Temple or Military Compound)

  Description:  Training ground for bushi

  Koku:  (40)

  Personnel Housing:  None

  Attributes:  1 free XP per session for 1 PC.  Can only be used for Physical Traits and Bugei Skills.  Forfeited if not spent that session

 

Gardens

  Description:  A large well manicured ornamental garden

  Koku:  (4)

  Personnel Housing:  None

  Attributes:  (1) Provide location for center of festival  (2) Special

 

Grand Artistic Work  (attachment to Any except Slums)

  Description:   This massive work of art declares the greatness of its owner

  Koku:  None

  Personnel Housing:  No Change

  Attributes:  (1)  Dedication of the work is a good reason for a festival.  (2) Special

 

Library

  Description:  The semi-public libraries once run by the Scorpion Clan

  Koku:  (40)

  Personnel Housing: None

  Attributes:  (1) Can be called upon to research various topics.  +5 to one lore check per downtime.  (2) 1 free XP per session to 1 PC.  Can only be used for Mental Traits and Intelligence based Skills.  Forfeited if no spent that session.

 

Monastery (attachment to Temple)

  Description:  Home to monks

  Koku:  None

  Personnel Housing:  4 Monk units and “families”

  Attributes:  Donations to the religious sect in the monastery can result in improving goodwill in the city.

 

Temple

  Description:  Temple to Ancestors, Fortunes, or Shensei

  Koku:  None (Though donations are welcomed)

  Personnel Housing: None

  Attributes:   Provide location for festival to be centered.

 

Theater

  Description:  A theater that hosts Noh & Kabuki plays

  Koku:  2 OR 40 during a festival [ + 2d6 during Trade Season]

  Personnel Housing:  2 Peasant Units and families

  Attributes:  If a PC writes a play it can be performed here.  The nature of the play determines its consequences.

 

 

                                                                          

 

PART SIX:  ILLICIT

 

Brothels  (Attachment to Slums)

  Description:  Provide cheap sex workers to the city

  Koku:  +10 to slums [ +14 Koku during Trade Season]

  Personnel Housing:  This town section can house one less unit

  Attributes:  (1)  +3 to one attempt per session to contact criminals for information & smuggling  (2) Highly Undesirable but not Dishonorable

 

Black Market (Attachment to Slums)

  Description:  Provide a method for stolen and smuggled goods to be sold in the city

  Koku:  +2+2d6 to slums [ + 2d6 Koku during Trade Season]

  Personnel Housing:  This town section can house one less unit

  Attributes:  (1)  Owner can use to sell stolen trade goods with improved chances of not being caught  (2) Dishonorable

 

Gambling Den (Attachment to Slums)

  Description:  Provides a place for organized gambling

  Koku:  +4+2d6 to Slums [ + 2d6 Koku during Trade Season]

  Personnel Housing: This town section can house one less unit

  Attributes:  Highly Undesirable but not Dishonorable

 

Opium Dens  (Attachment to Slums)

  Description:  This unsavorable location supplies opium addicts with their vice

  Koku:  +24 to slums

  Personnel Housing:  This town section can house one less unit

  Attributes:  (1) +5 to one attempt per session to contact criminals for assassination, drugs, or poison  (2) Dishonorable

 

 

                                                                          

 

PART SEVEN:  SHIPS

 

Trade Ship (attaches to Docks)

  Description:  A ship outfitted for trade

  Koku:  2 if kept in city as Trading Post  OR (2) If sent out to trade

  Unit Capacity (not housing):  4 Units of Marines/Sailors

  Attributes:  (1) Can be sent out to trade or kept in the docks to provide a floating market.  (2)  Way in or out of city by river, but only if it is docked in the city.   (3) Can hold 3 TGs  (4) Ship sent out during a downtime action to sell up to 3 TGs,  the PC who goes out trading will receive a +10 to their appraisal  check to sell and buy trade goods.

 

War Ship (attaches to Docks)

  Description:  A ship outfitted for war

  Koku: (6)

  Fortification/Protection:  Up to 4 units

  Unit Capacity (not housing):  4 Normal Military Units +  4 Units of Marines/Sailors

  Attributes:  (1) Way in or out of city by river.  (2)  Fortified

 

 

 

 

 

 

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