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
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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
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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. |
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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 |
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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 |
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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 |
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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 |
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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. |
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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. |
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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. |
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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
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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. |
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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 |
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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
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Docks Description: Koku: 2 [ + 2d6 Koku
during Trade Season] Personnel Housing: None Attributes:
None |
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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. |
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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. |
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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. |
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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. |
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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 |
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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
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Baths (attached to Tea House or Description: Large scale baths that can service many
people Koku: +4 to Tea House or Personnel Housing: None Attributes:
Helps to improve hygiene in city |
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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 |
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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 |
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Description: Provides shelter for travelers Koku: +4 to Shops, Middle Class Houses, or Slums Personnel Housing: 1 Samurai units and families Attributes:
None |
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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 |
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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
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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. |
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Dojo (attachment to 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 |
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Gardens Description: A large well manicured ornamental garden Koku: (4) Personnel Housing: None Attributes:
(1) Provide location for center of festival (2) Special |
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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 |
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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. |
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Monastery (attachment to 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. |
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Description: Koku: None (Though donations are welcomed) Personnel Housing: None Attributes: Provide location for festival to be
centered. |
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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
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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 |
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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 |
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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 |
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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
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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. |
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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 |