Oda noh Nobunaga
15-01-2006, 14:15
Welcome, welcome, welcome. I am Oda Nobunaga, and am going to be starting a rp concerning the warring states of Japan as they were between the years 1500-1600. All you have to do is read the following rules carefully, abide by them, and be sure to create a character. And have fun.
I. Group Structure and Getting Started
1.1 Group Structure
1.1.1 The ruling authorities (administratively) of SJ are the Tennos, or Emperors. They serve as arbiters in all things. Their decisions are final in all matters.
1.1.2 Tennos may have PCs (Playing Characters – see below) which actively play the game. Their counterpart shall arbiter any conflicts where arbitration is necessary.
1.2 Member Relations
1.2.1 Members of Sengoku Jidai: Warring States Japan are expected to treat each other with courtesy, when Out of Character. Hostile or threatening communications when out of character are grounds for immediate expulsion from the rp.
1.3 In-Game Time
1.3.1 The Sengoku Jidai year consists of 2 IRL (In Real Life) weeks.
1.3.2 Season lengths vary, depending on the Tennos’ decision.
1.4 Travel
1.4.1 PCs must abide by these travel guidelines:
1.4.2 A PC can travel across one large territory, two medium territories, or four small territories in two days, IRL.
1.4.3 A PC can travel across one medium territory, or two small territories, in one day IRL.
1.4.4 A PC can travel across one small territory in 12 hours, IRL.
1.4.5 Troop counts of 500 or less follow the same guidelines for PCs.
1.4.6 Troop counts of 500-1000 take twice as long.
1.4.7 Troop counts over 1000 take three times as long.
1.4.8 Messengers take half as long as a PC to traverse territories.
1.5 Dice
1.5.1 When dice are called for, the Tennos will use Kenware.com’s online virtual dice server, allowing for quick results to be emailed to concerned participants, without fear of tampering from the rolling official.
1.6 Creating a PC
1.6.1 A PC, or Playing Character, is a member’s persona in the game. In order to create one, the applicant must first sign up here in the sign up thread, apply to a Tenno for a position, and post both a character biography and a valid e-mail. Things to include in the biography are:
-name
-age
-sex
-physical description
-married status
-a short biography of your character
1.6.2 The email must be a valid one, such as my own: lakes_7@hotmail.com. Of course, this is mandatory for the use of role play and for talks between a Tenno and a player.
1.6.3 Note that you will be rp'ing a historical person, I will provide below a list of Daimyo (fuedal lords) from which you may choose, you may want to research them and get a feel as to what they are like and then once we start you may do with them as you wish, but it is nice to stay a little historically accurate, i.e. if your daimyo has an ancient hatred for another, that doesn't just disapear because your now acting as him.
II. Government Structure & Positions
2.1 Shogun
2.1.1 The Shogun is the highest power in the land. At the beginning of the game, there is no Shogun. The last of the Ashikaga Shoguns have been killed, and true anarchy has descended upon Japan, in the form of infighting among Daimyos and lesser lords.
2.1.2 To be declared Shogun, one must control 75% of the territories in Japan, or 50% including the Emperor’s territory.
2.2 Daimyo
2.2.1 A Daimyo is the highest rank of provincial leader, who controls at least either one large province, or two medium provinces, or three small provinces.
2.3 Ryoshu
2.3.1 A Ryoshu is the middle rank of provincial leader, who controls at least one medium province or two small provinces.
2.4 Shomyo
2.4.1 A Shomyo is the lowest rank of provincial leader, who controls at least one small province.
2.5 Miscellaneous Positions
2.5.1 Members are not confined to being lords of provinces, whatever their rank. Members can also be Samurai, merchantmen, fishermen, loyal retainers, etc. Whatever existed in the Sengoku period (and falls in line with the storyline of Sengoku Jidai: Warring States Japan) is possible.
III. Provinces
3.1 Large Provinces
3.1.1 Large Provinces have an annual income of 300,000 koku.
3.1.2 These provinces consist of the following:
-Dewa (320,000)
-Mutsu (300,000)
-Shinano (350,000)
-Tosa (325,000)
-Hyuga (375,000)
-Higo (320,000)
-Iyo (315,000)
-Echigo (375,000)
-Kii (325,000)
-Hizen (300,000)
3.2 Medium Provinces
3.2.1 Medium Provinces have an annual income ranging from 100,000 koku to 300,000 koku.
3.2.2 These provinces consist of the following:
-Iwashiro (125,000)
-Iwami (250,000)
-Shimotsuke (275,000)
-Hitachi (125,000)
-Shimosa (250,000)
-Musashi (275,000)
-Kotsuke (130,000)
-Kai (110,000)
-Suruga (250,000)
-Totomi (290,000)
-Mikawa (100,000)
-Mino (110,000)
-Hida (125,000)
-Etchu (250,000)
-Echizen (125,000)
-Omi (100,000)
-Yamashiro (200,000)
-Ise (250,000)
-Yamato (215,000)
-Tanba (275,000)
-Harima (215,000)
-Awa (south) (250,000)
-Bingo (275,000)
-Izumo (280,000)
-Iwami (220,000)
-Aki (120,000)
-Suwo (215,000)
-Nagato (170,000)
-Bungo (220,000)
-Chikuzen (215,000)
-Satsuma (100,000)
-Osumi (120,000)
3.3 Small Provinces
3.3.1 Small Provinces have an annual income ranging from 10,000 koku to 100,000 koku.
3.3.2 These provinces consist of the following:
-Sado (25,000)
-Kazusa (40,000)
-Awa (North) (20,000)
-Sagami (75,000)
-Izu (60,000)
-Owari (90,000)
-Noto (45,000)
-Kaga (55,000)
-Wakasa (20,000)
-Iga (25,000)
-Kawachi (80,000)
-Izumi (85,000)
-Tango (35,000)
-Settsu (75,000)
-Awaji (25,000)
-Tajima (50,000)
-Inaba (45,000)
-Sanuki (65,000)
-Bizen (80,000)
-Mimasaka (70,000)
-Bitchu (70,000)
-Hoki (30,000)
-Buzen (90,000)
-Chikugo (50,000)
-Oki (15,000)
-Tsushima (20,000)
3.4 Miscellaneous
3.4.1 The incomes listed above represent a 30% tax on the territories.
3.4.2 No more than 50% of this tax may be used for military expenditures.
3.4.3Players are responsible for keeping tabs on their money and taxes. If a player is found breaking the 50% bar on military they will be charge by the Tennos and if warranted, banned from playing for an extended period of time. When you post the raising of troops, you will have to list the amount of koku (money) that each cost.
3.4.4When you conquer another province to add to your holdings, its money and income will be added to your initial income.
IV. Military
4.1 Military Expenses and Types (Land)
4.1.1 There are two main types of military: mounted and foot.
4.1.21 Mounted Samurai costs 4 koku to raise, and 4 koku per year to maintain.
4.1.3 1 Mounted Warrior (not a Samurai, lightly armored) costs 3 koku to raise, and 3 koku per year to maintain.
4.1.4 1 Foot Samurai costs 2 koku to raise and 2 koku per year to maintain.
4.1.5 1 Spearman costs 1 koku to raise and 1 koku per year to maintain.
4.1.6 1 archer costs 1 koku to raise and 1 koku per year to maintain.
4.2 Military Expenses and Types (Naval)
4.2.1 There are three classes of naval warship. All have shallow drafts, are propelled by oars, and have above-deck structures for protection from missiles.
4.2.2 Small Scouting Craft: the Kobaya. The Kobaya is powered by 20 oarsmen and can hold 10 samurai. It is lightly defended by a structure made from cloths and hides. 1 Kobaya costs 60 koku to construct, and 30 koku annually to support.
4.2.3 Medium Craft: the Seki-bune. The Seki-bune is powered by 40 oarsmen and can hold 30 samurai. It is defended by a structure made of sturdy bamboo. 1 Seki-bune costs 140 koku to construct, and 70 koku annually to support.
4.2.4 Large Craft: the Oadake-bune. The Oadake-bune is powered by 80 oarsmen and can hold 60 samurai. It carries a tall, multi-storey, wooden structure with holes all around and a gate that is lowered for boarding actions (NOTE: the Oadake-bune is prone to capsize). 1 Oadake-bune costs 280 koku to construct and 140 koku annually to support.
4.3 Military Upkeep
4.3.1 Military maintenance fees are paid each 'year', in-game.
4.4 Ninja Clans Expenses and Types
4.4.1 There are three types of ninja a ninja master/leader can recruit:
4.4.2 1 Acolyte Ninja costs 10 koku to train, and 5 koku to annually support.
4.4.3 1 Ninja costs 15 koku to train, and 10 koku to annually support.
4.4.3 1 Geisha costs 40 koku to train, and 25 koku to annually support.
V. Personal Interaction
5.1 PCs and NPCs
5.1.1 PCs are ‘Playing Characters’ – the characters being actively played by the member. Each member of Sengoku Jidai: Warring States Japan can only have one PC.
5.1.2 NPCs are ‘Non-Playing Characters’ – the characters that are not being actively played. For instance: husbands, wives, daughters, sons, stewards, and even magistrates can be NPCs. Any character not being played by a member is an NPC.
5.2 Alter Egos
5.2.1 Alter egos are separate members that are controlled by the same person IRL: For instance Tokugawa Ieyasu could be an alter ego for Oda noh Nobunaga (me).
5.2.2 Alter egos are PCs.
5.2.3 Each member is allowed 1 alter ego.
5.3 Assassination
5.3.1 In Sengoku Jidai, it is quite possible to kill off one’s political (or other type of) rivals, through assassination. There are two types of assassination – First Person and Third Person.
5.3.2 First Person Assassination is where the member kills the target personally. These attempts are successful 90% of the time – however, there is a very good chance that the member will be caught in the act.
5.3.3 Third Person Assassination is where the member hires professional assassins to do his/her dirty work for them. While there is a chance that the attempt may not succeed, it is usually safer than the First Person option. However, there is still a chance of apprehension.
5.3.4 If First Person Assassination is the method of choice, the member attempting the assassination must email the Tenno with all the details of the attempt: when, where, how – specificity is the key! Of course, as stated before, First Person assassination is nearly always successful. However, given the details, the Tenno will determine if the attempt is indeed successful, and if the act was witnessed. If witnessed, the Tenno will then determine if the witnesses ‘go public’ with their account.
5.3.5 If Third Person Assassination is the method of choice, the member attempting the assassination must, as before, email all the details to the Tenno. In addition to when, where, and how, the member must include how many assassins were hired, for what price, etc. Again, specificity is the key! The Tenno will then determine whether the attempt was successful, if it was witnessed, or if the assassins betray their employer.
5.3.6 The higher ranking the intended target, the less chance of success. The more being paid to your hired assassins, the better your chance of success.
Daimyo Family Names (What to Choose)
Associated with their provinces. On the left is the province name, on the right a list of Daimyo families that ruled that province over the years of the Sengoku Jidai period:
Japanese Daimyo Families
Aki – Mori
Awa – Miyoshi, Satomi
Bingo – Mimura
Bizen – Ukita, Urakami
Bungo – Otomo
Buzen – Kii
Chikuzen – Akizuki
Dewa – Akita
Echigo – Nagao, Uesugi*
Echizen – Asakura
Etchu – Jinbo
Ezo – Matsumae
Harima – Akamatsu, Bessho
Higo – Aso, Kikuchi, Sagara
Hitachi – Satake
Hizen – Arima, Goto, Matsuura, Omura, Ryuzoji, Shoni
Hyuga – Ito
Inaba – Yamana
Iyo – Kono
Izu – Hojo
Izumo – Amako
Kaga – Togashi
Kai – Takeda
Kii – Horiuchi
Kwatchi – Hatakeyama
Mikawa – Tokugawa
Mimasaka – Akamatsu
Mino – Saito
Mutsu – Ashina, Date, Kasai, Nanbu, Soma, Tsugaru
Nagato – Ouchi
Noto – Hatakeyama
Omi – Asai, Kyogoku, Rokkaku
Osumi – Kimotsuki
Owari – Oda
Sagami – Hojo
Satsuma – Shimazu
Settsu – Araki, Ikeda, Itami, Miyoshi
Shimosa – Chiba, Oda, Yuki
Shimotsuke – Nasu, Utsunomiya
Shinano – Murakami
Suo – Ouchi
Suruga – Imagawa
Tamba – Hatano
Tango – Ishiki
Tosa – Aki, Chosokabe`, Ichijo
Tsushima – So
Yamato – Matsukura, Tsutsui
Oki- Tsutsui Yamato
*-Denotes a family name already taken.
Maps and References
In order to get an accurate feel for the game I have provided links to sites where you can look up samurai culture and other needed things as well as maps.
Map
If you wish to get a general idea of which Clans and Lords Rule which areas, this map is a very good reference. Before assuming that a certain Lord or clan is in power in an area be sure to consult with a Tenno first.
Sengoku Jidai Map (http://www.samurai-archives.com/1525.html)
Map of all the Provinces of Japan (http://www.samurai-archives.com/map.html)
Here you can find where your located and whose near you, and use it to find where you wish to expand.
Reference Sites
Here you may research samurai and their way of life, as well as to choose the Lord or daimyo you wish to rp as.
Samurai Archives (http://www.samurai-archives.com/)
Sengoku Daimyo (http://www.sengokudaimyo.com/)
Wikipedia (http://www.wikipedia.org/)
Concerning Assassination
Ninja were one of the most powerful and active forces in feudal Japan. They were so powerful that Oda Nobunaga sent his army the eliminate all ninja in his time.
Onmitsu Oniwabanshu
Personal bodyguards of the Shogun, the Oniwabanshu were ninja in charge of eastern Japan. Probably the most powerful ninja army in Japan.
Yami-no-bu
The Yaminobu were responsible for conveying messages and assassination. They were in charge of western Japan.
Ku-no-ichi
The Kunoichi were female ninja who practiced seduction and assassination.
Most of them were skilled in poison.
Some tips on Ninja History and other Ninja resources: Ninja History (http://www.entertheninja.com/history.shtml )
Added Rule for Assassination
If one wishes to assassinate a player's PC then you must, as stated in the rules, go through the Tenno. You must also provide the intended target and the amount of koku (money) you are spending on the attempt. You may pick assasins from the above groups, and the Tenno will decide how much your willing to pay will do and how many men it will buy for the attempt.
Concerning Alliances
Alliances are of course there to be made by all players, and they may be made in secret or in open. It is of course possible for other players to learn of these alliances, however to be able to requires a careful and detailed rp post. When you conclude an alliance with another nation/PC, please alert one of the tennos about it, so we can keep track of it, you can do this through e-mail. The Tenno will not of course divulge the information nor allow his own PC/Alter Ego to be 'aware' of the alliance.
Conquering Provinces
It should be noted that when you conquer a province, it's annual amount of koku is added to your treasurey. However there are some small rules I am adding so that everyone doesn't just start hopping into provinces left and right and expect to get that extra amount.
1.1 Invading an 'Empty' province
1.1.1When conquering a province that is not ruled by a fellow PC or daimyo, you will alert the Tenno, then procede with your rp take-over. Upon entering with your army, since no other PC is there to counter you (unless for some reason they are) then your army automatically suffers 10% causualties from the battle with the local forces; and a role of four dice via kenwares.com automated dice will decided if you faught and crushed the defenders in a single battle.
1.1.2If 2/4 dice are odd then the defenders get away to fight another battle.
1.1.3If 3/4 dice are even then you successfully cornered and crushed all opposition, however you still loose 10% of your forces for each engagement.
2.1 Taking over the Province
2.1.1 Once you have defeated a defending force as shown above then you will at once have total control over the province. However, to assure no rise of rebellion or insurrection you must keep a presence of at least 1,000 samurai troops in the conquered province.
2.1.2 Once your army garrison has been in place for a single in-game year (2 RL weeks) the province will be yours entirely with no sign of rebellion and the populace will be your loyal citizens.
2.1.3 Construction of a castle or permanant place for a garrison in the province will increase the speed in which your take-over happens, and will cause your populace to become more loyal, faster.
3.1 Revenue From Conquered Province
3.1.1 Once you have conquered the province one will of course expect to recieve the amount of koku that province annually produces. However, you will not be able to add that amount to your treasury for a single in-game year. Meaning you will not reap the true fruits of your efforts for 2 RL weeks.
3.1.2 This does not however mean that you will recieve no money. Depending on the province invaded, a Tenno will award you an amount of plunder gotten from the dead provincial daimyo and from simple raids in the campaign.
4.1 Invading an 'Occupied' Province
4.1.1 Invasions of 'enemy' PC Daimyo's territory will sometimes happen as you strive to become Shogun. They can be done secretly, but very hard to do. Before invading a fellow daimyo's province you must alert the Tenno via e-mail with the description of your plan and amount of troops put to the effort.
4.1.2 Depending on the size of the expidition the Tenno will decide if the other daimyo is able to detect through spies the mobilization of such troops, and given time to make defenses.
4.1.3 Because the battle will take place between two PCs Daimyo, the Tenno will not become involved unless the conflict merits the intervention; i.e. the battle is too 'god-modded' in which case the Tenno will use the interactive dice to decide the battle for those concerned. However if both players are able to battle without the need, then all the more power to them.
4.1.4 Should it merit it, the dice will be used. 1 dice for every 500 troops a PC brings to battle. We'll use the dice rules similair to those in the board game Risk when concerning these battles.
Conceringin Money
Koku is the currency that is used in Japan. A Koku - the amount of rice that it takes to feed a single man for a year. All feudal lords grow rice since it is the only source of income. But so every player doesn't try running around buying things with bags of rice, I have explained below the japanese money system which was made for the purpose.
In Japan there are several gold and silver mines, and they had a nation wide single money system. Here:
---------
3 koku is worth 1 Koban: A koban is a gold coin that weighs 18 grams.
1 koban is worth 4 Kuban: A kuban is a silver coin that weighs 8 grams.
1 kuban is woth 10 Koben: A koben is a copper coin that weighs 1/2 grams.
---------
This is so you can make it easier to hire assassins and so your characters don't go running around with bags of rice instead of gold. Also, a single koban is capable of feeding a man for several weeks. So don't underestimate its value.
Military Information
Castles
Fort
This is the most basic of castles, it consists of a single palisade (wooden) wall with a single gate, two small towers beside the gate, and a simple raised rock constructed keep in the center. The fort can be constructed in one RL day and can be used to help garrison a newly conquered province. These forts can hold 800 men each.
Construction Cost: 500 gold Koban / 1500 koku
Bonuses: When built in a newly conquered province it will speed up the time limit on when you fully take over a defeated province, meaning that you can start gaining the extra income within two or one days early besides waiting the full two RL weeks of an in-game year. It also makes it harder for your province to be conquered, as all of your castles in a province must be taken in order for you to loose it.
Castle
This is the second stage of making a full fledged castle, it still has a palisade wall but has added towers along the walls length for archers to defend from. it also has a moat that is dug out in front of it, and a reinforced gate house. The rock keep is also better and more complex. For a castle to built, if built on the site of a fort, will take one RL day. If constructed from scratch, it will take 3 RL days. A castle can hold 1,600 men.
Construction Cost: 800 gold Koban / 2400 koku
Bonuses: The castle allows for you to govern a province more better and along with the castle comes with 200 samurai who come raised with the castle, without need of using your military budget. As well as being the base of a 4-man provincial spy network.
Fortress
A Fortress is a much stronger defensive structure. The walls of a fortress are made of stone, has a large moat on its outside, and has a second inner wall behind the first main one. The keep also is much more complex with two more added smaller towers, and the donjon itself is perhaps 5 levels high. If built from the basis of a castle the Fortress can be built within 2 RL days, if from scratch it will take 4 RL days. The Fortress can hold 2,500 men.
Construction Cost: 1,200 gold Koban / 3600 koku
Bonuses: The fortress is one of the hardest castles to take in a siege and therefore stronger. When built it is garrisoned automatically by 500 samurai that you do not need to pay for with your military budget, and this creates a 10-man spy network within the province, with this you cannot be subject to most surprise attacks made by enemy daimyo.
Citadel
The largest type of castle able to be built. It has 3 main rock walls, as many as two moats, and a maze of passage ways and gates going through it. The keep of a Citadel is also about 7 levels high and has as many as three other smaller donjon towers around it. If built from the basis of a Fortress it will take 3 RL days, if built from scratch it will take one in-game year i.e. 14 RL days. A citadel can hold up to 6,000 men.
Construction Cost: 3,000 gold Koban / 9000 koku
Bonuses: The citadel once built is like an oyster, the hardest of castles to take; able to stand up to at least a year in a siege. When built it will come automatically with 800 samurai garrison who are not paid for by your military budget. This also increases your provincial spy network to 30 men, and gives you some small bits of spy news from neighboring provinces, a surprise attack on a province that holds a citadel is very hard to pull off, near impossible.
Army Units
This is to help specify what each unit looks like, and the weapons they use, just so no one gets the wrong idea. :)
Mounted Samurai
Picture (http://horse.shrine.net/samurai/image/nobunaga.jpg)
The mounted samurai is one of the most trained combat individuals in a samurai army, they come from the true samurai families, they are able to fight from horseback with the bow, spear, and sword and are well armored. They are also fully armored and are equip with a large conical helmet.
Mounted Warrior
The mounted warrior is not as well trained as a mounted samurai, but is a capable fighter witht he spear from horseback, and are not as heavily armored as the mounted samurai. They are more suited as light calvary and as scouts.
Foot Samurai
Picture (http://www.bujinkan-duisburg.de/images/samurai3k2.jpg)
A foot samurai is the same as a mounted samurai, except not on horse back. They can fight will all forms of weapons, from sword, naginate, No-dachi, and bow. They are formidible warriors on the battlefield.
Spearmen a.k.a. Ashigaru
Picture (http://www.jackone.com.hk/image/gallery%20photo/ashigaru.jpg)
Picture2 (http://i19.photobucket.com/albums/b184/Upum/00.jpg)
Ashigaru spearmen (japanese for foot-man) is the basis of all japanese samurai armies. They are men raised from the common pheasents and armed with spears or pole-arms, a single sword, and given light armor. They are not always well trained, but in large numbers they make up for it.
Archers - Bowmen
Picture (http://www.armoury.co.uk/sam1/sambigpics/cl8big.gif)
Bowmen are Ashigaru who have been selected to be trained in the art of archery. They are dedicated retainers of samurai but are not samurai themselves. They are lightly armored, and armed only with their yowi long bows and a short sword. With they can rain death to the enemy, keep them from melee combat, for they will not long survive otherwise.
From the outset of the rp, all daimyo are given their first years income based on the province they occupy. Like if you are the daimyo of Iwami, you recieve 250,000 koku each year. And thus your opening coffers are at 250,000 koku.
And each Daimyo (player) has in his/her home province:
If you reside in a _____.
a)Small Province: Castle
b)Medium Province: Fortress
c)Large Province: Citadel
Any further questions concering rules or a daimyo's army, then simply ask. I am glad to help and hope many people come and join.
I. Group Structure and Getting Started
1.1 Group Structure
1.1.1 The ruling authorities (administratively) of SJ are the Tennos, or Emperors. They serve as arbiters in all things. Their decisions are final in all matters.
1.1.2 Tennos may have PCs (Playing Characters – see below) which actively play the game. Their counterpart shall arbiter any conflicts where arbitration is necessary.
1.2 Member Relations
1.2.1 Members of Sengoku Jidai: Warring States Japan are expected to treat each other with courtesy, when Out of Character. Hostile or threatening communications when out of character are grounds for immediate expulsion from the rp.
1.3 In-Game Time
1.3.1 The Sengoku Jidai year consists of 2 IRL (In Real Life) weeks.
1.3.2 Season lengths vary, depending on the Tennos’ decision.
1.4 Travel
1.4.1 PCs must abide by these travel guidelines:
1.4.2 A PC can travel across one large territory, two medium territories, or four small territories in two days, IRL.
1.4.3 A PC can travel across one medium territory, or two small territories, in one day IRL.
1.4.4 A PC can travel across one small territory in 12 hours, IRL.
1.4.5 Troop counts of 500 or less follow the same guidelines for PCs.
1.4.6 Troop counts of 500-1000 take twice as long.
1.4.7 Troop counts over 1000 take three times as long.
1.4.8 Messengers take half as long as a PC to traverse territories.
1.5 Dice
1.5.1 When dice are called for, the Tennos will use Kenware.com’s online virtual dice server, allowing for quick results to be emailed to concerned participants, without fear of tampering from the rolling official.
1.6 Creating a PC
1.6.1 A PC, or Playing Character, is a member’s persona in the game. In order to create one, the applicant must first sign up here in the sign up thread, apply to a Tenno for a position, and post both a character biography and a valid e-mail. Things to include in the biography are:
-name
-age
-sex
-physical description
-married status
-a short biography of your character
1.6.2 The email must be a valid one, such as my own: lakes_7@hotmail.com. Of course, this is mandatory for the use of role play and for talks between a Tenno and a player.
1.6.3 Note that you will be rp'ing a historical person, I will provide below a list of Daimyo (fuedal lords) from which you may choose, you may want to research them and get a feel as to what they are like and then once we start you may do with them as you wish, but it is nice to stay a little historically accurate, i.e. if your daimyo has an ancient hatred for another, that doesn't just disapear because your now acting as him.
II. Government Structure & Positions
2.1 Shogun
2.1.1 The Shogun is the highest power in the land. At the beginning of the game, there is no Shogun. The last of the Ashikaga Shoguns have been killed, and true anarchy has descended upon Japan, in the form of infighting among Daimyos and lesser lords.
2.1.2 To be declared Shogun, one must control 75% of the territories in Japan, or 50% including the Emperor’s territory.
2.2 Daimyo
2.2.1 A Daimyo is the highest rank of provincial leader, who controls at least either one large province, or two medium provinces, or three small provinces.
2.3 Ryoshu
2.3.1 A Ryoshu is the middle rank of provincial leader, who controls at least one medium province or two small provinces.
2.4 Shomyo
2.4.1 A Shomyo is the lowest rank of provincial leader, who controls at least one small province.
2.5 Miscellaneous Positions
2.5.1 Members are not confined to being lords of provinces, whatever their rank. Members can also be Samurai, merchantmen, fishermen, loyal retainers, etc. Whatever existed in the Sengoku period (and falls in line with the storyline of Sengoku Jidai: Warring States Japan) is possible.
III. Provinces
3.1 Large Provinces
3.1.1 Large Provinces have an annual income of 300,000 koku.
3.1.2 These provinces consist of the following:
-Dewa (320,000)
-Mutsu (300,000)
-Shinano (350,000)
-Tosa (325,000)
-Hyuga (375,000)
-Higo (320,000)
-Iyo (315,000)
-Echigo (375,000)
-Kii (325,000)
-Hizen (300,000)
3.2 Medium Provinces
3.2.1 Medium Provinces have an annual income ranging from 100,000 koku to 300,000 koku.
3.2.2 These provinces consist of the following:
-Iwashiro (125,000)
-Iwami (250,000)
-Shimotsuke (275,000)
-Hitachi (125,000)
-Shimosa (250,000)
-Musashi (275,000)
-Kotsuke (130,000)
-Kai (110,000)
-Suruga (250,000)
-Totomi (290,000)
-Mikawa (100,000)
-Mino (110,000)
-Hida (125,000)
-Etchu (250,000)
-Echizen (125,000)
-Omi (100,000)
-Yamashiro (200,000)
-Ise (250,000)
-Yamato (215,000)
-Tanba (275,000)
-Harima (215,000)
-Awa (south) (250,000)
-Bingo (275,000)
-Izumo (280,000)
-Iwami (220,000)
-Aki (120,000)
-Suwo (215,000)
-Nagato (170,000)
-Bungo (220,000)
-Chikuzen (215,000)
-Satsuma (100,000)
-Osumi (120,000)
3.3 Small Provinces
3.3.1 Small Provinces have an annual income ranging from 10,000 koku to 100,000 koku.
3.3.2 These provinces consist of the following:
-Sado (25,000)
-Kazusa (40,000)
-Awa (North) (20,000)
-Sagami (75,000)
-Izu (60,000)
-Owari (90,000)
-Noto (45,000)
-Kaga (55,000)
-Wakasa (20,000)
-Iga (25,000)
-Kawachi (80,000)
-Izumi (85,000)
-Tango (35,000)
-Settsu (75,000)
-Awaji (25,000)
-Tajima (50,000)
-Inaba (45,000)
-Sanuki (65,000)
-Bizen (80,000)
-Mimasaka (70,000)
-Bitchu (70,000)
-Hoki (30,000)
-Buzen (90,000)
-Chikugo (50,000)
-Oki (15,000)
-Tsushima (20,000)
3.4 Miscellaneous
3.4.1 The incomes listed above represent a 30% tax on the territories.
3.4.2 No more than 50% of this tax may be used for military expenditures.
3.4.3Players are responsible for keeping tabs on their money and taxes. If a player is found breaking the 50% bar on military they will be charge by the Tennos and if warranted, banned from playing for an extended period of time. When you post the raising of troops, you will have to list the amount of koku (money) that each cost.
3.4.4When you conquer another province to add to your holdings, its money and income will be added to your initial income.
IV. Military
4.1 Military Expenses and Types (Land)
4.1.1 There are two main types of military: mounted and foot.
4.1.21 Mounted Samurai costs 4 koku to raise, and 4 koku per year to maintain.
4.1.3 1 Mounted Warrior (not a Samurai, lightly armored) costs 3 koku to raise, and 3 koku per year to maintain.
4.1.4 1 Foot Samurai costs 2 koku to raise and 2 koku per year to maintain.
4.1.5 1 Spearman costs 1 koku to raise and 1 koku per year to maintain.
4.1.6 1 archer costs 1 koku to raise and 1 koku per year to maintain.
4.2 Military Expenses and Types (Naval)
4.2.1 There are three classes of naval warship. All have shallow drafts, are propelled by oars, and have above-deck structures for protection from missiles.
4.2.2 Small Scouting Craft: the Kobaya. The Kobaya is powered by 20 oarsmen and can hold 10 samurai. It is lightly defended by a structure made from cloths and hides. 1 Kobaya costs 60 koku to construct, and 30 koku annually to support.
4.2.3 Medium Craft: the Seki-bune. The Seki-bune is powered by 40 oarsmen and can hold 30 samurai. It is defended by a structure made of sturdy bamboo. 1 Seki-bune costs 140 koku to construct, and 70 koku annually to support.
4.2.4 Large Craft: the Oadake-bune. The Oadake-bune is powered by 80 oarsmen and can hold 60 samurai. It carries a tall, multi-storey, wooden structure with holes all around and a gate that is lowered for boarding actions (NOTE: the Oadake-bune is prone to capsize). 1 Oadake-bune costs 280 koku to construct and 140 koku annually to support.
4.3 Military Upkeep
4.3.1 Military maintenance fees are paid each 'year', in-game.
4.4 Ninja Clans Expenses and Types
4.4.1 There are three types of ninja a ninja master/leader can recruit:
4.4.2 1 Acolyte Ninja costs 10 koku to train, and 5 koku to annually support.
4.4.3 1 Ninja costs 15 koku to train, and 10 koku to annually support.
4.4.3 1 Geisha costs 40 koku to train, and 25 koku to annually support.
V. Personal Interaction
5.1 PCs and NPCs
5.1.1 PCs are ‘Playing Characters’ – the characters being actively played by the member. Each member of Sengoku Jidai: Warring States Japan can only have one PC.
5.1.2 NPCs are ‘Non-Playing Characters’ – the characters that are not being actively played. For instance: husbands, wives, daughters, sons, stewards, and even magistrates can be NPCs. Any character not being played by a member is an NPC.
5.2 Alter Egos
5.2.1 Alter egos are separate members that are controlled by the same person IRL: For instance Tokugawa Ieyasu could be an alter ego for Oda noh Nobunaga (me).
5.2.2 Alter egos are PCs.
5.2.3 Each member is allowed 1 alter ego.
5.3 Assassination
5.3.1 In Sengoku Jidai, it is quite possible to kill off one’s political (or other type of) rivals, through assassination. There are two types of assassination – First Person and Third Person.
5.3.2 First Person Assassination is where the member kills the target personally. These attempts are successful 90% of the time – however, there is a very good chance that the member will be caught in the act.
5.3.3 Third Person Assassination is where the member hires professional assassins to do his/her dirty work for them. While there is a chance that the attempt may not succeed, it is usually safer than the First Person option. However, there is still a chance of apprehension.
5.3.4 If First Person Assassination is the method of choice, the member attempting the assassination must email the Tenno with all the details of the attempt: when, where, how – specificity is the key! Of course, as stated before, First Person assassination is nearly always successful. However, given the details, the Tenno will determine if the attempt is indeed successful, and if the act was witnessed. If witnessed, the Tenno will then determine if the witnesses ‘go public’ with their account.
5.3.5 If Third Person Assassination is the method of choice, the member attempting the assassination must, as before, email all the details to the Tenno. In addition to when, where, and how, the member must include how many assassins were hired, for what price, etc. Again, specificity is the key! The Tenno will then determine whether the attempt was successful, if it was witnessed, or if the assassins betray their employer.
5.3.6 The higher ranking the intended target, the less chance of success. The more being paid to your hired assassins, the better your chance of success.
Daimyo Family Names (What to Choose)
Associated with their provinces. On the left is the province name, on the right a list of Daimyo families that ruled that province over the years of the Sengoku Jidai period:
Japanese Daimyo Families
Aki – Mori
Awa – Miyoshi, Satomi
Bingo – Mimura
Bizen – Ukita, Urakami
Bungo – Otomo
Buzen – Kii
Chikuzen – Akizuki
Dewa – Akita
Echigo – Nagao, Uesugi*
Echizen – Asakura
Etchu – Jinbo
Ezo – Matsumae
Harima – Akamatsu, Bessho
Higo – Aso, Kikuchi, Sagara
Hitachi – Satake
Hizen – Arima, Goto, Matsuura, Omura, Ryuzoji, Shoni
Hyuga – Ito
Inaba – Yamana
Iyo – Kono
Izu – Hojo
Izumo – Amako
Kaga – Togashi
Kai – Takeda
Kii – Horiuchi
Kwatchi – Hatakeyama
Mikawa – Tokugawa
Mimasaka – Akamatsu
Mino – Saito
Mutsu – Ashina, Date, Kasai, Nanbu, Soma, Tsugaru
Nagato – Ouchi
Noto – Hatakeyama
Omi – Asai, Kyogoku, Rokkaku
Osumi – Kimotsuki
Owari – Oda
Sagami – Hojo
Satsuma – Shimazu
Settsu – Araki, Ikeda, Itami, Miyoshi
Shimosa – Chiba, Oda, Yuki
Shimotsuke – Nasu, Utsunomiya
Shinano – Murakami
Suo – Ouchi
Suruga – Imagawa
Tamba – Hatano
Tango – Ishiki
Tosa – Aki, Chosokabe`, Ichijo
Tsushima – So
Yamato – Matsukura, Tsutsui
Oki- Tsutsui Yamato
*-Denotes a family name already taken.
Maps and References
In order to get an accurate feel for the game I have provided links to sites where you can look up samurai culture and other needed things as well as maps.
Map
If you wish to get a general idea of which Clans and Lords Rule which areas, this map is a very good reference. Before assuming that a certain Lord or clan is in power in an area be sure to consult with a Tenno first.
Sengoku Jidai Map (http://www.samurai-archives.com/1525.html)
Map of all the Provinces of Japan (http://www.samurai-archives.com/map.html)
Here you can find where your located and whose near you, and use it to find where you wish to expand.
Reference Sites
Here you may research samurai and their way of life, as well as to choose the Lord or daimyo you wish to rp as.
Samurai Archives (http://www.samurai-archives.com/)
Sengoku Daimyo (http://www.sengokudaimyo.com/)
Wikipedia (http://www.wikipedia.org/)
Concerning Assassination
Ninja were one of the most powerful and active forces in feudal Japan. They were so powerful that Oda Nobunaga sent his army the eliminate all ninja in his time.
Onmitsu Oniwabanshu
Personal bodyguards of the Shogun, the Oniwabanshu were ninja in charge of eastern Japan. Probably the most powerful ninja army in Japan.
Yami-no-bu
The Yaminobu were responsible for conveying messages and assassination. They were in charge of western Japan.
Ku-no-ichi
The Kunoichi were female ninja who practiced seduction and assassination.
Most of them were skilled in poison.
Some tips on Ninja History and other Ninja resources: Ninja History (http://www.entertheninja.com/history.shtml )
Added Rule for Assassination
If one wishes to assassinate a player's PC then you must, as stated in the rules, go through the Tenno. You must also provide the intended target and the amount of koku (money) you are spending on the attempt. You may pick assasins from the above groups, and the Tenno will decide how much your willing to pay will do and how many men it will buy for the attempt.
Concerning Alliances
Alliances are of course there to be made by all players, and they may be made in secret or in open. It is of course possible for other players to learn of these alliances, however to be able to requires a careful and detailed rp post. When you conclude an alliance with another nation/PC, please alert one of the tennos about it, so we can keep track of it, you can do this through e-mail. The Tenno will not of course divulge the information nor allow his own PC/Alter Ego to be 'aware' of the alliance.
Conquering Provinces
It should be noted that when you conquer a province, it's annual amount of koku is added to your treasurey. However there are some small rules I am adding so that everyone doesn't just start hopping into provinces left and right and expect to get that extra amount.
1.1 Invading an 'Empty' province
1.1.1When conquering a province that is not ruled by a fellow PC or daimyo, you will alert the Tenno, then procede with your rp take-over. Upon entering with your army, since no other PC is there to counter you (unless for some reason they are) then your army automatically suffers 10% causualties from the battle with the local forces; and a role of four dice via kenwares.com automated dice will decided if you faught and crushed the defenders in a single battle.
1.1.2If 2/4 dice are odd then the defenders get away to fight another battle.
1.1.3If 3/4 dice are even then you successfully cornered and crushed all opposition, however you still loose 10% of your forces for each engagement.
2.1 Taking over the Province
2.1.1 Once you have defeated a defending force as shown above then you will at once have total control over the province. However, to assure no rise of rebellion or insurrection you must keep a presence of at least 1,000 samurai troops in the conquered province.
2.1.2 Once your army garrison has been in place for a single in-game year (2 RL weeks) the province will be yours entirely with no sign of rebellion and the populace will be your loyal citizens.
2.1.3 Construction of a castle or permanant place for a garrison in the province will increase the speed in which your take-over happens, and will cause your populace to become more loyal, faster.
3.1 Revenue From Conquered Province
3.1.1 Once you have conquered the province one will of course expect to recieve the amount of koku that province annually produces. However, you will not be able to add that amount to your treasury for a single in-game year. Meaning you will not reap the true fruits of your efforts for 2 RL weeks.
3.1.2 This does not however mean that you will recieve no money. Depending on the province invaded, a Tenno will award you an amount of plunder gotten from the dead provincial daimyo and from simple raids in the campaign.
4.1 Invading an 'Occupied' Province
4.1.1 Invasions of 'enemy' PC Daimyo's territory will sometimes happen as you strive to become Shogun. They can be done secretly, but very hard to do. Before invading a fellow daimyo's province you must alert the Tenno via e-mail with the description of your plan and amount of troops put to the effort.
4.1.2 Depending on the size of the expidition the Tenno will decide if the other daimyo is able to detect through spies the mobilization of such troops, and given time to make defenses.
4.1.3 Because the battle will take place between two PCs Daimyo, the Tenno will not become involved unless the conflict merits the intervention; i.e. the battle is too 'god-modded' in which case the Tenno will use the interactive dice to decide the battle for those concerned. However if both players are able to battle without the need, then all the more power to them.
4.1.4 Should it merit it, the dice will be used. 1 dice for every 500 troops a PC brings to battle. We'll use the dice rules similair to those in the board game Risk when concerning these battles.
Conceringin Money
Koku is the currency that is used in Japan. A Koku - the amount of rice that it takes to feed a single man for a year. All feudal lords grow rice since it is the only source of income. But so every player doesn't try running around buying things with bags of rice, I have explained below the japanese money system which was made for the purpose.
In Japan there are several gold and silver mines, and they had a nation wide single money system. Here:
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3 koku is worth 1 Koban: A koban is a gold coin that weighs 18 grams.
1 koban is worth 4 Kuban: A kuban is a silver coin that weighs 8 grams.
1 kuban is woth 10 Koben: A koben is a copper coin that weighs 1/2 grams.
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This is so you can make it easier to hire assassins and so your characters don't go running around with bags of rice instead of gold. Also, a single koban is capable of feeding a man for several weeks. So don't underestimate its value.
Military Information
Castles
Fort
This is the most basic of castles, it consists of a single palisade (wooden) wall with a single gate, two small towers beside the gate, and a simple raised rock constructed keep in the center. The fort can be constructed in one RL day and can be used to help garrison a newly conquered province. These forts can hold 800 men each.
Construction Cost: 500 gold Koban / 1500 koku
Bonuses: When built in a newly conquered province it will speed up the time limit on when you fully take over a defeated province, meaning that you can start gaining the extra income within two or one days early besides waiting the full two RL weeks of an in-game year. It also makes it harder for your province to be conquered, as all of your castles in a province must be taken in order for you to loose it.
Castle
This is the second stage of making a full fledged castle, it still has a palisade wall but has added towers along the walls length for archers to defend from. it also has a moat that is dug out in front of it, and a reinforced gate house. The rock keep is also better and more complex. For a castle to built, if built on the site of a fort, will take one RL day. If constructed from scratch, it will take 3 RL days. A castle can hold 1,600 men.
Construction Cost: 800 gold Koban / 2400 koku
Bonuses: The castle allows for you to govern a province more better and along with the castle comes with 200 samurai who come raised with the castle, without need of using your military budget. As well as being the base of a 4-man provincial spy network.
Fortress
A Fortress is a much stronger defensive structure. The walls of a fortress are made of stone, has a large moat on its outside, and has a second inner wall behind the first main one. The keep also is much more complex with two more added smaller towers, and the donjon itself is perhaps 5 levels high. If built from the basis of a castle the Fortress can be built within 2 RL days, if from scratch it will take 4 RL days. The Fortress can hold 2,500 men.
Construction Cost: 1,200 gold Koban / 3600 koku
Bonuses: The fortress is one of the hardest castles to take in a siege and therefore stronger. When built it is garrisoned automatically by 500 samurai that you do not need to pay for with your military budget, and this creates a 10-man spy network within the province, with this you cannot be subject to most surprise attacks made by enemy daimyo.
Citadel
The largest type of castle able to be built. It has 3 main rock walls, as many as two moats, and a maze of passage ways and gates going through it. The keep of a Citadel is also about 7 levels high and has as many as three other smaller donjon towers around it. If built from the basis of a Fortress it will take 3 RL days, if built from scratch it will take one in-game year i.e. 14 RL days. A citadel can hold up to 6,000 men.
Construction Cost: 3,000 gold Koban / 9000 koku
Bonuses: The citadel once built is like an oyster, the hardest of castles to take; able to stand up to at least a year in a siege. When built it will come automatically with 800 samurai garrison who are not paid for by your military budget. This also increases your provincial spy network to 30 men, and gives you some small bits of spy news from neighboring provinces, a surprise attack on a province that holds a citadel is very hard to pull off, near impossible.
Army Units
This is to help specify what each unit looks like, and the weapons they use, just so no one gets the wrong idea. :)
Mounted Samurai
Picture (http://horse.shrine.net/samurai/image/nobunaga.jpg)
The mounted samurai is one of the most trained combat individuals in a samurai army, they come from the true samurai families, they are able to fight from horseback with the bow, spear, and sword and are well armored. They are also fully armored and are equip with a large conical helmet.
Mounted Warrior
The mounted warrior is not as well trained as a mounted samurai, but is a capable fighter witht he spear from horseback, and are not as heavily armored as the mounted samurai. They are more suited as light calvary and as scouts.
Foot Samurai
Picture (http://www.bujinkan-duisburg.de/images/samurai3k2.jpg)
A foot samurai is the same as a mounted samurai, except not on horse back. They can fight will all forms of weapons, from sword, naginate, No-dachi, and bow. They are formidible warriors on the battlefield.
Spearmen a.k.a. Ashigaru
Picture (http://www.jackone.com.hk/image/gallery%20photo/ashigaru.jpg)
Picture2 (http://i19.photobucket.com/albums/b184/Upum/00.jpg)
Ashigaru spearmen (japanese for foot-man) is the basis of all japanese samurai armies. They are men raised from the common pheasents and armed with spears or pole-arms, a single sword, and given light armor. They are not always well trained, but in large numbers they make up for it.
Archers - Bowmen
Picture (http://www.armoury.co.uk/sam1/sambigpics/cl8big.gif)
Bowmen are Ashigaru who have been selected to be trained in the art of archery. They are dedicated retainers of samurai but are not samurai themselves. They are lightly armored, and armed only with their yowi long bows and a short sword. With they can rain death to the enemy, keep them from melee combat, for they will not long survive otherwise.
From the outset of the rp, all daimyo are given their first years income based on the province they occupy. Like if you are the daimyo of Iwami, you recieve 250,000 koku each year. And thus your opening coffers are at 250,000 koku.
And each Daimyo (player) has in his/her home province:
If you reside in a _____.
a)Small Province: Castle
b)Medium Province: Fortress
c)Large Province: Citadel
Any further questions concering rules or a daimyo's army, then simply ask. I am glad to help and hope many people come and join.