Ikezu-ishi Hexcrawl Generator

Introduction

This book describes a procedure to generate a pseudo-feudal world with a hint of magic. It is in no way intended to be historically accurate, realistic, exhaustive or definitive. Instead, it tries to give a solid base to flesh out with personal tables and ideas. It can be used as a preparation tool for campaigns or solo play. It also allows a DM to discover a new world along with their players.

If something generated does not feel right, feel free to ignore or modify it, to reroll or to choose a more suitable option. This book is first and foremost a guide and a compilation of ideas to generate a sandbox.

To use this book you will need a set of dice (d4, d6, d8, d10, d12, d20, d100), hex paper, a notebook, something to write with, and something to erase with.

Building The Map

Basic Fantasy hexcrawl and Sandbox Generator

To begin, you’ll need a hex grid template to build your world.

The scale of each hex is 6 miles across.

Each hex has four components: Biome, Vegetation, Water, and Contents.

Biome

Each hex will be one of four different biomes: hills, mountains, plains, or marsh. It represents the type of terrain mostly encountered within the hex as well as the tables used when generating additional features.

The First Hex

To determine the biome of the starting hex, roll on the table below.

If the Guide is starting the map with where the players will begin the game, the starting hex will be Plains, with Vegetation and Water rolled as normal. The Guide will then roll for a Settlement in this starting hex following the tables beginning on Page 11.

D12 STARTING HEX BIOME
1-3 Hills
4-7 Mountains
8-10 Plains
11-12 Marsh

The Next Hex

The location of the next hex can be determined one of a few ways:

  1. By where the players choose to travel first
  2. Randomly by rolling d6 and following the result, 1 being north and the numbers continuing along the sides going clockwise.
  3. Start with the hex above the first and build it. Then move clockwise around the first hex to continue building, using the biome of the previous hex as the “Current Biome” to build from.

Biome

CURRENT BIOME D12 NEW BIOME
Mountains 1-6 Mountains
  7-10 Hills
  11 Plains
  12 Swamp
  9 Mountains
  10 Marsh
Hills 1-4 Mountains
  5-8 Hills
  9-11 Plains
  12 Swamp
Plains 1 Mountains
  2-3 Hills
  4-9 Plains
  10-12 Swamp
Swamp 1 Mountains
  2 Hills
  3-8 Plains
  9-12 Swamp

Vegetation

If a hex also contains a forest, the Guide may choose to use tables for the Biome or Forest to determine encounters and other elements.

After determining the biome of a hex, you will roll for its vegetation. A biome may contain dense forest/jungle, light forest, grassland, or be barren.

Vegetation

CURRENT VEGETATION D12 NEW VEGETATION
Dense Forest/Jungle 1-6 Dense Forest
  7-10 Light Forest
  11 Grasslands
  12 Barren
Light Forest 1-4 Dense Forest
  5-8 Light Forest
  9-11 Grassland
  12 Barren
Grassland 1 Dense Forest/Jungle
  2-3 Light Forest
  4-9 Grassland
  10-12 Barren
Barren 1 Dense Forest/Jungle
  2 Light Forest
  3-6 Grassland
  7-12 Barren

Water

Once vegetation is determined, you will roll to see if there is any water on the hex, either as a lake, river, or none.

If a lake is rolled on two or more adjacent hexes, the Guide may choose to create a Sea and extend the size of the water for as many hexes as they wish.

If a river is present, it must connect to an existing river. If it’s the first river, roll a d6 to determine which side of the hex the river is on, 1 being north and the numbers going clockwise around the hex from there.

Water

* If connected hexes both have a Lake, the Guide may choose to create a Sea on the map and may design it as large as they wish.

** If a river is present, it must connect to an existing river. If it’s the first river, roll a d6 to determine which side of the hex the river is on, 1 being north and the numbers going clockwise around the hex from there.

CURRENT WATER D12 NEW WATER
Lake* 1 Lake
  2-4 River
  5-12 None
River** 1 Lake
  2-10 River
  11-12 None
None 1 Lake
  2-3 River
  4-12 None

Hex Contents

After determining the terrain of the hex you will then roll to see if it contains a Landmark, Settlement, or Location.

D12 HEX CONTENTS
1-5 Landmark (Page 8)
6-8 Settlement (Page 12)
9-12 Location (Page 20)

Landmarks are unpopulated notable features, either natural or artificial, usually of historical importance or use.

Settlements are permanent establishments that range from small estates to large cities.

Locations are areas currently or recently populated or traveled to, including bandit camps, ruins, graves, lairs, hot springs, holy places, archives, and places of mythical legend.

Landmarks

Ash Adler, Hexcrawl Random Landmark Generator, Unbridled Truth, https://www.ashadler.com/single-post/2019/06/16/hexcrawl-random-landmark-generator

D6 TYPE OF LANDMARK
1-4 Artificial (Page 8)
5-6 Natural (Page 10)

Artificial Landmark

A
[Size]
[Type]
**made of
**[Material]
**sits in
**[Condition]

condition.
[Notable Because],
it was built in
[Age]
times
[Original Purpose].
Locals
[Reaction]
it.

Size (D4)

D4 SIZE
1 Small
2 Modest
3 Large
4 Huge

Type (D8)

D8 TYPE    
1 Shrine 5 Watchtower
2 Temple 6 Bridge
3 Pagoda 7 Carving
4 Tea House 8 Statue

Material (D20)

D20 MATERIAL    
1 Clay 11 Iron
2 Mud 12 Bronze
3 Soil 13 Gold
4 Plaster 14 Silver
5 Cedar 15 Brass
6 Bamboo 16 Bone
7 Granite 17 Basalt
8 River stones 18 Marble
9 Jade 19-20 Unfamiliar
10 Polished obsidian    

Condition (D4)

D4 CONDITION    
1 Ruined 3 Fair
2 Weathered 4 Pristine

Notable Because (D8)

D8   NOTABLE BECAUSE      
1 Visible from a distance   5 Near a popular natural spring  
2 On a historical site   6 Of an unusual, foreign design  
3 Said to be cursed   7-8 Now used for something else  
4 Local legend        

Original Purpose (D8)

D8 ORIGINAL PURPOSE    
1 For religious ceremonies 5 To honor a local hero
2 For punishment 6 For festivals
3 As decoration 7 To hide a relic
4 For practical use 8 To cause a curse

Age (D4)

D4 AGE    
1 Prehistoric 3 Old
2 Ancient 4 Recent

Reaction (D4)

D4 REACTION    
1 Fear 3 Are unaware of
2 Love 4 Worship

Natural Landmark

[Age]
[Type]
[Notable Because]
.

Age (D8)

D8 AGE    
1 A famous prehistoric 5 A famous old
2 A previously undiscovered prehistoric 6 A previously undiscovered old
3 A famous ancient 7 A famous new
4 A previously undiscovered ancient 8 A previously undiscovered new

Type (D12)

D12 TYPE    
1 Boulder 7 Cave
2 Burrow 8 Canyon
3 Cliff 9 Natural bridge
4 Rock formation 10 Bamboo grove
5 Cherry tree grove 11 Pond
6 Sinkhole 12 Pit

Notable Because (D8)

D8 NOTABLE BECAUSE    
1 Visible from a distance 5 On a battlefield
2 Tied to legend 6 Believed to be shaped by kami
3 Said to contain magical properties 7 Said to be cursed
4 Near hot springs 8 Of an unusual, foreign origin

#

4

Settlements

[Size]
established as a/by [Origin].
Now known for
[Activity],
[Obstacle]
threatens their way of life. Run by
[Ruling]
who rule by
[Legitimacy]
enforced by
[Agents].

Settlement Size (D12)

D12 SETTLEMENT SIZE
1-3 Estate (10-50 people)
4-7 Town (100-1000 people)
8-10 Market Town (1000-5000 people)
11 Castle Town (5000-10000 people) (jokamachi)
12 City (10000+ people)

Origin (D12)

D12 ORIGIN    
1 Clan Stronghold 7 Defensive Outpost
2 Market Town 8 Craftsman’s Village
3 Agrarian Settlement 9 Fishing Port
4 Imperial Decree 10 Exile Refuge
5 Religious Center 11 Hidden Outlaw Village
6 Rebuilt Ruins 12 Former Battlefield

Activity (D12)

D12 ACTIVITY    
1 Agriculture 7 Pilgrim Services
2 Martial Training 8 Lumber
3 Civic Administration 9 Mercantile Exchange
4 Fishing And Whaling 10 Strategic Alliances
5 Fortification 11 Trade Nearby Regions
6 Artisan Guilds 12 Crossroads

Obstacle (D12)

D12 OBSTACLE    
1 Clan Rivalry 7 Border Disputes
2 Over-taxation 8 Peasant Revolt
3 Bandit Raids 9 Lack Of Trade
4 Starvation 10 Foreign Intrigue
5 Corrupt Officials 11 Poor Infrastructure
6 Seasonal Flooding 12 Natural Disaster

Ruling Class (D12)

D12 RULING CLASS    
1 Samurai Aristocracy 7 Sorcerer Families
2 Clerics And Monastics 8 Foreigners
3 Divine Rulers 9 Hereditary Clans
4 Merchant Princes 10 Courtly Bureaucrats
5 Warrior Clans 11 Unifying Warlords
6 Peasant Leaders 12 Temple Leaders

Legitimacy (D12)

D12 LEGITIMACY    
1 Divine Descent 7 Order And Stability
2 Martial Strength 8 Heroic Deeds
3 Religious Sanction 9 Popular Support
4 Cultural Tradition 10 Magical Power
5 Economic Prosperity 11 Fear And Repression
6 Conquest 12 Ancestor Worship

Agents of Control (D12)

D12 AGENTS    
1 Samurai Magistrates 7 Spy Networks
2 Bureaucratic Officials 8 Imperial Messengers
3 Temple Networks 9 Village Headmen
4 Mercenary Bands 10 Warrior Monks
5 Divine Oracles 11 Tax Collectors
6 Clan Retainers’ 12 Divine Artifacts

5

Populating Towns

Town (100-1000 people)

D10 1 2 3 4 5 6 7 8 9 10
Population 100 200 300 400 500 600 700 800 900 1000
Buildings 20 40 60 80 100 120 140 160 180 200
Bansho (Guard Post) 1 1 1 1 1 1 1 1 1 1
Bansho (Guard Post) 2 2 3 3 4 4 5 5 6 6
Hatago (Inn) 2 2 3 3 4 4 5 5 6 6
Market 1 (m) 1 (m) 1 (w) 1 (w) 1 (w) 1 1 1 1 1
Temples 1 1 1 1 1 2 2 2 2 2
Shrines 2 2 2 3 3 3 3 4 4 4
Guards 1d10 2d10 3d10 4d10 5d10 6d10 7d10 8d10 9d10 10d10
Defenses None             Wooden palisade    

Market Town (1000-5000 people)

D8 1 2 3 4 5 6 7 8
Population 1500 2000 2500 3000 3500 4000 4500 5000
Buildings 300 400 500 600 700 800 900 1000
Bansho (Guard Post) 2 3 3 3 4 4 5 5
Hatago (Inn) 36 48 60 72 84 96 108 120
Chaya (Tea House) 36 48 60 72 84 96 108 120
Market 2 3 3 4 4 5 5 6
Temples 2 2 2 3 3 3 4 4
Shrines 2 3 3 4 4 5 5 6
Guards* 150 200 250 300 350 400 4500 500
Defenses None         Wooden Palisade   Mound

* or 1d10+4 per 100 population

Castle Town (5000-10000 people)

D10 1 2 3 4 5 6 7 8 9 10
Population 5000 5500 6000 6500 7000 7500 8000 8500 9000 9500
Buildings 1000 1100 1200 1300 1400 1500 1600 1700 1800 1900
Bansho (Guard Post) 4 4 4 5 5 6 6 7 7 8
Hatago (Inn) 100 110 120 130 140 150 160 170 180 190
Chaya (Tea House) 100 110 120 130 140 150 160 170 180 190
Market 2 2 2 3 3 4 4 5 5 6
Temples 3 3 4 4 4 5 5 5 6 6
Shrines 5 5 5 6 6 6 7 7 7 8
Guards* 500 550 600 650 700 750 800 850 900 950
Defenses None       Wooden Palisade     Mound   Moat

* or 1d6+10 per 100 population

City (10,000+ people)

  • D6+4 Bansho
  • Castle, Tonyaba, walled and moat
  • Tonyaba
  • D10+10 Honjin
  • D10+10 Wakihonjin
  • 5% of buildings Hatago
  • 5% of buildings Hatago
  • D6+4 Markets (permanent)
  • D6+4 Temples
  • D10+10 Shrines
  • Guards: 1d6+10 per 100 population
  • Defenses: d6 Watchtowers

Glossary

Bansho - Guard Post

Chaya - Tea houses and restaurants

Hatago - Inn with accommodations and meals for travelers.

Jinya – Equivalent in function as a castle, these were administrative headquarters for smaller domains not large enough to support one.

Jinyamachi – Cities formed around jinya or government offices, but without military services (see Jokamachi).

Jokamachi – Castle town, functioning as both a military base and an administrative and commercial city.

Kichinyado - Inn for travellers that offers accommodations but no provisions/food.

Kotasuba - Signboards with government proclamations.

Minshuku - Low-budget ryokan, usually found in towns too small to support a hotel or ryokan. Communal facilities and meals.

Ryokan - Traditional inn, usually rural and standalone, often dotting paths of pilgrimage.

Seki/Sekisho - Barrier / Inspection Station

Tenshu (or tenshukaku) - Main keep of a castle. Meant to look impressive, this structure was defended by walls, gates, towers.

#

Locations

D10 LOCATION    
1-2 Bandit Camp (Page 17) 6 Hot Springs (Page 26)
3 Ruins (Page 20) 7-8 Holy Place (Page 28)
4 Grave (Page 22) 9 Archive (Page 29)
5 Lair (Page 24) 10 Place of Mystical Legend (Page 31)

Bandit Camp

A camp of
[Type]
led by a
[Leader]
**is stockpiling
**[Weapons]
**to get
**[Want]
.

Internal Conflict: A
[NPC A]
is
[Source of Conflict]
of
[NPC B].

Type (D20)

D20 TYPE    
1 Disgraced Ronin 11 Disillusioned Soldiers
2 Farmer Rebels 12 Mountain Brigands
3 Poachers 13 Traveling Con Artists
4 Escaped Prisoners 14 Mercenary Defectors
5 Peasant Outlaws 15 River Pirates
6 Thieves Guild Offshoot 16 Defrocked Monks
7 Shrine Looters 17 Female Assassins
8 Smugglers 18 Elderly Bandits
9 Warlord’s Survivors 19 Lone Ronin’s Followers
10 Band of Beggars 20 Gentleman Bandits

Leader (D20)

D20 LEADER    
1 Bitter Duelist 11 Exiled Commander
2 Fiery Orator 12 Laughing Giant
3 Skilled Archer 13 Smooth-Talking Gambler
4 Former Magistrate 14 Masked Nobleman
5 Self-Proclaimed “Lord” 15 Ruthless Helmsman
6 One-Armed Captain 16 Zealous Preacher
7 Opportunistic Monk 17 Charismatic Heiress
8 Cunning Negotiator 18 Shrewd Matriarch
9 Scarred Veteran 19 Dour Swordmaster
10 Blind Flutist 20 Greedy Strategist

Weapons (D20)

D20 WEAPONS    
1 Katanas and Wakizashi 11 Yari (Spears)
2 Bamboo Spears 12 Wooden Clubs
3 Hunting Bows 13 Hidden Weapons
4 Rusty Swords 14 War Fans
5 Farming Tools 15 Long Blades
6 Naginata and Polearms 16 Dual Blades
7 Clubs and Torches 17 Blunt Wooden Sticks
8 Throwing Knives 18 Poisoned Daggers
9 Daggers and Nets 19 Iron Shakujo (Staffs)
10 Slings 20 Bows and Arrows

Want (D20)

D20 WANT    
1 Rice and Supplies 11 Mercenary Contracts
2 Revenge on a Daimyo 12 Alcohol
3 Fur and Hides 13 New Victims
4 Freedom 14 Armor and Horses
5 Gold 15 Silk and Rare Goods
6 Land 16 New Converts
7 Religious Relics 17 Information
8 Passage Across Borders 18 A Place to Retire
9 Jewelry 19 Protection Fees
10 Food and Shelter 20 To Aid the Poor

Internal Conflicts

NPC A (D20)

D20 NPC A    
1 Bandit Leader 11 Widely Disliked Bandit
2 Trusted Right-Hand Bandit 12 Lone Ronin
3 Former Monk 13 Bandit Who Loves Poetry
4 Seasoned Archer 14 Recently Joined Bandit
5 Young Bandit 15 Bandit Known for Luck
6 Elderly Cook 16 Fierce Duelist
7 Bandit Who Can’t Fight 17 Veteran Raider
8 Soft-Spoken Bandit 18 Young Woman in Disguise
9 Shy Bandit 19 Injured Scout
10 Fearsome Bandit 20 Prisoner in Camp

Source of Conflict (D20)

D20 SOURCE OF CONFLICT    
1 Envy (Wealth) 11 Love Triangle
2 Loyalty (Questioned) 12 Honor Dispute
3 Love (Forbidden) 13 Mockery of Talent
4 Division of Loot 14 False Promises
5 Rivalry Over a Weapon 15 Jealousy
6 Unpaid Debts 16 Old Grudge
7 Boredom 17 Conspiracy Allegations
8 Gambling Loss 18 Hidden Identity Revealed
9 Accusations of Betrayal 19 Poor Decision-Making
10 Mistaken Identity 20 Division Over Ransom

NPC B (D20)

D20 NPC B    
1 Cunning Underling 11 Clever but Cowardly Bandit
2 Ambitious Underling 12 Hot-Tempered Rebel
3 Cynical Ronin 13 Silent Executioner
4 Impulsive New Recruit 14 Longtime Member
5 Arrogant Veteran 15 Rival Gambler
6 Lazy Drunkard 16 Nervous Cook
7 Sadistic Taskmaster 17 Eccentric Hermit
8 Loud-Mouthed Thief 18 Lascivious Bandit
9 Trusted Leader’s Spy 19 Ruthless Second-in-Command
10 Secretly Kind Underling 20 Sympathetic Bandit

Ruins

A/An
[State]
**now being used as a
**[Value Now]
**by
**[Inhabitants]
**who are threatened by
**[Obstacle]
.

State (D12)

D12 STATE    
1 Abandoned Village 7 Forgotten Mine
2 Ancient Settlement 8 Forsaken Barracks
3 Burnt Castle 9 Lost Shrine
4 Collapsed Temple 10 Overgrown Market
5 Defensive Outpost 11 Plundered Manor
6 Deserted Port 12 Warfield Memorial

Value Now (D12)

D12 VALUE NOW    
1 Ancient Armory 7 Loyal Survivors
2 Buried Treasure 8 Natural Defenses
3 Commanding View 9 Rare Resources
4 Cultural Artifacts 10 Religious Legacy
5 Forgotten Roads 11 Seat of Power
6 Hidden Reservoir 12 Trade Route Access

Inhabitants (D12)

D12 INHABITANTS    
1 Local bandits or highwaymen 7 Sorcerer of detestable inclinations
2 Cult of an unacceptable god 8 Refugees or runaway peasants
3 Deposed noble and their retinue 9 Vicious local monster lairing there
4 Adventurers trying to plunder the site 10 Foreign raiders using it as a base
5 Troops garrisoned by a local ruler 11 The force that ruined the site remains
6 Remnants of the original inhabitants 12 Interlopers tied to the site’s original purpose

Obstacle (D12)

D12 OBSTACLE    
1 Bandit Occupation 7 Hostile Neighbors
2 Disputed Ownership 8 Infighting Workers
3 Harsh Terrain 9 Local Superstition
4 Collapsed Structures 10 Old Traps
5 Disease and Decay 11 Plague of Vermin
6 Flooded Passages 12 Wild Beasts

Grave

Within a/an
[Location]
**sits a grave for a/an
**[Grave For]
.
They were buried by
[Burial Method]
and
[Quirk].

Location (d20)

D20 LOCATION    
1 Bamboo grove 11 Beneath a Sacred Tree
2 Dried lakebed 12 Under a Stone Buddha
3 Cave behind waterfall 13 Lonely cliffside
4 Beneath a Torii Gate 14 Mountain pagoda
5 Wind-swept hill 15 Shadow of a Shrine
6 Dry riverbed 16 Near sunken shipwreck
7 Hidden forest clearing 17 Edge of a Hot Spring
8 Ornate crypt 18 Ruined castle grounds
9 Abandoned village 19 Rocky plateau
10 Circle of Standing Stones 20 Near rural hamlet

Grave For (d20)

D20 GRAVE FOR    
1 Ashigaru soldiers 11 Family Ancestors
2 Clan retainers 12 Temple Founder
3 Wandering monks 13 Famed samurai
4 Daimyo’s Consort 14 Master swordsmith
5 Ronin bandits 15 Bandit leader
6 Peasant rebels 16 Lost sailors
7 Master poet 17 Massacred Villagers
8 Clan elders 18 Fallen daimyo
9 Notorious heretic 19 Village Hero
10 Village Mystic 20 Outcast exorcist

Burial Method (d20)

D20 BURIAL METHOD    
1 Below a stone cairn 11 Ashes in Hollow Trunk
2 Consumed by fire 12 Wearing Mask of Serenity
3 Cremated ashes in urns 13 Sky burial
4 Entombed in Shrine 14 Buried in mass grave
5 Scattered ashes 15 Buried among wildflowers
6 Buried with armor 16 Weighted with stones
7 Entombed in scroll cases 17 Entombed in Stone Vaults
8 Under river rocks 18 Ashes scattered to wind
9 Bound and buried upright 19 Frozen in Ice Cave
10 Carved stone coffins 20 Buried alive as punishment

Quirk (d20)

D20 QUIRK    
1 Swords left as tribute 11 Tree Marked with Ribbons
2 Believed to be cursed 12 Sutras Etched on Stones
3 Ghostly wailing at night 13 Site of pilgrimage
4 Yokai Sighted Nearby 14 Rough carvings on the rocks
5 Home to rare birds 15 Stone artwork placed nearby
6 Scattered and looted 16 Fountain nearby is dry
7 Food offerings left nearby 17 Guarded by Shrine Priest
8 Offerings of poems 18 Serves as bandit hideout
9 Marked with desecration 19 Hidden Chamber
10 Candles Burn Bright at Night 20 Home to a wild animal pack

##

Lair

Within
**[Appearance]
**a/an
**[Inhabitant]
**lays in wait. Travelers see
**[Warning/Omen]
**nearby.

Inhabitant (d20)

D20 INHABITANT    
1 Lone Ronin Bandit 11 d4 White Foxes
2 Pack of Wild Dogs 12 Swarm of Stinging Bees
3 Rabid Wolves 13 d4 Shadow Yokai
4 Rogue Boar 14 Feral Monk
5 Dappled Deer Spirit 15 d4 Wild Boars
6 Crows with Human Eyes 16 Madman
7 Mountain Hermit 17 Lone Samurai Ghost
8 d6 Serpent Yokai 18 Bandit Group
9 Wild Tiger 19 Black Hawk
10 Oni Warrior 20 Giant Spider

Appearance (d20)

Roll on the appropriate biome encounter table (see p. 10) to generate what kind of monsters live here. Then, roll for their total number and the amount of treasure they have.

D20 APPEARANCE    
1 Overgrown Forest Hut 11 Hollow beneath a Torii Gate
2 Abandoned Farmhouse 12 Grove of Blossoming Sakura
3 Rocky Clearing 13 Mist-Shrouded Marsh
4 Trampled Rice Field 14 Stone Ruins
5 Sacred Cedar Grove 15 Root-Tangled Forest Floor
6 Burned-out Shrine 16 Derelict Hut
7 Cave Hidden by Ivy 17 Field of Tall Grass
8 Warm Mountain Spring 18 Makeshift Encampment
9 Dense Bamboo Forest 19 Craggy Cliffside
10 Ruined Temple 20 Thick Webbed Thicket

Warning/Omen (d20)

D20 WARNING/OMEN    
1 Tattered banners fluttering in the trees 11 Fox tracks leading in endless circles
2 Half-eaten livestock carcasses 12 Humming sound intensifies as you approach
3 Trails of blood across the ground 13 Shadowy figures darting in the mist
4 Distant sound of crashing undergrowth 14 Prayer beads scattered on the ground
5 Antlers caught in a tree, oddly cracked 15 Trees marked with tusk scrapes
6 Black feathers strewn across the ground 16 Torn clothing hung on branches
7 Stones arranged in ominous patterns 17 A single, upright katana planted in the earth
8 Scorched ground and sloughed snake skins 18 Smoke rising faintly in the distance
9 Claw marks on trees 19 A low-pitched screech cuts through the air
10 Echoing laughter heard faintly 20 Webbed corpses of small animals

Hot Springs

Local hot springs offer
[The Water]
water amidst
[What’s Here]
and
[What’s Here].
[Who’s Here]
and
[Who’s Here]
seeking
[The Water’s Effects]
follow the custom of
[Custom].

The Water (d12)

D12 THE WATER    
1 Crystal Clear 7 Sulfurous and Acrid
2 Misty and Steaming 8 Deep and Cool
3 Scalding Hot 9 Milk-White
4 Mineral-Rich 10 Sparkling with Gold
5 Green-Tinted 11 Rainbow-Hued
6 Gently Flowing 12 Reflective and Still

What’s Here? (x2) (d12)

D12 WHAT’S HERE    
1 Blooming Sakura Trees 7 Spiraling Rock Pillars
2 Towering Bamboo 8 Ornamental Carp Pond
3 Stone Torii Gate 9 Tiny Waterfall
4 Moss-Covered Shrine 10 Elegant Crane Statues
5 Carved Fox Statues 11 Caves with Carvings
6 Engraved Milestone 12 Raked Gravel Garden

Who’s Here? (x2) (d12)

D12 WHO’S HERE    
1 Merchants Seeking Rest 7 Disgraced Ronin
2 Wandering Samurai 8 Sick Travelers
3 Pilgrim Monks 9 Village Elders
4 Yamabushi Ascetics 10 Aging Daimyo and Retinue
5 Reclusive Poet 11 Lone Storyteller
6 Local Farmers 12 Itinerant Blacksmith

Custom of the Springs (d12)

D12 CUSTOM OF THE SPRINGS    
1 Leave an Offering to the Kami 7 Shared Meals After Bathing
2 No Weapons Allowed 8 Offer Sake to Enter
3 Ritual Purification Before Entry 9 Fast Before Entry
4 Silence is Mandated 10 No Laughing Allowed
5 Sing to Honor the Kami 11 Recite a Poem Before Entry
6 Bathing in Rotation Only 12 Speak to the Waters for Guidance

The Water’s Effects (d12)

D12 THE WATER’S EFFECTS    
1 Restores vitality and cures minor fatigue. 7 Removes curses and negative spiritual influences.
2 Provides clarity of mind and sharpens focus. 8 Provides a sense of calm and deep relaxation.
3 Eases joint pain and promotes healing. 9 Smoothens skin and restores youthful appearance.
4 Induces vivid dreams or visions. 10 Brings fleeting good luck to bathers.
5 Protects against illness for several weeks. 11 Sharpens memory and aids in recalling forgotten knowledge.
6 Temporarily enhances physical endurance. 12 Alleviates fevers and improves respiratory health.

Holy Place

A
[Location]
tended by
[Tended By].

Location (d12)

D12 LOCATION    
1 Crumbling Torii Gate 7 Ruined Pagoda
2 Forest Grove 8 Towering Stone Torii
3 Stone Circle 9 Rural Shrine
4 Cavern Shrine 10 Wreck
5 Glass Pavilion 11 Ruin
6 Bamboo Thicket 12 Settlement

Tended By (d12)

D12 TENDED BY    
1 Gloomy and Dusty 7 Aging headman of a village
2 Towering Shelves 8 Fox spirit mediums
3 Scattered Scrolls 9 Itako (bind female shamans)
4 Well-Organized Racks 10 Veteran Warrior priests
5 Small and cramped 11 Band of retired soldiers
6 Brightly Decorated 12 Wandering yamabushi

Archive

The party finds a/n
[Appearance]
**archive of
**[Of]
**run by
**[The Archivists]
**who ask for help
**[Want]
.

Appearance (d12)

D12 APPEARANCE    
1 No one; overrun by nature 7 Labyrinthine Layout
2 Hermit monks 8 Shadowy and Cold
3 Wandering mendicant 9 Bare and Minimalist
4 Vow-of-silence shrine maidens 10 Chaotic and Busy
5 Reclusive blacksmith monks 11 Austere and Strict
6 Blind monks 12 Sacred and Pristine

Of (d12)

D12 OF    
1 Ancient Battle Accounts 7 Legends of the Kami
2 Samurai Lineage Records 8 Maps of the Region
3 Local Folktales 9 War Strategies
4 Herbal Medicine Guides 10 Records of Villages
5 Ancient Charms and Curses 11 Seasonal Almanacs
6 Songs and Poems 12 Relics of Fallen Samurai

The Archivists (d12)

D12 THE ARCHIVISTS    
1 Aging Monks 7 Brooding Retainers
2 Quiet and Intense 8 Enlightened Monks
3 Chatty Elders 9 Stressed Officials
4 Shrine Maidens 10 Gruff War Veterans
5 Reverent Shrine Keepers 11 Loyal Samurai
6 Drunken Bards 12 Curious Scholars

Want (d12)

D12 WANT    
1 Recovering a rare scroll stolen by bandits 7 Resolving a dispute over planting times
2 Validating their version of events 8 Cleansing an artifact of bad luck
3 For protection from nearby bandits 9 For protection from thieves
4 Purifying a defiled storage room 10 Recovering a census lost in a raid
5 Decoding a cryptic map 11 Transporting a relic to another shrine
6 Finding a missing tactician 12 Mediating a dispute between retainers

Place of Mythical Legend

[Location],
[Current State],
is said to
[Associated Story].
Within travelers may find [What it Holds].

Location (d20)

D20 LOCATION    
1 Sacred Mountain Peak 11 Forgotten Village
2 Mirror Lake 12 Temple of Endless Stars
3 Forest of Endless Paths 13 Wisteria Grove
4 Shrine of the Moon 14 Sunken Pagoda
5 Eternal Blossom Tree 15 Mountain with Twin Peaks
6 River of Gold 16 Shrine of the Hidden Flame
7 Cliff of the Daring Lovers 17 Forest of Silent Birds
8 Dragonfly Island 18 Marsh of Eternal Shadows
9 Cave of the Whispering Winds 19 Ridge of the Sun and Moon
10 Valley of the Singing Rocks 20 Village of the Forgotten Kami

Current State (d20)

D20 CURRENT STATE    
1 Perpetually Shrouded in Mist 11 Where only foundations remain
2 Still and reflective 12 Crumbling but Majestic
3 Dense and Dark 13 Blooming Year-Round
4 Vibrantly pink 14 Partially Exposed by Erosion
5 Cracked and overgrown 15 Small and weathered
6 Appears as Any Other River 16 Where One Peak Is Snowy, the Other Barren
7 Eroded by Wind 17 Hauntingly quiet
8 Surrounded by Lotus Flowers 18 Damp and chilling
9 Filled with Echoes 19 Always half-lit
10 Remote and Barren 20 Crumbling and overgrown

Associated Story (d20)

D20 ASSOCIATED STORY    
1 Be the birthplace of a celestial dragon 11 Have vanished overnight
2 Grant visions of the future 12 Have been built by the heavens
3 Trap anyone who enters 13 Contain a flame that never dies
4 Be from a Kami blessing 14 Contain spirits who speak to those who enter
5 Have blossoms that never wither 15 Host Kami who duel here to decide fates
6 Flow with liquid gold 16 Be the site of a great samurai’s death
7 Be where two lovers leapt to their deaths here 17 Be eerily silent
8 Be a place of perfect balance 18 Be where shadows move unnaturally
9 Have been swallowed by a quake 19 Be where night is separated from day
10 Contain rocks that hum when touched 20 Be abandoned by its protectors

What it Holds (d20)

D20 WHAT IT HOLDS    
1 A Scale of the Dragon 11 A Cursed Relic Left Behind
2 A Hidden Shrine Beneath Its Surface 12 Ceiling That Shows the Night Sky
3 The Bones of Lost Travelers 13 The Samurai’s Sword
4 Underwater caverns 14 A Statue of an Unknown Kami
5 The burial site of a great warrior 15 A Scroll Detailing a Prophecy
6 A single stone said to be blessed 16 A lantern that never dies
7 Ghostly Figures Seen at Twilight 17 A feather made of pure gold
8 Ancient Carvings of Unknown Origin 18 The burial ground of a great oni
9 An Unseen Force Guiding the Way 19 An Unbreakable Bow
10 A Weapon Forged by Kami 20 A Kami Idol With One Eye Missing

6

Encounters, NPCs and Items

Plains

Plains Encounters (d12/d20)

D12/20 ENCOUNTER
1 A thunderous stampede of wild 1-2: D10 Boar 3-4: D10 Deer 4-6: D10 Cattle charges forth.
2 A sightless figure calls out to your party, shuffling along with a cane. He recounts tales of his past as a notorious bandit, revealing a darker truth—he never retired after losing his sight. He is a Bandit Leader and D6 Bandits step from hiding to join him.
3 D4 Bandits challenge the party. Amidst a bandit attack, a familiar face emerges among the robbers.
4 D6 Bandits shift among the foliage, waiting to ambush the party.
5-6 Beneath leaden skies, rain pelts relentlessly, soaking everything in its path. If players wish to continue travel, they must DEX save, if they fail, they lose 1 WIL.
7 The road turns muddy, soon two feet deep a tough to travel. Water in ditches bubbles, ominous signs of impending danger. If players wish to continue travel, they must DEX save, if they fail, they become bogged down and lose 1 Watch.
8 D10 Ashigaru are marching in disciplined formation, a patrol maintaining watch over the surrounding countryside, scanning the horizon for any sign of trouble amiss.
9 A group of samurai on horseback gallop through the countryside. Players may listen in to their conversation but may also be spotted. On a WIL save they overhear stories from the party – roll one Rumor and one Local Event.
10-11 Weary refugees trudge along the dusty road, their faces etched with sorrow. The air bears the weight of their hardships as they seek solace in other lands. The refugees tell stories of their plight, roll on Local Conflict or Dilemma table.
12 A Bandit bound to a tree by a nearby village pleads for reprieve and forgiveness.
13 Two Kijo fight over the remains of a traveler.
14-15 A Yurei slowly appears.
16 An Amanojaku’s whisper drifts across the wind, promises of untold riches or power, suspicion of other party members trying to sway characters into anger.
17-18 A Gashadokuro rises from a desolate battlefield, empty sockets gleaming as it begins to hunt.
19 A huge Omukade crawls from a crevice, impossibly fast, dangerously ferocious.
20 An Oni emerges with thunderous steps, an iron club in its hands.

Plains NPCs (d12)

D12 NPC DESCRIPTION
1 Wandering Farmer A farmer searching for fertile land.
2 Traveling Merchant A trader with a cart full of exotic goods.
3 Field Worker A laborer with knowledge of the local area.
4 Pilgrim A traveler seeking a distant shrine or holy site.
5 Plains Ranger A tracker keeping an eye on wildlife and dangers.
6 Scavenger A figure searching for valuable remnants of past battles.
7 Storyteller A wandering bard with tales of the region.
8 Fugitive A criminal on the run, desperate for aid or concealment.
9 Plains Bandit A rogue who prefers open skies to dense woods.
10 Traveling Herbalist A gatherer of medicinal plants and remedies.
11 Merchant Caravan Leader A trader leading a group of carts across the plains.
12 Lost Caravan Guard A mercenary separated from their company.

Plains Items (d12)

D12 ITEM DESCRIPTION
1 Shattered Pottery Scattered across a path.
2 Bundle of Rice Stalks Half-harvested.
3 Kasa Hat Stuck in a bush.
4 Sashimono (Banner) Displays an unfamiliar crest.
5 Wooden Bucket Tipped over near a dried stream.
6 Forgotten Sandal Worn by time.
7 Worn Fishing Net Patched many times.
8 Bamboo Pole Split but still sturdy.
9 Piece of Silk Tattered and frayed.
10 Wagon Wheels Cracked and abandoned.
11 Rusted Lantern Rusted but functional.
12 Scattered Coin Pouch Contains a D6 ryo.

Forests

Forest Encounters (d12/20)

D12/20 ENCOUNTER
1 D6 Wolves stalk the party.
2 A colossal Black Bear towers over the party, fur bristling and eyes ablaze.
3-4 D6 Bandits shift among the foliage, waiting to ambush the party.
5-6 Visibility diminishes as a mist shrouds the surroundings in an eerie haze. If players wish to continue travel, they must WIL save, if they fail, they become lost and lose 2 Watch before the fog lifts. If they make camp for the day the fog lifts by morning.
7 The party stumbles upon the remains of a forest village, its charred remnants hinting at a recent attack. Exploring the ruins, they find a survivor, frightened and rambling. Roll on NPC Encounter and Cryptic Advice and Warnings.
8 A group of d4 Ashigaru is lost, led by a clueless Samurai who insists they know their way.
9 Beneath leaden skies, rain pelts relentlessly, soaking everything in its path. If players wish to continue travel, they must DEX save, if they fail, they lose 1 WIL.
10-11 Clad in rugged armor, a Ronin claiming to be a professional monster hunter emerges from the woods.
12-13 The party comes across a campfire smoldering with fading embers, casting a warm glow against the surrounding darkness. Nearby lies the charred remnants of a roasted rabbit. Yet, the campsite appears hastily abandoned.
14-15 Along the swollen banks of the river, murky waters churn and froth with the relentless force of the deluge. If players wish to cross they must pass a DEX save. If they fail, a Kappa attacks with an Enhanced first attack.
16 A sweet voice sounds from the nearby woods, calling to members of the party to come join them. If the party investigates, they find a Jorogumo waiting on its web.
17 Amidst dense foliage, a gnarled Jubokko looms, its branches creaking as they twist and move, threatening to ensnare anything that strays too close.
18 The party spots a Nomori uncoiling itself from around a bear as it begins to feast.
19 At first the party thinks they see a bear, but soon realize it’s an Onikuma rummaging through the guts of a horse to pick out meaty remains.
20 A giggle in the woods gets the party’s attention. The party’s light source goes out. If they do not have another, a Nikusui emerges and begins her hunt.

Forest NPCs (d12)

D12 NPC DESCRIPTION
1 Forest Hermit A reclusive elder who knows every tree and animal.
2 Hunter A skilled hunter offers fresh game or tracking assistance.
3 Trapper A trapper with knowledge of forest paths and pitfalls.
4 Woodcutter A woodcutter speaks of strange happenings among the trees.
5 Herbalist A gatherer of rare herbs for medicines and poisons.
6 Forest Guide A tracker familiar with the safest routes through the woods.
7 Nomadic Merchant A trader wandering forest paths with rare goods.
8 Pilgrim A traveler seeking a sacred forest shrine.
9 Animal Whisperer A person who seems to speak the language of birds and beasts.
10 Fugitive A wanted individual hiding in the forest.
11 Forest Bandit A thief who preys on travelers but may trade information.
12 Lost Wanderer A person disoriented and needing guidance to safety.

Forest Items (d20)

D20 ITEM DESCRIPTION
1 Broken Arrow Lodged in a tree.
2 Herbal Pouch Left by a wandering monk.
3 Small Wooden Statue Carved figure of a forest spirit.
4 Cracked Sake Bottle Abandoned at a campsite.
5 Rusted Woodcutting Axe Buried in moss.
6 Medicinal Herbs Growing near a stream.
7 Silken Scarf Caught on a low-hanging branch.
8 Bundle of Firewood Neatly tied together.
9 Animal Snares Still set but rusted.
10 Shinobi Shuriken Stuck in a tree.
11 Discarded Tea Set Worn but intact.
12 Amulet Hanging from a branch.
13 Small Wooden Drum Partially broken.
14 Game Tracks Leading to a hidden clearing.
15 Set of Footprints Disappear into the undergrowth.
16 Bird’s Nest Filled with rare, vibrant feathers.
17 Hidden Shrine Dedicated to a forgotten kami.
18 Discarded Bamboo Flute Weathered but playable.
19 Charcoal Drawings Depicting animals on a stone.
20 Jubokko Sap Rumored to have healing properties.

Hill

Hill Encounters (d12/20)

D12/20 ENCOUNTER
1 D6 Wolves stalk the party.
2 The party comes across 1-2 d4 Wolves 3-4 d4 Vampire Bats 5-6 a Tiger attacking an overturned carriage, trying to get to its occupants.
3-4 A Giant Eagle circles above, its keen eyes scanning the land below. It sees your party as a threat.
5 A Mountain Lion stalks silently, hungrily eyeing your party.
6-8 D6 Bandits shift among the foliage, waiting to ambush the party.
9 Beneath leaden skies, rain pelts relentlessly, soaking everything in its path. If players wish to continue travel, they must DEX save, if they fail, they lose 1 WIL.
10 A group of aristocrats on horseback gallop through the countryside, laughter mingling with the sound of hoofbeats. Players may listen in but may also be spotted. On a WIL save they overhear stories from the party - roll one Rumor and one Local Event.
11 D6 Ashigaru are on a quest to retrieve their fallen comrade.
12 Two Ashigaru veterans drive a covered wagon with domesticated animals, seeking to settle and build a farm nearby.
13-14 The party stumbles upon a desolate village, its charred remnants hinting at a recent attack. Exploring the ruins, they find a survivor, frightened and rambling. Roll on NPC Encounter and Cryptic Advice and Warnings.
15 D4 Ashigaru stand guard, blocking the path.
16 A Gashadokuro rises from a desolate battlefield, empty sockets gleaming as it begins to hunt.
17 A woman on the shore cries for help, cradling her baby. If the party investigates, they find it’s a Nure onna luring them into a trap.
18 Small blue orbs of flickering flame dance, a swarm of d6 Onibi threatening to swarm the party.
19 In an eerie glow a Reiki stands in the distance, the ghost of a dead oni seeking an outlet for its fury.
20 A Wanyudo rolls toward the party, its infernal flames casting eerie shadows.

Hill NPCs (d12)

D12 NPC DESCRIPTION
1 Watchman A lookout stationed at a high vantage point.
2 Shepherd A keeper of goats or sheep, wary of wolves.
3 Wandering Ronin A ronin traveling the hills for solitude or battle.
4 Poacher A stealthy figure hunting game illegally in the hills.
5 Caravan Guard A hired protector for traders crossing the hills.
6 Hill Bandit A rogue who knows every crag and hiding spot.
7 Stonecutter A worker mining or carving stone from the hills.
8 Wary Traveler A lone figure seeking a guide through treacherous terrain.
9 Ruins Explorer A scavenger searching for treasures in hilltop ruins.
10 Wounded Warrior A soldier retreating from a lost battle.
11 Messenger A courier with an urgent delivery through dangerous lands.
12 Nomad A wanderer with tales of distant lands.

Hill Items (d20)

D20 ITEM DESCRIPTION
1 Rusted Helmet Half-buried in the ground.
2 Torn Map Fluttering in the wind.
3 Stone Carvings Kanji etched onto a large boulder.
4 Abandoned Wooden Cart Its wheels are broken.
5 Battle Standard Wrapped around a pole.
6 Cluster of Arrowheads Buried in the dirt.
7 Broken Spear Shaft Snapped and discarded.
8 Herding Staff Left by a wandering farmer.
9 Old Coin Pouch Empty but ornate.
10 Sharpening Stone Well-used.
11 Bird Feathers Scattered across a clearing.
12 Rusted Chain Coiled on the ground.
13 Prayer Flag Shredded by the wind.
14 Hidden Cache of Rations Spoiled.
15 Flask of Sake Unopened but dusty.
16 Fallen Torii Gate Splintered and overgrown.
17 Pair of Sandals One missing its strap.
18 Dagger Chipped blade.
19 Half-Buried Scroll Its text illegible.
20 Star Chart or Carved Statuette A star chart engraved on a disc of precious material or a small carved mammal statuette.

Marsh

Marsh Encounters (d12/20)

D12/20 ENCOUNTER
1-2 Visibility diminishes as a mist shrouds the surroundings in an eerie haze. If players wish to continue travel, they must WIL save, if they fail, they become lost and lose 2 Watch before the fog lifts. If they make camp for the day the fog lifts by morning.
3 Oh no, quicksand! Players must DEX save to avoid falling in. If they fail, they must STR save to remove themselves. If they fail 5 STR saves in a row, they die. Members of the party not trapped can help retrieve stuck players with a STR save.
4-5 As the party stops to consider an abandoned rowing boat bobs gently in the water, d4 Kaizoku jump out of the nearby foliage.
6-7 Beneath leaden skies, rain pelts relentlessly, soaking everything in its path. If players wish to continue travel, they must DEX save, if they fail, they lose 1 WIL.
8 The path turns muddy, soon two feet deep a tough to travel. Water in ditches bubbles, ominous signs of impending danger. If players wish to continue travel, they must DEX save, if they fail, they become bogged down and lose 1 Watch.
9 2 Ashigaru stand guard at an execution. The accused is buried up to their head below the high tide line. Amidst the gathered crowd, one voice cries out, insisting on the accused’s innocence but the two guards are not moved.
10 The party comes across a campfire smoldering with fading embers, casting a warm glow against the surrounding darkness. Nearby lies the charred remnants of a roasted rabbit. Yet, the campsite appears hastily abandoned.
11-12 D4 Ashigaru stand guard, blocking the path.
13 A giggle in the woods gets the party’s attention. The party’s light source goes out. If they do not have another, a Nikusui emerges and begins her hunt.
14 A sweet voice sounds from the nearby woods, calling to members of the party to come join them. If the party investigates, they find a Jorogumo waiting in its web.
15-16 A Suiko leaps from the water, its teeth glistening as much as its scaled hide.
17 The party spots a Nomori uncoiling itself from around a bear as it begins to feast.
18 A huge Omukade crawls from a crevice, impossibly fast, dangerously ferocious.
19 Small blue orbs of flickering flame dance, a swarm of d6 Onibi threatening to swarm the party.
20 An Ushi-oni emerges from its lair, skittering along spider-like legs, it’s ox head breathing toxic poison.

Marsh NPCs (d12)

D12 NPC DESCRIPTION
1 Herbalist A gatherer of rare and potent swamp plants.
2 Swamp Bandit A rogue hiding among the reeds.
3 Fisherman A solitary angler in the swamp’s murky waters.
4 Swamp Tracker A guide with an uncanny sense of direction.
5 Wounded Refugee A survivor fleeing dangers within the swamp.
6 Snake Handler A daring figure taming the swamp’s serpents.
7 Abandoned Trader A merchant who lost their way in the swamp.
8 Nomadic Herbalist A wanderer gathering medicinal plants.
9 Swamp Fisher A skilled angler of mysterious swamp creatures.
10 Monster Hunter A determined figure tracking a beast in the swamp.
11 Exiled Noble A person of high status banished to the swamp.
12 Bog Survivor A lone figure with tales of surviving the swamp’s many dangers.

Marsh Items (d20)

D20 ITEM DESCRIPTION
1 Moss-Covered Lantern Its light long extinguished.
2 Fishing Hooks Tangled in a wet rope.
3 Frog-Shaped Talisman Carved from jade.
4 Bundle of Reeds Tied with twine.
5 Rusted Blade Half-submerged in the mud.
6 Broken Oar Its handle splintered.
7 Wooden Idol Partially buried in muck.
8 Basket of Spoiled Fruit Buzzing with flies.
9 Snare Trap Twisted and broken.
10 Waterlogged Scroll Its ink smeared.
11 Wooden Comb Slick with moss.
12 Bones Picked clean and scattered in the muck.
13 Small Raft Tangled in vines.
14 Jar of Medicinal Salve Cracked and empty.
15 Torch Extinguished and rotting.
16 Leather Satchel Heavy with swamp water.
17 Canoe Fragments Drifting aimlessly.
18 Muddy Sandal Abandoned near the water’s edge.
19 Glass Bottles Bobbing in the shallow water.
20 Mysterious Mask Made of bone and reeds.

Mountain

Mountain Encounters (d12/20)

D12/20 ENCOUNTER
1-2 D6 Wolves stalk the party.
3 The party comes across 1-2 d4 Wolves 3-4 d4 Vampire Bats 5-6 a Tiger attacking an overturned carriage, trying to get to its occupants.
4 A Giant Eagle circles above, its keen eyes scanning the land below. It sees your party as a threat.
5 A Mountain Lion stalks silently, hungrily eyeing your party.
6 An ancient Dire Wolf prowls restlessly within a forgotten ravine, imprisoned by rocky confines.
7 The party stumbles upon a desolate village, its charred remnants hinting at a recent attack. Exploring the ruins, they find a survivor, frightened and rambling. Roll on NPC Encounter and Cryptic Advice and Warnings.
8-9 D6 Bandits shift among the foliage, waiting to ambush the party.
10 Beneath leaden skies, rain pelts relentlessly, soaking everything in its path. If players wish to continue travel, they must DEX save, if they fail, they lose 1 WIL.
11 A group of d4 Ashigaru is lost, led by a clueless Samurai who insists they know their way.
12 D4 Ashigaru stand guard, blocking the path.
13-14 On a jagged rock formation, three 1-2 Kiju 3-4 Oni 5-6 Suiko feast upon a torn-apart boar, savoring its blood as they wring out the lifeless corpse.
15 Amidst dense foliage, a gnarled Jubokko looms, its branches creaking as they twist and move, threatening to ensnare anything that strays too close.
16 The party spots a Nomori uncoiling itself from around a crushed bear as it begins to feast.
17 An Oni emerges with thunderous steps, an iron club in its hands.
18 At first the party thinks they see a bear, but soon realize it’s an Onikuma rummaging through the guts of a horse to pick out meaty remains.
19 A snowstorm suddenly descends on the party, the spectral figure of a Yuki-Onna drifting on the trail ahead.
20 An Ushi-oni emerges from its lair, skittering along spider-like legs, it’s ox head breathing toxic poison.

Mountain NPCs (d12)

D12 NPC DESCRIPTION
1 Mountain Hermit A recluse offering cryptic wisdom.
2 Mountain Guide A local expert navigating treacherous paths.
3 Cave Dweller A mysterious figure living in the mountainside caves.
4 Blacksmith A skilled artisan crafting tools from rare mountain ore.
5 Rock Miner A laborer extracting rare stones or crystals.
6 Wary Traveler A lone soul lost and in need of guidance.
7 Mountain Bandit A rogue preying on those crossing mountain passes.
8 Falconer A person with a keen eye, accompanied by a trained bird of prey.
9 Spiritual Pilgrim A traveler seeking enlightenment at a sacred peak.
10 Lost Soldier A combatant who has wandered far from the battlefield.
11 Mountain Farmer A tough soul cultivating crops on the rugged slopes.
12 Beast Tamer A trainer of mountain animals, from goats to great eagles.

Mountain Items (d20)

D20 ITEM DESCRIPTION
1 Mountain Climber’s Pickaxe Rusted and dull.
2 Fragment of a Tea Bowl Intricate and ancient.
3 Piece of Rope Frayed and torn.
4 Stone Carving A fox spirit embedded in a cliffside.
5 Bundle of Dry Herbs Tied with silk ribbon.
6 Small Iron Kettle Cracked but usable.
7 Animal Pelts Hung to dry on a makeshift rack.
8 Monk’s Staff Carved with protective symbols.
9 Bone Flute Still playable.
10 Cracked Prayer Beads Scattered near a shrine.
11 Quiver of Arrows Damp but intact.
12 Whetstone Left by a wandering swordsman.
13 Tattered Scroll Detailing a route through the peaks.
14 Climbing Spikes Worn but serviceable.
15 Charcoal Sketches Mountains drawn on a piece of bark.
16 Mountaineer’s Satchel Torn and empty.
17 Set of Footprints Frozen in time.
18 Broken Sword Its hilt ornate but damaged.
19 Icicles Shaped unnaturally like hands.
20 Discarded Cloak Heavy and weathered.

Settlement

Settlement Encounters (d12/20)

D12/20 ENCOUNTER
1 A sightless figure calls out to your party, shuffling along with a cane. He recounts tales of his past as a notorious bandit, revealing a darker truth—he never retired after losing his sight. He is a Bandit Leader and D6 Bandits step from hiding to join him.
2 Beneath leaden skies, rain pelts relentlessly, soaking everything in its path. If players wish to continue travel, they must DEX save, if they fail, they lose 1 WIL.
3 D10 Ashigaru are marching in disciplined formation, a patrol maintaining watch over the surrounding countryside, scanning the horizon for any sign of trouble amiss.
4 A Bandit bound to a pole as punishment pleads for reprieve and forgiveness.
5-6 D6 Ashigaru emerge from a tavern, clearly drunk. One of their group spies your party and yells to you in a very unfriendly manner.
7-8 Amidst the vibrant marketplace, a Ronin shares stories with local villagers, tall tales of daring and monsters.
9 A local comes up to the party ranting and raving. Roll on NPC Encounter and Cryptic Advice and Warnings.
10 A friendly local invites your party to eat with their family. Roll on NPC Encounter.
11 Wary eyes follow the party, suspicion and mistrust thick in the air. Whispers ripple through the crowd, casting doubt upon the strangers. Players can not purchase any goods or services in this town.
12-13 2 Ashigaru look from your party to a wanted poster and back again. Suspicion and uncertainty linger as wary gazes follow the party’s every move.
14 Panic erupts in the streets as a frenzied mob of townsfolk flees through narrow alleyways, their terrified cries blending with the distant roar of an Onryo.
15 An Amanojaku’s whisper drifts across the wind, promises of untold riches or power, suspicion of other party members trying to sway characters into anger.
16-17 A Kuchisake-onna glides forth, smiling, asking the party “Am I beautiful?”
18 A Wanyudo rolls toward the party, its infernal flames casting eerie shadows.
19 In an eerie glow a Reiki stands in the distance, the ghost of a dead oni seeking an outlet for its fury.
20 Your party stops and stares down an alleyway. You could have sworn you saw the floating head of a Nukekubi.

Settlement NPCs (d20)

D20 NPC DESCRIPTION
1 Street Performer A juggler or musician entertaining passersby.
2 Merchant A seller of rare and exotic goods.
3 Tea House Owner A host offering conversation and hospitality.
4 Scholar A learned individual seeking rare texts or artifacts.
5 Ronin A masterless warrior with a mysterious past.
6 Noble’s Envoy A representative of a high-ranking family.
7 Beggar A destitute figure with surprising insight or secrets.
8 Thief A rogue who either flees or offers unexpected assistance.
9 Street Urchin A clever child with knowledge of the city’s secrets.
10 Blacksmith A skilled artisan forging weapons and tools.
11 Fortune Teller A mystic offering to glimpse the party’s fate.
12 City Guard A watchman keeping an eye on the streets.
13 Temple Priest A spiritual leader offering guidance or blessings.
14 Rogue Trader A merchant dealing in contraband goods.
15 Healer A medic treating the sick and injured.
16 Dock Worker A laborer with tales of ships and distant lands.
17 Bounty Hunter A tracker searching for a fugitive.
18 Courier A messenger carrying important news or packages.
19 Local Artist A painter or sculptor seeking inspiration.
20 Innkeeper A host with stories of the city’s visitors and troubles.

Settlement Notes

Cities

Cities that are not ruled by nobles will remain the same, and their domain will all be of the same size

When a city ruled by a noble or a castle town is generated, use the following table to determine the title of nobility of their owner and to know what their domain is called:

  Ruler Domain #
1-5 Village Elder Village  
6-10 Jito Estate Steward appointed by the shogunate or daimyo to manage an estate, collect taxes, and enforce law at a a local level. 1
11-14 Samurai Vassal Holdings payment from daimyo or shugo 1
15-18 Shugo Appointed by the shogunate to overview see a province, military matters, and order. 16
18-19 Daimyo Landholder controlling entire province and armies, usually vassal of shogun. 16
20 Shogun Realm Military Leader 64
20 Emperor (Tenno) Realm Devine Leader 64

The third column shows the number of layers around the castle/town that make up the domain. Thus, we can see that all domains generated with SG alone are actually owned by knights (and dames) since there is only one layer of hexes around the one containing the city/castle.

Relationships

The relationship between two noble factions depends on several factors, the first of which is the relative location of their domains:

  • If one domain is fully included in another, it is vassalage,
  • If they have common hexes, there are contested areas,
  • If two domains have no hex in common, they are neighbors.

Refer to the appropriate section.

Vassalage

When one (or multiple) smaller domain(s) is/are entirely included in a bigger one, that means that the former is the vassal of the latter.

(1) Fief, (2) Barony, (3) Viscountcy

In this example, we can see that a viscount has three vassals: two knights and a baron. The latter also has a knight as a vassal. The city/castle hex always belongs to the domain of the higher titled noble.

Vassals are sworn by an oath to provide military and financial support to their lord in exchange for a domain and protection. Despite this, its observance is not always absolute. A lord may not always treat their vassal as well as they should, just as a vassal may be disloyal to their lord (especially in retaliation).

Roll 2d6 once on the table below to determine how well the oath is respected by both parties:

2 Vassal is sabotaging 3-5 Vassal is unwilling 6-8 Mutual respect

9-11 Lord is neglectful/biased

12 Lord is oppressive

Events

Roll 1d6 to see if there is an event. If the result is 1, roll 1d6 on this table to determine whether the event:

1 Ended earlier

2-4 Is happening now

5-6 Will take place in the future

Then roll 1d12 to determine the nature of the vassalage event:

1 Abuse of power

2 Compulsory conscription

3 Dispute between vassals

4 Financial support not given

5 Gift from the lord

6 Inheritance

7 Lord’s rise in title (see p. 4)

8 Military assistance not given

9 Oath sworn to the vassal

10 Political marriage

11 Rebellion against the lord

12 Trial at the lord’s city/castle

5

Contested areas

Cities/Castles

If two noble domains have any hexes in common, those hexes are a source of conflict and possibly a no man’s land. Relations between the two factions are always tense, unless they eventually become one for some reason (alliance or annexation). In most cases, the faction with the larger domain is the aggressor.

Roll 1d10 on the table below to determine the reason why these hexes are contested by both factions:

1 Cultural significance

2 Historical belonging

3 Inheritance gone wrong

4 Natural landmark

5 Religious landmark

6 Resources (general)

7 Resources (special/unique)

8 Schism (cultural/religious)

9 Separatism

10 Vague boundaries

The more hexes in common, the more tense the situation, and the greater the chance of war, if it has not already broken out. The worst cases are when one or both cities/ castles are in the disputed zone.

Lairs & Towers

If a lair is within a lord’s domain, it is always considered a contested area. On the other hand, the presence of a tower may sometimes be tolerated.

In either case, adventurers and soldiers can be sent there if the domain is threatened.

Roll 2d6 on this table to determine how a wizard’s presence is perceived on a lord’s domain:

2 Hated 3-5 Feared

6-8 Tolerated/Ignored

9-11 Proves useful

12 Appreciated

Note: The domains belonging to vassals of the same lord can also have hexes in common, thus creating contested areas between the vassals. Just as vassals can be mere neighbors (see next page).

6

Neighbors

First, roll 2d6 on the following table to determine the relation between two neighboring factions:

2 Open war 3-5 Hostility

6-8 Indifference

9-11 Friendship

12 Alliance

Then roll 1d10 on the appropriate sub-table to determine which concept best describes that relationship:

Indifference

1 Coldness

2 Cordial agreement

3 Disregard

4 Isolationism

5 Lack of interest

6 Lassitude

7 Neutrality

8 Non-belligerency pact

9 Self-focus

10 Suspicion

Open war Friendship

1 Cultural conflict 1 Co-dependency

2 Preemptive strike 2 Common enemy

3 Religion war 3 Common interests

4 Resource scarcity 4 Facade

5 Revenge 5 Freedom of movement

6 Rulers are old enemies 6 Growing trust

7 Territorial dispute 7 Peace treaty

8 Treason 8 Rulers know each other well

9 Witch-hunt 9 Shared beliefs

10 Xenophobia 10 Trade

Hostility Alliance

1 Armistice 1 Dissuasive

2 Arrogance 2 Fragile

3 Chauvinism 3 Long-lasting

4 Divergence in beliefs 4 Political marriage

5 Fear 5 Powerful

6 Former allies 6 Prestigious

7 Jealousy 7 Shared knowledge/technology

8 Pride 8 Strong economic benefits

9 Rancor 9 Temporary

10 Rivalry 10 Unity

Domains events

Each domain turn (e.g. monthly), roll 1d6 to see if there is an event. If the result is 1, roll 1d6 on this table to determine whether the event… :

1 Ended earlier

2-4 Is happening now

5-6 Will take place in the future

Then, roll 1d10 to determine the nature of a domain event:

1-2 Crime

3-4 Economy

5-6 Natural/Magical

7-8 Political

9-10 Social

Natural/Magical

1 Bloodthirsty beast

2 Curse

3 Enthralled people/ruler

4 Flooding

5 Landslide

6 Magical incident

7 Meteor impact

8 Plague

9 Rare magic phenomenon

10 Undead invasion

Crime Political

1 Assassination 1 Approaching army

2 Kidnapping 2 Call to crusade/holy quest

3 New criminal org. (SG p. 117) 3 Conscription

4 Peasant revolt 4 Death of foreign ambassador

5 Pillaged caravans 5 Missing heir

6 Raids (bandits, pirates) 6 Neighboring faction delegation

7 Snake oil vendors 7 New ruler

8 Tithe unpaid by villagers 8 Skirmish

9 Vigilante 9 Treaty signature

10 Wanted criminal spotted 10 Unjust new ruler

Economy Social

1 Disappearing caravans/ships 1 Birth

2 Domain is ruined 2 Birth (illegitimate child)

3 Embargo 3 Death of a notable

4 Famine 4 Disappearance

5 Invaluable resources discovery 5 Divorce

6 New guild (see SG p. 125) 6 Funeral

7 Price cuts 7 Mass exodus/immigration

8 Price hikes 8 New cult

9 Profitable trade agreement 9 New fad

10 Tax increase 10 Wedding

Factions

Factions are groups of individuals who have something in common. It may be beliefs, origins or the will to survive.

Members of a faction are not necessarily homogeneous. There sometimes can be treachery, lying and even infighting.

Outside of dungeons, some locations, institutions or monsters lead to the creation of a faction:

  • Settlements: Market Town, Castle Town, City
  • Locations: Holy Place, Archive
  • Criminal organizations & guilds,

Note that not all types of settlements lead to the creation of a faction, as estates and towns are not included in this list.

Political map

Settlements have a domain of 7 hexes (the one they are located on and the 6 hexes around).

Locations only have a domain of 1 hex (the one they are located on).

If multiple domains have common hexes, there is a 3-in-6 chance they actually belong to the same faction (roll once per pair of domains). That does not mean there are no tensions between the lords. If they do not belong to the same faction, these hexes are clearly contested areas.

In the picture above, you can see that the domains of two castles have a hex in common. If the hex is contested by two different factions, this is where most of the fighting will happen.

Domains

Castles/Cities

Estates, towns, and market towns located in the domain of a town or city must pay a tithe to the local lord but are under their protection.

Holy Place, Archive

Hamlets and villages located in the contiguous hexes of a holy place or archive are part of the same faith or guild.

Relationships

For each possible pair of factions with neighboring territories (or contested hexes), roll 2d6:

2D6 RELATIONSHIP
2 Open War
3-5 Hostility
6-8 Indifference
9-11 Peace/Trade
12 Alliance

Events

Roll d6 to see if there is an event. If the result is 1, roll d6 on the following table to determine whether the event:

D6 EVENT
1 Ended earlier
2-4 Is happening now
5-6 Will take place in the future

Then roll d12 to generate the nature of the faction event:

D12 EVENT NATURE
1 Assassination
2 Celebration
3 Curse
4 Holy quest
5 Hostage situation
6 Mysterious ally
7 Negotiations with another faction
8 New headquarters
9 New leader
10 Plague
11 Treaty signed with another faction
12 War

Factions

A region is typically dominated by one or more factions, each with their own unique Perks, Agenda, and Obstacles. Smaller regions should have 1-2 factions, while larger regions could have as many as 5-6 factions.

Faction Type (D20)

D20 TYPE D20 TYPE D20 TYPE D20 TYPE
1 Artisans 6 Explorers 11 Nomads 16 Rulers
2 Commoners 7 Industrialists 12 Pilgrims 17 Scholars
3 Criminals 8 Merchants 13 Protectors 18 Settlers
4 Cultists 9 Military 14 Religious 19 Spies
5 Exiles 10 Nobles 15 Revolutionaries 20 Tribe

Faction and Leader Traits

Each Faction has one trait for itself and one trait associated with its Leader. Roll d20 and then d20 for each. Reroll any repeat results.

1-10       11-20      
D20 Trait D20 Trait D20 Trait D20 Trait
1 Bankrupt 11 Disciplined 1 Intellectual 11 Ruthless
2 Cautious 12 Efficient 2 Lawless 12 Secret
3 Charitable 13 Enigmatic 3 Manipulative 13 Shrewd
4 Cold 14 Expanding 4 Martial 14 Stealthy
5 Collaborative 15 Generous 5 Mercurial 15 Strong
6 Connected 16 Greedy 6 Pious 16 Stubborn
7 Corrupt 17 Honorable 7 Popular 17 Suspicious
8 Cruel 18 Hot Tempered 8 Proud 18 Threatened
9 Decadent 19 Incompetent 9 Resourceful 19 Vengeful
10 Devious 20 Incorruptible 10 Righteous 20 Xenophobic

Faction Agents (D20)

Agents are often in charge of completing one or more of the goals of the agenda of a faction. Particularly large factions may have additional agents, each in charge of a distinct goal. Agents may have personal motivations that differ from the faction’s main agenda, a fact that canny PCs can exploit for their own gain.

D20 AGENT D20 AGENT D20 AGENT D20 AGENT
1 Academic 6 Gravedigger 11 Lord 16 Peddler
2 Assassin 7 Guard/Soldier 12 Merchant 17 Politician
3 Blacksmith 8 Healer 13 Monk 18 Spy
4 Farmer 9 Jailer 14 Mystic 19 Thief
5 General 10 Laborer 15 Outlander 20 Thug

Faction Perks

Example Faction

Type: Rulers: Shihai Clan. Disciplined, martial, stubborn.

Perks: Conviction: Firmly believe in their duty (and right) to lead the nation. Position: Traditionally observed as the leaders of the realm. Wealth: Their lands are among the most abundant throughout the nation.

Agents: (Lord) Shihai Daichi, heir to the Shihai daimyo title.

Agenda: Preserve order and reassert authority over the nation.

Obstacles: Opposed by other clans seeking authority.

Factions possess perks that assist them in accomplishing their agenda. Perks reflect a faction’s influence, materials, wealth, and other unique features. Factions leverage their perks as much as possible when trying to achieve their goals, and at the same time continually work to acquire more perks.

Roll d20 for the number of perks the faction has, then roll d20 again for the types of perks. Reroll repeated results.

NUMBER OF PERKS (D20)              
1-7 2 8-12 2 13-17 3 18-20 4
D20 PERK D20 PERK
1 Alliances 11 Magic
2 Anonymity 12 Members
3 Apparatus 13 Popularity
4 Beliefs 14 Position
5 Charisma 15 Renown
6 Conviction 16 Resources
7 Fealty 17 Ruthlessness
8 Force 18 Specialization
9 Information 19 Subterfuge
10 Lineage 20 Wealth

Faction Agendas

Factions will work to complete their agendas independently, enlisting the help of PCs when that would strengthen their agenda. Agendas are defined by a series of 3-5 Goals that build toward a clear objective. Goals are progressive, building on previous successes (or failures).

Goals should focus on acquiring a distinct advantage in order to proceed to the next goal. All factions have at least one obstacle that stands in the way of their completion. At least one goal should deal with the faction’s primary obstacle. Additional obstacles can arise through faction actions or through developments in the fiction.

Completing a faction’s agendas should be a significant event, potentially changing the political or natural landscape of a region.

Roll d20 for each column and combine.

D20 AGENDA OBSTACLE
1 Acquire assets/wealth A geographic barrier or impassable terrain.
2 Control A key piece of information must first be discovered.
3 Defeat or destroy faction/leader A particular object or Relic is required.
4 Enrich members A powerful figure or foe must be eliminated.
5 Exchange goods Many must die, either as necessity or consequence.
6 Fame/Glory A serious debt forces the faction to make dire choices.
7 Forge an alliance A well-known prophecy predicts imminent failure.
8 Infiltrate faction An alliance with an enemy must first be brokered.
9 Map the wild An internal schism threatens to tear faction apart.
10 Overthrow order Another faction has the same goal.
11 Preserve lineage/lore Another faction stands in opposition.
12 Preserve the status quo/order Vassals stand openly in opposition.
13 Produce goods Considerable capital is required.
14 Protect/Reveal a secret Hindered by cultural taboos.
15 Protect/defend themselves/something else Contravenes an established code, with a heavy penalty.
16 Purge/eliminate traitors and/or competition A rare but necessary resource must first be acquired
17 Revenge against a faction/leader Must be carried out at a rare or exact moment.
18 Sell services/goods Must be carried out in absolute secrecy.
19 Share knowledge/beliefs Requires a specialist of an uncommon sort.
20 Survive The outcome would lead to unavoidable conflict.

Faction Rules

The actions of the PCs can always overrule the necessity for a faction action, or in some cases shift the outcome of the roll in a favorable or unfavorable direction.

  • By default, factions operate independent of the player character’s actions. If the PCs do nothing, the faction should still act to achieve their aims.
  • The Guide should rely on the fiction to determine whether a faction is positioned to advance their agenda.
  • Some goals may be time-sensitive or depend on explicit circumstances. Other times it might be more appropriate to introduce a new goal after a major event, alliance, or friction between one or more factions, etc.
  • Whenever a faction is positioned to advance a goal in their agenda, roll a d6 on the Faction Actions table.
  • If two factions are opposed, the faction most at risk makes a WIL save, using the score of its highest-ranking agent. On a fail, the faction does not roll on the Faction Actions table at this time.

Faction Actions (D6)

D6 CONSEQUENCE IMPACT
1 Major Success A Goal is achieved and a new Advantage is found.
2 Success A Goal is achieved, and no Perks are lost.
3 Mixed Success A Goal is achieved, but a Perk is lost.
4 Status Quo Nothing is gained, but nothing is lost.
5 Setback A Perk is lost.
6 Failure A new Obstacle is introduced, and a Perk is lost.

Wilderness Exploration

Hexcrawling

Inspired by and borrowed from

Luka Vannutini, Hexcrawl Hack for Cairn 2E, https://local-lake-games.itch.io/hexcrawl-hack-for-cairn-2e

These procedures assume the classic 1 HEX = 6 miles = +/- 10 km. A party of travelers can walk up to 24 miles per day, equal to crossing 4 hexes, or 8 miles per Watch.

Watches

A day is divided into three watches: morning, afternoon, and night.

At the start of each watch, a character may choose a Watch Action:

Travel

  • The party travels through at least 1 hex.
  • Obvious locations, features, and terrain types of any neighboring hexes are revealed accordingly based on distance and sight.
  • The party must be careful to avoid Losing Direction.
  • Roll on the Hexcrawl Events Table.

Getting Lost

  • There is a 2-in-6 chance the party will get lost when traveling via difficult or hard-to-see terrain.
  • Maps and relevant backgrounds negate the need for a roll, or decrease the chances to 1-in-6.
  • If lost, the party may need to spend a Watch Action to recover their way.

Explore

  • One or more party members search a large area, searching for hidden features, scouting ahead, or treading carefully.
  • A Settlement, Landmark, or Location is discovered.
  • Roll on the Hexcrawl Events Table.

Supply

  • Characters can hunt, fish, or forage for food, with the first PC to take this action collecting d4 Rations (3 uses each).
  • The chance of a greater bounty increases with each additional participant (e.g. d4 becomes d6, up to a maximum of d12). Relevant experience or equipment may also increase the bounty.
  • The party may encounter homes, estates, and small towns, spending gold and a full watch to resupply.
  • Roll on the Hexcrawl Events Table.

Make Camp

  • Each party member (and their mounts) consume a Ration.
  • A lookout rotation is set so that the party can sleep unmolested. At least 3 rotations are necessary to ensure that all party members can rest. A smaller party may need to risk sleeping unguarded, or switch off sleeping over multiple days (see Sleep).
  • Party members that were able to rest remove all of Fatigue from their inventory.
  • Party members can use this action if they need to seek shelter within the hex but cannot remove fatigue.
  • Roll on the Hexcrawl Events Table.

Fatigue

For each night the party skips making camp or is forced to march, each PC gets one Fatigue.

Hexcrawl Events

D6 EVENT DESCRIPTION
1 Discovery The party finds food, treasure, or other useful resources. The Guide can instead choose to reveal the primary feature of the area or roll on the Terrain Features (page 40) table.
2 Sign The party discovers a clue or indication of a nearby encounter, locality, hidden feature, or information about a nearby area or roll on the Locations and Landmarks (page 55) table.
3 Environment A shift in weather or terrain. Roll on Weather table (page 38).
4 Loss The party is faced with a choice that costs them a resource (rations, tools, etc), time, or effort.
5 Exhaustion The party encounters a barrier, forcing effort, care or delays. This might mean spending extra time (and an additional Wilderness Action) or adding Fatigue to the PC’s inventory to represent their difficulties.
6 Encounter Roll on an Encounter table (page 54) for that terrain type or location. Don’t forget to roll for NPC reactions (page 73) if applicable.

Discovery: The party finds food, treasure, or other useful resources. The Guide can instead choose to reveal the primary feature of the area.

Encounter: Roll on an encounter table for that terrain type or location. Don’t forget to roll for NPC reactions if applicable.

Environment: A shift in weather or terrain.

Exhaustion: The party encounters a barrier, forcing effort, care or delays. This might mean spending extra time (and an additional Crawl Action) or adding Fatigue to the PC’s inventory to represent their difficulties.

Hazard: An unseen danger that could hinder the party’s progress, the trigger for a hostile encounter or something that could injure player characters (an Event or Terrain at the Guide’s discretion).

Loss: The party is faced with a choice that costs them a resource (rations, tools, etc), time, or effort.

Lost: The party has become lost and might need to spend a Crawl Action to progress to the next hex.

Quiet: Nothing noticeable happens. The party members lose all their Fatigue (if applicable).

Sign: The party discovers a clue, spoor, or indication of a nearby encounter, locality, hidden feature, or information about a nearby area

Terrain Modifiers

The terrain type has an impact on the players’ travel time and events. When rolling on the Hexcrawl Events Table the Guide should be aware of the terrain type of the hex the player characters occupy and add or subtract the Penalty to the d6 roll.

Terrain Difficulty

TERRAIN / PATH TRAVEL PER WATCH EVENT PENALTY TERRAIN
Roads 2 hexes -1 Well-traveled and maintained.
Trails 1.5 hexes None Primarily used for local travel, less maintained.
Wilderness 1 hex +1 No established path, open terrain.
Tough ½ hex +2 Traveling through forests, deserts, mountains, swamps, with no established path.

Weather

Each day, the Guide should roll on the weather table for the appropriate season. If the “Extreme” weather result is rolled twice in a row, the weather turns to “Catastrophic.” A squall becomes a hurricane, a storm floods the valley, etc.

Weather

D6 SPRING SUMMER FALL WINTER
1 Nice Nice Fair Fair
2 Fair Nice Fair Unpleasant
3 Fair Fair Unpleasant Inclement
4 Unpleasant Unpleasant Inclement Inclement
5 Inclement Inclement Inclement Extreme
6 Extreme Extreme Extreme Extreme

Weather Difficulty

WEATHER PENALTY EXAMPLES
Nice Favorable conditions for travel. Clear skies, sunny
Fair Favorable conditions for travel. Overcast, breezy
Unpleasant Add a Fatigue or add +1 watch. Gusting winds, rain showers, sweltering heat, chill air
Inclement Add a Fatigue or add +1 watch. Increase terrain difficulty by a step. Thunderstorms, lightning, rain, muddy ground
Extreme Add a Fatigue and add +1 watch. Increase terrain difficulty by a step. Blizzards, freezing winds, flooding, mud slides
Catastrophic Most parties cannot travel under these conditions. Tornados, tidal waves, hurricane, volcanic eruption

Wilderness Elements

Night

  • The party can choose to travel during the night and rest during the day, but night travel is far more dangerous. The Guide should roll twice on the Hexcrawl Events table (page 63).
  • Some terrain and weather may be easier to traverse at night (desert, for example). The Guide should balance these challenges along with any other.

Sleep

  • The last watch of the day is typically reserved for the Make Camp action.
  • Characters typically need to sleep each day. Anything beyond a minor interruption can negate or cancel the benefits of sleep.
  • If the party skips the Make Camp action, they each add a Fatigue to their inventory and are deprived. Additionally, traveling when sleep-deprived raises the terrain Difficulty by a step (i.e. Easy becomes Tough).

Light

  • Torches and other radial sources of light illuminate 40-ft ahead of the party but only provides a dim outline of objects beyond.
  • Characters without a light source may suffer from panic until their situation is remedied.
  • Environmental conditions (sudden gusts of wind, dust, water, etc.) can easily blow out a torch.

Light Sources

  • A torch can be lit 3 times before degrading.
  • A lantern can be relit indefinitely but requires a separate Oil Can (6 uses).

Location Naming Conventions

JAPANESE FEATURE ↓ EXAMPLE TRANSLATION
-do administrative circuit Hokkaido, Tokaido  
bonti basin    
wan bay, gulf Ginowan Comfortable Bay
hama beach, shore Shichigahama Seven Beaches
hashi bridge Takahashi Tall Bridge
saki, misaki cape Nagasaki Long Cape
jo castle Himeji-jo Himeji Castle
sugi cedar, sugi tree Suginami Cedar Row
chuo, naka central, middle Chuo, Toyonaka Central Ward (of Tokyo), Rich Middle
suido, suiro channel, waterway, canal Suirokaku Waterway Pavilion (brick aqueduct)
-shi city    
yoko coast, beside Yokohama Beside the Beach
-gun district of one or more machi or mura    
higashi, tou, to east Higashi-ku, Tokyo East Ward, East Capital
kawaguchi estuary Kawaguchi Water Mouth
mori forest Marumori Round Forest
nada gulf, sea Uchinada Inner Sandbank
minato, tsu harbor Sakaiminato, Karatsu Border Port, Port of China
minato harbor, port Sakaiminato Border Harbor
oka hill Shiraoka White Hill
sanmyaku hill, mountain range Akaishi Sanmyaku  
saka hill, slope Sakado Slope Door
ya house, castle Ashiya Reed House
shima, jima island Matsushima, Uwajima Pine Island, Outer Harmony Island
syoto, shoto islands, archipelago Izu Shoto or Syoto Izu Islands
ko lake Toyako Cave Servant Lake
sa left* Sakyo The left side of the capital
shimo, shita lower Shimokitazawa Lower Kitazawa
ichi market Yokkaichi Fourth day market
san, yama, zen mountain Hakusan, Fukuchiyama White Mountain, Fortune Knowledge Mountain
shin new Shinjuku New post town
kita, hoku north Kitakyushu Northern Kyushu
kai ocean, sea Betsukai Separate Sea
hanto peninsula Tango-hanto Tango Peninsula
matsu Pine tree Hamamatsu Beach Pine
heiya plains Teshio Heiya Teshio Plains
kaku point Fuki Kaku Cape Fugui or Point Fugui
ike pond Ikeda Pond Rice Field
shuku, juku post or station town Shinjuku New post town
-ken prefecture Yamanashi-ken  
ta, da rice paddy Narita Cultivated Rice Field
u right* Ukyo The right side of the capital
kawa, gawa river Mikawa, Nakagawa Three Rivers, Middle River
michi road Onomichi Tail Path
ishi, iwa rock Shiroishi, Akaiwa White Stone, Red Rock
umi sea Koumi Small Sea
minami, nan south Hekinan Blue South
izumi spring Iwaizumi Rock Spring
seto strait Setouchi Inland Strati
kaikyo strait    
sawa, zawa swamp Fujisawa, Karuizawa Wisteria Swamp, Well List Swamp
hon or moto the original Fuchu Honmachi, Moto Hachioji  
-machi or -cho town Fujikawaguchiko-machi  
ki, gi tree Masaki, Motegi Correct Tree, Luxurient Tree
kami, ue upper Kamashima Upper Island
tani, dani valley Taniyama Valley Mountain
-mura or -son village Kamikuishiki-mura  
-ku ward of a city Naka-ku A ward in Hiroshima
mizu water Koshimizu Small Clear Water
taki waterfall Takikawa Waterfall River
nishi, sai west Kawanishi, Saijo West of the River, West Castle or West District

* directions are relative to the Kyōto Imperial Palace and from the viewpoint of the Emperor, who faces south.

Mountain Naming

JAPANESE FEATURE EXAMPLE
-yama or -san (山) Mountain Mount Fuji (Fujisan) and Akagi Mountain (Akagiyama)
-take or -dake (岳) Tall and have a peak Mount Kasa (Kasagatake)
-mine (峰) Highly visible and have a peak Kyogamine

Mountain Names

Mount [NAME] or [NAME]-dake, -san, -yama.

Aino – of love, Ainu people

Aka - red

Akagi - red castle

Akaishi - red stone

Akanagi – red fog, red mist

Amagi - heavenly castle, castle in the sky

Amakazari – decorated with rain

Apoi – Ainu meaning place where fire exists or the mountain where a big fire was made

Arashima – wild or desolate land

Asahi - morning sun

Asama – during the morning

Ashibetsu – Ainu origin for “shrubby river”

Ashigara – foot-holding mountain

Ashitaka – love, fondness, hawk

Atago – to love

Azami - thistle

Azuma - eastern

Azumaya - eastern house, summer pavillion

Bandai – taking turns, Chinese for eternally unchanging

Bebetsu – Ainu for “the wet or marshy place”

Bessan – another mountain

Biei – crystal beauty

Bizan – beautiful mountain

Chausu – tea grinding mortar

Chō - peak, long

Chokai – Ainu for we are at a place

Daimaru - great circle

Dainichi – great sun

Daisen - big mountain

Daisengen – great one thousand houses

Denjo - calm

Ena - grace

Eniwa – blessed garden - Ainu meaning “sharp mountain.”

Fuppushi – undying wind - Ainu name meaning “the place with conifers.”

Furano – place with an odor – Ainu word furanui, a reference to local volcanic activity.

Fure – to touch, to make contact

Fushimi – hidden water, underground water

Futamata - forked

Gassan - moon mountain

Gomadan – fire altar

Goryu – honorable territory, domain under one’s rule

Goshiki - five colors

Goyo – five generations

Gyoja – mountain ascetic

Hachimen - eight faces

Hakamagoshi – spreading skirt

Hakkyo - school

Hako - box

Hakodate – box, building - Ainu for “shallow fort”

Haku – white, sky, feather, soul

Hakusan – white mountain

Hakuun – white cloud

Haruna – springtime flower

Hayachine – mountain of early ponds

Hiei – flying shadow

Hijiri – holy person

Hino – sun field

Hiroo

Hiru

Hiuchi

Hiuchigatake

Hōei

Hokkai - northern sea

Hokuchin - northern peak

Hongū

Horohoro

Hyōno

Ibuki

Idonmappu

Iide

Iizuna

Ikeda

Ikoma

Inamura

Inasa

Ishikari - stone cut

Ishikawa - stone river

Ishizuchi - stone hammer

Iwahara - stone field

Iwaki

Iwanai

Iwate

Jakuchi

Jizō

Jōnen

Kaba - birch

Kabutoyama

Kaikoma

Kaimon

Kamitaki

Kamui

Kamuishiri

Kanmuri

Kannon

Karakuni

Karasawa

Karasuba

Karasuo

Karifuri

Kasa

Kasagata

Kasatori

Kashimayari

Katsuma

Katsuragi

Keigetsu

Kenashi

Kenpi

Kinka

Kinpu

Kirigamine

Kisokoma

Kita - north

Kitahotaka - northern tail hawk

Kitamata - northern fork

Kitatottabetsu

Koizumi - small spring

Koma - horse

Komaki - small tree

Kongō

Kujū

Kuma - Bear

Kumami

Kumotori

Kunimi

Kurai

Kurama

Kuro - black

Kurobegorō

Kyusan - nine peaks

Machine

Maehotaka

Mamiya

Maru - circle

Matsuda - pine field

Maya

Meakan

Mekunnai

Memuro

Midori - green

Mihara

Mikami

Mikuni

Mimuro

Minako

Minami - south

Minamikoma - southern horse

Mitake

Miune - three peaks

Miwa

Miyama

Miyanoura

Mizugasawa

Monbetsu

Morappu

Moriyoshi

Myōgi

Myōjin

Myōken

Myōkō

Naeba

Nagamine

Nagi

Naka - middle or central

Nakano

Nakanodake

Nakayama

Namewakka

Nantai

Nasu

Neishi - root stone

Nikko-Shirane

Ninotō - second tower

Nipesotsu

Nishi - west

Nishigatake - western ridge

Nishikawa - western river

Nishinōtori

Nōgōhaku

Nokogiri

Norikura

Nozuka

Nukabira

Numanohara

NYU - wetland

Oakan

Ōbami

Obihiro

Ōdaigahara

Ōdake

Odasshu

Ogura

Ōgusu

Oizuru

Okishimappu

Ōkueyama

Okuhotaka

Okutoppu

Omoto

Omusha

Onigajo

Onishi

Onnebetsu

Ontake

Oputateshike

Ōsasa

Oshiki

Osorakan

Ōtenjō

Otensho

Otofuke

Ōyama

Pankenūshi

Pekerebetsu

Penkenūshi

Petegari

Pipairo

Pippu

Piratokomi

Pirigai

Pisenai

Pisshiri

Piyashiri

Poroshiri

Raiden - thunder god

Rakko - other

Rausu

Rebun

Rishiri

Rokko - six rivers

Rubeshibe

Rubetsune

Ruchishi

Rutori

Ryōun

Ryuo

Sahoro

Sannomine

Sannosawa

Sannotō

Sanpo

Santō - three peaks

Saru

Satsunai

Sefuri

Sen - thousand

Senjō - battlefield

Seppiko

Shaka

Shakka

Shari

Shibichari

Shikashinai

Shindainichi

Shiomi

Shirakami

Shiretoko

Shirouma - white horse

Shisuniwa

Shokanbetsu

Shōkotsu

Shosha

Shunbetsu

Sobo

Soematsu

Suisho

Suribachi

Taishaku

Taka

Takami - high peak

Takao - high ridge

Tanemaki

Tanigawa

Tanjō

Tanzawa

Tappukoppu

Tara

Tarumae

Tate

Tateshina

Tekari

Tengu

Teshio

To - tower

Tokachi - ten wins

Tomamu

Tomuraushi

Tottabetsu

Toyoni

Tsubakuro

Tsukuba

Tsurugi

Tsurumi

Uchiichi

Uenshiri

Unabetsu

Unzen

Upepesanke

Ushiro

Usu

Utatsu

Utsugi

Wakakusa

Warusawa

Washiba

Yae

Yajuro

Yake

Yakushi

Yamato Katsuragi

Yamizo

Yaoromappu

Yari

Yatate

Yoko

Yoko (Hidaka)

Yonaha

Yōrō

Yōtei

Yūbari

Yufu

Yumiori

Yuniishikari

Yuwan

Zaō

7

Villages in Feudal Japan

https://krigetkommer.weebly.com/japanese-houses/villages-towns-and-cities-in-japan

https://www.mayaincaaztec.com/medievel-japan/japanese-village-life

https://www.nakasendoway.com/castle-towns-2/

In 1750 there were approximately 63,000 rural villages in Japan, each of approximately 100 small families (400-500 people).

Villages typically fell into four types: Agricultural, Mountain, and Fishing.

Agricultural

Typically located on level land or terraced fields, with families assigned small plots called “cho” for farming. Houses would typically be bunched together on land less suitable for farming, then surrounded by fields. Primary crops were rice on prime land, other crops like grapes, sesame, cotton, tea, vegetables, and grains on less desirable land. Residents did not own their houses or land, instead farming communally on the lands of their lord and paying taxes accordingly.

Mountain

Buildings would be more spread out. Focused on subsistence agriculture with crops adapted to harsh terrain, foraging, and lumber.

Fishing

Tucked between the shoreline and the mountains, with housing lining both sides of a rad passing through. Houses on the water side would also serve as boathouses.

Villages were typically governed by a council of elders. Tasks like planting, harvesting, irrigation, and construction were done collectively.

The imperial government taxed families 1 koku of rice per year, equal to what one would eat in a year, or around 330 pounds. Villages would collect a special tax for their shrines, temples, roads and bridges.

Castles

Main castle is honjo, satellite castle is shijo and usually more fortress of wood and earthen work than a full fledged castle with a stone base.

Key Features

  • Tenshu (main keep) towered as multi-storied structure served as military stronghold and status symbol. Least militarily equipped of the castle building, relying on walls, gates, and towers for its defense. Many lesser castles did not have a tenshu.
  • Stone foundations improved stability and defense allowed for taller structures (Himeji Castle)
  • Ishigaki (stone walls) featured sloped design for better defense used interlocking stones without mortar
  • Arrow slits in the walls were called yasama
  • Prior to introduction of firearms, many walls were wooden or stone layered earthworks.
  • Palisades lined the top of the castle’s wallas, and patches of trees were planted along them, adding natural scenery to a daimyo’s home, and obscuring the inside of the castle compound from spies or scouts.
  • Maru – bailey
  • Honmaru (inner bailey) contained the tenshu provided highest level of fortification
  • Ninomaru and sannomaru (secondary and tertiary baileys) formed concentric rings of defense housed lesser buildings and troops
  • Koguchi (small gates) created narrow entrances for controlled access
  • Also included “masugata” gate complexes which consisted of two gates placed at right angles to create a square enclosure to trap would-be invaders.
  • Yagura (watchtowers or turrets) placed at strategic points along walls enhanced defensive capabilities. Usually found in the corners or over the gates. Some served as water towers or for moon-viewing.
  • Shachihoko (mythical roof ornaments) adorned rooftops served as decoration and fire prevention (Nagoya Castle)

Interior Design

  • Shoin-zukuri style featured formal reception rooms included built-in desks and alcoves
  • Fusuma (sliding doors) painted with landscapes or scenes used for room division and decoration
  • Ranma (transom panels) carved wooden panels above fusuma allowed for air circulation and light
  • Tatami flooring standardized room sizing based on mat arrangements
  • Tokonoma (alcove) displayed art objects and flower arrangements
  • Mural paintings adorned walls and ceilings with large-scale artworks (Nagoya Castle Honmaru Palace)
  • Gold leaf application embellished walls, ceilings, and architectural elements
  • Wooden carvings decorated beams, pillars, and transoms
  • Karahafu (curved gable) distinguished roof style on gates and entrances

All of that said however, castles were rarely forcibly invaded. It was considered more honorable, and more appropriate, for a defender’s army to sally forth from the castle to confront his attackers. When this did not happen, sieges were most often performed not through the use of siege weapons or other methods of forced entry, but by surrounding the enemy castle and simply denying food, water, or other supplies to the fortress. As this tactic could often take months or even years to see results, the besieging army sometimes even built their own castle or fortress nearby.

Castle Towns

Jokamachi – Castle city, functions as both a military base and an administrative and commercial city. Walls and moats were usually around the castle but not the city. Population ranged from 4000-120000 but usually around 10000.

  • Smaller districts
  • Samuraimachi – district for samurai compounds. Higher ranked closer to the castle.
  • Ashigarumachi – lower status housing on the outer rim of chonin districts
  • Chnoinchi – merchants and craftsman. Less land per family compared to samuraimachi, narrow entrance and long depth, called an “eel’s nest” with two floors but second was used as a storeroom.
  • Teramachi – an array of large temples and reinforcing the city’s defense.

By 1868, there were nearly 250 castle towns in Japan. An edict in 1615 ordered the dismantling of all bu tone castle in each of the 250 provinces, so castle towns became the focus of all military activity with large garrisons. Half the population of each castle town comprised members of the military class.

Castle – moat – highest ranking samurai and special chonin in narrow strips separating different groups of samurai, usually on major roads– second moat – ashigarumachi – choninchi (with blocks representing a particular trade or craft – builders, sake, metalworking, etc).

Notes

Though the area inside the walls could be quite large, it did not encompass fields or peasants’ homes, and the vast majority of commoners likewise lived outside the castle walls. Samurai lived almost exclusively within the compound, those of higher rank living closer to the daimyō’s central keep. In some larger castles, such as Himeji, a secondary inner moat was constructed between this more central area of residences and the outer section where lower-ranking samurai kept their residences. Only a very few commoners, those directly in the employ and service of the daimyō or his retainers, lived within the walls, and they were often designated portions of the compound to live in, according to their occupation, for purposes of administrative efficiency. Overall, it can be said that castle compounds contained only those structures belonging to the daimyō and his retainers, and those important to the administration of the domain.

Palisades line the top of the castle’s walls, along with patches of trees.

Towers/turrets called yagura placed at corners of the walls, over gates, or other positions.

Gates of different styles.

https://jcastle.info/view/Samurai_Residences

6

L5R craneclan.weebly.com material

Local Governance

Storytelling in Rokugan often occurs during a time of war, when the role of the warriors and the movements of armies rightly dominate. However, the Empire has lasted for a thousand years, and during that time it has sustained its people and given rise to fine art, and the reserves to support those mighty armies. Power becomes centralized into the mighty and defensible cities which are well described in various sourcebooks, including Otosan Uchi, Toshi Ranbo, Ryoko Owari, Naishou Province, and so on. However, during peacetime and in regions untouched by war, it is small towns and villages that provide the Empire’s plenty and demonstrate that Rokugan still bears the Mandate of Heaven. This section describes the Mandate of Heaven, how these villages and small towns are governed by their samurai, the role of courtiers outside of the high courts of daimyos and the Emperor, and how a model village might vary from one clan to another. Some of this material comes from Legend of the Five Rings source books, some based on governance in Japan and Korea, with allusions to Chinese governance, and some is material created by myself as a source for my own fiction writing and our campaigns.

The Mandate of Heaven

When the Eight Kami first fell from Heaven, they encountered a peaceful tribe of farmers led by the wise woman, Seppun. Hantei spoke with her, and in his heavenly wisdom made an agreement with her, and through her, all the peoples of the Empire. The agreement was simple: Follow and support us, and we will grant you Protection from your enemies, Defense against the spirits of other Realms, and The prosperity of your lands.

It was based on this promise that the people of Ningen-do recognized in Hantei the Mandate of Heaven, and have put their faith in him ever since. In order to fulfill this promise, Hantei looked first to his brothers and sisters, and they, in turn, looked to those special men and women of Ningen-do who proved themselves before them, to help them in this task. And so the samurai caste was formed: sons and daughters and those commissioned by the kami, who took up these promises. Samurai stood as bushi, protecting against enemies, as shugenja, defending against the dangerous influence of other spiritual realms - especially Jigoku, and as courtiers, developing the health and prosperity of the land. In these roles, samurai touch upon every aspect of life in Rokugan. And the smallest unit of life in Rokugan is the family.

The Samurai Family

The family is the smallest functional unit of governance in Rokugan. Though families vary in wealth and structure throughout Rokugan, certain fundamentals stay the same.

Of Koku: Samurai Economics and Demographics

We are told that Clan Samurai do not care about money or commerce. All that a samurai needs is provided by their lord. But the governance and structures of villages centers around their production of rice, so a basic understanding of samurai economics is required.

The Structure of a Village

Beyond the family, the basic structure of governance is the village, from tiny hamlets to villages of up to a thousand people.

The Development of Cities

When villages grow in size or protect important people or key resources, they become a valued part of clan lands, points worth defending. They become cities.

The Transition to War

In peacetime the Empire is still, but interclan warfare or invasions of the Shadowlands turns the norms of families, villages, and cities upside-down.

The Role of Courtiers

Bushi and Shugenja have clear roles for villages and towns in Rokugan. But courtiers too fulfill a vital role, even outside the elegant boundaries of a Winter Court.

Variations between Clans

While all the Empire is built around Families, their Villages, and Towns, each clan has their own variations, in how their families are structured, in how their villages are formed and face adversity, and how their towns are built and deal with crisis.

This section includes those differences, as well as some of the many differences in various traditions between the clans.

The Samurai Family

The Household Together

Each of the Seven Great Clans is made up of a number of Greater and Vassal Families that, united, form the members of the samurai clan. These families, descended along a family line from a single notable ancestor, carry with it the schools, training, and traditions of that family. They are granted their Family Name by the Clan Champion, and the Family Daimyo serves as the Lord for all the samurai who bear his or her name.

However, that Named Family is made up of many, many smaller households, traditionally made up of a husband and wife and their children. This household serves as the central unit of civic governance.

A Household consists of a Mother and Father, their children, and elderly parents who have chosen not to retire to join the brotherhood. It can also include unmarried brothers or sisters, sick or permanently injured family members, and the widows and orphans of the previous members of the family.

Succession

The head of each household is responsible for Katokusozoku, the continuation of the family line, as well as making certain the household meets its obligations to its family Daimyo and to the Emperor. The head of household in Rokugan has varied by Great Family and by period of Rokugan’s history. Prior to the coming of the Kami, succession was passed from mother to oldest daughter. Later, with the coming of the Kami, many families opted for patriarchal succession, granting leadership of the family to the eldest son. The Matsu, Utaku, and Moshi remained strictly matriarchal. In modern Rokugan, most households pass the succession to the oldest child, male or female, though this is an area of conflict between tradition and the modern view of the family for some households when the oldest child is not a son.

Marriages are arranged with the needs of the Daimyo and the continuation and prosperity of the Household in mind. They are expected to be monogamous, however, if there has been no heir and the household can afford one, the husband may take a concubine. The child of a concubine may legally be the heir if no child was born in the marriage before them. Children may also be adopted and made successors to the Household line.

If the normal successor of the household line dies or is unable to assume those duties, the role falls to a younger brother or sister. The new successor of the family line is expected to care for the spouse and children of the previous heir as if they were their own children. Children in the household who do not become the head of household are expected to either marry into a different household or go out and establish their own new households, carrying on and spreading the family name. These new families, however, do not hold the same status as the primary family line.

The Duties of the Family

Beyond the duty of providing succession for the family line, households have additional obligations. During the summer and the season of war, most able-bodied bushi in the family are expected to fight in the armies of the Clan. Even if there are not active battles being waged, armies muster and train to be prepared for conflicts to come. During the winter, Artisans or Courtiers who might not be regular members of the court can be called away to attend to the political needs of the Clan. Shugenja, though rare, are often called out during the spring and autumn to bless the shrines in the area and pray for the planting and harvest. When members of the Household are called away on duty, the spouse or other household members are supposed to take up the abandoned household tasks.

Even in times of peace when all household members are present, everyone in an household has duties to perform. Child-raising and household chores are time-consuming tasks, and only families that have sufficient wealth to support both themselves and servants have servants to perform such duties. Diligence is a virtue for heimin and samurai alike. Of course, for individual families, their amount of diligence varies: this is the overall social expectation.

Among these duties are:

  • Study and training
  • Housekeeping chores such as cleaning, laundry, and the preparation of food. This takes at least 60 hours a week for traditional households.
  • Child-rearing
  • Acquiring the goods the household needs through trade or favors
  • Generating additional income for the household either by creating goods that can be traded or sold (for example, by woodcrafting, painting, weaving, and so on). This can be artwork, commissions, or crafted goods, and is often the primary activity during the winter months for the many not attending any Winter Courts.
  • Growing a vegetable garden and preserving food for the next season. Even in cities there is usually enough space for a small patch or communal garden.
  • Fulfilling the spiritual obligations of the household to honor the ancestors and appease the kami
  • Patrolling and maintaining the property one has been given
  • Caring for the ill, injured, or disabled within the family
  • Fulfilling the duties required of the household by one’s Daimyo (of course)

Servants

Servants play an essential role in the lives of most samurai households.

The Samurai Home

The residence of Samurai households vary greatly based on the family wealth and status, and whether the family is in the country or in a more urban environment. An individual bushi while on deployment might have only a futon in a barracks, but have a family back home in a traditional house, described in this section

Servants

A single samurai household of the lowest ranks of a clan would be performing all of these duties themselves. Local heimin could be ordered to assist the family on tasks of heavy and unpleasant physical labor, though many bushi would take it as a point of pride that they are able to chop wood and haul water as ably as anyone. However, as a household grows in wealth, these tasks can be passed on to servants or retainers that are then paid out of the samurai household’s supply of rice to assume such duties. At the lowest levels, this will be heimen who live in the surrounding town to come in and do periodic chores such as gardening or laundry. Then, if the household is wealthy enough, it might bring in a young unmarried woman more permanently to take care of the children, or a wetnurse to nurse an infant. With greater wealth, a cook or some servants to assist with cleaning or dressing could be brought into the home. The number and role of the servants depends on the wealth of the household.

Some of the duties that may be taken by servants are:

  • Housekeeping chores such as cleaning, laundry, and the preparation and preservation of food - This will usually be done by household servants or cooks, usually heimen women who might do this with part of their days and then return to their own households to do the same in the evening.
  • Childrearing - This will be done usually by a wetnurse (for infants), a nursing heimen woman who has or has recently lost an infant of their own. Older children are cared for by nursemaids, called Komori, unmarried teenage girls who are moved into the household for this task.
  • Acquiring the goods the household needs through trade or favors - This would be done by the Goyo Shonin, the main purchaser of goods who oversees many of the other servants.
  • Growing a vegetable garden - Done by gardeners, often who tend the gardens as part of their tasks outside the samurai estate.
  • Fulfilling the spiritual obligations of the household to honor the ancestors and appease the kami - This can be done by a household monk or spiritual advisor, though it is usually supervised by the elderly parents left in the home.
  • Patrolling and maintaining the property one has been given - Hired ashigaru guards, or even samurai guards for households of sufficient stature.

As the Samurai Family grows in wealth, due to the productivity of their village or due to greater support and upkeep from their daimyo, or through their own actions, they are able to bring in more servants, fulfilling more roles in the house, and those servants are more likely to become full time residents of the house.

Changes through the Ages

In ancient Rokugan, when Inari first blessed the lands with rice and the blessings of the kami and new technologies first allowed for the mass cultivation of rice, the population of Rokugan was low, with only a handful of samurai directly related to the ruling families of Rokugan and many, many heimen.

This low population, coupled with a new food source that was much more productive per field-worker than any previous crop, as well as a peaceful Empire, allowed for each samurai to have many servants indeed. Even the poorest, most ascetic monk would travel with a servant during these ancient days, and it was unthinkable for a samurai to travel without a whole retinue of at least four or five servants.

Many of the customs of the Highest Courts developed around this time period, and some of the most wealthy still live in this fashion. However, as population grew and more once-servants were elevated to the orders of the samurai caste, the ability to have dozens of servants in attendance on you diminished for most samurai save the most wealthy…and ostentatious.

The Samurai House


Individual homes for Samurai households vary widely. For ji-samurai and ronin families, they may be only a single room, but most clan samurai would have three to four rooms in their homes.
Samurai homes would more often have tile roofs compared to heimen roofs of rice thatch, but be built primarily of wood. Around them would be a small garden, and often a wall around the larger property, though it may not be high.

Below is a floorplan of a traditional village home.

Picture

Some of the features of a traditional Samurai home would include:

  1. Shoji: Waxed paper screens that make up the exterior walls of the house, able to allow in light into the interior.
  2. Engawa: The covered pathway that surrounds the exterior of the home. When the storm shutters (Amado) are closed around the house, or during the winter, this pathway will be protected, a narrow corridor surrounding the inner rooms. When the storm shutters are open, this corridor is on the outside of the house, while the shoji are free to let in light.
  3. Amado: The storm shutters used to encase the house during storms or in the cold, made of heavy planks of wood.
  4. Fusuma: Sliding walls that act as walls and doors in the interior of the house. The interior configuration of the house is very customizable due to these screens.
  5. Tokonoma: An elevated area within a room to display a prized artwork or ikebana to greet guests at.
  6. Genkan: A lower area where one removes one’s shoes as one enters the house.
  7. Tatami: The woven straw mats that cover the floors of a samurai’s house.
  8. Chabudai: Low tables at which one kneels while eating in a samurai’s house.
  9. Zanbuton: Thin pillows used to sit or kneel on tatami mat floors.
  10. Kamidana: A small household shrine to the Fortunes within the house.
  11. Ofuro: For those households large enough and with sufficient servants to supply the heated water, this is the bath for a household. One would always wash off thoroughly with buckets of water before entering the bath. Baths are usually wooden washtubs and are heated with buckets of hot water brought in from elsewhere in the house.
  12. Irori: A sunken hearth, often placed in the middle of a room, used to prepare food and heat the room. It is a stone lined square pit built into the center of a floor, often with a decorative hook above it from which a cooking pot may be hung.
  13. Byobu: Folding screens, used within a larger room for privacy.

Samurai Economics

When discussing Economics in Rokugan, particularly the Economics of the Family, we are give a few primary pieces of information:

  1. That all the needs of a samurai are provided by their Lord or Daimyo
  2. That the basic unit of currency is the Koku, which is the equivalent of one years supply of rice for a heimin
  3. That it is not honorable for a samurai to discuss commerce.

However, in this world, as in any other, samurai must acquire goods and services for themselves and their households, even if it is not and should not be a major pursuit of players. The rice must be grown to pay the taxes that become the way the needs of the samurai are met, and goods and services must exchange hands for everyone except those with sufficient retainers to do the task for them.

Resources
Those interested in this topic might believe that the book A Merchant’s Guide to Rokugan might provide a valuable resource. However, that is the Kolat sourcebook and has no useful information about samurai demographics and economics. However, others have developed some excellent resources you can dig into. I will only touch on these topics briefly.

Demographics of Rokugan
Rokugani Economics
Samurai Economics

Not all these articles agree, but there is much useful information there I will not try to duplicate. I will, however, pick out a few specific points.

Demographics
Samurai are supported primarily by their Daimyo, and the Daimyo is supported primarily through the taxes placed upon their heimen. It takes the labor of 14-18 heimin to produce enough rice to support one samurai. That means it would take a village of about 100 people to support a single samurai household, especially considering some village members will not be productive members of society. In addition, a samurai family may certainly have members that are not in a productive role for their Lord, such as children and the extremely elderly.

Given the numbers involved, in general a Daimyo, while he will see his bushi well-supplied, will not have the wealth to provide for a large family and large number of servants for each bushi samurai in his armies. A bushi would be supplied enough to bring home and support their household over the winter if they were diligent, but most of the rank and file will certainly want to supplement their income in any way they can.
I have a more in depth exploration of the size of Rokugan and its potential demographics HERE.

Taxes
The currency of taxes is rice. A village’s rice crop is collected by the local samurai in charge of a village. Part goes to the samurai’s household as their entitlement, while the rest is passed on as tax to the district governor or local daimyo. The local daimyo pays their household and retainers from that tax, and passes the rest as tax to the family daimyo, then the clan daimyo, and so on to the Emperor.
When villages do not grow rice, they can trade for it, or offer metals, jade, or other trade goods in a rate of exchange for rice determined by the Imperial bureaucracy. However, rice is the standard, which is a source of considerable political power for major rice-growing areas such as those held by the Crane clan.
While the heimin who grow the rice generally themselves live off of other crops, they can earn rice through trade or service to the local samurai household. Most hiemin families work in the paddies during planting and harvest, but spend the rest of the year in other tasks, such as growing crops for themselves, smithing, basket-weaving, pottery, sewing, doing chores for the samurai household, and so on to supplement their personal income.

Trade and Barter
Commerce is not considered an honorable skill, and no samurai, save perhaps the Yasuki would consider haggling at the market like a fishmonger. However, samurai still have to exchange their earnings from their lord, or their own creative endeavors, for goods for themselves and their households.

Here are some of the many ways that a samurai in Rokugan may do so.

  1. Trust the task to an honorable heimin. There is no dishonor in passing a koku or two to a trusted heimin servant to go haggle for a good or service. The simple order of “Get this item for me” should suffice for any purchase.
  2. Order a heimin shopkeeper to give it to you. If a shopkeeper serves in the same clan lands as the samurai, asking a shopkeeper for a good is a legitimate way of acquiring an item. The shopkeeper would then note who the item was given to and that amount would be reflected back in a reduction of the taxes paid to the daimyo at the end of the harvest season, or for reimbursement from the daimyo’s karo. However, there are consequences for greed and abuse in such a system, which will be described later. If the samurai demands an item in the lands of another clan, the shopkeeper will usually surrender the good anyway, but such an act would see a prompt request from the local magistrate to investigate and remove the offending samurai…or offer a worse consequence.
  3. Trade in goods. While commerce is looked down on, gifts, or tokens of appreciation, are clearly virtuous and expected. If I were to admire your fish, and you happened to admire my plums, then I am free to give you a gift of plums and you would of course give me a gift of fish. Barter in this fashion requires a delicate balance of understanding the needs and desires of another, but this is simple to do within the bounds of a small area with a limited number of avenues of exchange.
  4. Trade in services. Even samurai can volunteer for tasks if there is sufficient need, and a heimin would surely reward the samurai who did so with both reverence and gifts of appreciation. Whether chopping firewood (for the exercise), penning a message, defeating some bandits, investigating a minor mystery, carrying a warning against a rival, or offering a recommendation to a future customer, a shopkeeper can express a need that a samurai could fulfill. Should the samurai be willing to fulfill it, the shopkeeper would be happy to provide a worthy reward for their assistance from items out of their wares.
  5. Leave the change. This is used in areas where the shopkeepers are used to dealing in coin, such as larger cities. If you are speaking with a shopkeeper about an item, and say you want it, the shopkeeper (if accustomed to samurai ways), may insist on offering it to you as a gift. If you accept, the shopkeeper would expect that you would take the item, but happen to leave, someplace inconspicuous but nearby, the value of the item in coinage for the shopkeeper. As a sample transaction: Innkeeper: Ah, samurai-sama! Please, welcome to my humble inn. Would you like a meal and sake tonight?
    Samurai: That sounds good.
    Innkeeper: These rough louts… (the innkeeper gestures at some other heimin),value my glorious cooking at 3 bu, but, please let me offer it to you, Samurai-sama, with my best wishes.
    After the meal the samurai departs, leaving behind on the table at least 3 bu, and, if they value their honor as a samurai, more, to show how much more worthy they are than the heimin.

Abusing the System
This system of payment and barter relies on the honor of the samurai to pay an appropriate return to the value of the good or service offered. Samurai are called to be compassionate and honest, and they have a duty to their lands. However, greed is always a vice to which even samurai succumb. In Rokugan, when the lands are being properly managed, such vice will have consequences that encourage honesty among even the greediest samurai.

  1. Samurai who order shopkeepers to give up too many of their goods without repayment, to the point where they put the daimyo or the shopkeeper’s livelihood in jeopardy, may be challenged by the shopkeeper’s local magistrate for their action when the shopkeeper seeks redress.
  2. Samurai who embezzle or otherwise claim too much of their daimyo’s wealth without any individual shopkeeper being aware may be audited by the daimyo’s karo and will be called to explain himself before the daimyo. Seppuku is a possible result.
  3. Samurai who do not leave enough payment for goods or services rendered may find themselves shut out of all the business of a district, with the shopkeepers refusing to ‘be open’ in order to sell goods to the cheapskate samurai.
  4. Samurai who overtax their heimin, leaving them without enough to eat or working them too hard, can cause the heimin to bring an appeal to that samurai’s lord. If that does not work, they will find that the heimin population of their village can pick up and move away. It is extremely difficult to force any people to stay in an area of land where they are being oppressed, and in normal times, even the lowest castes can flee a truly unjust lord. The unjust lord will then have no one to put in the crops, and so lose the source of their wealth, as well as trying to explain to their clan champion’s karo why his fields have stopped producing rice.

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This last is an important point. Oppressive village magistrates and local lords do happen often. It is difficult for people to pick up and move away from a home they have always known for an uncertain future elsewhere. In particular in situations other than farming, such as in a mining town, it is easier to control and constrain the population and not allow them to escape. In times of war, the outside world is often so dangerous that heimin do not dare to leave, giving their local lords more freedom to abuse the peasantry. It is in situations where a lord makes things unbearable, and the people lack the ability to slip away, that peasant rebellions have been known to occur.

However, under normal circumstances, there is nothing requiring the heimin to remain in a specific village. To the daimyo, it does not matter if the income generated by that heimin came from one village or another. Much of Rokugan is wilderness, up to 70%. There is a lot of space around other villages to set up new fields. A bad sonchou or magistrate will find his heimin slip away, meaning they are unable to put in or harvest as much rice. The village’s wealth will be reduced while villages with good magistrates who govern well will grow as heimin join. This is a powerful motivator to keep local magistrates honest.

The structure of a village

Beyond the Samurai family, the next smallest unit of local governance is the village. A village is a group of five to over one hundred heimin households, gathered together for common purpose and protection. The villagers share the surrounding fields and resources, working them in service to their daimyo and for the Emperor.

Despite the presence of large cities like Ryoko Owari and Otosan Uchi or Toshi Ranbo, the majority of Rokugan is largely rural, governed by local village governments with only distant oversight from the major clan apparatus. A single village covers a comparatively broad area with small clusters of houses surrounded by fields. Each small cluster of houses is usually called a buraku, or hamlet. A number of buraku makes up a mura, or village.

Each small village or hamlet will have a heimin village headman or woman, a shōya, who is responsible for governing the village, seeing that the villagers do their work, that taxes are paid, and that disputes are resolved. The shōya does not have the authority to execute anyone, but can punish minor transgressions with shunning, extra work, or caning. The shōya will also be responsible for reporting problems and harvests to the local magistrate, the samurai in charge of the area.

When samurai become involved with the affairs of the village, the village’s costs often increase and they are susceptible to orders and constraints that could cause the heimin villagers difficulty, so villagers often prefer to have no samurai involvement in their affairs. However, a group of villages or a single large, wealthy village will receive samurai oversight none the less.

A samurai household will be tasked by the daimyo to oversee one or more villages based on their size, with a member of the household serving as the village magistrate. This position of samurai of a village can be passed as a hereditary title within a samurai household. The samurai leader of a village is called a sonchou, or simply village magistrate. If the village is of sufficient status and wealth, there may even be lesser-ranked samurai that serve as yoriki to the village magistrate in keeping the peace in the area of the village.

Note: In 5th Edition, most samurai live in cities, and sonchou or village magistrates are rare. This would reflect a more tumultuous period of Rokugani history, when samurai would need to be called quickly to the front, and higher-ranking samurai would prefer living in cities in order to increase their glory and status and exposure to the important people of the Empire. However, in different periods of time, samurai families act more as landowners and caretakers. Choose the distribution as your campaign sees fit.

The duties of the Sonchou and Yoriki

The samurai household serving as sonchou are ordered by the daimyo to do these primary tasks:

  1. Protect the land from bandits, wild animals, shadowlands creatures, or enemy clans.
  2. Administer justice on behalf of the local daimyo, routing out dishonorable ronin or investigating and punishing crimes in the area too great for the village shōya.
  3. Settle disputes and prepare agreements between villages regarding shared resources.
  4. Prepare taxes and maintain records regarding the productivity of the village for the daimyo.
  5. Support village-wide religious obligations and festivals
  6. Improve the land by commissioning irrigation or public works, flood control, maintaining walls, and so on.

Some of these roles, such as defense and the administration of justice, are best suited for bushi. However, negotiating, recordkeeping, and leading projects are tasks well-handled by courtiers. In a village led by a single samurai family, it is not uncommon to see these duties divided between the husband and wife, with one claiming the martial duties, and the other claiming the aspects better suited to courtiers. Although the perception for many is that most courtiers spend most of their times involved with intricate schemes between clans in the high courts of Rokguan, many more courtiers serve in the more humble role of village administrators.

Villages that are safe, well-organized, and where the heimin are treated fairly, and where the heimin will benefit from the fruits of their labor, will thrive. They will attract more heimin also, bringing in greater wealth. Villages where the heimin feel unsafe, where squabbles and bickering prevent work from being done, or where the heimin are abused or feel they do not benefit from their work, will lose population, grow poorer, and diminish.

Village Topography

Villages range widely in size from less than a hundred heimin up to over one thousand heimin. But they can share some common characteristics, provided here.

Ashigaru and Peasant Levies

Ashigaru, or fighting heimin caste members, originate in the villages of Rokugan and play a significant role in Rokugan warfare. You can find more here.

A Typical Village

Villages could vary in size between less than one hundred people to over a thousand. It had very little layout or planning, and very rarely was walled, though the estate of a samurai household would be walled and in times of attack the villagers could gather behind the walls of the samurai’s own house hold, if they did not flee.

Over 70% of Rokugan is given over to wilderness. Much of this wilderness has been untouched, such as the depths of the Shinomen Forest and Isawa Mori, or rocky hillsides unsuitable for farming. However, much of this wilderness are areas that have been farmed previously, but the villagers who lived there moved away or were killed due to a tragic event, a war, a drop in the fertility of the land, rumors of a curse or haunting, leadership under an unjust lord, or some other reason. These empty fields can be worked again, allowing villages to move or grow, or disappear depending on their circumstances.

Below is the layout of a traditional Samurai village. This beautiful map of the Japanese village of Iwaizumi in Japan was created by Michael Tumey.

Picture

As the picture above shows, there are several areas of importance, and a few not mentioned.

  1. The Sonchou’s Stronghold - Where the local Samurai Household resides.
  2. The Village Square - Where celebrations, gathering, and merchant stalls are set up.
  3. The Village Shrine - Often villages would show special veneration to one particular fortune or kami, but shrines to that fortune can be used to reverence all of them.
  4. The Rice Mill - Rice can be refined by hand winnowing, or by the use of a water wheel as shown here.
  5. Hinin Tannery - Those of the burakumin caste would not live in the village itself, but on the outskirts of town, where they could perform tasks such as preparing leather and handling cremations.

Many villages would also have these additional locations

  1. Village inn and bathhouse - Providing a place for a cup of sake and cheer in the evenings and catering to travelers, the inn also allows the villagers to enjoy the luxury of a bath.
  2. Public toilets - Heimin houses do not have toilets. A few areas on the outside of town are designated for this purpose.
  3. The Shōya’s House - The house of the village headman, larger than others in the village.
  4. The Rice Storehouses - Where the rice or goods intended for taxes is stored before it is taken by the tax collectors.
  5. Village Well - Villages not directly located on the water would have a spring or well, often in the center of the village square.
  6. Livestock Pens - Although meat was eaten rarely by samurai, pigs, chickens, and other animals are kept in limited numbers by heimin to be eaten.

Of course, as the village grows, more residents can make a living in the space, often working the rice fields in planting and harvest, but pursuing other trades such as being a merchant or artisans at other times of the year. If the village is large enough, some might be able to pursue this other profession all year round. Some of the craftsmen in a larger village might be:

  • Blacksmith
  • Potter
  • Barrel-maker
  • Basket-maker
  • Bamboo Cutter
  • Healer
  • Scribe
  • Noodle or Mochi-maker
  • Teahouse or Geisha house owner
  • Midwife - Note: A midwife is of the hinin caste, but this is a position of considerable status, like a geisha or other esteemed professional.
  • Carpenter
  • Merchant

Ashigaru

For much of Rokugan, unmarried young heimin men of a village between the ages of sixteen and thirty serve as ashigaru if they are healthy. Unmarried heimin women of similar age may also choose to serve in this role, especially if they are taking the place of a family member or lover who would otherwise be required to serve as an ashigaru. Society overall does not expect women in these roles.

The majority of ashigaru are seasonal soldiers. They depart for war after they have worked with their families in the villages to plant their village’s crops. During the summer, they remain with their units, generally under the direction of a samurai commander. When summer ends, they will normally be permitted to return in time to assist bringing in the harvest, while they winter at home in their villages, crafting and otherwise working to create goods that can benefit their families.

However, war scars men and homes alike. When there is no warfare and the land is fully at peace, ashigaru are usually not called up up at all, working in harmony with their villages. Unfortunately, such times are few. As war intensifies, the ashigaru are called up for longer and longer periods, eventually, potentially, being needed year round. Ashigaru after intense fighting may be released to return to villages that have disappeared, their families fled or killed by the tides of war. The samurai lord they served may fall in battle, leaving them rudderless. They may have fled a superior foe against orders and been afraid to return to their own lands. Or, if they have been embroiled in warfare for a long time, these young men may be unwilling or unable to submit to the humble rhythms of a life of planting and harvesting, instead drinking to drown the memories of their experiences and looking for the camaraderie of their fellow ashigaru for comfort. In the aftermath of great wars, there are frequently periods of time when such heimin become permanent ashigaru, a class of mercenary wandering foot soldiers.

Ashigaru called seasonally from their villages are normally supplied by their lord, given food and the weapons the lord believes they require. However, they are not paid as samurai are. They can make additional money by looting the fallen or the lands they conquer, or wealthy lords can reward them for success. Permanent ashigaru will offer themselves to a lord for service by making an arrangement with a higher-ranked ashigaru, a jizamurai, a karo, or a lower-ranked samurai, in exchange for koku. Permanent ashigaru arm and supply themselves with the loot of the fallen. While ashigaru freely loot the dead, they are careful never to take a samurai’s daisho as loot. They know they would be killed for daring to do so.

Ashigaru are not expected to have the discipline of samurai. If they are in battle against overwhelming odds, few expect the ashigaru units not to break and run. Ashigaru are not expected to come up with battle strategy or be superior fighters. If a samurai commander has made an order to stay, his ashigaru can expect to suffer for their cowardice at breaking the order, of course. However, if their commander is dead and no new orders have been given, it would be rare for an ashigaru to risk their life to push their unit towards victory. That said, those special ashigaru who do succeed in making a valiant stand against overwhelming odds, of their own initiative, truly can make an impression on their lord. If they survive and the battle is won, such ashigaru may win themselves the greatest glory an ashigaru may know: the reward of a daisho and an invitation to join the samurai caste as one of their lord’s own followers.


Peasant Levies

Moderate warfare is frequent, and during such times only the usual heimin of villages are conscripted to serve as ashigaru: young unmarried people in fighting shape who tend to be called up frequently. They are generally conscripted along with their village sonchou as the season of war begins. However, as a clan begins to suffer significant losses in battle, their situation and manpower becomes more and more desperate. A second, third, or fourth level of conscription may be ordered from a village.

When second or third conscriptions occur, the heimin are required to report to serve their lord in battle. A first conscription would be only of the ashigaru: young, unmarried men of age. A second conscription might require one man from every family, regardless of marital status or age. A third might require all men and women between 14 and 45, excepting women with small children. A fourth conscription, in truly desperate times, could require everyone except the extremely old, extremely young, and extremely infirm. The heimin that report to such conscriptions serve as peasant levies.

Peasant levies are untrained, minimally armed, and often barely fit enough to fight. They are not expected to have discipline. They are only expected to obey the one who is put in charge of them and do what they can to survive. It is apparent to all that a Lord who has called up their peasant levies is in truly desperate straits. Peasant levies will be supplied and fed with what their lord can spare at such a difficult juncture. Their only hope is to be allowed to return home.

Moving Up: Village to Town to City

Once villages reach a certain size and level of prosperity, they can become a town, and, eventually, a city.
From Hamlet to Village to Town

Because heimin are free to move across Clan lands, a small village that is managed well will attract other heimin, while a village that is managed poorly will lose them. The well-managed village, manned by greater numbers, can be more productive, attracting craftsmen who can also trade with the villagers, setting up shop, and again increasing the village’s productivity. The samurai family in charge of such growing villages themselves grow wealthier, and gain the recognition of their daimyo. They may even welcome the aid of additional samurai families who can serve as village yoriki, book keepers, and negotiators for the village. Eventually that village, and possibly even the samurai family leading it, will be recognized as a valuable resource for the clan.

Growing in Power: From Village Samurai to Valued Retainer
The feudal contract underpins all of Rokugani society. This contract is based in the belief that, if a samurai does great service for their lord, their efforts will be rewarded, not only for themselves but for subsequent generations.

Samurai that are recognized for their good service, either through a deed, special insight, being a great warrior, or being a capable administrator, maybe deemed too valuable to spend on just overseeing a minor plot of land. The lord will then call the samurai into direct service. In so doing, the daimyo will, by honor, be obliged to recompense that samurai at least the value of the koku he would have made overseeing his original village, including support for his family and provision for a number of servants appropriate to his position. If the village samurai is being brought into a valuable position, they are expected to be able to meet a similar standard of living as the other retainers of the daimyo in the same role. A lord that is pleased with his retainer will ensure that he is able to meet that standard. This serves to prevent dissatisfaction and anger, and demonstrates to outsiders how well the lord treats his trusted retainers.

There is the expectation that the heirs of such a valued retainer would find similar employment, or at least be granted a position equal to their parent’s if they return to village life. Therefore, most village samurai would be eager for the chance to seek out such positions.

Once a village samurai has become such a valued retainer, it is natural that they should move to be near their daimyo or place where he is deemed needed. Therefore, village samurai move towards hubs of commerce, war, and diplomacy as they increase in rank. They would leave their traditional villages in the care of younger siblings or those selected by the daimyo. This causes the samurai population, and therefore the value, of these centers to grow larger, and become worth defending.

The Growth of Cities

Heimin, too, are attracted to these hubs of commerce, war, and diplomacy, and they will move there of their own volition. This happens especially during times of war, for such centers are defended vigorously while smaller settlements are not. The daimyo may even deem such locations worthy of a wall or fortifications to protect these areas, making them full-blown cities. The clan will heartily defend a city where the estates of the kuge located, or where valuable retainers live, historic or holy places, or simply where the area is so productive in terms of commerce and wealth that the clan cannot afford to lose it. Sometimes, a family newly elevated to the kuge may be granted the right to build a castle in the emerging city, taking it under their service and protection.

Replacing the Samurai Family
Once a village has grown into a full city of the clan, its power serves the Clan Champion. However, it is to the clan’s benefit that the city continue to be managed well and grow, not divided between the children of a single samurai family, or fall to the foibles of a weak heir. Therefore, the Clan Champion will appoint a governor for the city from his most trusted and capable retainers, who can rule the city in the Champion’s stead. The governor is responsible for the collection of taxes and the safety of the inhabitants of his city, bringing more samurai to serve as magistrates and soldiers. New governors are selected at need when the Clan Champion sees fit…as an honor, as a challenge, and even simply to occupy the time of a troublesome rival.

The Layout of the City
Some cities grow organically from their village roots, while others are carefully planned.

The Layout of the City

Cities in Rokugan can grow organically from the cluster of simple huts that they originated as, or they can be carefully and extravagantly planned with the guidance of the Kami. Cities serve to fulfill many roles. Almost all cities in Rokugan are defensible, either because they are on an island or at a cliff’s edge, or because they are surrounded by walls. Most cities are on the ocean or on waterways, boats being the fastest means of transportation of goods in the Empire. The great castles of each clan’s ruling families are often surrounded by or have cities nearby, drawn by the security the Kami created for themselves at the beginning of the Empire. Cities can run from 5,000 to 100,000 inhabitants, but of those, only about five percent would be clan samurai of status.

Cities that are planned are commonly arranged on a grid pattern or a circular street pattern, with several gates into the city. features found in cities are:

  1. Surrounding fields and feeder villages
  2. City Walls and City Gates
  3. Barracks for unmarried bushi assigned to defend the city
  4. A Temple of the Brotherhood of Shinsei
  5. A number of Shrines to the Fortunes
  6. Storehouses for taxed rice or similar goods
  7. A waterwheeel or mill for processing rice and grain
  8. A burakumin area for leatherworking and other unsavory jobs
  9. Docks for fishing vessels or merchant ships
  10. A city open marketplace
  11. An artisan district for crafters and artisans, including their shops
  12. A geisha/entertainment district
  13. Magistrate’s stations, usually with watchtowers and bells in case of fire
  14. Training Dojos
  15. Inns, Sake Houses, and Tea Houses
  16. Public Baths (called the Sento) or Hotsprings if available
  17. A noble district where most higher status samurai reside
  18. Government Offices for various functions
  19. Gardens for the nobility
  20. The Governor’s palace
  21. The Keep: If the city is there because it centers on a Kuge family’s home, this will be in or near the city proper.

The Transition to War

The patterns of life and governance set in place during the years of peace set the framework for family, village, and city life and the basic culture of the Empire. However, many terrible periods of warfare have beset the Emerald Empire, and the patterns of governance need to adapt to these changes.

War in the Family

For many clans, half or more of the adult samurai of age serve the clan as bushi. Though many such warriors serve as yojimbo, guards, magistrates, and duelists, many more serve their clan on the battlefield.

During periods of general peace, these battles, when they occur, would be restricted to the summer months. Unmarried soldiers, still in training, may reside in barracks, possibly even year round. However, married soldiers are mustered once the rice has been planted, leaving their families to train with their units and be prepared to go to war at their daimyo’s command. Lesser daimyo, especially in clans such as the Lion, routinely engage battles between each other to keep their troops sharp, while other clans might focus more on exercises, border skirmishes with other clans, or dispelling ronin and brigands. Meanwhile their spouses maintain the villages or their familial duties while they are away and wait for their return before harvest comes.
However, when times of major interclan warfare, or war with an external threat like the Shadowlands, approach, the assurances of a summer season of war end. The bushi can be called up at any time, and will stay as long as they are required. Yojimbo, duelists, magistrates, guards and others filling alternate duties are redirected to join the armies if their current function is not considered essential. Those older than their normal soldiering years, or those who have taken past injuries, may also be called up. This leaves many families short-handed and scrambling, even if the war is not directly touching their own lands.
If the war does fall near the family lands, those who remain are in even greater danger. Villages, unlike cities and towns, are rarely defensible, and those samurai who remain in the village are often the elderly, the children, or the wounded or infirm. Many samurai families, with no bushi who remain, in this situation will abandon the village completely, seeking safety behind tall city walls. Sometimes the village will follow. For those who remain, some may join in the last-ditch defense of their villages and homes. Those samurai found in a village in the path of an enemy army may be ignored, captured, ransomed, killed, allowed to commit seppuku, or executed, depending on the demeanor and nature of the invading army.

Many a bushi has returned from a desperate war to find his home empty and his village gone.

War in the Village

During a serious war, life in the villages and hamlets is altered dramatically. The first notification, other than rumors, that war is impending, is the muster of the samurai, as the bushi of the samurai family of the village is called up for war. That samurai may also receive orders to bring a muster of his own village’s ashigaru. These are the healthy young men of the village between the ages of sixteen and thirty-five. Depending on the scale of the war and the nature of the enemy, those heimin conscripted may be volunteers seeking their fortune, one man from each family, all unmarried men, all men, married and unmarried, healthy enough to wield a spear, or all men and women without children who are healthy enough to pick up a weapon. It is rare that women would be conscripted as ashigaru, but if the situation were severe enough, it could happen.

It would be the responsibility of the village samurai to perform the initial muster of their village’s ashigaru. However, as the war lengthens and intensifies, it would not be uncommon for a second or third muster to go through the village, as new representatives of the daimyo arrive to demand more heimin report to support the fighting forces.

It is, however, a careful calculation that must be made on the part of the commanding samurai. Those heimin who report as ashigaru in the front lines are not able to protect their villages from banditry or bring in the harvests or plant. If too many heimin are called up, the harvests will be lost, taxes will not be able to be paid. Hunger can kill an army as readily as steel. For this reason, many farming villages support numbers of trained ashigaru who work seasonally during planting and harvest, when they need to, but are the first to be conscripted when the time for war comes. Supporting easily recruit-able ashigaru means it is less likely that those essential to bringing in the harvests will be conscripted in times of trouble.

While the village’s fighting men are fighting as ashigaru, the villagers that remain are left to fend for themselves, sometimes under the care of the non-bushi samurai in charge of the village. They are expected to do all the tasks they would have done with the support of the ashigaru. This leads to long and and back-breaking hours and a general decrease in trade. Bandits freely seize the opportunity to take advantage of the weakened villages, and some villages even hire ronin not aligned to their daimyo’s conflicts to protect them from such depredations. Other ronin might, instead, take advantage of the situation by running a protection racket: attacking the villagers in one village and putting themselves to be hired as protection in another. Such activities make even the friendliest heimin rarely happy when a masterless samurai comes to town.

Eventually, war can descend upon the village itself. It is customary for an army passing through a village to take advantage of that village’s resources while they are in town. Villagers might be pushed out of their homes, which are taken over to lodge the officers of the village, food stores will be raided, and villagers will be required to serve the army as servants. Poorly disciplined armies with little care for honor may also make off with the villagers tax stores, take advantage of the villager’s daughters, or worse. If the army passing through reports to the Champion whose clan traditionally holds that village, the villagers have recourse to take complaints about bad behavior to him. However, if it is an enemy army passing through the land, the village has no such recourse.

In general, there is no expectation that the remaining heimin will fight to defend the village. They will try to hide from enemy armies, obey intruding samurai, and hunker down, praying that the bad times will pass quickly. If the local samurai family has won their loyalty and trust, the heimin may well endeavor to hide and protect the local samurai family, at the risk of endangering themselves and their own lives. Enemy commanders sometimes see benefit in denying their enemy the resources of the village, which could mean burning down the village, salting the earth, even killing the heimin. In such cases, the villagers are expected to flee for their lives.

Of course, if the invading army is of the forces of the Shadowlands, no measure is too great to stop their tide. The villagers may fight to the death to stop them. It is only, however, normally in Crab lands that the villagers consider this a possible occurrence, and they are permitted to keep weapons in order to do so.

War in the Cities

Cities have the great advantage of sturdy walls and strong defenses to protect those who live there, samurai and heimen alike. However, that makes them, in some ways, even more vulnerable in times of war, for while villages are ephemeral, cities are high-value targets that truly show mastery over an area.

When the clan begins on a war setting, little initially changes in the city. Ashigaru and bushi both are expected to defend the city, as a high priority target, so even when the city’s ashigaru and bushi are mustered, cities remain well-manned.

However, as war goes on, refugees from the villages, both samurai and heimin, retreat to the cities, swelling their numbers with refugees. Supplies and trade routes may get cut off, causing hunger. There is no rationing system in Rokugan, so the poorest tend to suffer the most deprivation. This can lead to peasant rebellions within the stifling confines of a city, even before it falls under siege. Better managed cities able to maintain their trading routes, do better.

Once a city truly is under siege, conditions within the city grow even worse. Many heimin will flee the city ahead of an approaching army, driven away by hunger and fear of repercussions, or simply driven out by the clan samurai holding the city, who need the space and supplies for their own troops. The entire city falls under martial law, and a strict military discipline forces any rebellion to be dealt with harshly. The lower classes unable to flee again must settle in and hide as best they can. Fortunately, warfare in Rokugan does not generally lend itself to protracted sieges, and the issue can be resolved within a month or so. When the city changes hands, the heimin are expected to serve their new masters without question, and those who do not are executed. Those samurai who remain in the captured city when it is taken may be returned or ransomed to their clan, be allowed to commit seppuku, or executed, depending on the honor and inclination of the city’s conquerors.