-Game- RPG of the Orient
This is the effective shop of the RPG. It is organized into 4 sections - Troops, Ships, Buildings and Services. If there's a location or province name in parenthesis after the name of the item, it can only be purchased there. Note that all troops count as having the balanced class. Enjoy.

Troops

Bushwacker - 1 koku for 5 guys. Start at Lvl 0
Bushwackers are basic thugs. They're inexperienced, and armed only with concealed swords (or worse). In addition, whenever you hire a group of them you lose 1 honor.

Naginata Ashigaru - 1 koku for 5 guys or 1 honor for 20 guys. Start at Lvl 0
Peasant soldiers armed with Naginata, these troops are just as weak as Bushwackers, but without the honor problem. The bad news is they're peasants, and can't go past Lvl 1

Cho-ku-no Ashigaru - 1 koku for 5 guys or 1 honor for 20 guys. Start at Lvl 0
Same as the Ashigaru, but slightly better trained and armed with Cho-ku-no. They have bad accuracy, short range, and don't hit hard, but these Ashigaru are armed with Aikuchi as well, and can fire 4 rounds in 5 seconds before it takes thema minute to reload. Often used in conjunction with regular Ashigaru.

Ronin - 1 koku for 1 guy or 1 honor for 5 guys. Start at Lvl 1
A wandering samurai armed with his Katana and Wakizashi. Sometimes a better deal than Samurai, sometimes not.

Samurai - 2 koku for 1 guy or 1 honor for 5 guys. Start at Lvl 1
Only Samurai and Shugenja may hire Samurai, Shugenja and the mounted variants. A Samurai fights with a Katana and Wakizashi, but can optionally equip Yoroi armor, and either a Yari, No-dachi, Tanto or a Daikyu. Depending on how you fight, these are very stable troops.

Shugenja - 5 koku for 1 guy or 1 honor for 2 guys. Start at Lvl 1
Shugenja are Samurai/Wizards who fight purely with a Wakizashi, though they can equip Yoroi armor. They will use random elemental magic in battle, and can be very powerful.

Sohei - 5 koku for 1 guy or 1 honor for 2 guys. Start at Lvl 0
Not nearly the fighters that Shugenja are, Sohei are Shinto priests armed with Glaives that are trained to serve as support-wizards. They will have ancestral spells of some type.

Monk - 1 days action meditating at a temple for 1 guy or 1 honor for 2 guys. Start at Lvl 0
Only monks can hire this class of troops, and since they can't get any money it's all they can hire without honor. A monk that goes on your journey might not be a fighter, but all are proficient with rituals and martial arts can be learned over time.

Ninja - 2 koku for 1 guy or 1 honor for 5 guys (Ninja only) Start at Lvl 1
Ninja are armed with Ninjato, and can optionally be armed with Shurikens, Fukidake, Sai, Three piece rod, Tonfa, Sakuretsu bombs or Kusari-gama, which should depend on who the quarry is. They specialize at ambushes and assassinations, but if anyone finds out you hired Ninja you will lose 1 honor (unless you're a Ninja)

Mounted Ronin - 6 koku for 1 guy or 1 honor for 2 guys. Start at Lvl 1
Essentially Ronin, only mounted and allowed to arm Yari's. Surprisingly, this can make all the difference.

Mounted Samurai - 7 koku for 1 guy or 1 honor for 2 guys. Start at Lvl 1
Basically a mounted Samurai. These soldiers can arm both Yari and Daikyu, and with armor can be insanely tough.

Mounted Shugenja - 10 koku for 1 guy or 1 honor for 1 guy. Start at Lvl 1
Just a mounted Shugenja with a Yari or Daikyu. However, the ability to use spells while at a gallop can win battles if used effectively.

Sailors (Ports only) - 1 koku for 5 guys or 1 honor for 20 guys. Start at Lvl 0
Japanese sailors, these troops suffer the normal peasant penalty of not being able to go past Lvl 1, and are only armed with Aikuchi. However, they get a +5 EXP bonus when fighting in naval battles, and can crew ships. So, that's really all they're good for.

Pirate (Ports only) - 1 koku for 1 guy. Start at Lvl 1
Pirates are tough, for people who probably have foreign blood in them. They're only armed like Bushwackers and they charge a lot, but they fight like demons on the water. Pirates get a +10 EXP bonus when fighting a naval battle, but if you ever purchase any of them you lose 1 honor. They also count as Sailors for crewing boats, letting you have more fighting troops on a ship than the maximum capacity.

Gunman (Honshu only) - 1 koku for 2 guys. Start at Lvl 0
These troops can't be purchased with honor, but they don't cost any honor from you to get. They're expensive and really only good for one shot before they die like knife-armed ashigaru in combat, but if you can get enough of them together, that one shot will take down a charge of Mounted Samurai. These troops can only make it to Lvl 1.

Oyumi - 8 koku for 1 machine, 2 Lvl 0 crew, and 1 Naginata Ashigaru guard.
Oyumi were one of the very few Japanese seige weapons. I say very few because they died out by 900 AD. But I think they're cool, so we use them anyway. Mimicking a huge Cho-ku-no, an Oyumi is a 6-8 foot long crossbow that is mounted from the ground and winch-operated. It has a 5 round capacity like the Cho-ku-no, and with two crew can fire off Javelin sized missiles rather fast. Remember, Ashigaru can only make it to Lvl 1.

Rocket Launchers - 10 koku for 1 machine, 2 Lvl 0 crew, and 1 Naginata Ashigaru guard.
These aren't the modern day style of rocket launchers, more like 6 Chinese fireworks arranged in a row and pointed at the enemy. They take a long time to reload, and do little damage, but they can start fires and really screw mounted troops over, whose horses will bolt at the noise. But remember the Ashigaru thing.


Ships

A note on ships. Ships will have a crew requirement and a crew maximum. The requirement is how many people it takes to sail the ship. Only PCs, Pirates and Sailors can sail the ship, and each boat comes with a certain number of Sailors.

Sailboat - 25 koku, 1 crew required, max of 4. Speed 3, hull 3, 1 deck, 1 sail.
A small fishing boat, this comes with no sailors. Mostly used in case a Ronin wants to get around.

Small Galley - 100 koku, 10 crew required, max of 30. Speed 3, hull 4, 2 decks, 2 sails.
A small fighting galley with a standard lower deck for holding troops, the small Galley comes with 10 sailors.

Medium Galley - 130 koku, 15 crew required, max of 50. Speed 2, hull 5, 2 decks, 2 sails.
A medium sized fighting Galley, this ship features a small shielded line of boards covering the perimeter of the upper deck, to shield against missiles. This co0mes with 15 sailors.

Large Galley - 170 koku, 25 crew required, max of 75. Speed 1, hull 6, 2 decks, 2 sails.
A huge, slow, lumbering Galley, these are usually the flagships of a clan. These ships can even carry 5 horses in addition to the 50 fighting crew, and come with 25 sailors. Nothing to scoff at.

Cog (Nagasaki only.) - 200 koku, 20 crew required, max of 35. Speed 4, hull 5, 3 decks, 2 sails, 4 port cannons, 4 starboard cannons, 1 aft swivel-gun.
The smaller of the Western boats, a Cog is easily able to outmaneuver and destroy any Galley. Not as tough as a Carrack, with better pilots this may be the better ship, as we've all seen proved by Sir Francis Drake. You lose 2 honor of you ever buy one of these.

Carrack (Nagasaki only.) - 300 koku, 40 crew required, max of 50. Speed 3, hull 6, 3 decks, 3 sails. 6 port cannons, 6 starboard cannons, 1 fore swivel-gun, 2 aft swivel-gun.
Great western boats, a Carrack can hands down defeat any other ship in the water. An excellent captain might be able to board it, in which case the 40 sailors would drop like flies. But most Carrack captains replace their crew with pirates, making them invincible. You lose 2 honor if you ever buy one of these.

Horse - 10 koku
Basically a riding horse. Allows you to fight from horseback, which in most instances is a very good thing. Also lets you make two actions per update if you aren't wounded. Either 1 move and then a battle or something, or two moves. Doing that too often might kill the horse, however.

Shinano Horse (Shinano only) - 15 koku
Essentially a better horse. Shinano horses are tougher, faster, and live longer. Good things to have.

Emishi Horse (Emishi village only) - 30 koku
The Emishi have awesome horses, probably because they live so close to the great forest. Emishi Horses can't talk, but they can understand human language, and are very well trained, meaning they do whatever you say and watch out for their masters. As far as speed and strength goes, their even better than Shinano horses as well.


Buildings

Note that you can put building in clusters, just talk to Ketara about wanting to make a base. Building clusters have to be on open ground, but can be put in a strategic position for +10% of the cost, on a port for +10% of the cost, and/or on an island for +20% of the cost. Building clusters count as locations for the purpose of moving.

House - 50 koku, houses 10 people maximum
Sometimes it's good to have a base of operations, and this is that. This is good for teams or even individual characters, as you are harder to ambush there and they can be guarded with troops. Very good thing to have, a house.

Dojo - 70 koku, houses 10 people maximum
Same idea as a house, with the added bonus that if two people duel here, they both will get a slight bonus to their EXP gained from the duel.

Mendicants House - 90 koku, houses 5 people maximum
Same idea as a house again, but anybody at the house cluster a Mendicant is at who is injured will recieve -1 to their damage. Again, extremely good thing for a team to have.

Monastary - 100 koku, houses 10 people maximum
Same idea as a house once again, with the difference that for a donation of 10 koku, a monk will join your cause. This building comes with 2 monks to defend it, as well.

Fishing House/Ricefield/Teahouse/Hotsprings - 100 koku, houses 5 people maximum
Again, the same idea as a house, but having one of these will produce an extra 10 koku a week for your character or team. You can only have 1 of each, however.

Wall - 100 koku, houses 0 people maximum
If you have a building or a building cluster, you can cover it with a wall. This wall is about 10 feet high (remember how short people are in Japan) and about 2 feet thick, with 1 entryway having large, wooden, lockable doors. There is a walkway on the inner side, allowing archers to shoot from it, and giving you a good defensive position. Very good thing for a team to have.


Services
Note that Services are only available in towns, cities, and Mt. Hiei

-Medical services-
You can go to doctors in any of the towns/cities and get treated for injuries. Such treatment can heal 1 days worth of damage for every 10 koku you spend, down to a minimum of 1 days damage. In addition, you can purchase medicinal herbs here for 20 koku, which will heal 1 days damage if used. Remember that this is in addition to your normal day of healing, it doesn't count as your healing for the day.

-Port Travel-
A ticket on a boat standardly costs 5 koku +1 koku per person, and takes you to the port of your choosing. You get a ticket, and the boat departs the following update, arriving the update afterwords. Might be faster to walk sometimes, but sometimes you can't walk and sometimes it's faster to go by boat. Who knows.

-Information-
There's always lots of gossip about quests, magic items, wars, factions, people, etc. floating around Japan. It's a very cramped place. So, throw a few koku somebodies way, and you just might learn something. Depends on what you ask, where you ask, and how much you're willing to spend.
Main
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-Staff-
Ketara
Thomas
Tian
Tural
Terry