From Tales of Rokugan

PCs are here to trade for Resources for their clan/group/selfishness.

There will be ‘Trade Court’ and the rights to obtain Resources.

Rights are the right to draw resources from an area. New ones will come up and the old ones could trade hands.

The Right provides Resources that can then be used on Projects. It should be assumed the Resource only accounts for about 50% of what is actually pulled the City gets the other 50%.

Merchant Sphere

The Merchant Sphere PC’s have a duty to their Clan/Alliance are expected to pursue the following 3 tasks in addition to any assigned in the course of the game:

Trade for Resources for the Clan/Alliance

Cover the Needs of Resources for your Clan/Alliance

Establish a permanent Embassy on the island.

Trade Court

Trade Court is not like Imperial Court. It is not a bunch of posturing and careful etiquette, it is loud and it can get frantic. Away from Imperial eyes, many let their On slack and their true face show… for better or worse. The Governor usually sits in charge, but sometimes someone from the Council is in his place. The Council tends to leave Trade Court alone, and respect its decisions.

Trade Court will be held twice a month, at the start of the first week of the month and at the end of the first week of the month. Monday and (Friday or Saturday) The first session will be the Council Resource Vote, the second will the Ballot to control Projects.

Trade Court consists of voting over the right to a given Resource/Project that the Council/Island will cover the cost of.

There will be 2 votes, the first on Monday, the second on (Friday/Saturday):

Council Resource Vote: What Project the Council should complete. (Start of the Week) These are projects that can not be done by any save the Council, and each gives a permanent bonus to the island. This is a single public vote at the start of the Court session, where each Clan/Alliance gets a single vote to cast as to what Council Project to be built. The Project with the greatest number of votes wins. Each Clan/Alliance will receive their Ballot for the next Court at this time.

Who should get the right to a given completed Project Vote. (End of the Week) This will grant additional Resources to the Clan/Alliance in control of the completed Project.

This is a ballot given to each clan at the start of the week, consisting of a list of completed projects that are available to be controlled. Each Clan/Alliance will get this and simply need to place the name of a Clan/Alliance they vote to get control. it will be submitted before the next Trade Court (Friday/Saturday), or the Court will consider it an Abstain. The results will be tallied and who gets what will be announced in Court. Who voted for who will not be publicly announced unless the players decide they want them open.

No Clan/Alliance can gain control of more than 1 Council Project at a time. However, if the PCs get more Council Projects than Clans/Alliances, then someone will get 2! All will be used so going over the number of Clans/Alliances will be doubling up for the lucky.

NOTE: Votes can be discussed, and you are encouraged to make Votes traded like Resources! Use all the tools you have for your Clan/Alliance!


“Projects” are the construction of buildings or ships that any given Clan/Alliance can pursue.

Projects are completed by spending Resources, the bigger the project the more Resources that will be required. There is no stipulation against building more than one of any given Project, multiples are fine.

There are 2 types of Projects: PC Projects and Council Projects.

PC Projects

PC Projects are option the players have to choose from. These are things like businesses, craft/artisan areas, or residences. Each completed Project has mechanical benefits or rewards to all PC’s of that Clan/Alliance.

Currently the available Projects are:

  • Personal Residence
  • Large Residence
  • Market Tent Stall
  • Market Shop
  • Warehousing
  • Dojo
  • Craft/Artisan area
  • Sake/Geisha house
  • Shrine
  • Small Garden
  • Large Garden
  • Embassy
  • Grand Embassy

NOTE: An Embassy on the island is one of the primary goals of each Clan/Alliance in the Merchant Sphere!

Council Projects

Council Projects are Projects that can only completed by the Council. There is no Resource cost for these Projects, the island will cover the cost. These are things like quarries, fisheries, or lumber mills. These are constructed based on votes in Merchant Court, and produce Resources.

The available Projects are:

  • Docks (This does not produce Resources. Instead it allows the construction of ships for all Clans/Alliances)
  • Fishery (Produces Food Stuff)
  • Smithy (Produces Iron)
  • Quarry (Produces Stone)
  • Brewery (Produces Tea)
  • Silk Works (Produces Fabrics)
  • Lumberyard (Produces Lumber)
  • Pearl Beds (Produces Ornamental)
  • Explorers (Produces Trade Routes)

Resource Gain from Council Projects

Each completed Council Project will generate Resources of the type decided in Merchant Court. The control of each will shift over the course of the game, as each month there will be a vote to exchange control. See the Merchant Court section for how the voting works.

Each completed Council Project will generate 1 Resource per week for the Clan/Alliance in control of it until the next vote. In reality Projects produces 4 Resources per month, but the Council taxes 50% of gains. (That they are aware of…)


In the main game of ToR, one of the things political players will be doing is trading among clans. You have an additional duties in the city, and getting what your clans need is very important.

Below are 2 categories. These are:

  • Surplus. These are the resources your clan to trade.
  • Need. This is what your clan needs to trade for.

Specific Clan needs and surpluses are listed in Island History

Unused Surplus/Need remains next season, and what is Surplus/Need will change based on the wider Events of each Clan/Alliance. Resources will also be gained as Resource Projects are completed through “Merchant Court”.

At the end of the season, unmet Needs will have to be met in Koku. This could mean selling a Resource to get Koku to buy the Need off.

Each “Merchant Court” will decide what Resource Project to build. There will be 2 votes: What Resource to Produce, and What Clan/Alliance will have control of it for the Season. The Clan/Alliance in control of the Project will gain 1 of that Resource, to be used as they see fit.

Resources are used for: Trade, Projects, and Law Sphere Support. Players will have to decide how to spend Resources between them.

Types of Resources

These are the resources:

  • Food stuffs (rice, fish, grains, etc)
  • Iron (Iron, steel, etc)
  • Stone (types like marble, granite, etc)
  • Tea (teas, sake, sochu, etc)
  • Fabrics (silk, hemp, etc)
  • Lumber (wood, carpentry, etc)
  • Ornamentals (Gold, Copper, Diamonds, Silver)
  • Koku (Koku)
  • Trade Routes (lowers total cost of transportation of materials- good for the clans!)


Koku is different. Any Resource can be “sold” for Koku at any time. The value is 1 Koku for 2 Resources. Example: say you have 2 extra Stone Resources, you could sell it for 1 Koku to use for other things.

  • It is good for anything. This resources can replace any other, since it is cold hard cash.
  • It can cover a Resource Need, and is required on some Projects.
  • Each Clan/Alliance will gain Koku at the end of the season, based on Events and the PCs. There will be opportunities in the game to gain Koku as well.
  • This is not tied to the personal wealth of the PCs, but is a Resource.
  • Each Clan/Alliance starts with a set amount of Koku.

The specifics are up to the players. Use common sense. Like a Crab would have Rice or Wheat to trade, and a Crane would have Rice or Fish for foodstuffs.

Trade Routes

'Fortunes of Trade'. Trade Routes gain random Resources, each point spent rolls 1d10 that does not explode, with the following Mods:

1 Lose 2 Random Resources

2-3 Lose 1 Random Resource

4-5 No Loss/Gain

6-9 Gain 1 Random Resource

10 Gain 2 Random Resources

Each additional roll in the same month is a -1 mod per Trade Routes used. The first is no mod, the second at -1, the third at -2, etc.

Positive mods are assigned by the GMs, and fluctuate wildly.

Project Costs

Structures Food Stuff Lumber Stone Ornamental Iron Fabric Koku Total Resource Cost Build Time Weeks Effect
Personal Residence 0 1 0 0 0 1 0 2 1 Houses 1 family, Gain a Servant
Large Residence 1 1 1 0 0 0 1 4 2 Houses up to 3 families, each gain a Servant
Market Tent Stall 0 0 0 0 0 1 0 1 0.5 Counts as displaying craft/art for glory
Market Shop 0 1 0 0 0 2 0 3 1.5 Counts as displaying craft/art for glory, +0.1 to Glory gains from craft/art
Warehousing 0 2 1 0 0 0 0 3 1.5 Holds Resources (away from turtle hands)
Dojo 1 2 0 2 0 1 1 7 3.5 Builder decides dedication, +0.3 Honor to members of building clan
Craft/Artisan Area 0 1 1 0 1 0 1 4 2 Allows Craft/Art (Lumber, Fabrics, Stone, Ornamental)
Sake/Geisha House 2 1 0 2 0 1 1 7 3.5 Increased Income, Each clan member gains Wealthy 2
Shrine 0 1 1 3 0 1 0 6 3 Builder decides dedication, +0.3 honor to members of the building clan
Garden Small 0 0 1 1 0 0 0 2 1 An additon 1k0 to meditation rolls
Garden Large 0 1 1 1 1 0 0 4 2 A free raise to meditation rolls
Embassy 1 2 2 1 0 2 2 10 5 Goal of the Game
Grand Embassy 2 3 3 2 0 2 2 14 7 Goal of the Game