{Kozakura, T'u Lung} Warring States

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{Kozakura, T'u Lung} Warring States

Postby Tonnichiwa » Sat Mar 12, 2016 3:19 am

Hello everyone.

I have been a fan of Kara-Tur since it first hit print. So recently I have gotten a brand new group of players together for some gaming and I have decided to run them through a campaign I am creating for Kozakura.

This game is going to start out the character's at first level, and take them to about level 4, where they will be doing the typical things character's of those level's do, help save villages, rescue people, hunt down bandits, escort merchants, etc. But at 5th level they will have worked themselves up into positions of power, and at that time the government of Kozakura will fall apart, as the Shogun and the Emperor finally go to war. But the other Daimyo will realize that the Emperor and the Shogun are not really as powerful as their claim would seem, so each province of Kozakura will be divided up by the Daimyo, into tiny kingdoms. The Warring States period of Kozakura will then begin in earnest.

But I wanted the players to be able to take part in this country spanning warfare so I decided to mix the game of Birthright into Kozakura, by re-mapping all of Kozakura so the map resembles those of the Birthright setting, then use the game mechanics in Birthright to have the players try to take over the whole country. So they will be administering provinces as well as adventuring, and the administration will spawn more adventures. All sorts of things can happen, from character assassination attempts, to military and economic threats from other provinces, to bandit raids, to tensions between competing religions, to natural disasters, to magical catastrophies, to any number of other things.

After reading over the state of T'u Lung, I realized I could effectively do the same thing there.
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Re: {Kozakura, T'u Lung} Warring States

Postby Tonnichiwa » Sun Mar 13, 2016 5:58 am

So this is the first stage. Creating the Kozakura map that will eventually have every province divided and each province will have domains added.

I've left the side of the map as a parchment so I can add a map legend later.

https://www.dropbox.com/s/vmmteihen3cwdd9/Beginning%20Kozakura.PNG?dl=0
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Re: {Kozakura, T'u Lung} Warring States

Postby Big Mac » Sun Oct 30, 2016 11:19 am

Tonnichiwa wrote:Hello everyone.


I missed this topic before, and it was your first post at The Piazza and nobody said "hi". :(

Anyhoo, I've seen it now. Welcome to The Piazza, Tonnichiwa! You might want to pop over to the Introduce yourself here topic, and say "hi" to the other people at The Piazza and tell them a bit about yourself and the sort of games you like.

Tonnichiwa wrote:I have been a fan of Kara-Tur since it first hit print. So recently I have gotten a brand new group of players together for some gaming and I have decided to run them through a campaign I am creating for Kozakura.


I'm still fairly new to Kara-Tur, so I'm having to learn from people who know more about it than me. It's great to have another expert onboard who I can learn from. I hope your Kozakura campaign goes well. Perhaps you can post some stuff about your Warrring States campaign, after you have run your players through it.

Tonnichiwa wrote:This game is going to start out the character's at first level, and take them to about level 4, where they will be doing the typical things character's of those level's do, help save villages, rescue people, hunt down bandits, escort merchants, etc. But at 5th level they will have worked themselves up into positions of power, and at that time the government of Kozakura will fall apart, as the Shogun and the Emperor finally go to war. But the other Daimyo will realize that the Emperor and the Shogun are not really as powerful as their claim would seem, so each province of Kozakura will be divided up by the Daimyo, into tiny kingdoms. The Warring States period of Kozakura will then begin in earnest.


I do like D&D games that start at 1st level (instead of skipping to higher levels). I also think your plan will mean that your 5th level PCs will have met and befriended a number of NPCs and will have an emotional investment, by the time that Kozakura has it's power struggle.

Tonnichiwa wrote:But I wanted the players to be able to take part in this country spanning warfare so I decided to mix the game of Birthright into Kozakura, by re-mapping all of Kozakura so the map resembles those of the Birthright setting, then use the game mechanics in Birthright to have the players try to take over the whole country. So they will be administering provinces as well as adventuring, and the administration will spawn more adventures. All sorts of things can happen, from character assassination attempts, to military and economic threats from other provinces, to bandit raids, to tensions between competing religions, to natural disasters, to magical catastrophies, to any number of other things.


I think I've seen someone else on The Piazza talking about raiding the rules from Birthright and using them in another campaign setting. I think it was Mystara.

Tonnichiwa wrote:After reading over the state of T'u Lung, I realized I could effectively do the same thing there.


So does you are going to make a bigger area with both Kazakura and T'u Lung provinces all operating as would-be independent nations?
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Re: {Kozakura, T'u Lung} Warring States

Postby Big Mac » Sun Oct 30, 2016 11:24 am

Tonnichiwa wrote:So this is the first stage. Creating the Kozakura map that will eventually have every province divided and each province will have domains added.

I've left the side of the map as a parchment so I can add a map legend later.

https://www.dropbox.com/s/vmmteihen3cwdd9/Beginning%20Kozakura.PNG?dl=0


That's a nice looking map you have there. :cool:

Have you made another version (with the province names on) since you last posted here, or are you going to design the provinces as your players play through 1st to 4th level, based on the PCs actions?

Are you using art software with layers? If you are, then it maybe you could make one layer for before Kozakura breaks up and one for after the war starts. It might also be worth putting the year onto the map, so that you can make a new version for each campaign year (after the war starts) and the PCs can see how the province borders are changing as armies take and loose territory. :)
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Re: {Kozakura, T'u Lung} Warring States

Postby Tonnichiwa » Sun Nov 13, 2016 1:21 am

Thank You Big Mac,

I wish it would have gone well but unfortunately the group didn't feel like playing in any kind of Asian setting so I didn't continue this any further than this. I haven't worked on the map or anything either. Eventually I hope to find some people willing to play in Kozakura but as of now no one is interested.
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Re: {Kozakura, T'u Lung} Warring States

Postby The Dark » Fri Nov 18, 2016 12:37 am

If you do go back to it, one thing that struck me in Swords of the Daimyo was how many power bases there were - the Niwa, Tsu, Igi, and Hori families all hold territory, as do the temples of Toro-dai, Kanchai, and Konjo, plus there are Imperial lands, Shogunal lands, and lesser families with holdings. Armies are also quite large - by War Cards standards, there are around 45 Cards of armies just in Miyama Province (850 cavalry and 7,165 infantry at roughly 100 cavalry or 200 infantry per Card). The population of the towns and villages in Miyama is 35,166, so it's roughly a Province 6 in Birthright standards if dealt with as a single entity; this suggests either that Miyama is extremely heavily fortified for some reason or that soldiers are much cheaper in Kozakura than they are in Cerilia.
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Re: {Kozakura, T'u Lung} Warring States

Postby Tonnichiwa » Fri Nov 18, 2016 2:25 pm

It is extremely well fortified. The reason is because the province of Miyama controls the flow of traffic and trade throughout all of Kozakura, making it the most important province in the entire country. He/She who controls Miyama province controls almost everything in the country.

You know far more about Birthright than I do because, while I bought the core set and started reading it, I have never actually played it. I did however, start to expand on some of the material found in Oriental Adventures 1st edition so that it made more sense. Things like the birthrights and heirlooms table, the social caste and ranking system of the Samurai as they attend the Shogun's court. I came up with something like over 2000 names. Any of those that are Samurai names got their own "Mon" or family symbol. I created names for the different races in Oriental Adventures too. And each type of name has a particular way it sounds and looks so that you can tell what race it belongs to. It is difficult to describe how that works but it turned out well.

In Kozakura the humans have names for Samurai, Males, Females, Artists, and Religious practitioners. So I took the names from the back of the modules and the Kara-Tur boxed set, looked up real Samurai names in some sourcebooks I have, looked up some male and female Japanese names, and looked up religious names as well and added them in. Hengeyokai use pretty much the same names as the humans do. Then I looked up the Ainu of Japan, because I knew that their names were different sounding and took first names from that language for the Korobokuru. For the Spirit Folk I took the names of many plants in Japanese, mashed some of them together, and made names for the Spirit folk that way.

I moved Samurai to a social class, as well as a character class, and from the Deities and Demigods I added some Deities to show where the bloodlines originate from and changed the story up a bit of how the bloodlines came to be and why the Samurai are the ones who can take advantage of all of that stuff.

Right about then is when I stopped.
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Re: {Kozakura, T'u Lung} Warring States

Postby The Dark » Sat Nov 19, 2016 1:35 am

The estimates on War Card sizes come from Dragon Annual #2, Jason Asbell's article "Cry Havoc" (which was about converting between BattleSystem and War Cards). The estimate on province size is from extrapolating from the original Birthright boxed set, where Province Size is roughly the square root of population divided by 1,000, so around 25,000 is Province 5, 36,000 is Province 6, and 49,000 is Province 7.

The financial side of War Cards actually works fairly well; the standard currency is the Gold Bar (GB), which is 2,000 gp (400 ch'ien or 4,000 tael or ch'ao), and the standard measure of time is 3 months. A unit of 200 light infantry would cost 2,400 gp in AD&D 1e, and costs 1 GB (2,000 gp) in Birthright, so it's a little cheaper, but not significantly so.

Since OA doesn't have mercenary prices (one of its worst oversights, IMO), the Muster Cost Checklist from "Cry Havoc" is very useful. Muster Cost is the cost to hire and equip a unit; its quarterly Maintenance Cost is half of the Muster Cost rounded down, to a minimum of 1 GB and maximum of 2 GB. All units start at 0. Add 1 if they need special training or special equipment. Add 2 if they are elite, mounted, have siege equipment, or are mercenaries. Almost every unit will have special training on formation combat and general "how to be a soldier" stuff; the exceptions are either rabble or monsters. All of these are cumulative, so an elite mounted ronin unit would cost 7 GB to muster and 2 GB to maintain (1 special training +2 elite +2 mounted +2 mercenary). If you wanted to deck them all out in o-yoroi for heavy armor, the muster cost would go up another GB. Ashigaru would be 1/1 (1 special training), and a unit of ninja for scouting and creating opportunities to invade castles would probably be 4/2 (1 special training +1 special equipment +2 elite) if raised by a clan with a long-standing relationship, or 6/2 if new customers (+2 mercenary). Combat infantry tend to be in units of 200, while cavalry and special units (like the ninja) tend to be units of 100. It is possible to have a 0 Muster Cost for something along the line of peasant levies, but even they need to be paid if they're asked to leave their home area.
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Re: {Kozakura, T'u Lung} Warring States

Postby Tonnichiwa » Sat Nov 19, 2016 2:19 am

Thank you for all of the information about that. If I ever start it up again I will have to work all of that out again at some point.

So have you looked at the province of Maeshi in the module Night of the Seven Swords? I don't recall if they give as much information about troops and such but they might.
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Re: {Kozakura, T'u Lung} Warring States

Postby The Dark » Sat Nov 19, 2016 5:08 am

IIRC, there's virtually no information on Maeshi in OA2. There's a timeline to provide background to the adventure, but that's about it.
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Re: {Kozakura, T'u Lung} Warring States

Postby Tonnichiwa » Sun Nov 20, 2016 3:17 am

I just looked at my copy of Night of the Seven Swords and you are right. There is almost no information about any troops or anything for that province. But it does say that it is a backwards poor province so that description helps a little.

Many years ago I picked up a book called the Samurai Sourcebook. It was written by Dr. Stephen Turnbull and goes into the detail of a few of the most famous Samurai families and what warfare was like during the Sengoku Jidai period of Japan. It lists many of the generals and Daimyo as well as many of the battles that happened during that time, and gives some details in how wealthy and influential they were. In some cases it lists the amount of troops each could muster and gives details on t wether a certain province was wealthy or poor.

Using this as a reference, one could read through all of the source material written about Kozakura, from the Trail Maps and the Kara-Tur Boxed Set to the different modules, and get a feel for how the provinces in the country would fare in a war. You could also figure out how wealthy and poor each province would be based off of its location and how easy it would be to get to, taking into account magic, politics, location of the province and forms of travel.

My plan was to do this and then match each province up with one from Cerilia . This would then give me a working warring states map of Kozakura.
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