#Domain Facilities — Ten Organs
Contents
Core References
- Required: Domain Management · Non-Combat Checks
- Reference: Zone Tactics · Trade Rules
- In this supplement: Domain Geography · Upgrades · Morale
#Scent — Things Built From Stone And Prayer
The domain's buildings have memory.
The pine at the Main Hall has seen 3 generations. They say the onmyoji first raised a Barrier beneath this tree when he was young. The shrine bell was offered by the lord's grandfather. On the kokuchi(告口), it says "Hinototori year" — the year this domain first suffered a bad harvest.
The smithy's furnace has not gone out through seventy winters. Nohachi's father inherited it that way, and Nohachi keeps it that way. The day it goes out is the day this domain ends — that is not exaggeration. It is literal.
The well is older. Records say it has been here for 300 years. Some say that is why the domain is called Kagamiyama(鏡山). A mirror-like well. A folk tale says your past is reflected if you look into it.
After the drift, these buildings began to change. The moss on the stone walls grew a little greener, and the grain in the wood grew a little deeper. The onmyoji says the Spirit Realm's energy is stimulating the buildings' "memory."
To protect these ten facilities is to protect the domain. Lose even one, and one organ in the domain's body stops.
#Law — Facility System Overview
#Shared Facility Attributes
| Attribute | Description |
|---|---|
| State stage | 0 (destroyed) / 1 (damaged) / 2 (normal) / 3 (excellent) |
| Operating Energy | manpower required for weekly facility operation(constant) |
| Weekly output | resources and effects supplied by the facility to the domain |
| Destruction penalty | immediate domain penalty when the facility enters state 0 |
| Recovery condition | condition for rising from state 0 to state 1 |
| Upgrade path | possibility of improvement above state 3(01-05) |
#State Stage Effects
| Stage | Meaning | Output Multiplier | Notes |
|---|---|---|---|
| 3 excellent | upgrade complete, fully operational | ×1.5 | after upgrade |
| 2 normal | baseline operating state | ×1.0 | starting default |
| 1 damaged | partly broken, partial operation | ×0.5 | needs recovery |
| 0 destroyed | function stopped | ×0 | needs rebuilding |
#Starting Defaults
Immediately after the drift, most facilities in Kagamiyama Domain start at state 2 normal. Some start at state 1 or in an initially incomplete state.
#10 Major Facilities Details
#1. Main Hall (本館) — The Lord's Residence And Administrative Office
Location: center of the fortress
Starting state: 2 (normal)
Operating Energy: 15 servants at all times
Weekly output: weekly meeting · lord's orders · administration
Destruction penalty: lord RP unavailable → domain morale -4 immediately, squad orders -2
The residence of 3 generations of the Kamijo family. The center of domain administration. If the Main Hall is destroyed, the domain loses its head.
#Main Functions
| Function | Effect |
|---|---|
| Weekly meeting | held every Monday morning. Information sharing and decisions. Squad orders +1 possible |
| Judgment | mediates resident disputes. Decisive for maintaining morale |
| Guest hall use | receive outside NPCs. Negotiation +1 modifier |
| Office space | lord's personal work(journal, research, training) |
#Upgrade Possibilities
- Stage 1: soundproofing and secrecy improvements → confidential meetings possible
- Stage 2: guest hall expansion → receive three NPCs at once
- Stage 3: small meeting room addition → weekly meeting efficiency +1
Details: 01-05 Main Hall.
#Causes Of State Change
- Damaged (2→1): fire(d100 special event), combat intrusion
- Destroyed (1→0): defeat in climactic battle, internal revolt
#2. Shrine (神社) — The Barrier's Physical Anchor
Location: northeast domain, 20 minutes on foot from the fortress
Starting state: 2 (normal)
Operating Energy: 2 shrine maidens + 3 laborers at all times
Weekly output: Barrier maintenance ritual + place for resident prayers
Destruction penalty: Barrier HP -20 immediately, cannot recover for 1 week, morale -3
The end of the domain's lifeline. Hoshino Gensho performs the Barrier maintenance ritual in this main sanctuary. Must link to the Barrier System.
#Main Functions
| Function | Effect |
|---|---|
| Barrier maintenance ritual | weekly Sunday night. Presided over by the onmyoji. Everything related to Barrier HP |
| Core injection ritual | consume cores → recover Barrier HP |
| Prayer ritual | resident morale +1 possible(Monday morning) |
| Shrine maiden divination | hint for weekly d100 event(accessible on day 3) |
#Upgrade Possibilities
- Stage 1: Barrier reinforcement → natural loss -3 → -2
- Stage 2: core synthesis altar → core synthesis possible
- Stage 3: spirit-vein connection → Barrier HP maximum +10
Details: 01-05 Shrine.
#Causes Of State Change
- Damaged (2→1): Barrier crisis event, yoma invasion
- Destroyed (1→0): onmyoji death, main sanctuary arson
#3. Smithy (鍛冶場) — The Heart Of Weapons
Location: western edge of the domain
Starting state: 2 (normal)
Operating Energy: head Nohachi + son + 3 apprentices(total 5)
Weekly output: yari 1, yumi 0.5(every other week), uchigatana 0(stage 1 needed), repairs 5 times
Destruction penalty: weapon supply stops + morale -2 + squad Cohesion -1(weapons not supplied)
The domain's only source of arms. As long as the furnace does not go out, the domain fights.
#Main Functions
| Function | Effect |
|---|---|
| Weapon production | weekly weapon output(currently fixed at yari 1) |
| Equipment repair | weekly squad equipment repair(maintains Cohesion) |
| Farm tool production | needed to maintain farmland(separate output) |
| Core processing aid | after stage 2 upgrade, harvesting tool production(Target Number -2) |
#Upgrade Possibilities
- Stage 1: unlock uchigatana production(1 sword/month)
- Stage 2: craft heavy armor and harvesting tools
- Stage 3: masterwork weapon modification possible(core consumption)
Details: 01-05 Smithy.
#Causes Of State Change
- Damaged (2→1): furnace accident, skilled worker injured
- Destroyed (1→0): major fire, head smith dies
#4. Clinic (醫院) — A Resting Place For Wounds
Location: village center, near the well
Starting state: 2 (normal)
Operating Energy: physician Yasuko + 2 assistants(total 3)
Weekly output: wound treatment 3 times/week + constant prevention(epidemic resistance +1)
Destruction penalty: treatment impossible → incapacitated PC recovery time 2 times longer, morale -2
The domain's only treatment house. Run by physician Yasuko(age 45). Herbs are gathered from the mountains inside the Barrier, with some trade through outsider NPCs.
#Main Functions
| Function | Effect |
|---|---|
| Wound treatment | assists PC and resident Wounds recovery(Wounds recovery check +1 during a lull) |
| Return from incapacitation | PC Wounds 0 recovery check |
| Herbal preparation | 5 medicines weekly(emergency recovery items) |
| Resident care | morale maintenance effect(prevent weekly morale -1) |
#Upgrade Possibilities
- Stage 1: expand herb garden → 10 medicines weekly
- Stage 2: use Barrier-purified water → Spirit Realm Exposure -1 possible
- Stage 3: meet condition to unlock medical detachment
Details: 01-05 Clinic.
#Causes Of State Change
- Damaged (2→1): physician Yasuko injured or overworked
- Destroyed (1→0): Yasuko dies(major campaign event)
#5. Well (井戶) — The Domain's Artery
Location: middle of the village central square
Starting state: 2 (normal)
Operating Energy: 2 well attendants(weekly rotation)
Weekly output: drinking water for the whole domain + shrine purifying water + firefighting water reserve
Destruction penalty: domain collapse imminent — replacement needed within 5 days, morale -5 immediately
The only source of drinking water in this domain. If the well is blocked or polluted, domain function stops within 5 days.
#Main Functions
| Function | Effect |
|---|---|
| Drinking water supply | enough for 800 people(water quality worsens if exceeded) |
| Purifying water | prayer water for shrine Barrier rituals(every morning) |
| Firefighting water reserve | emergency fire suppression(smithy, Main Hall, etc.) |
| Information hub | the well is the center of resident conversation |
#Upgrade Possibilities
- Stage 1: mechanize bucket draw → save labor -1
- Stage 2: connect Barrier water vein → spirit-vein water quality(ritual value +)
- Stage 3: link spirit-vein watercourse storehouse → core storage 4 weeks→8 weeks
Details: 01-05 Well.
#Causes Of State Change
- Damaged (2→1): yoma erosion event, water level falls
- Destroyed (1→0): well collapse, permanent damage to water source
#Warning
- Run well contamination events strictly at GM discretion. Imminent destruction is a side quest trigger.
#6. Farm (農場) — The Domain's Stomach
Location: southern plain of the domain(5 pieces)
Starting state: 2 (normal, but slightly reduced after the drift)
Operating Energy: 380 farmers at all times
Weekly output: food supply + 5,000 koku/year → currently estimated 4,500 koku(drift reduction)
Destruction penalty: food shortage → morale -3/week cumulative, famine after 4 weeks
The basis of domain self-sufficiency. The 10% production reduction after the drift has already begun.
#Main Functions
| Function | Effect |
|---|---|
| Rice production | baseline 5,000 koku/year(currently 4,500 koku) |
| Vegetables and secondary crops | supplemental food + herb support |
| Silver and lacquer | specialties(can be traded or paid as tribute) |
| Livestock raising | 6 cattle + 60 chickens(small amount of meat and eggs) |
#Upgrade Possibilities
- Stage 1: irrigation maintenance → harvest +5%(restore 5,000 koku)
- Stage 2: spirit-vein farming → crop spoilage resistance +1
- Stage 3: special herb garden → medicinal self-sufficiency 100%
Details: 01-05 Farm.
#Causes Of State Change
- Damaged (2→1): Spirit Realm energy infiltration expands, yoma enter farmland
- Destroyed (1→0): massive bad harvest, mass farmer deaths from illness
#Time Traits
- The farm is season-dependent. Spring sowing / autumn harvest. Since the drift occurred in lunar month 3, this harvest is 7 months away.
#7. Storehouse (倉庫) — A Room For Resources And Cores
Location: north side of the village, between Main Hall and shrine
Starting state: 1 (damaged, hastily built immediately after the drift)
Operating Energy: 2 storekeepers + 2 laborers
Weekly output: resource and core storage(no consumption)
Destruction penalty: stored cores/resources lose `d10`×10%, means of Barrier HP recovery lost
A place to store food, weapons, and cores. The easiest facility to target.
#Main Functions
| Function | Effect |
|---|---|
| Core storage | base storage limit Minion 20/Veteran 10/Elite 5/Lord 2 |
| Rice storage | harvest-season granary(2,000 koku stored out of 5,000 koku/year) |
| Weapon storage | stock from smithy production |
| Valuables storage | lord's heirlooms, documents, specialties |
#Upgrade Possibilities
- Stage 1: expand brass jars → storage limit 2×(Minion 40·Veteran 20)
- Stage 2: Barrier storehouse → core storage 4-week spoilage cycle
- Stage 3: underground storehouse → destruction resistance + hiding
Details: 01-05 Storehouse.
#Causes Of State Change
- Damaged (2→1): rats, pests, yoma intrusion, adjacent fire
- Destroyed (1→0): targeted arson, intrusion battle
#Warning
- Storehouse starts at initial state 1 (damaged). It is a storage space the onmyoji threw together immediately after the drift. Recovery during Chapter 1 is recommended.
#8. Watchtower (Lookout Tower) — The Eye Outside
Location: attached to the fortress Main Hall, 3rd-floor tower
Starting state: 2 (normal)
Operating Energy: 1 guard stationed + 3 shifts
Weekly output: view inside and outside the Barrier + early warning of yoma approach(+1 alert check)
Destruction penalty: early warning lost → when yoma invade, additional Barrier HP -5
The first place that sees yoma movement outside the domain. Also the place where people wait for expeditions to return.
#Main Functions
| Function | Effect |
|---|---|
| View | whole Barrier + up to 1 ri outside |
| Early warning | alert check +2 when yoma approach |
| Expedition contact | return signal exchange(flags, fire) |
| Psychological symbol | residents feel relief that "someone is standing there" |
#Upgrade Possibilities
- Stage 1: telescope(outsider NPC trade) → view 1 ri→2 ri
- Stage 2: spirit-sight(靈視) talisman → early detection of Spirit Realm yoma
- Stage 3: convert to flag-bearer unit base → auxiliary squad unlocked
Details: 01-05 Watchtower.
#Causes Of State Change
- Damaged (2→1): storm damage, fire
- Destroyed (1→0): direct yoma attack(rare)
#9. Gates (城門 × 3) — The Skin Boundary Of The Barrier
Location: north gate, east gate, south gate(each direction)
Starting state: north 2, east 1(needs repair), south 2
Operating Energy: 16 guards total(north 4·east 4·south 6 + reserve 2)
Weekly output: defense line maintenance + outside access control
Destruction penalty: Barrier HP resistance -5 in that direction, defense invasion check +3
If the Barrier is a 1-layer defense line, the gates are 2 layers. They prevent immediate full exposure if the Barrier collapses.
#Main Functions
| Function | Effect |
|---|---|
| Access control | records expeditions and merchants entering or leaving |
| 2nd defense line | stop yoma after Barrier breakthrough(hold at least 3 rounds) |
| Watch connection | watchtower → gate → Main Hall alarm system |
| Symbolism | solid gate = solid domain(morale effect) |
#Upgrade Possibilities
- Stage 1: repair east gate(current state 1 → 2)
- Stage 2: reinforce north gate with iron wall → defense check +1
- Stage 3: south gate spell talisman → additional spiritual resistance
Details: 01-05 Gates.
#Causes Of State Change
- Damaged (2→1): weathering, yoma collision, delayed repairs
- Destroyed (1→0): Lord-grade yoma breakthrough, siege attack
#Initial State Note
- Starts with east gate state 1. It had been scheduled for repair before the drift. Recovery during Chapter 1 is recommended.
#10. Shelter (避難所) — The Final Room
Location: fortress underground + shrine underground(two places)
Starting state: 1 (partly prepared, hastily built immediately after the drift)
Operating Energy: 5 laborers(maintenance) + all residents housed in emergency
Weekly output: emergency shelter(300 people/24 hours) + final base for lord and onmyoji
Destruction penalty: final evacuation impossible → climactic ending changes(fall locked in)
The last space where residents can hide if the Barrier collapses. Main Hall underground(200 people) and shrine underground(100 people).
#Main Functions
| Function | Effect |
|---|---|
| Emergency sheltering | house 300 people for 24 hours total |
| Food stockpile | 3 days of emergency food(for 300 people) |
| Barrier reinforcement point | shrine shelter is the final Barrier point |
| Escape route | possible connection to western mist boundary after Chapter 3(GM discretion) |
#Upgrade Possibilities
- Stage 1: improve ventilation and hygiene → sheltering duration 72 hours
- Stage 2: shelter Barrier ↑ → yoma resistance +2
- Stage 3: secret passage → escape outside the domain possible(ending branch)
Details: 01-05 Shelter.
#Causes Of State Change
- Damaged (2→1): moisture, condensation, spoiled food
- Destroyed (1→0): combat intrusion(almost final stage)
#Initial State Note
- Starts at state 1. Immediately after the drift, maintenance is still incomplete. Recovery during Chapter 2 is recommended.
#Facility Summary Table (Starting Point)
For quick reference.
| Facility | Location | Starting State | Weekly Output | Effect If Destroyed |
|---|---|---|---|---|
| Main Hall | fortress | 2 | meeting and administration | morale -4 |
| Shrine | northeast | 2 | Barrier ritual | Barrier HP -20 |
| Smithy | western edge | 2 | weapon 1/week | morale -2 |
| Clinic | village | 2 | healing 3 times | morale -2 |
| Well | center | 2 | drinking water supply | morale -5 |
| Farm | south plain | 2 (reduced) | 4,500 koku/year | morale -3/week |
| Storehouse | north | 1 | resource storage | resource loss |
| Watchtower | fortress | 2 | alarm +2 | additional Barrier HP -5 |
| North Gate | north | 2 | defense line | invasion +3 |
| East Gate | east | 1 | defense line | invasion +3 |
| South Gate | south | 2 | defense line | invasion +3 |
| Shelter | underground | 1 | final sheltering | ending change |
3 facilities at initial state 1: storehouse, east gate, shelter. Recovery during Chapters 1~2 is a main objective.
#Weekly Facility Maintenance Check
Every Monday morning, check each facility's state. The GM reveals only facilities where changes occurred, not the entire list.
#Change Triggers
- Special result on event d100
- Combat occurs(possible zone terrain destruction)
- Manpower changes(NPC death or injury)
- Resource changes(supply shortage → state drop)
#State Increase Check (Recovery)
Facility recovery check:
Condition: materials, manpower, time
Check: 2d10 + relevant skill + material bonus >= Target Number
Success: state +1
Failure: materials lost, retry possible(wait one week)
- Damaged → normal: Target Number 11(materials 2 gold)
- Destroyed → damaged: Target Number 15(materials 5 gold + 2 weeks)
- Normal → excellent: upgrade procedure(01-05)
#State Decrease Check (Neglect And Destruction)
Automatic drop conditions:
| Condition | Drop |
|---|---|
| morale 3 or lower persists for 2 weeks | 1 arbitrary facility 2→1 |
| Barrier HP 15 or lower | facility-specific additional risk +1 |
| zone exposed by combat | facility in that zone takes 2d10-12 damage |
| operating personnel die | facility immediately drops by 1 |
#Facility Interactions
The relationships between facilities are not simple. Some have required connections.
| Connection | Relationship | Spillover |
|---|---|---|
| Main Hall ↔ Watchtower | attached relationship | if Main Hall is destroyed, Watchtower also drops by 1 |
| Shrine ↔ Storehouse | core circulation | if Storehouse is destroyed, Barrier ritual confusion → additional Barrier HP -3 |
| Smithy ↔ Gates | repair relationship | if Smithy is destroyed, Gates automatically lose -0.5 state each week |
| Clinic ↔ Farm | herb supply | if Farm production drops, weekly medicine -1 |
| Well ↔ Shrine | purifying water | if Well is contaminated, Barrier ritual check -2 |
| Shelter ↔ Main Hall and Shrine | underground connection | if Main Hall and Shrine fall, Shelter access is blocked |
If the GM manages these chains, facility destruction gains psychological weight.
#External Trade Facilities (Auxiliary)
Not direct facilities, but involved in domain operation.
#Outsider NPC Trading Post
- Location: south gate edge(inside the Barrier boundary)
- Operation: some outsider NPCs(02-05 Drifted Outsiders)
- Function: equipment, herbs, and information trade(weekly 1 time)
- Risk: outsiders cannot be fully trusted
#Traveling Merchant
- Appearance: 1~2 times/month(d100 event)
- Goods: cores, specialties, rare items
- Risk: some of them are Spirit Realm intelligences(02-06)
#Facilities And Campaign Progress
Facility goals by chapter.
| Chapter | Main Recovery And Upgrade | Must Maintain |
|---|---|---|
| Chapter 1 | storehouse and east gate recovery(state 1→2) | Main Hall, Shrine, Well |
| Chapter 2 | shelter recovery + Shrine stage 1 | Smithy, Farm |
| Chapter 3 | Smithy stages 1~2 + Watchtower stage 1 | Clinic, Gates |
| Chapter 4 | Main Hall upgrade + Well stage 2 | all |
| Chapter 5 | final upgrade or sacrifice choice | Shelter, Shrine |
#GM Operation Tips — Make Facilities Feel Alive
#Give Facilities Faces
Facility = the NPCs who work there. Major NPCs are already defined in 02-04 Common Folk.
- Main Hall = Lord Akihisa + head maid Ine
- Shrine = onmyoji Gensho + shrine maiden Sayuri
- Smithy = Nohachi + Kansuke
- Clinic = Yasuko
- Well = wellkeeper Shobe(+residents gathered by the well)
- Farm = village head Heisaku
- Storehouse = storekeeper Tagoro
- Watchtower = guard captain Yaeemon
#Make Output Visible
- "This week, 1 yari is finished" — in head Nohachi's voice.
- "Friday's rice harvest is 70 koku" — from the village head's ledger.
- "All 3 patients are discharged" — physician Yasuko's report.
Make players feel the people behind the numbers.
#Stage State Drops
If state 2→1 looks like only a number, nothing happened. It needs staging.
- "A new crack has opened in the east gate planks. Nohachi is driving nails in to hide it."
- "There are more rats in the storehouse than last week. The storekeeper counts them at night."
- "The well's bucket rope has shortened. A 30-ken rope has become 28 ken."
#Anticipation For Upgrades
Make players dream about the next upgrade. Once or twice each chapter, mention, "When this upgrade unlocks, this becomes possible."
#Sheet Format — For GM Tracking
[Domain Facility Sheet]
Current week: week ___
Facility state:
Main Hall: 3 / 2 / 1 / 0
Shrine: 3 / 2 / 1 / 0
Smithy: 3 / 2 / 1 / 0
Clinic: 3 / 2 / 1 / 0
Well: 3 / 2 / 1 / 0
Farm: 3 / 2 / 1 / 0
Storehouse: 3 / 2 / 1 / 0
Watchtower: 3 / 2 / 1 / 0
North Gate: 3 / 2 / 1 / 0
East Gate: 3 / 2 / 1 / 0
South Gate: 3 / 2 / 1 / 0
Shelter: 3 / 2 / 1 / 0
This week's output:
food: ___ (Farm baseline × state multiplier)
weapons: ___ (Smithy)
healing: ___ times (Clinic)
core storage: Minion__/Veteran__/Elite__/Lord__ (Storehouse)
This week's recovery/upgrade:
___
This week's changes:
___
For the dedicated sheet, see 80-04-domain-sheet.md.
#Connected New Rules / Documents
- Domain Geography — physical facility placement
- Barrier System — direct link to Shrine and Storehouse
- Core Economy — details on Storehouse storage limits
- Upgrades — details on each facility upgrade
- Morale and Fear — facility state → morale connection
- Squad Limitations — operating personnel connection
"Ten organs built of stone, earth, and prayer. When one stops, the other nine ache with it." — Village head Heisaku, on the morning storehouse recovery begins.