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The living world
The ninja world keeps moving when you aren't looking. Villages fight and make peace, settlements fall and new ones are founded, named ninja grow up, marry, rank up and die, travellers walk the roads, legendary beasts roam, and the market follows it all. Everything that happens is written into the World news in the Ninja world window. The window has six tabs: Overview (your village, squads away with a Watch button, what's coming up, your ninja with rank, stance and status, the latest news), Villages & diplomacy (the war, founding your village, every faction with its leader and pacts on hover), Bingo Book (the most famous names, and the full book), Missions (send a squad, mission rank, records, the chūnin exam, duties), News and Research. Every part can be switched off on its own (Mod settings > NFRP World > World and events > Living world).
The world moves without you: villages besiege and make peace, named ninja grow up, marry and die, travellers and legendary beasts roam, and the market follows the news. Send squads, form genin teams and talk to envoys from the Ninja world panel.
Getting started
Your village
Renown
Squads away
Coming up
Your ninja
Click a row to jump to that ninja and select them.
Latest news
The war
Founding your village
When every line is ticked, a Found the village button takes this line's place.
Path to peace
Factions
Bingo Book
Click any name to open the full book. With no names yet: "No names yet: fame spreads as your ninja fight and are seen."
The ninja world
Chūnin exam
Haigakure would host it.
Genin at home: 2.
Duties and jobs
World news
Up to 40 items. Gold lines are important news. With nothing yet: "No news yet: the world will start talking within a day."
Ninja research
When everything is done: "All ninja research is done."
Opens the game's research screen
Task: escort a merchant over a bandit pass.
Away for 5 days. Success: 650 silver, a scroll and seals, 250 class XP each, fame and goodwill. Failure: a third of the XP, injuries.
Chance of success: 71%
Click Mei to tick or untick her. Up to 4 ninja; at most 3 squads away at once. With nothing ticked the line reads "Pick up to 4 ninja."
Task: escort a merchant over a bandit pass.
Away for 5 days. Success: 650 silver, a scroll and seals, 250 class XP each, fame and goodwill. Failure: a third of the XP, injuries.
Chance of success: 86%
Click Mei to tick or untick her. Up to 4 ninja; at most 3 squads away at once. With nothing ticked the line reads "Pick up to 4 ninja."
Pick the mission giver
A sworn village, or any village or order at goodwill 25+. With none: "No village or order is friendly enough to give your ninja a mission (a sworn village, or goodwill 25+)."
Pick the rank
Who may go: D any ninja, C a genin, B a chūnin, A and S a jōnin (or higher). A- and S-rank failures can cost a life. Rewards: D 150, C 320, B 650, A 1100, S 1800 silver; 60 / 120 / 250 / 450 / 800 class XP each.
The button rolls another task of the same rank. B-rank tasks: escort a merchant over a bandit pass; scout an enemy outpost and come back alive; hunt a rogue ninja who raids villages.
Hoshi, Kenta, Mei left on a B-rank mission for Haigakure: escort a merchant over a bandit pass.
They'll be back in about 5 days. You can follow the trip as it happens.
escort a merchant over a bandit pass · squad: Aiko, Haru · back in 2.4 days
Newest events on top; hover a marker on the road for its event. The game keeps running while this window is open. Skip to the end shows only when that setting is on; Next squad appears at the right when more than one squad is on a mission.
The squad token runs the road again from the village gate, and the log fills in event by event up to now (speed: the Mission replay speed setting). Live jumps back to the present.
Bring the squad home now? The rest of the trip is played out at once.
Mission rank level 3 (47 points) · 12 missions, 9 won, 2 great · relics 2/10
Relics: weathered founding scroll, healer's lotus jar
Mission rank level 3 (47 points) · 12 missions, 9 won, 2 great · relics 2/10
Relics: weathered founding scroll, healer's lotus jar
Squad: Kenta, Daichi
Found: 320 silver, a C-rank scroll, 2 seals
Day 1, 07:00 The squad (Kenta, Daichi) left the village gate for: drive off a beast that kills livestock.
Day 2, 13:00 Daichi spotted a trap of tripwires and paper bombs and disarmed it.
Day 3, 02:00 A great success: Kenta led the squad to finish the task: drive off a beast that kills livestock.
Mission rank level 3 (47 points) · 12 missions, 9 won, 2 great · relics 2/10
Relics: weathered founding scroll, healer's lotus jar
Squad: Mei, Aiko, Haru
Day 1, 06:00 The squad (Mei, Aiko, Haru) left the village gate for: scout an enemy outpost and come back alive.
Day 3, 15:00 Ran into a patrol of Sajingakure. The fight went badly.
Day 3, 15:00 Aiko was wounded.
Day 4, 20:00 The task slipped out of reach: scout an enemy outpost and come back alive. Mei called the retreat.
Mission rank level 3 (47 points) · 12 missions, 9 won, 2 great · relics 2/10
Relics: weathered founding scroll, healer's lotus jar
Squad: Ren, Sora
Found: 150 silver
Day 1, 08:00 The squad (Ren, Sora) left the village gate for: help bring in a harvest before the storm.
Day 1, 19:00 A quiet day on the road: rain, mud and cold rice balls.
Day 2, 11:00 Ren led the squad to finish the task: help bring in a harvest before the storm.
Click a line that names a place to jump to it on the world map.
Click a line that names a place to jump to it on the world map.
Only kinds that have news so far are listed. In this mockup, Squads shows the filtered list.
The most famous ninja your colony knows of, with the bounties on their heads. Famous ninja are hunted; famous enemies can be hunted.
Bounty
Deeds
Took the outpost at Red Ford for Sajingakure.
The most famous ninja your colony knows of, with the bounties on their heads. Famous ninja are hunted; famous enemies can be hunted.
Bounty
Deeds
Beat Haru Nishiki in a duel.
The most famous ninja your colony knows of, with the bounties on their heads. Famous ninja are hunted; famous enemies can be hunted.
Bounty
Deeds
Beat Haru Nishiki in a duel.
The most famous ninja your colony knows of, with the bounties on their heads. Famous ninja are hunted; famous enemies can be hunted.
Bounty
Deeds
Took the outpost at Red Ford for Sajingakure.
A spy mission on Gorō is in your quests.
A hunting mission for Gorō is in your quests.
A sensei (chūnin or higher) and up to three genin. Teammates like each other, spar 15% faster together, are in sync in a fight when near each other (aim and dodge up, foes break faster under their joint attacks), and a squad of one whole team has a better chance and earns more fame.
Pick a sensei to go on (the genin ticks are shown done in the next step).
Only free chūnin, jōnin and leaders are offered; with none: "No chūnin or jōnin free". In this mockup either pick goes on with Mei.
A sensei (chūnin or higher) and up to three genin. Teammates like each other, spar 15% faster together, are in sync in a fight when near each other (aim and dodge up, foes break faster under their joint attacks), and a squad of one whole team has a better chance and earns more fame.
A sensei (chūnin or higher) and up to three genin. Teammates like each other, spar 15% faster together, are in sync in a fight when near each other (aim and dodge up, foes break faster under their joint attacks), and a squad of one whole team has a better chance and earns more fame.
The team is removed at once and the news says "Team Mori was disbanded." A team also breaks up by itself when its sensei or all its genin are gone.
Silver on this map: 1840
Hover a greyed button for why it is off. Pay tribute shows only for villages at war with you; Demand tribute opens up once your village is famous enough. A renowned village can demand tribute. They may pay (silver, goodwill -10) or refuse (goodwill -15). They will remember either way.
Someone has to stay home: the exchange needs at least one other colonist on the map.
Ren goes to stay with the village for 20 days, and one of their ninja comes to stay with you. No raids from them meanwhile; when both come home, goodwill +10. The pact shows as "Hostage exchange with …" on the Missions tab.
Tribute paid: no raids from Sajingakure for 30 days.
The 800 silver is taken from this map; the button then stays off while the pact lasts.
The world moves
- Villages act on their own. Warring villages lay sieges to each other's settlements (you see them in the panel and the news). After a few days a siege ends: the settlement is captured, razed to ruins, or held. Villages sign ceasefires and fall out again, and now and then found new settlements near their others. A village never loses its last settlement this way, and after the leaders' peace the villages never war each other again.
- Named ninja. Every hidden village, the Black Ink Syndicate and the Order of the Venator keep a roster of named ninja: genin, chūnin, jōnin and their leader. Over the years they gain levels and rank up, marry (sometimes across villages), have children who carry the clan name, retire, and die. Famous ones (Known and up) become real people: they get a page in your Bingo Book before you ever meet them.
- World news. Wars, sieges, fallen and new settlements, leaders, exams, festivals, beasts, prices and the lives and deaths of people you know. The panel shows the latest lines; All news opens the whole log with a filter. A setting can also send the important ones as letters.
Squad missions
Send a squad (Ninja world panel): pick a mission rank from D to S, who it's for (your sworn village, a friendly village or the Venator), and 1 to 4 ninja from a home map. They leave the map and come back days later (D 2 days, C 3, B 5, A 7, S 10) with a report.
| Success | Failure | |
|---|---|---|
| Silver | D 150, C 320, B 650, A 1100, S 1800 | — |
| Also | a technique scroll and seals, class XP, fame, goodwill | a third of the XP, injuries, goodwill −3 |
| Risk | sometimes injuries | A and S: someone may not come back |
The chance depends on the squad's best and average level against the rank (about level 3 for D up to 16 for S). Someone always has to stay home, and up to three squads can be away at once. On the way they may meet a named ninja of the village, or make a rival.
Ninja society
- Village leaders have an attitude: hawk (more wars), diplomat (ceasefires, warmer relations with you), merchant (trade) or isolationist. Leaders can be assassinated, overthrown or die of age; the strongest jōnin takes over, and the new attitude shifts goodwill with you. When you behead a village yourself, its successor also comes from the roster. Hover over a faction in the panel to see its leader.
- Genin teams (Teams button): a sensei (chūnin or higher) and up to three genin. Teammates like each other, spar 15% faster together, and in a fight near each other they are in sync (aim, melee and dodge +4%; a foe they attack together breaks 10% faster). A squad made of one whole team has +10% success and earns more fame.
- Rotating chūnin exams. The host changes every year through the hidden villages (a hostile host doesn't invite you). Your genin face named genin of other villages: one who beats yours in the final may be promoted, and one yours defeat may swear revenge. The exam happens every year even without you; the news lists who was promoted.
- Diplomacy (Diplomacy button and envoys):
- Envoys arrive with proposals: a non-aggression pact (no raids for 30 days), a trade pact (better prices for 60 days), a request for help (a mission), a tribute demand from a hostile hawk (pay, or they raid within two days), a ceasefire for silver, or a marriage alliance: one of their named ninja marries your single colonist and joins you (goodwill +20, no raids for 60 days).
- Hostages: one of your colonists stays with a village for 20 days and one of theirs stays with you as a guest. No raids from them meanwhile; both come home with goodwill +10. Let theirs die and they never forget.
- Tribute: pay a hostile village to leave you alone for 30 days, or, once your village is Feared, demand tribute from them.
- The village leaders also hold their own summit every year.
- Clan politics at home. Colonists who share a clan (or a family name) form a clan with a head (highest rank, then oldest). When the head dies the seat passes on (the heir is pleased, older relatives sulk). Clans sometimes feud (they think less of each other for a season) and make requests (a feast, an heirloom weapon, recognition, a grievance): grant them for a good mood, refuse and they resent it.
- Villages remember. Each village keeps a ledger of what you did to it: raids and kills, its leader killed, prisoners released, wounded tended, missions done for it, gifts, hostages, marriages, ambushes. Old deeds fade (by half in about half a year; big ones last much longer). What they remember nudges goodwill every season; villages that remember kindness send gifts, those that remember blood send grudge raids. Hover over a faction to read its memory.
The living land
- Travellers walk the world map between settlements: merchant caravans, ninja squads, pilgrims and missing-nin. When your caravan shares their tile you can buy supplies from merchants, escort them (silver and goodwill if your caravan is near when they arrive), recruit a missing-nin (Social decides), or ambush them (loot, but goodwill −40, remembered, and an infamous deed). Travellers passing near your village may stop by.
- Landmarks appear on the world map for a month or two: a sealed temple, an old battlefield guarded by the dead, a scroll cache, an abandoned clan laboratory with its constructs, and a beast territory with a summoning token at its heart. Visit with a caravan for scrolls, seals, silver and more.
- Legendary beasts: the
Ashmaw (a giant ember boar), the
Tidewyrm (a sea serpent) and the
Thunderhorn (a storm bull) roam the world map and ravage settlements they pass (the news tells). One may come to your village in a rage. Kill it for spirit gems, gold and great fame, hunt it with a caravan on its tile, or down it and let a colonist with Animals 10+ and a summoning technique try to befriend it. - Visitors: pilgrims rest a day and leave an offering; a wandering monk blesses everyone or teaches one colonist a meditation (learning +10%, mental breaks less likely, 10 days); a student asks to train with your most famous ninja for 15 days (fame and XP for the teacher; they may ask to join); war refugees ask for shelter: take them in, shelter them as guests, or turn them away.
- The market: prices with NFRP traders follow the world. Wars raise weapons, armour and medicine; sieges and ravaged settlements raise food, and so does winter. Peace slowly brings prices back. Changes are capped at 35% and shown in the panel.
Small touches
- Festivals abroad: each hidden village has its own festival (the Night of Ash Lanterns, the Tide-Turning Festival, the Dance of the Sandstorm, the Maple Moon Viewing, the Festival of Echoing Bells, the Day of the Anvil). Villages that like you invite you three days ahead: send up to three colonists for two days for a big mood boost, goodwill, and maybe a new friend, a recruit or a marriage offer. The panel shows the next one.
- Letters: named ninja you have met write now and then: thanks with a small gift, news of their lives, requests for help, taunts from enemies, and threats from your rivals.
- Deaths of people you know: when a named ninja you met dies off-screen, a letter tells how, and their Bingo Book page is marked dead.
Settings
| Setting | Default |
|---|---|
| Villages act on their own | on |
| Named ninja live their lives (most kept: 48) | on |
| Squad missions | on |
| World news (important news as letters: off) | on |
| Village leaders and succession | on |
| Genin teams | on |
| Rotating chūnin exams with named genin | on |
| Diplomacy | on |
| Clan politics at home | on |
| Villages remember | on |
| Traffic on the world map | on |
| Landmarks | on |
| Legendary beasts | on |
| Visitors | on |
| Reactive market | on |
| Festivals in other villages | on |
| Letters from people you know | on |
| Deaths of known ninja | on |
| Living world pace | 100% (25–200%) |
The whole off-screen world runs once a day and costs a few milliseconds; only leaders, the famous and people you met ever become real pawns (at most 24).