#Trade and Commerce (貿易と交易, Trade Rules)
Contents
Gold flows between wars. Trade is war outside the battlefield.
Related Entries: Non-Combat Rules · Domain Management · Equipment
#Scent — Gold Veins Linking the Realm
Sengoku trade is dangerous and profitable. From Sakai Port to Kunitomo in Omi, from Kyoto in Kinai to Nagasaki in Saikai — every movement of goods makes gold flow. Merchants control that flow, daimyo tax it, and shinobi extract information from it.
The yoma crisis made trade more dangerous, but also more profitable. Yoma materials, exorcism talismans, teppo ammunition — demand for war supplies never ends.
#Law — Basic Trade Rules
#Price Standards
| Item | Base Price | Wartime Price (x1.5~3) |
|---|---|---|
| 1 koku rice | 1 gold | 1.5~2 gold |
| light armor | 3 gold | 4~6 gold |
| katana (supply) | 5 gold | 7~10 gold |
| teppo ammunition (3 shots) | 1 gold | 2~3 gold |
| herb pouch | 1 gold | 1.5 gold |
| elixir | 3 gold | 5 gold |
| yoma material (small) | 3 gold | 5~8 gold |
| yoma material (large) | 8 gold | 15~20 gold |
#Trade Checks
Buying: 2d10 + Presence + Negotiation >= seller resistance
- Success: purchase at base price.
- Great success (double+success): 80% of base price.
- Failure: wartime price.
Selling: 2d10 + Presence + Negotiation >= buyer resistance
- Success: sell at base price.
- Great success (double+success): 120% of base.
- Failure: 60% of base.
#Trade Routes (Campaign Rule)
| Trade Route | Departure | Arrival | Distance | Danger | Profit Rate |
|---|---|---|---|---|---|
| Sakai-Kyoto | Sakai Port | Kinai | 2 days | low | +20% |
| Sakai-Kunitomo | Sakai Port | Omi | 4 days | medium | +40% (teppo) |
| Sakai-Nagasaki | Sakai Port | Saikai | 7 days (sea route) | high (sea yoma) | +80% (Nanban goods) |
| Kinai-Ou | Kinai | Ou | 10 days | extreme (mountain yoma) | +100% (medicinals/furs) |
Trade Events: During trade, apply the d100 wilderness encounter table. At sea, use the sea encounter table.
#Smuggling
Trading yoma materials with Biu Mountain (yoko), or trading goods prohibited by Hiei League.
- Detection Chance: each trade, d100. On 01~10, exposed.
- If Exposed: Reputation -3 (that faction). If Hiei League is involved, it sends an exorcism expedition.
- Profit: 3 times normal trade. Profit equal to the risk.
#Non-Combat Use
#Merchant Class
Merchants can use Negotiation bonuses + the Golden Leverage trait on trade checks. They directly control the gold economy.
#Scholar Class
Scholars can analyze trade routes (Geography skill) to set the optimal route, increasing profit rate by +10%.
#Shinobi Class
Shinobi use Infiltration skill to gather information and avoid detection in smuggling.
Where gold flows, there is war; where there is war, gold flows.