English edition v1.5

#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

ItemBase PriceWartime Price (x1.5~3)
1 koku rice1 gold1.5~2 gold
light armor3 gold4~6 gold
katana (Issue Gear)5 gold7~10 gold
teppo ammunition (3 shots)1 gold2~3 gold
herb pouch1 gold1.5 gold
elixir3 gold5 gold
yoma material (small)3 gold5~8 gold
yoma material (large)8 gold15~20 gold

1 koku of rice in this table is a commodity unit actually bought and sold. Domain-management kokudaka is an indicator of production capacity, so this price cannot be used to exchange it directly for gold.

Minimum Gold Unit: Trade ledgers record amounts in increments of Gold 0.5. Apply every rate, discount, and profit modifier, then round the final amount once to the nearest Gold 0.5; an exact midpoint rounds up. A fixed listed price of Gold 0.5 remains as written.

#Trade Checks

Seller and buyer resistance use the attitude-based target resistance values for negotiation.

Buying: 2d10 + Presence + Negotiation >= seller resistance

  • Success: purchase at base price.
  • Critical Hit (double+success): 80% of base price.
  • Failure: wartime price.

Selling: 2d10 + Presence + Negotiation >= buyer resistance

  • Success: sell at base price.
  • Critical Hit (double+success): 120% of base.
  • Failure: 60% of base.

#Trade Routes (Campaign Rule)

Trade RouteDepartureArrivalDistanceDangerProfit Rate
Sakai-KyotoSakai PortKinai2 dayslow+20%
Sakai-KunitomoSakai PortOmi4 daysmedium+40% (teppo)
Sakai-NagasakiSakai PortSaikai7 days (sea route)high (sea yoma)+80% (Nanban goods)
Kinai-OuKinaiOu10 daysextreme (mountain yoma)+100% (medicinals/furs)

One trade route run is a single downtime activity in which the group buys one bundle of a commodity at the point of departure, travels the listed distance, and sells it at the destination. Each participant may invest in only one commodity unit from the price table above; increasing quantity does not multiply profit within the same activity. No other downtime activity can be performed during the journey. Profit is actual purchase price × profit rate, settled together with the principal. Combine other profit-rate modifiers, such as a scholar's, then round once using the minimum Gold unit above.

Trade Events: Apply one d100 wilderness encounter roll per trade route run. 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: Fame -3 (that faction). If Hiei League is involved, it sends an exorcism expedition.
  • Profit: Multiply only the profit from the same trade route by 3. Principal, the limit of one commodity unit per participant, and travel time are unchanged.

#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 may use Infiltration for information-gathering and transport scenes during smuggling. Unless a scenario provides a separate rule, this does not replace the d100 detection roll above or automatically narrow its detection range.


Where gold flows, there is war; where there is war, gold flows.