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17:41, 19th May 2024 (GMT+0)

Character Creation.

Posted by The DreadFor group 0
The Dread
GM, 1 post
Tue 28 Nov 2023
at 20:25
  • msg #1

Character Creation

The Basic Rules
The basic rules for Scarlet Heroes is similar to Basic D&D but there are differences. I've included a brief set of instructions on creating a character suitable for 'The Smoking Pillar of Kai Besil'.

The sequence for creating a character is simply this:
1. Roll your attributes (roll 4d6, drop lowest score; Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma).
2. Choose your hero’s race.
3. Choose your class.
4. Choose your traits.
5. Buy Equipment.
6. Calculate AC.
7. Note Weapon Details.
8. Select spells
9. Get Motivated!

Roll Attributes
EDIT: To generate your attributes, roll 4d6 six times, dropping the lowest die and adding the other three together. Assign these six scores as you like among your attributes. If none are higher than 15, replace one attribute with a 16. Every hero is remarkably gifted at something, after all.

Choose a Race
Among the many intelligent species inhabiting the Shogunate, the most common is human. Several other races hide among the tide of humanity for refuge. The most suitable for play are the Kitsune, Hengeyokai, the Spirit-Folk, and the hated Oni-Brood. If a player wishes to bring something a little more bespoke to play, such things are the result of negotiations with the DM.

Human - Humans fill the world and the Shogunate is built upon their labour. They are the ‘default’ race for PCs and NPCs alike. In the setting, the main ethnic groups mirror those of Ancient Japan in physical stature and civilization.
  • Humans begin play with 2 free traits based on their prior life experiences.
  • They may take any class.

Kitsune, so the saying goes, should never be trusted, for they will devour your chickens, drink all the milk from your cow then raid your kitchen and leave you with nothing. They appear human until they choose to, or under extreme emotional duress, and their true nature is revealed. Kitsune have a number of tails, from one to nine. These tails are the characteristic orange and white of a fox, save in the Kumiho - corrupted kitsune who are vicious, rapacious predators.
  • Kitsune begin play with the trait ‘Kitsune’s luck’ representing the fortune that the Fox Spirits are blessed with. They may use this trait once/rating in place of a trait they lack. For example, the barely literate kitsune hunter could use the trait to see if she finds the ancient tome that will undo the curse on the village while inside the Witch’s house. Alternatively, they may expend a use of the trait to reroll a non-combat roll.
  • Kitsune cannot be Samurai or Shugenja for they are far too rigid for the trickster-spirits. They can be priests of Inari, but not of other gods. All other class options are open for the Kitsune.

Hengeyokai are intelligent, shape-changing animals. Several sub-races exist, each a different type of animal. They are found throughout human-settled lands, though are by no means common. Unlike other races, a Hengeyokai needs a human in order for their progeny to be born as a full member of their race - and humans see such creatures as inauspicious at best.
  • Hengeyokai begin play with a 2-point trait called ‘Hengeyokai ‘True Form’ which is an animal form. The trait represents the utility of an animal shape. Rat Hengeyokai, for example, are skilled at sneaking into places in their rat form. Crane Hengeyokai are adept at watching and spying in their animal forms. The traditional subraces are: Carp, Cat, Crab, Crane, Dog, Fox, Hare, Monkey, Rat, and Sparrow. When transforming into their ‘true forms’, the Hengeyokai do not transform their clothing or equipment, and these items are unusable in most cases when they are in animal form.
  • Hengeyokai can be of any class.

Spirit-Folk are the descendants of humans and various spirits of nature. There is no distinct race to speak of. In appearance, spirit folk somehow reflect the sort of nature spirit that their ancestor was entangled with. They all tend to be on the slender side of normal proportions, and their irises tend to have unworldly colourings.
  • Spirit-Folk begin play with a 2-point trait ‘Spiritual Nature’ which refers to their ancestral link to one of the divine spirits. The trait allows them to master the geographical nature of such a place (for example, woodland for a forest spirit ancestor, or a waterfall for a river spirit ancestor). Such places could include: Woodland, mountainsides, caves, rivers (moving water), lakes (Standing water), seas, farmland, swamps, and plains.
  • Spirit-Folk can be of any class except Shugenja.

Oni-Brood are the descendants of those humans who entered some carnal pact with the servants of the Yama Kings. They are the physically-twisted whose blood runs with the green flames of Hell. That said, not all Oni-Brood are ruled by their base natures, and some are the nicest people one might hope to meet.
  • The Oni-Brood begins with a single trait point to spend as though they were human.
  • The Oni-Brood can manifest demonic weaponry once a day. Horns of black bone rise from their skull, or their fingers change into talons of putrescent chitin. Whatever the description, their unarmed attacks count as light weapons and deal d6 damage.
  • Oni-Brood can be any class except Priests, unless it is as a priest of the Yama Kings (Demons), nor can they be shugenja.


Choose a Class
Now that you know what kind of hero you have, it’s time to pick their class. A class grants your hero certain special abilities and determines their overall strengths and weaknesses. Not everybody has a class. Most ordinary men and women are no more than their profession would imply. Most soldiers aren’t fighters, they’re just soldiers, and they’ll never ascend to the heights of fearsome prowess that a true fighter might someday scale.

Bushi (Fighter-Class)
Bushi are the red-handed warriors of the Shogunate. Whether a common footsoldier, a brigand, a sea-raider or simple peasant hero, the Bushi excels at battle. While they lack the magical gifts of the
priest or wu-sorcerer or the special talents of the ninja, they hit harder, last longer, and endure what would kill most other heroes.
Armor Allowed:      Any and shields
Weapons Allowed:    Any
Initial Hit Points: 8
HP Gained:          +4 per level
Attack Bonus:       +1
Attack Bonus Gain:  +1 per level
Fray Die:           1d8
  • Bushi can wear any armor, bear shields, and wield any weapon. Bushi are the best at direct combat, and can use any weapon to its full effect.
  • Fighters gain combat skill and hardiness more quickly than other classes. Bushi gain a +1 bonus to their attack bonus every time they advance a level and gain more hit points than any other class. They can take more punishment than other heroes.
  • Bushi have the best Fray die. Bushi are particularly dangerous to lesser foes that dare get too close. Their large Fray die makes it more likely that they will kill or incapacitate minor enemies that dare to face their blade.

Samurai (Fighter-Class)
Samurai are noble warriors, ones who follow the path of the sword. While common warriors focus on trading as much damage as possible, Samurai focus on perfection. This perfection affords them greater prowess on the battlefield. Each Samurai belongs to a noble family, and each noble family rules over an area of the Shogunate in their lord’s stead. Samurai are the heroes (and villains) of the Shogunate.
Armor Allowed:      Any except shields
Weapons Allowed:    Any melee
Initial Hit Points: 8
HP Gained:          +4 per level
Attack Bonus:       +1
Attack Bonus Gain:  +1 per level
Fray Die:           1d6
  • Samurai can wear any armour,  but do not use shields (the defense of cowards). They can use any melee weapon but prefer the daisho - a short sword (wakisashi) and a killing sowrd (katana). A samurai can activate special powers using their daisho - specifically it is their skill with the sword, and not the sword itself, which they use. Theoretically, a Samurai with any katana could be as effective as with their own.
  • Samurai gain combat skill and defense more quickly than other classes save the Bushi. Each level, they gain a +1 bonus to their attacks. Each three levels, if using their Katana, their AC is increased by a +1 bonus.
  • Samurai gain Ki which they can expend to give their weapons greater accuracy or damage. A Samurai begins with 2 ki at level one, and gains one Ki every level thereafter.
    • One Ki can be spent to reroll an attack or damage roll by the Samurai.
    • One Ki can be spent to force an enemy to reroll their attack against the samurai.
    • One ki can be spent to increase the Samurai’s Frey dice to a d12.
    • Two ki can be spent to make the daisho count as a magical weapon for the purposes of attacking creatures immune to mundane attacks.
  • Samurai all belong to a clan. These clans all govern a different area of the Shogunate. The samurai gains a single point trait related to their clan: Lion Clan; Horse Clan, Crab Clan, Heron Clan, Dragon Clan, Snake Clan, Carp Clan. Use this trait when discussing, negotiating or understanding things related to the clan.

Tattood Monk (Utility-Class)
Temples stud the Shogunate filled with contemplative monks who seek enlightenment. The path to nirvana isn’t easy - it requires hardening the body and opening the mind under extreme training methods. Monks are used to enduring too much and keeping going. They tattoo their bodies with animal symbols that grant them secret powers.
Armor Allowed:      None
Weapons Allowed:    Any light melee weapons or bare hands.
Initial Hit Points: 6
HP Gained:          +3 per level
Attack Bonus:       +0
Attack Bonus Gain:  +1/2 per level
Fray Die:           1d6
  • Monks do not wear armour and they use light melee weapons or fight barehanded.  Monks train in the use of staves, nunchucks, rice sickles and the like, but their hands are truly their most deadly weapons.
  • Monks are trained from a young age to resist pain and be difficult to hurt. They reduce all damage they take by one point, except when Defying Death.
  • Monks are acrobatic masters.  Monks begin with a 2-point trait in ‘Monk Reflexes’ representing their ability to jump and leap and tumble like the best acrobat or circus performer.
  • Monks sport animal tattoos.that grant them power and ability they might not normally have. Monks may select one tattoo at character creation, and a further one on each odd-numbered level they attain. The tattoos are:
    • Lion - Shogun of the animals, the lion is a symbol of strength. Gain +2 Strengths.
    • Horse - Powerful and swift, the horse is a symbol of speed. Gain +2 Dexterity
    • Crab - Armoured and secretive, the crab is a symbol of defense. Gain +2 AC in melee
    • Heron - Silent and watchful, the heron is a symbol of providence. Reroll any one check each day.
    • Dragon - The symbol of magic and power, the dragon is the rarest of tattoos. The monk gains a non-combat spell they can cast once per day as though they were a magic-user. The spell is 1st level.
    • Snake - The snake is a symbol of renewal and health. Gain 3hp to your hp total.
    • Carp - A symbol of wisdom, the carp is often the animal in tales that imparts enlightenment. Increase either Int, Wis, or Cha +2.
  • Monks who fight unarmed deal more damage with their fists and strike with unnatural speed. Monks who have both hands free may make two unarmed attacks a turn. Each unarmed attack deals d4 damage, not d2. At level 5, they may make 3 unarmed attacks per turn. At level 8, they make make 4.

Priest (Divine magic-Class)
Priests are gifted with the particular favor of their deities. While common priests, little better than shrine-sweepers, are capable of calling down miracles with lengthy prayer and temple rituals, a true priest can summon these marvels with no more than a short invocation. Novice priests are capable of working some minor miracle once a day, while arch-clerics can invoke dozens of mighty wonders.
Armor Allowed:      Any and shields
Weapons Allowed:    Any, but limited to 1d6 damage
Initial Hit Points: 6
HP Gained:          +3 per level
Attack Bonus:       +1
Attack Bonus Gain:  +1/2 per level
Fray Die:           1d6
  • Priests can wear any armor, bear shields, and wield any
    weapon. They do not use them as skillfully as Bushi or Ninja do, however, and so their damage die is limited to 1d6. Thus, a Priest who swings a battle axe that normally rolls 1d8 damage would instead roll only 1d6.
  • Priests can cast magical spells, channeling the power of their god. These spells must be prepared daily through prayer and consecration, and once they are cast the priest must wait until the next day to refresh his powers.
  • Priests can Turn Undead, invoking the authority of their
    patron to end the violation of the natural cycle represented by undead entities.

Wu-Sorcerer (Arcane magic-Class)
Wu-Sorcerers are the wizards, witches, mystics, and hedge-wizards of the Shogunate. They trade conventional prowess for the mysteries of the arcane, and have the strongest magical powers of any class. A novice Wu-Sorcerer’s powers are limited, however, and they must take care to survive the perils of gaining greater might. They can’t withstand the punishment that a Samurai or Priest can, but the wise never have to try.
Armor Allowed:      None
Weapons Allowed:    Any, but limited to 1d4 damage
Initial Hit Points: 4
HP Gained:          +2 per level
Attack Bonus:       +0
Attack Bonus Gain:  +1/3 per level
Fray Die:           1d4, but it affects any creature
  • Wu-Sorcerers cannot wear armor or use shields and have little skill with weapons. Armor interferes with their magical abilities, and they have little time to practice their swordplay. While they can use any weapon, their maximum damage die is 1d4. Thus, a Wu-Sorcerer shooting a bow would roll only 1d4 for its damage die instead of the usual 1d8.
  • Wu-Sorcerers can cast magical spells, choosing from among the incantations in their spellbook. They start play knowing a number of spells equal to two plus their Intelligence modifier.
  • Wu-Sorcerers can wield eldritch forces to harm a foe. Their Fray die can affect any target, even one stronger than the wizard. Other classes can’t use their Fray die to harm stronger foes.

Shugenja (Utility magic-Class)
Noble warriors who use elemental magic, the shugenja are the sorcerous counterparts to their martial peers - the samurai. They use ofuda - scrolls inscribed with simple prayers to the spirit world - to work their magic, and they are rightly feared. Part priest of the spirit realm, part mortal noble, the shugenja are social equals of the samurai, and as such, they belong to the same clan or noble family.
Armor Allowed:      Light
Weapons Allowed:    Any one-handed, limited to 1d6 damage
Initial Hit Points: 6
HP Gained:          +3 per level
Attack Bonus:       +0
Attack Bonus Gain:  +1/2 per level
Fray Die:           1d6
  • Shugenja may wear only light armour. They may use any one-handed weapon.  They usually carry a wakasashi but not the katana, the short sword being a symbol of their status as nobles. They neglect their martial training, though. The maximum damage they can cause with a weapon is 1d6.
  • Shugenja can cast spells, reciting prayers from their ofuda. They begin play with three spell scrolls and can create more as they discover new spells in play. They select their spells from both the Magic User and Cleric spell lists, save that they cannot heal or transform a target.
  • Shugenja are skilled at talking to spirits. Once a day, the Shugenja may reroll a reaction roll when encountering spirits. The Shugenja are humanity’s diplomats to the spirit world and it behooves them to make a good impression.
  • Shugenja all belong to a clan. These clans all govern a different area of the Shogunate. The samurai gains a single point trait related to their clan: Lion Clan; Horse Clan, Crab Clan, Heron Clan, Dragon Clan, Snake Clan, Carp Clan. Use this trait when discussing, negotiating or understanding things related to the clan.

Ninja (Stealth/Utility-Class)
Ninja are not the common pickpockets and skulking burglars of the great cities, but those heroes who rely more upon stealth, cunning, and well-placed blades than direct confrontation. Elusive foresters and adventurous scholars might both fall under the class just as readily as a more traditional shinobi assassin. Ninja tend to be fairly skilled combatants and lethal ambushers, but they lack the training with heavy armor possessed by their Bushi peers.
Armor Allowed:      Leather, but no shields
Weapons Allowed:    Any, but limited to 1d8 damage
Initial Hit Points: 4
HP Gained:          +2 per level
Attack Bonus:       +1
Attack Bonus Gain:  +1/2 per level
Fray Die:           1d6
  • Ninja can use any weapon and can wear leather armor but cannot use shields. Heavy armor and shields hinder a ninja’s abilities. They are skilled combatants, but not so much as a Bushi. Their weapon’s damage die is limited to 1d8. Thus, a two-handed sword snatched up by a desperate shinobi does only 1d8 damage.
  • Ninja are more greatly skilled than other classes, and gain a free 3-point trait in their archetype. At high levels a Ninja’s abilities are almost supernatural in their perfection. Each time they advance a level, this archetype trait increases by one point, even beyond the usual three-point limit for a trait. Master Shinobi often have seemingly impossible powers of stealth and infiltration.
  • Ninja can ambush unsuspecting foes. A Ninja attacking an
    unsuspecting or unwary target gains a +4 bonus to his attack roll and inflicts triple damage with his weapon and Fray die.

This message was last edited by the GM at 00:43, Thu 07 Dec 2023.
The Dread
GM, 2 posts
Tue 28 Nov 2023
at 20:44
  • msg #2

Character Creation

Choose Traits
The next step in creating your hero is to choose their traits, those particular backgrounds, skills, and aptitudes that set them apart from others of the same profession. Most characters receive three points to spend on their traits, plus whatever their race or class may grant.

Traits are a few words to describe something the character has been or is good at doing. “Former city watchman”, for example, or “Mighty thews”, or “Erudite scholar”, or “Fleet-footed”. Almost any description can serve as a trait, though it’s up to the GM to limit those phrases that cover too much ground or imply a past that doesn’t fit with the game. “Noble-born daifu” would be a perfectly fine trait for some campaigns, while other GMs might find such a concept unsuitable.

You can add your highest relevant trait to any checks or saving throws your hero might make. Both checks and saving throws are rolled on 2d8, to which you add your relevant attribute modifier and your highest relevant trait. Saving throws also add your character’s level. If the total is equal or higher than the difficulty number determined by the GM you succeed in accomplishing the act or evading the danger.

Characters can spend up to three points in a single trait, and can spend points to increase a trait granted by their racial background. A thief who was a former street urchin might have three points in
her thief archetype trait of “Outcast burglar”, and then put one point each into “Pitiful beggar”, “Streetwise information gatherer”, and “Keen danger sense” traits. A human bushi who is a hardy Samurai turned wandering ronin-drunk might take his three initial points and put two into “Traumatised war veteran” and one into “Iron constitution”.

Buy Equipment
Buy your equipment. Roll 3d6 and multiply it by 10 to find out how many gold coins your hero possesses at the start of the game. You can use this money to buy starting equipment from the tables below. Make sure to have a stout weapon, and everyone but Wu-Sorcerers and Monks should consider buying a sturdy suit of armor. Make sure your hero isn’t carrying an unreasonable amount of gear on his back. Most adventurers can carry about 60 pounds of gear before they become encumbered, plus or minus 20 more for each point of Strength modifier or trait that involves porting heavy loads. Thus, if your hero has a Strength of 13 and a trait of “Former slave laborer: 2”, she could carry 120 pounds on her mighty shoulders without being slowed.

Calculate AC
Write down your armor class. Your armor class is the measure of how hard it is to hurt your hero, with the lower the score the better. An ordinary unarmored person is AC 9, while that same man clad in plate armor and carrying a shield is AC 2. Your armor class is based on the armor you’re wearing and modified by your hero’s Dexterity modifier. If your hero is carrying a shield, subtract 1 more point from their AC. A hero’s AC is never worse than 9.

Note Weapon Deals
Note down your weapon details. Write down its damage die, the ranges of missile weapons, and record any ammunition you might be carrying. While you’re at it, it’s helpful to note down the total attack bonus for the weapon, which is equal to your character’s attack bonus plus the modifier of the relevant attribute. Thus, if your thief has a Dexterity of 16 and buys a bow, his total attack bonus with it would be +3, the total of his +2 Dexterity modifier and +1 attack bonus.

Select Spells
Priests, Wu-Sorcerers and Shugenja (and possibly even Monks) should pick their spells. For Priests,
this is simple. Using the Free Scarlet Heros quickstart rules on p12 of the PDF, select a single beginning spell. You can cast this spell once per day. You can change your choice each morning when
you prepare spells. Wu-Sorcerers should do the same on p13 of the PDF but their choices are more limited. They should pick a number of first-level magic-user spells from the list equal to two plus their Intelligence modifier. These spells are recorded in their spellbook, and they may choose one to prepare each day. To expand their choices a Wu-Sorcerer must advance in skill or find spells elsewhere. Shugenja may select spells from both lists but, similar to the Wu-Sorcerers, cannot adjust their chioce until they have gained a level.

Get Motivated!
All newly minted heroes need a reason to come to the sleepy island of Kai Besil. The adventure opens with the character(s) arriving at the island of Kai Besil by boat. Kai Besil is a small, heavily jungled island two weeks sail from the southern peninsula of the Shogunate and at the very edge of civilised lands.

Why are you here?
  • The Priestess Iroko, from the village of Talamaru, has summoned a champion from the High Temple in the Southern Penisula to come and see if they can’t answer the summons of the island’s spirits. What turmoil is the island in? How can a single hero make any difference?
  • Hikei Suryana needs a cartographer and explorer to map the interior of the island and help her uncover the legend of the Fire Queen’s golden spear, Ash-Widow. What are the properties of the relic? What will Hikei Suryana do with it once it is in her possession? Why are the Snake Clan so interested in a pyromantic artifact?
  • Elder Kitra of Talamaru has with-held taxes owed to the regional ruler. To remedy this, the ruler has dispatched a trusted agent to ‘convince’ the village to obey the law. The agent is under orders to attempt peaceful negotiations first, since there is no garrison on the island and any ill-feeling will only cause more problems. Why would an elder tempt death so openly? What emergency might be so dreadful that such drastic measures need to be taken?
  • Lan Yu was one of the very greatest Wu-jen to have ever lived and is said to have created her own order of mages - the Flame Priests. If the rituals and practices of these arcane practitioners is to be found, it might be found on the island of Kai Besil. Where could such clues be found? What price might they come at?
  • Escape from enemies on a boat - any boat - sounded like a good idea at the time. But now you’ve found yourself at Kai Besil, in the backwater village of Talamaru, what will you do?

The Dread
GM, 3 posts
Tue 28 Nov 2023
at 21:08
  • msg #3

Character Creation

Shopping Lists

Weapon Types               Cost    Damage    Weight    Notes
Two-handed Weapon          30 gp    1d10      10 lb.   e.g. No-datchi, naginata etc
One-handed Weapon          15 gp     1d8       4 lb.   e.g. Katana, tetsubo, etc
Light Weapon               10 gp     1d6       3 lb.   e.g. wakisashi, nunchuks
Small Weapon                2 gp     1d4       1 lb.   e.g. tanto
Unarmed Strike              -        1d2       -       e.g. fist, foot, elbow
Bow or Crossbow            40 gp     1d8       3 lb.   120 range, -2 long range
Crossbow                   40 gp     1d10      3 lb.   210 range, reload, -2 long range
Sling                       1 gp     1d4       -       120 range, -2 long range

Armor Types                Cost     AC         Weight   Notes
Shield                      5 gp   -1 bonus    10 lb.
Leather Armor              10 gp    7          10 lb.   aka Light, Ashigaru
Scale Armor                60 gp    6          40 lb.   aka Samurai battle armour, medium
Chain Armor                70 gp    5          30 lb.   medium, rare
Banded Armor               90 gp    4          40 lb.   aka Heavy Samurai armour

Gear and Commodities        Cost     Weight     Notes
Artisan’s Tools             10 gp     10 lb.    -needed to pursue a handcraft for trade,
Backpack                     2 gp      2 lb.
Bamboo pole, 10 ft.          5 cp      2 lb.
Book, Blank                  15 gp     2 lb.
Bottle of rice wine, Cheap    1 sp     2 lb.
Bottle of rice wine, Good    10 gp     2 lb.
Camp gear, 1 person           5 gp    15 lb.    inc. bedroll, flint and steel, cooking utensils, a tarp.
Clothes, Common               1 gp     2 lb.    0 encumbrance if worn
Clothes, Fine                50 gp     5 lb.    0 encumbrance if worn
Compass, Lodestone          100 gp     1 lb.
Cow or Ox                    25 gp     -
Crowbar                       5 gp     5 lb.
Drug, Common                  1 sp     -       1 dose
Drug, Rare                   10 gp     -       1 dose
Flask of oil                  1 sp     1 lb.    can be lit and hurled as weapons, d6 damage,
Healer's Bag                 10 gp     5 lb.    small circumstantial bonus to healing
Iron Spike                    5 sp     1 lb.
Lantern                      10 gp     3 lb.    burn for 4 hours/flask of oil
Quiver with 20 arrows         6 gp     4 lb.
Rations, Preserved, 1 day     3 sp     2 lb.
Rice beer, Gallon             1 sp    10 lbs.
Rope, Hemp, 50 ft.            2 gp    10 lb.
Rope, Silk, 50 ft.           20 gp     5 lb.
Scribe's Tools               10 gp     3 lb.    inkstone, writing brushes, a water vial, several dozen sheets of good paper
Sheep, Goat, or Pig           5 gp     -
Silk, 1 square yard          20 gp     3 lb.
Tent, 2 man                   5 gp    10 lb.
Torches (10)                  5 sp     1 lb each
Waterskin, Gallon, Full       1 gp    10 lb


Rates of Exchange
Rates of Exchange
1 platinum piece (a Platinum talent) = 10 gold pieces
1 gold piece (a Gold Koku) = 10 silver pieces
1 silver piece (a Silver Lune) = 10 copper pieces
1 Copper piece (a Copper Zeni) = ...

A common laborer usually earns no more than a silver lune a day, while even master artisans rarely make more than a koku for a day’s work. Fifty coins average to about a pound in weight. Inhabitants of the Shogunate call the coins 'talents', 'koku', 'lunes' and 'zeni' respectivly.
This message was last edited by the GM at 21:12, Tue 28 Nov 2023.
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