Chapter 5: MONEY AND EQUIPMENT
Living requires money and
the inhabitants of Kara-Tur are no exception
to this rule. Indeed, maintaining
the lifestyle and tastes
of a refined noble demands money. Such characters are commonly expected
to support
and contribute to the arts,
field powerful armies, provide for the needs of their followers, build
necessary public
works, maintain a household
appropriate to their rank, and freely give gifts for numerous occasions.
Even those
of lesser status feel the
regular need for money--new clothing, better equipment, new lodgings, and
artistic tastes
all improve the position
of the character.
However, the lands of Kara-Tur
are broad and varied with many divergent cultures and histories.
Different traditions have
arisen in different lands. The vast empire of Shou
Lung is blessed with a strong central
government and can exert
its authority to do what perhaps can be done nowhere else in the world
- print paper
money. The loosely held-together
rule of T'u Lung mints regular coinage while
the titular empire of Kozakura
freely uses the coins of
others. Still further on the edges of civilization, the various warlords
occasionally mint
coins. Beyond even this
slight ken of civilization, barbarian
tribes live their entire lives without seeing or using
a minted coin. For them,
barter and direct trade are the only forms of exchange. Thus, at different
points
throughout Kara-Tur the
following monetary systems can be found in use:
Established
Currency: The government issues and controls the minting of coins ensuring
that they are
of uniform size and shape.
Although the coins can be melted down for some value, the result will be
less than
the original coins. They
are honored by merchants because they are backed by the imperial treasury
and are
known to be worth a set
amount of goods (one coin can buy [x] amount of rice, fish, cloth, work,
etc.). This
confidence allows the government
to issue paper money for much larger amounts than what its true value
represents. Officials may
oversee the prices of market goods (to prevent inflation). Barter, though
uncommon, is
still used. Taxes can be
paid in grain and other such commodities. Haggling over prices should be
expected for
larger purchases within
the character's budget.
Regular
Currency and Barter: Coins are minted and used, although not always
regular in size or
shape. Values are not absolute
and the value of the coin more directly represents the value of its own
worth. A
silver piece's value depends
on the value of silver and the amount of silver the coin contains. A coin
is usually
worth [x] amount of goods
or service but weighing coins to determine their value is not uncommon.
Larger
purchases are often made
by barter - directly exchanging goods of equal value. Land may be bought
by payment
in gems, art treasures,
services, or a share of a crop for a length of time. Haggling is common
since prices can
fluctuate greatly.
Irregular
Currency && Barter: Coins may or may not
be minted. If they are, they are often irregular
in size and shape. Coins
from foreign lands are used without prejudice. All coins are only worth
the amount of
precious metal they contain.
Paper money is useless. Goods and services are often bought by barter.
There are
often semi-fixed units of
barter - a sheep is known to be worth so much, a horse has a general value,
etc. The
bushels of rice a man harvests
or collects in a year are seen as personal worth since he can use these
to buy
things. However, since items
of barter are unwieldy to carry around, written contracts are often made,
the buyer
signing over a certain portion
of his harvest to be collected at a later date. Thus, a man's wealth is
measured by
the goods he owns, the goods
he can make or grow, and the contracts he holds. Legal systems are designed
to
enforce the honoring of
contracts and the fulfillment of obligations.
Pure
Barter: A man's wealth is measured purely by the goods he owns and
can trade for other things.
This is most common in the
uncivilized lands. Contracts are generally not drawn up (either written
or verbal).
Purchases are made by giving
the seller something of equal value. Haggling is a must, since nothing
has a set
value. The value of any
item is only set by how much the buyer is willing to give and how little
the seller will
accept. Legal systems are
generally not very formal. A man's reputation as an honest dealer, cheat,
simpleton,
liar, or hard bargainer
greatly influence how much people are willing to pay or receive from him.
Characters will normally
find themselves only having to deal with one of these systems, unless they
undertake great journeys.
The particular system used depends on the area of the DM's campaign. Furthermore,
the DM can choose to use
the monetary system he feels is simplest, so as not to slow down or complicate
play.
Unlike the other AD&D
game rules, (with its use of copper, silver, and gold) characters in
Kara-Tur use copper, silver,
and paper currency. Gold, although quite valuable, is not considered a
proper form
of currency. Rather, this
metal is reserved for artistic and craft purposes.
The following are the standard
coins of Kara-Tur. The names given can be used
regardless of the area
the player characters are
in. However, the DM can change the values of the coins from land to land,
based on
the rate of exchange, or
the desirability of coins, etc.
Copper
coins are the most common form of coinage.
There are two types, the
fen
and the yuan.
*
The fen is the lowest in value.
*
The yuan is next in value, equal to five fen.
Each coin is pierced through
the center.
Groups of coins are threaded
on strings, normally in amounts of 50 to 100. Called cash strings, they
are
normally carried tucked
in the sleeve. This simplifies both the carrying and counting of the coins.
A ch'ao
is a paper note. One ch'ao is equal to 100 fen or 20 yuan. Ch'ao come in
various amounts - one,
ten, and 100 notes being
the most common. Ch'ao, because they are easy to handle, are preferred
when dealing
in amounts of 100 fen or
greater.
Silver
is minted in two forms - the tael and the
ch'ien.
*
The tael is a coin much like the fen - pierced
in the center and often carried on cash strings. One tael is equal to 100
fen, 20 yuan, or one ch'ao.
*
The ch'ien is minted as a small bar or miniature
ingot. It is equal to 10 ch'ao, 10 tael, 200 yuan, or 1000 fen.
Ch'ien are rarely used in everyday transactions, since they can be awkward
to carry: They are often hoarded for times when the value of copper and
paper money falls.
Table 43: Currency Values
1 Fen | 1 yuan | 1 Ch'ao | 1 Tael | 1 Ch'ien |
- | 5 fen | 100 fen | 100 fen | 1000 fen |
- | - | 20 yuan | 20 yuan | 200 yuan |
- | - | 1 tael | 1 ch'ao | 10 ch'ao |
- | - | - | - | 10 tael |
Barter
Units: In addition to currency, many of the lands of Kara-Tur
make use of barter. Indeed, their
use of barter has become
quite common, leading to the institution of barter units. A barter unit
is a set amount of
goods (rice, cloth, horses,
etc.) that is seen as having a specific value. A farmer measures his yearly
income in
barter units of rice (called
koku), a nomad's wealth is reflected in the number of horses he owns, a
merchant
deals in bolts of cloth,
and so on. Each man knows the general value of his goods and what he can
expect to
trade for them.
To assist both the players
and the DM, the values of barter units are generally fixed as given below.
The koku is a measure of
the rice required to feed one person for a year. It is approximately 5
to 6
bushels. This assumes a
subsistence living and little more. Bolts of cloth contain 20 yards of
material.
The actual buying power
of livestock and bolts of cloth can vary greatly depending on quality.
Obviously well-fed and healthy
horses are more valuable than old and sickly ones. Likewise, cloth of fine
workmanship, bright colors,
intricate weaves, or elaborate dye patterns can fetch higher prices than
those listed
here.
Table 44: Barter Units Standard Value
Barter Unit | Standard Value |
Koku | 5 ch'ien |
Sheep, goat | 5 tael |
Horse | 2 ch'ien |
Cloth, common bolt | 1 ch'ien |
Cloth, silk bolt | 3 ch'ien |
In relation to the norms
of the population, PCs are considered to be unusual people. They
are, after all, more daring,
more resourceful, and live more exciting lives than the average person.
In addition to
their abilities and statistics,
they have also managed to accumulate more capital than is normally the
average.
But after all, this is necessary,
since their expenses are greater than normal.
To determine the starting
funds of a character, find the character class below and then roll the
appropriate dice. The result
is the amount of money the character has available to purchase equipment.
This is
in addition to anything
the character may have received as a birthright.
If the DM's campaign is set
in an area that uses barter and money or barter exclusively, the DM should
translate the amounts of
cash each character has into appropriate barter units. Any cash sums left
over should be
rounded to the nearest barter
unit.
Table 45: Initial Character Funds | Character Class Cash |
Samurai | 2-12 ch'ien & 1-19 tael (ch'ao) |
Shukenja | 1-5 tael (ch'ao) & 2-20 yuan & 1-100 fen |
Monk | 4-40 yuan & 2-200 fen |
Sohei | 1-10 tael (ch'ao) & 4-40 yuan |
Kensai | 1-4 ch'ien & 1-10 tael (ch'ao) |
Oriental barbarian | 1-6 tael (ch'ao) 8 1-100 yuan |
Bushi | 1-4 tael (ch'ao) & 4-40 yuan & 2-200 fen |
Wu Jen | 1-3 ch'ien & 2-20 tael (ch'ao) |
Ninja * | 1-2 ch'ien |
Yakuza | 1-3 ch'ien & 2-20 tael (ch'ao) |
* This amount is in addition to any cash the character receives from his other character class.
If the DM runs a campaign
which includes contact with the gajin, sooner or later characters will
be
bringing money from the
gajin world to Kara-Tur and vice versa. Since the coinages are different
in the two
realms, the DM and players
need to figure the rates of exchange.
Along established caravan
routes and in major trading ports, the character can make use of
moneylenders who do business
in exchanging the two types of coins.
When trying to spend foreign
money, the character encounters several problems. For starters, the ch'ao
is
worthless except as an oddity
outside of Kara-Tur (and even in some areas of Kara-Tur!). Before traveling
to
gajin lands, the character
is well-advised to convert his ch'ao to something more substantial!
When bringing foreign money
into Kara-Tur, characters will not be able to use gold coins for purchases,
since they are not accepted
currency. They can, however, sell these coins (because they are gold) at
the going
price of gold. Gold prices
typically range from 2-7 tael per gold piece. This is affected by many
factors,
including the amount of
gold on the market, the purity of the gold (gold coins are generally not
too pure in
content), and the amount
of gold the character is selling. This last is important, since selling
a large amount of
gold at once will drive
down the price a character can get (i.e. flooding the market). Silver coins
are somewhat
smaller and of poorer quality
than those found in Kara-Tur. Since they are foreign, they are not desired
by
merchants. Characters are
normally able to get 8 to 13 (1 d6 + 7) fen for each silver
piece. Copper pieces are
somewhat more standard and
characters can normally get one fen for every two copper pieces.
When taking money out of
Kara-Tur,
characters face additional problems. Lands with established
currency attempt to keep
their coins within their own lands, since minted coinage leaving the country
is bad for
the economy. Exporting coins
is considered smuggling and is a criminal offense. However, should characters
manage it, they will find
the coins of Kara-Tur more readily accepted (other lands lacking a strong
currency
system). One fen is equal
to one copper piece. A yuan is also equal to one copper piece. A tael generally
fetches
4-14 (2d6 + 2) silver pieces.
A ch'ien is worth 2-8 gold pieces. Thus, it is possible for characters
to gain or lose
money (buying power) by
speculating in coins. The Value and Exchange Table shows the absolute values
of
various coins and their
general exchange rates.
Table 46: CURRENCY EXCHANGE RATES
Currency Type | Real Value | Exchange Rate |
Fen | 1 copper piece | 1 copper piece for 1 fen |
Yuan | 5 copper pieces | 1 copper piece for 1 yuan |
Tael | 10 silver pieces | 2-12 silver pieces for 1 tael |
Ch'ien | 100 silver pieces or 5 gold pieces | 2-8 gold pieces for 1 ch'ien |
Copper Piece | 1 fen | 1 fen for 2 copper pieces |
Silver Piece | 10 fen or 2 yuan | 8-13 fen for 1 silver piece |
Electrum Piece | 100 fen or 20 yuan or 1 tael | Market value of metal |
Gold Piece | 200 fen or 40 yuan or 2 tael | Market value of metal |
Platinum Piece | 1000 fen or 200 yuan or 10 tael or 1 ch'ien | Market value of metal |
Notes Regarding Currency Value and Exchange Table
Currency Type lists the type of coin the character wishes to exchange.
Real Value is the
absolute value of the coin exchanged to its equivalent in the other land.
This is figured as if the
two currencies were absolutely identical and exchanged at perfectly equal
rates.
Exchange Value lists
the normal rate of exchange the character can expect from merchants and
moneylenders. This is normally
given as a die range, allowing for the character to receive less or more
than the
real value.
Market Price of Metal
indicates the coin has no equivalent in the other land and is not accepted
as
normal currency. In these
cases the character has to make a deal for the amount of currency he receives
for the
coin.
Q: What is the conversion
rate between
non-Oriental gold pieces
and
Oriental tael and ch?ien?
What about
copper, silver, electrum,
and platinum
pieces?
A: Table 46 (page
38) gives conversion rates.
Gold, electrum, and platinum
are not
accepted as currency in
Kara-Tur, so these
coins must be sold for the
market value of
the metal in them. The market
value of
one gold piece is 2-7 (1d6
+ 1) tael (see page
38). Extrapolating, a platinum
piece is
worth 11-30 (1d20 + 20)
tael. The market
price of gold and platinum
varies independently,
so it is possible for the
price of
platinum to be low while
the price of gold
is high. Electrum is mostly
gold, so its
price varies with the price
of gold: an
electrum piece is worth
half the current
value of a gold piece.
(151.58)
After a character is created,
it is important to equip him. Without equipment, the character often finds
himself at a great disadvantage!
There are many things the character will need or want- weapons, armor,
food,
clothing, horses, and various
other items. Initially, the character is not likely to get everything he
wants- he
simply does not have enough
money. This, however, is not bad, since it provides the perfect reason
for the
character to adventure!
Given below is a list of
the common equipment a character will want to purchase. The prices given
are
figured using established
currency. Characters can also purchase this equipment through barter units,
using the
value of the barter units
already given.
The equipment list is by
no means complete. It merely covers those items and services most frequently
used by adventuring characters.
The DM can freely add items to this list if they are needed. The DM can
also
change the price of any
item, should there be some sound reason in the campaign (scarcity, quality
of
workmanship, etc.). The
DM can also rule that some items on this list are not available in areas
of Kara-Tur.
Obviously such items cannot
be purchased.
Table 47: BASIC EQUIPMENT AND SUPPLIES COST
Armor | Cost |
Banded | 5 ch'ien |
Buckler | 5 yuan |
Chain | 5 ch'ien |
Do-maru * | 5 ch'ien |
Haidate * | 1 ch'ien |
Hanburi | 1 tael |
Hara-ate * | 1 ch'ien |
Hara-ate-gawa * | 5 tael |
Haramaki * | 2 ch'ien |
Haramaki-do * | 3 ch'ien |
Helmet, small | 2 tael |
Hide | 8 tael |
Horo * | 2 tael |
Jingasa (war hat) | 1 tael |
Kabuto (great helm) | 5 ch'ien |
Kote * (armored sleeves) | 8 tael |
Leather | 2 tael |
O-yori (great armor) | 20 ch'ien |
Padded | 1 tael |
Ring | 1 ch'ien |
Scale, leather | 4 tael |
Scale, metal | 2 ch'ien |
Shield, large | 2 tael |
Shield, medium | 30 yuan |
Sode, pair * | 8 tael |
Splinted | 4 ch'ien |
Studded | 8 tael |
Sune-ate * | 5 tael |
Weapon | Cost |
Arrow, armor piercer | 5 yuan |
Arrow, frog crotch | 10 yuan |
Arrow, humming bulb | 10 yuan |
Arrow, leaf head | 1 tael |
Arrow, normal | 2 yuan |
Axe, battle | 5 tael |
Axe, hand or throwing | 2 tael |
Blowpipe | 2 yuan |
Bo stick | 2 fen |
Boku-toh (wooden sword) | 6 yuan |
Bow, composite short | 1 ch'ien |
Bow, short | 5 tael |
Chain | 10 yuan |
Chijiriki * (spear & chain) | 6 tael |
Chu-ko-nu (repeating crossbow) () | 3 ch'ien |
Crossbow, heavy | 8 tael |
Crossbow, light | 1 tael |
Dagger | 1 tael |
Daikyu (great bow) | 10 ch'ien |
Dart, blowpipe | 1 fen |
Dart, thrown | 8 yuan |
Fang (goad) | 1 tael |
Gunsen (iron fan) | 4 tael |
Halberd | 1 ch'ien |
Hankyu (little bow) | 1 ch'ien |
Javelin | 1 tael |
Jitte | 10 yuan |
Jo Stick | 1 fen |
Kama (sickle) | 1 tael |
Katana & scabbard | 10 ch'ien |
Kau sin ke (whipping chain) | 1 tael |
Kawanaga (grappling hook) | 5 yuan |
Kiseru (iron pipe) | 50 yuan |
Kumade (climbing rake) | 1 tael |
Kusari-gama (sickle & chain) | 3 tael |
Kyoketsu-shogi | 1 tael |
Lajatang | 7 tael |
Lance (light horse) | 3 tael |
Man catcher | 6 tael |
Metsubishi (pepper blower) | 2 tael |
Nagimaki (horseman's glaive) | 6 tael |
Naginata (footman's glaive) | 8 tael |
Needle | 3 fen |
Nekode, pair (climbing claws) | 3 tael |
Ninja-to & scabbard (sword) | 4 tael |
Nunchaku | 1 tael |
Parang (machete) | 15 yuan |
Pellet bow | 5 tael |
Quarrel, single | 1 yuan |
Quarrel, two dozen | 1 tael |
Sai | 10 yuan |
Sang kauw | 1 ch'ien |
Shaken | 2 tael |
Shakujo yari (concealed spear) | 5 tael |
Shikomi-zue | 7 tael |
Shuriken, spike | 4 yuan |
Shuriken, star, large | 1 tael |
Shuriken, star, small | 6 yuan |
Siangkam (metal arrow) | 2 tael |
Sling | 2 yuan |
Sling, staff | 5 yuan |
Sling/pellet bow bullets, score | 10 yuan |
Sode garami (sleeve entangler) | 5 tael |
Spear | 3 tael |
Sword, broad & scabbard | 4 tael |
Sword, long & scabbard | 6 tael |
Sword, short & scabbard | 3 tael |
Sword, two-handed | 2 ch'ien |
Tetsu-bishi (caltrops) | 5 yuan |
Tetsubo (iron staff) | 2 tael |
Three-piece rod | 2 tael |
Trident | 5 tael |
Tui-fa | 5 yuan |
Uchi-ne (small javelin) | 3 yuan |
Wakizashi & scabbard (short sword) | 6 ch'ien |
Whip | 1 tael |
Clothing | Cost |
Boots, high hard | 5 yuan |
Boots, high soft | 3 yuan |
Cap | 8 fen |
Cloak, cloth | 1 tael |
Cloak, fur | 4 tael |
Gloves | 5 yuan |
Hat, fur | 2 yuan |
Hat, straw | 2 yuan |
Loincloth | 1 fen |
Outer robe (ho, happi) | 4 yuan |
Raincape, straw (mino) | 1 yuan |
Robe, cotton (kosode, kimono) | 2 yuan |
Robe, fur trimmed | 3 tael |
Robe, silk (kosode) | 3 tael |
Sandals | 4 fen |
Sash or belt (obi) | 1 yuan |
Tabi (boot/sock) | 5 yuan |
Trousers, cotton (hakama) | 3 yuan |
Trousers, woolen | 1 tael |
Turban | 2 yuan |
Vest, fur | 2 tael |
Vest, silk | 1 tael |
Livestock | Cost |
Canary | 5 tael |
Cat | 2 yuan |
Chicken or rooster | 3 fen |
Cricket, fighting | 1 tael |
Dog, guard | 5 tael |
Dog, hunting | 3 tael |
Dog, lap | 8 tael |
Donkey | 1 ch'ien |
Dove | 5 tael |
Elephant, war | 50 ch'ien |
Fish, ornamental | 2 tael |
Goat | 5 tael |
Hawk, fledgling | 5 ch'ien |
Hawk, trained | 20 ch'ien |
Horse, draft | 15 tael |
Horse, heavy war | 5 ch'ien |
Horse, light war | 25 tael |
Horse, medium war | 3 ch'ien |
Horse, riding (light) | 2 ch'ien |
Monkey | 8 tael |
Nightingale | 1 ch'ien |
Ox | 2 ch'ien |
Peacock | 6 tael |
Pony, riding | 15 tael |
Pony, war | 2 ch'ien |
Equipment | Cost |
Backpack, wicker | 5 yuan |
Basket, large | 4 yuan |
Basket, small | 2 yuan |
Blanket, coarse | 1 yuan |
Candle, tallow | 3 fen |
Chest, Armor | 5 tael |
Chest, common wooden, large | 3 tael |
Chest, common wooden, small | 30 yuan |
Chest, quality, large | 1 ch'ien |
Chest, quality, small | 6 tael |
Chopsticks, laquered | 4 yuan |
Cloth, cotton bolt | 1 ch'ien |
Cloth, silk bolt | 3 ch'ien |
Cord, 10' | 2 fen |
Eggshell grenade, dust * | 10 yuan |
Eggshell grenade, flashpowder * | 3 tael |
Eggshell grenade, pepper * | 1 tael |
Eggshell grenade, poison smoke * | 1 ch'ien |
Fishhook | 2 yuan |
Fishing net, 10' | 1 tael |
Goza (straw mat) | 10 yuan |
Ink, brush, and inking stone | 3 tael |
Lantern, hooded | 5 tael |
Lantern, paper | 2 tael |
Mirror, small metal | 1 ch'ien |
Oil, flask of | 3 yuan |
Paper, writing, 10 sheets | 4 tael |
Pot, iron | 6 yuan |
Quiver, 2 dozen arrows cap. | 1 tael |
Rope, hemp 50' | 10 yuan |
Rope, silk 50' * | 5 ch'ien |
Signal rocket | 1 tael |
Standard, flag, sashimono | 2 tael |
Sword stand | 1 ch'ien |
Tent, large | 2 tael |
Tent, small | 1 tael |
Thieves picks and tools | 1 ch'ien |
Tinder box, flint and steel | 8 yuan |
Tobacco pipe | 5 yuan |
Tobacco, 1 lb. | 1 tael |
Tool, common | 10 tael |
Torch | 1 fen |
Item | Cost |
Beer, jar | 2 yuan |
Food, banquet | 1 tael |
Food, common meal | 1 yuan |
Food, exotic | 4 tael |
Food, poor | 2 fen |
Grain, horse 1 day | 10 yuan |
Pepper/spices, 1 lb. | 10 yuan |
Rice, koku | 5 ch'ien |
Ricecake, 1 week's rations | 15 yuan |
Sake, jar | 5 yuan |
Tea, 1 lb. | 1 tael |
Item | Cost |
Beads, prayer | 1 yuan |
Bell, small | 3 yuan |
Bell, temple | 50 ch'ien |
Gong | 1 ch'ien |
Incense, stick | 3 fen |
Paper, prayer strip | 1 fen |
Symbol, holy (unholy) | 1 tael |
Wheel, prayer | 3 tael |
Service | Cost |
Acrobats, per performance | 3 yuan |
Actors, per performance | 5 yuan |
Chef, per banquet | 10 yuan |
Clerk, per month | 7 tael |
Courier, per day | 2 yuan |
Dancers, per performance | 3 yuan |
Gardener, per month | 6 tael |
Lantern bearer | 1 fen |
Lodging, common or small village | 4 fen |
Lodging, good inn | 6 fen |
Messenger, in town | 2 fen |
Mourners | 1 fen |
Musician, per performance | 3 yuan |
Servant, one month | 5 tael |
Stabling, one night | 3 fen |
Type | Cost |
Barding, half chain | 10 ch'ien |
Barding, elephant, leather | 20 ch'ien |
Barding, full leather or padded | 2 ch'ien |
Barding, half brigandine | 5 ch'ien |
Barding, half padded | 1 ch'ien |
Barding, half metal scale | 8 ch'ien |
Bit and bridle | 2 tael |
Harness and feed bag | 15 yuan |
Horse yoke | 4 tael |
Howdah | 5 ch'ien |
Ox yoke | 3 tael |
Saddle bags, large | 1 tael |
Saddle bags, small | 15 yuan |
Saddle blanket | 1 yuan |
Saddle, pack | 5 tael |
Saddle, riding | 8 tael |
Vehicle | Cost |
Barge, large | 300 ch'ien |
Barge, small | 100 ch'ien |
Boat | 20 ch'ien |
Canoe, small | 3 ch'ien |
Canoe, war | 8 ch'ien |
Chariot, riding | 50 ch'ien |
Chariot, war | 100 ch'ien |
Junk, large | 500 ch'ien |
Junk, small | 300 ch'ien |
Junk, war | 800 ch'ien |
Ox cart | 5 ch'ien |
Palanquin | 5 ch'ien |
Wagon | 20 ch'ien |
Q: What are the movement
rates for
Oriental watercraft? What
are the
movement rates for Oriental
land
vehicles?
A: Oriental watercraft
have the same
speeds as their western
counterparts (see
the Wilderness Survival
Guide, page 44,
Table
25). The same holds true for land
vehicles — when they are
available.
Wheeled vehicles were rare
in most of the
ancient and medieval Far
East and virtually
nonexistent in Japan until
the modern
era arrived.
(122.42)
Q: What are the encumbrance
values
for Oriental equipment?
A: Use the figures
for the nearest western
equivalent. Rope or clothing,
for example,
weighs the same no matter
where it's
made. Grenades are about
the size and
weight of a vial of holy
water.
(121.24)
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