Showing posts with label geography. Show all posts
Showing posts with label geography. Show all posts

2024-02-17

Random City-Centred Sandbox: Example of Use

Let me show you an eample of how my random city-centred sandbox can be used.

First, I assume the city has been generated and named according to the instructions.

Second, I roll 2D8 to place the waterway. I roll 3 and 7. There is a river flowing though the side, and I replace the road segment in square No.7 with a river segment.

Third, let us assume the adventurers leave the city by the southern gate. I roll 1D4 to populate square No.7, rolling a 2: there is a road that intersects the river.

The adventurers take the road eastwards. I roll 1D4 to populate square No.8, rolling a 3: there are orchards.

The adventurers continue eastwards. I roll 1D4+1 to populate te following square, rolling a 4: 4+1=5— I must roll on Table B. I roll 1D6, rolling a 5: there is a cavern.

You get the idea 🙂

sample map


City-Centred East Asian Sandbox

Imperial Chinese cities would almost invariably be square and walled, with a street grid orientated according to North-South and East-West axes. There would be a main gate at the middle of each wall segment, with a large road leading to it.

The city itself would be quite isolated, the centre of imperial law and order amidst a vast, unruly wilderness.


starting city map

In this blog post, I will present a method to generate a sandbox centred on an imperial Chinese city.

First, generate your city per my blog post from 13 April 2012. Name the city per this other blog post. This will be the adventurer party’s base.

Second, roll 2D8 to determine the direction of the closest waterway; trace it on the map above by joining the two numbered squares. If the two rolled numbers are identical, replace the waterway with a lake.

Third, populate the map as your adventurers start exploring the region around the city. As indicated above, roll the die on Table A depending on the background colour of the square being explored:

Dark green: roll 1D4 on Table A.

Medium green: roll 1D4+1 on Table A.

Light green: roll 1D4+2 on Table A.

Yellow: roll 1D8+4 on Table A.

Table A - Master Table
Die Results
1 Fields
2 Road†
3 Orchards
4 Farms
5 Re-Roll, Table B
6 Grassland
7 Forest
8 Hill
9 Wasteland
10 Swamp/Marsh
11 Sea/Lake
12 Mountain/Peak

†If there is already a road, add one that is perpendicular to the already-existing one.

Table B - Uncommon Locations
Die Results
1 Tower/Pagoda
2 Hamlet
3 Village
4 Shrine/Temple/Monastery, Orthodox
5 Cavern/Grotto
6 Re-Roll, Table C

Table C - Special Locations
Die Results
1 Hermit/Isolated Scholar
2 Bandit Lair
3 Martial Arts School/Secret Society Headquarters
4 Shrine/Temple/Monastery, Heterodox
5 Re-Roll 1D4 on Table C, Abandoned
6 GM's Choice

A final note: This method is different from my post here where the idea was for the GM to prepare a whole region ahead of running their game. Here the idea is to randomly make up the region as the game unfolds, so as to surprise both the players and the GM.

2020-10-25

Interactive Map of Zhèng Hé's Voyages

 Here is the map:

https://www.google.com/maps/d/u/0/embed?mid=1wqErluFzbfedCO6-fycEU6BiF-RxFXTM&ll=18.445497130535895%2C68.25884166406253&z=4


from this site. Enjoy!

2019-02-19

Trade Routes Under the Sòng

Thanks to reddit user martinjanmansson, we have access – here – to a fantastically detailed map of the trade routes of Eurasia in the 11th/12th centuries AD, i.e., under the Sòng dynasty of China.


I have added below the maps of interest for an East Asian campaign:


Map centred on China

the North-East

the North-West

the South-East

the South-West

2016-02-24

[Judge Dee] Map of Pénglái

Pénglái (蓬萊) is the city where Judge Dee starts his mandarinal career. Contrary to the districts in the later novels, many of which are fictional, Pénglái is a real port city on the Bóhǎi Sea, on the north-eastern coast of Shāndōng Province.

Close to the wilderness, to the sea, and to the frontier provinces of north-eastern China, Pénglái is an excellent starting point for a role-playing campaign set in Imperial China.

The map below is from Robert van Gulik's novel The Chinese Gold Murders.



Key
1. Tribunal
2. Temple of Confucius
3. Temple of War God
4. Temple of City God
5. Drum Tower
6. Nine Flowers Orchard
7. Hostel
8. Crab Restaurant
9. Wharf
10. River
11. Korean Quarter
12. Creek
13. Rainbow Bridge
14. White Cloud Temple
15. Flower Boats
16. Watergate
17. Town House Dr. Tsao
18. Yee's house
19. Koo's house
20. Restaurant

2014-09-24

Fúsāng and Marco Polo

Allegedly Marco Polo's Own
I have already mentioned Fúsāng, the axis mundi-like gigantic mulberry tree from the legends of archaic China.

The concept of a gigantic mulberry tree to the east of the East China Sea faded with time, and gave birth to the vague notion of a mythical land existing at the far eastern end of the East China Sea, even farther east than the legendary Pénglái islands inhabited by the Daoist Immortals.

With the progress of navigation and of ship-based exploration, several islands to the east of China were called “Fúsāng” in the history of China, ranging from Japan to America to made-up stories to impress the Emperor.

Anyway, a series of recent articles on the internet have started mentioning the book The Mysteries of the Marco Polo Maps by Benjamin B. Olshin. Menzies-style, Prof. Olshin claims that the founder of the Yuán Dynasty entrusted the Venetian merchant cum explorer Marco Polo with a mission to Fúsāng, and that Marco Polo sailed along the northern coasts of East Asia up to Alaska (and back). According to some sources, the mission was funded by a southern noblewoman rather than by the emperor himself. Whichever the case, the book claims Marco Polo travelled all the way to the Aleutian Islands, where he met with the natives, to whom he delivered a message.

As with Menzies' book, I am not interested in the scientific value of Prof. Olshin's book (which is probably quite low) but in the crazy role-playing ideas it may provide.

Edit, May 2017: I had based the post above  on articles read on the internet, and not on Prof. Olshin's book itself, which apparently does not actually endorse said theory (see comments section).

2013-10-30

Míng China Discovered America!

This is the claim made by pseudo-historian Gavin Menzies. While I do believe some of the theories he put forward in his first book, 1421: The Year China Discovered the World, I think that he's simply kept presenting more and more over-the-top theories in each of his following books.

Irrespective of their historical accuracy, though, his books are great fun to read, if only for the great ideas they provide for an ocean-going role-playing campaign using The Celestial Empire.

This article is about Gavin Menzies, his books, and his theories. As I said, I think it can be a fun source of inspiration, especially if you want to incorporate Fúsāng (扶桑) as a Chinese version of the continent of America in your TCE campaign.

2013-08-20

the battle of Talas

click to enlarge
The battle of Talas took place in July 751 near present-day Taraz in Kazakhstan between Táng China and the Arab Abbasid Caliphate. Written sources about the battle are very scarce, but it is believed that it pitted more than 20,000 Chinese troops against more than 10,000 Arab troops. Each side had an imprecise number of local allies. On the map on page 28 of The Celestial Empire, the location of the battle corresponds to the southernmost part of the province of Transoxiana, close to the border with Sogdiana.

This battle is surprisingly little-known in the West; yet it has marked the end of the westward expansion of China, setting a westernmost mark that no Chinese state has managed to attain ever since.

This battle has also a fundamental cultural and religious importance: it marks the start of the slow but steady Islamisation of Central Asia, a process that has taken about 1,000 years to complete, but which has left its mark deep into China itself: the Huí minority would have never existed hadn't the Silk Road fallen under Muslim influence after the battle of Talas.

Background
Táng China and the Arab Abbasid Caliphate were the two superpowers of the 8th century AD yet, much like the USA and the USSR in the second half of the 20th century, they had avoided direct confrontation. Much like the USA and the USSR, again, each of them was however allied with a number of small buffer states located on the Silk Road, the main source of outside income for both China and the Arab empire.
The Táng empire (in yellow on the map above) was really made up of two major territories: China proper to the east, and Xīyù to the west, linked by a very narrow strip of land, the Héxī Corridor, which was under constant threat of the Tibetan empire. Xīyù itself was much more of a protectorate than a real province, even though it had a Chinese military governor and heavy military presence.
In any case, Talas, where the Chinese and Arab empires met, was very far from both China and the Arab heartland, and could only be reached by travelling through scorching arid lands (especially in July).

The Battle
The events that led to the battle are quite trivial: two aristocratic families squabbled for the succession to the throne in one of the city-states controlled by the Chinese in Xīyù. Or, according to other sources, two kinglets from two neighbouring city-states in Xīyù squabbled amongst themselves. Whichever version is true, the fact is that the Chinese governor of Xīyù intervened on behalf of one of the parties, beheaded the prominent members of the other party, and looted their treasure. This was seen as quite unchivalrous by the surviving members of the wronged party, who asked the Arabs for help. The latter obliged by sending a large army. Unfortunately, details of the battle itself are very, very scarce (even the exact location is unknown). Apparently the Chinese were tired and thirsty; in the midst of the battle, their Turkic allies switched sides, resulting in a massive Chinese defeat.

Aftermath
Despite the heavy Chinese defeat, the Arabs did not push their advantage because of inner trouble in the Arab heartlands that required that the troops be sent back. The Chinese tried to take advantage of this respite to rebuild their military power in Xīyù, but the Ān Lùshān Rebellion of 755-763 put a definitive end to these plans. It wouldn't be until under the Qīng, approximately 1,000 years on, that the Chinese empire reconquered its Western Regions.
A side effect of the battle of Talas was that, amongst the many Chinese prisoners of war, there were many papermakers who were brought to Samarkand where they were ordered to teach their handicraft. As a result, Samarkand became a flourishing paper-making centre of Central Asia and of the Muslim world. The scenario that (alas!) didn't make it into The Celestial Empire was about these Chinese papermakers having to flee Samarkand and return to China without being caught.

2013-04-30

the Khitans

The Khitans (in Chinese: Qìdān 契丹; in Korean: Georan) were a nomadic para-Mongolic people, originally from Mongolia and Manchuria, appearing in historical records well before the Táng. The original ethnic centre of the Khitans seems to have been Inner Mongolia. The Khitans were one of the foremost steppe peoples, and exerted enormous influence on northern and Inner Asia until the 13th century, yet they are very little known outside of the restricted circle of people interested in East Asian history. The current name of China in several languages stems from the name of the Khitans (e.g., Bulgarian and Russian: Китай; Kazakh: Қытай; Mongolian: Хятад), as well as the ancient name of 'Cathay' formerly used in most European languages (see my earlier post about Bento de Góis). This is testament to their importance at the time.

Under the Táng, the Khitans were vassals to either the Táng or the Türks, depending on the balance of power between the two, or to the Uyghurs when the latter replaced the Türks as the main steppe power.

After the Ān Lùshān Rebellion (755-763), the Khitans did not take advantage of the weakening of the Táng but remained peaceful vassals of the Uyghurs. In 916, in the interregnum between the Táng and Sòng dynasties, the Khitan khan Ābǎojī (阿保機) declared himself emperor; for the very first time in their history, the Khitans became a united nation. In 926, the Khitans conquered much of the northernmost part of Ancient Korea, and absorbed it into their empire. In 935, the Khitans conquered the so-called 'Sixteen Prefectures' (which correspond to the province named 'Liáo' on the map on p28 of The Celestial Empire). In 947, the Khitan Empire adopted Buddhism as its state religion and a Chinese-like strong central government, and was re-named the Liáo Dynasty (Liáo Cháo 遼朝). The Khitan script was modelled in imitation of the shape of Chinese characters. At its height, the Liáo Empire stretched from Manchuria in the east to the Tarim Basin in the west. To the people along the Silk Road, the Khitan Empire was "China", since all the Chinese goods they saw came from it — hence the naming patterns for 'China' mentioned in the introduction of this post.

Although they had become Sinicised and had adopted a Chinese-style government for their sedentary subjects, the Khitans did maintain part of their nomadic lifestyle: the court of the Liáo emperor moved between its various capitals; rather than build palaces, the nobles lived in luxurious tents. Contention over succession was resolved amongst brothers by violence, nomad-style.

the Sòng and Liáo Empires


From its very beginning, the Sòng Dynasty was hostile to the Liáo, and used military force in an attempt to recapture the Sixteen Prefectures. However, Sòng forces were repulsed by the Liáo forces who engaged in aggressive yearly campaigns into northern Sòng territory until 1005 when the signing of the Chányuān Treaty ended these northern border clashes. The Sòng were forced to provide a yearly tribute to the Khitans of 100,000 ounces of silver and 200,000 bolts of silk. These border clashes feature prominently in the Míng novel the Water Margin (chapters 83-89 of the 100-chapter version).

The Sinicised Khitan Empire of the Liáo remained a major player in north-east Asia until 1125, when it was defeated and destroyed by the Jurchens (see p30 of TCE). Most relics of the Khitan culture were destroyed when the Liáo Empire fell. Tombs were disinterred in acts of revenge by the Jurchens, which had been oppressed during the Khitan reign.

The remnants of the Liáo Dynasty escaped the area towards the Western Regions (Xīyù 西域), establishing the short-lived Kara-Khitan Khanate, which fell to the Mongols in 1218. That was the end of the Khitans. No later people has been established as their descendents, and their language also died out.

2013-04-25

[A-Z April Blogging] [X] Xīyù 西域

Xīyù (西域) in Chinese is a generic term for 'the West'. Depending on the time period and the extent of Imperial China, it may have meant different things.

Under the Táng, Xīyù was everything beyond the city of Dūnhuáng (燉煌) in Gānsù and the nearby Jade Pass (Yùmén Guān 玉門關): the 'Western Regions', i.e. the oases of the Tarim Basin inhabited by non-Hàn people but under the suzerainty of China; or Central Asia in its entirety; or even anything west of the Jade Pass, and most notably India, as in the Great Táng Records on the Western Regions (Dà Táng Xīyù Jì 大唐西域記), the travelogue written by the 7th century Buddhist monk Xuánzàng (玄奘).

After the Ān Lùshān Rebellion (755-763), the Táng lost control of the 'Western Regions', which became alternatively controlled by the Tibetans, independent city-states, or controlled by local warlords (of various ethnicities).

Under the Southern Sòng, the 'Western Regions' were controlled by the Qìdān.

Under the Yuán, the 'Western Regions' were conquered by the Mongols, like almost all the other provinces covered by The Celestial Empire. The resulting 'Pax Mongolica' brought prosperity and safety of travel to the Silk Road. Xīyù became a significant cultural and trade conduit between East Asia, the Indian subcontinent, the Islamic world and Europe.

Under the Míng, there was an initial effort of expansion and re-conquest towards Xīyù that was halted at the disastrous Battle of Tŭmù, after which the Míng Dynasty started the isolationist politics for which it's remembered; the Great Wall of China was built under the Míng. The Silk Road was abandoned and replaced with sea trade routes. After the Battle of Tŭmù, the Western Regions became alternatively controlled by the Tibetans and various Mongol tribes. They were retaken under the Qīng.

2013-04-21

[A-Z April Blogging] [T] Túnbǎo 屯堡

Busy day today, so mostly excerpts from Wikipedia here.

Túnbǎo village
The Míng conquest of Yúnnán was the final phase in the Chinese Míng dynasty expulsion of Mongol Yuán dynasty rule from China in the 1380s. A huge force of 300,000 Hàn Chinese and Huí Muslim troops were dispatched to crush the Yuán remnants in Yúnnán in 1381. After the defeat of the Yuán loyalists (who were also mostly Huí), the Míng Huí remained in Yúnnán as hereditary military colonists. Thousands of te Hàn soldiers also decided to stay in the area. They married local women of Miáo and Yáo descent, and over time began to call themselves Túnbǎo 屯堡, "fortress Chinese", in contrast to newer Hàn Chinese colonists who moved to Yúnnán in later centuries (16th-18th).
Túnbǎo work as farmers and practise their own religion, which is an amalgam of Buddhism, Daoism, and Miáo and Yáo religion (see p30 and 32 of The Celestial Empire). They have their own temples.

2013-04-20

[A-Z April Blogging] [S] The Shàn

14th century Shàn King
The Shàn (傣 Dǎi in Chinese, see p32 of The Celestial Empire) are a Tai people originally from Yúnnán. Their first polity was a Buddhist kingdom called Jǐnghóng Golden Palace in the 12th century. The Shàn were displaced southward in the 13th century, at the time of the Mongol conquest. Their language is very closely related to Thai and Lao. They practise Hīnayāna Buddhism, and keep sacred groves next to their villages. This forest is the taboo place that the protective spirits/gods of the village inhabit.

The Shàn are traditionally wet-rice cultivators, shop keepers, and artisans. Wet-rice fields account for the vast majority of farmland in all Dǎi regions. The semi-tropical climate, rivers and fertile alluvial valleys form an ideal environment for wet-rice growing. Other local products include tea, sugar cane, tobacco, and camphor, as well as tropical fruits which are harvested in abundance. In addition, the dense forests produce large amounts of much sought-after medicinal plants.

After their migration to the south and their settlement in Upper Burma, the Shàn have founded several petty kingdoms collectively known as 'Shàn States' (see map on p28 of TCE) between the 13th and the 16th century. After the 16th century, the Shàn came under the suzerainty of the Burmese kingdoms of the lowlands.
The Lao kingdom of Lan Xang, farther east, also had a significant Shàn component.

Those Shàn who didn't migrate southward and stayed in Yúnnán after the Mongol conquest recognised the suzerainty of the Chinese Empire; much like the Tǔjiā, they were ruled by their own hereditary chieftains in exchange for providing troops and suppressing local rebellions whenever needed.

2013-04-19

[A-Z April Blogging] [R] Ryūkyū Kingdom

The Ryūkyū Archipelago is situated half way between Formosa and Japan, and is made up of several subtropical islands, the largest of which is Okinawa 沖繩.

The Ryūkyū Islands formed an independent kingdom known in Chinese since the fourteenth century as the Liúqiú Guó (琉球國). The Ryūkyū Kingdom played a central role in, and thrived from, the maritime trade networks of East and Southeast Asia: the Míng Chinese policy of hǎijìn (海禁, "Sea Bans") did not apply to the Ryūkyū Kingdom. The official language of the kingdom, as in much of East Asia, was Classical Chinese; the vernacular language was Ryukyuan, a language related to (but different from) Japanese. Although independent, the Ryūkyū Kingdom was a 'tributary state' in the Sino-centric Chinese worldview, much like Joseon Korea. Many Ryukyuan officials were descended from Míng-era Chinese immigrants.

The Ryukyuan religion was a mix of ancestor worship and shamanism. Due to the Chinese influence, Buddhism, Daoism, and Chinese folk religion came to influence Ryukyuan religious practice. Some characteristics of Ryukyuan religion that may be of interest for a Ryukyu-based game of The Celestial Empire:
1- All shamans are female, but these shamanesses are very specialised:
a- some communicate with, make offerings to, and, at times, channel ancestors, local gods and more powerful deities. They are central to any organised community. Even though they are, in game terms, shamanesses, socially speaking their role is akin to that of a priest.
b- some others communicate with the dead when in trance. They are closer to the standard Asian shaman in aspect, from a social point of view, and also in how a shamaness discovers her powers in her youth ('shamanic illness', near-death experience, visions...)
c- some others yet are fortune-tellers, or officiate at weddings or funerals, mixing Buddhist prayers with native rituals.
2- Spirits and magical creatures such as yāoguài (p112 of TCE), dragons (p120 of TCE), guardian lions (p126 of TCE), and ghosts, are very present and of paramount importance
3- An emphasis on the fabrication and the use of amulets, talismans, etc.
4- Lóngmài (ley lines) strongly influence Ryukyuan magico-religious practices.

Japanese were prohibited from visiting the Ryūkyū Islands without shogunal permission, and the Ryukyuans were forbidden from adopting Japanese names, clothes, or customs.

Under the Míng, however, the Ashikaga Shogunate sent Buddhist priests from major temples in Kyōto, and four Japanese Buddhist temples were constructed in the second half of the fifteenth century. Later, when the Ryūkyū Islands were controlled by the Satsuma domain of Japan, all forms of Buddhism other than Zen [Chán] and Shingon [Esoteric Buddhism] were proscribed by the Satsuma lord.

The nationhood status of the Ryūkyū Kingdom was totally compromised in 1609 when the Satsuma daimyō of southern Japan invaded the islands. Although in reality controlled by the Satsuma, the Ryūkyū royal government formally ruled until 1879, and the Kingdom retained its trading, religious, and cultural ties with China. In 1879, the Ryūkyū Kingdom was formally annexed by Japan; a governor was appointed to administer the islands; Japanese was introduced as the official language.

2013-04-16

[A-Z April Blogging] [O] Orang-Tionghoa

Orang-Tionghoa is the name given to ethnic Chinese in the Malay Archipelago. Tionghoa is the Malay pronunciation of Zhōnghuá (中華: 'Chinese').

Trade and military expeditions have put China and the Malay Archipelago in contact since under the Yuán. However, the first mass emigration of Chinese to the Malay Archipelago takes place under the Míng. The settlers emigrate from South China and mostly speak Cantonese, Hakka, Mǐn, and Wú (p22 of The Celestial Empire). This emigration is not sanctioned by the Míng who, on the contrary, try to restrict maritime trade as much as possible. As a result, although some of these overseas Chinese are traders and merchants, most of them actually practise agriculture or mining.


The life of the Orang-Tionghoa is based upon the importance of Clan Associations and gōngsuǒ (p101-2 of TCE), and also upon the existence of secret societies (p102 of TCE). As a result, they do not really intermingle, which explains that, many centuries after having left their homeland, they are still divided along regional lines and have kept their original dialect as their vernacular language. One exception is the overseas Chinese who settled in the area of the Strait of Malacca; some of them did intermingle with Malay women, and they speak a Mǐn-Malay creole dialect. In terms of religion, overseas Chinese have the same religious beliefs as their continental brethren, with some local peculiarities, especially in terms of folk religion, with different local deities and apotheosised heroes than on the Mainland.

The regional divisions amongst overseas Chinese lead to a complete lack of ethnic solidarity. On the contrary, there is much evidence of inter-clanic clashes, culminating in the Larut War of 1861-1874 in the centre of the Malay Peninsula. The Larut War (actually a series of four wars) is fought between two secret societies, a Hakka one and a Cantonese/Mǐn one, over the control of mining areas. The wars are only stopped by the intervention of the British.

2013-04-10

[A-Z April Blogging] [J] Joseon Korea

NB— All Korean names below are followed by their Chinese transcription

Ancient Korea corresponds to the provinces of Inner Manchuria and Korea on the map on p28 of The Celestial Empire. However, Ancient Korea can hardly be considered as a single entity in the time period corresponding to scope of TCE. Under the Táng, Ancient Korea is divided into several warring kingdoms whose people do not even always share a common culture and a common language. This period ends with the unification of the Korean Peninsula (i.e., Korea proper) by the Goryeo/Gāolí (高麗) dynasty, whilst the northernmost part of Ancient Korea (i.e., present-day Inner Manchuria) falls to the Georan/Qìdān empire (契丹, p30-1 of TCE), forever lost to the Koreans.

The Goryeo/Gāolí dynasty, which is more or less contemporary with the Sòng, introduces a Chinese-style administrative system and Chinese customs; place-names and peoples' names are Sinicised. Hanmun/Hànwén (漢文, Classical Chinese) is the medium of choice for formal writing among members of the élite. Eonmun/Yànwén (諺文, vernacular script) is the least prestigious and the least consistent, and is the province of women. The middle classes use a mixed script consisting in Chinese phrases with Korean conjunctions linked by Eonmun/Yànwén particles [Chinese and Korean have completely different word order and grammar]. Under the Goryeo/Gāolí dynasty, Buddhism flourishes.

In 1232, Korea becomes a province of the Mongol empire, and shares the fate of Mongol-dominated Yuán China. Korean troops and ships provide the bulk of the Mongol invasion force that unsuccessfully attempts to invade Japan, in two ill-fated attempts in 1274 and again in 1281.

Under the Míng, Korea becomes independent again under the Joseon/Cháoxiān dynasty (朝鮮, 1392-1910), a long period of unification and of stability (except for the devastating Imjin/Rénchén wars with Japan, 1592-8). Even though it is a sovereign kingdom, Joseon/Cháoxiān Korea is a tributary state of Míng and then of Qīng China, always considering herself as the 'daughter' of Greater China. The Joseon/Cháoxiān period is considered the height of classical Korean culture, trade, science, literature, and technology.

Joseon police constable


I am providing a few guidelines below to play Korean characters in Joseon/Cháoxiān Korea. As a long, stable and Sinicised country, a Korean setting under the Joseon/Cháoxiān dynasty can be satisfactorily approximated with the TCE rules, as long as said guidelines are taken into account.

Status (p79 of BRP) is paramount in Joseon/Cháoxiān Korea, which is a highly stratified society, with very strictly-enforced sumptuary laws (regulating the dress of each social class):

Status — Social Class
01‒10 — Nobi/Núbì (奴婢): slave
11‒20 — Baekjeong/Báidīng (白丁) or Cheonmin/Jiànmín (賤民): "vulgar commoner"
21‒50 — Sangmin/Chángmín (常民): commoner
51‒60 — Jungin/Zhōngrén (中人): middle class
61‒100 — Yangban/Liǎngbān (兩班): nobility


Relations between men and women are also strictly controlled because of the Neo-Confucian ideals of Joseon/Cháoxiān Korea. Female characters can only join female professions. This limitation must be even more strongly enforced by the GM than in a 'standard' game of The Celestial Empire (p9-10 and p42 of TCE).

Player Character Characteristics

Please use the following:
Male characters: SIZ 2D6+6
Female characters: SIZ 2D6+5

Religion & Allegiance

Even though most Koreans are deeply Buddhist (several Joseon/Cháoxiān kings have written very beautiful Buddhist hymns), the state itself is officially and strongly Neo-Confucian. Throughout the history of Joseon/Cháoxiān Korea, Neo-Confucianism is always strongly enforced as the only state religion, and Buddhism is often suppressed. As a result, Buddhist monks reside in large monasteries far from city life to avoid involvement in politics, and to avoid harassment by the authorities. Buddhist priests are rare. Daoism is restricted to the odd hermit or alchemist.
Korean folk religion is similar to Chinese folk religion mixed with Shamanism, which is still strong in Korea, especially in the countryside. Monotheistic religions are absent until the introduction of Catholicism at the end of the 18th century.

Religion Availability Table (replaces the one on p48 of TCE)
Buddhism (common)
Confucianism (common)
Korean folk religion (common)
Daoism (uncommon)
Christianity [post-1786] (very uncommon)
Esoteric Buddhism/Tantric Buddhism (very uncommon)

List of Professions
Male characters
Assassin-retainer – identical to TCE
Buddhist Monk – identical to TCE
Constable – identical to TCE
Fortune-teller – identical to TCE, except Status: 20%
Geomancer – identical to TCE, except Status: 20%
Gukseon/Guóxiān (國仙) – a kind of mountain ascetic; use the 'Esoteric Buddhist Monk' template from TCE, except Allegiance: Korean folk religion 20 points; replace Knowledge (Religion: Esoteric Buddhism) with Knowledge (Religion: Korean folk religion); replace Perform (Sing) with Perform (Dance); replace Language (Manchu/Mongolian) with Language (Chinese); restrict magic to Battle Magic only, add the spells Dark and Farsee.
Hwarang/Huāláng – see the relevant post.
Magistrate – identical to TCE, except Status: 65%
Merchant – identical to TCE
Outlaw – identical to TCE
Scholar – identical to TCE, except Status: 60%
Slave – use the 'Slave' profession from p20 of Dragon Lines
Soldier – identical to TCE
Yangban/Liǎngbān (兩班) – use the 'Noble' profession from p18 of Dragon Lines

Female characters
Assassin-retainer – identical to TCE
Damo/Chámǔ (茶母) – Damo are female servants working for the police: only they can enter women-only residential areas for investigation and interrogation. These are strong, intelligent, and arms-trained women. In the history of Joseon/Cháoxiān Korea police investigations, it has been demonstrated that Damo often played major roles. In spite of this, they were ill-treated by their male counterparts. Use the 'Constable' template from TCE, except Wealth: Poor, and Status: 10%.
Gisaeng/Jìshēng (妓生) – Gisaeng are female entertainers very similar in role and accoutrement to Japanese Geisha. Use the 'Entertainer' profession from p15 of Dragon Lines; add Perform (Play: Instrument) and Perform (Sing) to the list of Primary skills. Status: 15%
Outlaw – identical to TCE
Shamaness – identical to TCE, except Allegiance: Korean folk religion 20 points, Status: 20%
Yangban/Liǎngbān (兩班) – use the 'Noble' profession from p18 of Dragon Lines

Skills

Etiquette – Base chance: 20%. Etiquette is paramount in Neo-Confucian Joseon/Cháoxiān Korea.
Firearm – Base chance: 20%. No Status skill penalty for using a firearm (they are slightly more common than in China).
Knowledge (Religion) – Base chance: 10% for common religions, 5% for uncommon religions, 0% for any other religion.
Language (Chinese) – All Yangban characters speak Chinese with a Base chance equal to EDU×3.

2013-02-12

Zomia and Lawlessness

Zomia is a very recent term — it was coined but in 2002 by a Dutch geographer — but it describes an age-old reality in Southeast Asia: the large swath of rugged and/or mountainous regions, stretching from the Tibetan Plateau through Yúnnán to the Western Highlands of Vietnam, which have almost always eschewed control by the neighbouring states, and which are home to a large diversity of peoples, languages, and religions. In gaming terms, this corresponds to the "dark" provinces on the bottom centre part of map No.1 on p28 of The Celestial Empire.


The most famous book having drawn upon the newly coined concept of 'Zomia' is The Art of Not Being Governed: An Anarchist History of Upland Southeast Asia. In it, Prof. Scott argues that [the following is from the Wikipedia article] the continuity of the ethnic cultures living there provides a counter-narrative to the traditional story about modernity: namely, that once people are exposed to the conveniences of modern technology and the modern state, they will assimilate. Rather, the tribes in 'Zomia' are conscious refugees from modernity itself, choosing to live in more primitive, locally-based economies. From the Preface:
 

[Hill tribes] seen from the valley kingdoms as “our living ancestors,” “what we were like before we discovered wet-rice cultivation, Buddhism, and civilisation” [are on the contrary] best understood as runaway, fugitive, maroon communities who have, over the course of two millennia, been fleeing the oppressions of state-making projects in the valleys — slavery, conscription, taxes, corvée labour, epidemics, and warfare.

Prof. Scott goes on to add that 'Zomia' is the biggest remaining area of Earth whose inhabitants have not been completely absorbed by nation-states, although that time is coming to an end. Though 'Zomia' is exceptionally diverse linguistically, the languages spoken in the hills are distinct from those spoken in the plains. Kinship structures, at least formally, also distinguish the hills from the lowlands. Hill societies do produce “a surplus”, but they do not use that surplus to support kings and monks. Distinction of status and wealth abound in the hills, as in the valleys. The difference is that in the valleys they tend to be enduring, while in the hills they are both unstable and geographically confined.

In addition, Prof. Scott maintains that many traits that are viewed in mainstream cultures as "primitive" or "backward", and used to denigrate hill peoples, are actually adaptations to avoid state incorporation, such as lack of a written language, shifting messianic religious movements, or nomadism. Their presence is absent from most histories, since, as Prof. Scott puts it, "it is the peasants' job to stay out of the archives."

As excerpted from the review of the book on the Freedom Press web-site: Many communities chose NOT to be part of these [budding] kingdoms because of various reasons – taxes, slavery, conscription, war, bonded labour and so on. Kingdoms were forcibly populated by less than holy methods. Marauding armies conducted regular sweeping exercises to capture people from fringe communities, villages and other remote areas, not only for slaves but also to populate the centres of kingdoms. Many rulers even resorted to providing special incentives, tax concessions etc to get the populations to stay, and to cultivate wet-rice because of its high yield per square kilometre. This way they could monitor the crops and claim them through taxes.

Even the Economist has published a lengthy article about this fascinating region and Prof. Scott's book. From the 11/02/2013 issue: The people of this ecologically and ethnically diverse region have taken refuge on either side of the [Sino-Burmese] border for centuries, according to various regional balances of power. For nearly as long they have frustrated attempts by both Burmese and Chinese governments to impose order. In The Art of Not Being Governed, Prof. Scott argues that 'Zomia' is the largest remaining region of the world not to have been fully incorporated into nation-states.

The Mongol invasions of the mid-13th century ended nearly 500 years' rule of an independent kingdom
[the non-Chinese Kingdom of Dàlǐ] in what is today Yúnnán. Dynasties subsequent to the Mongols' Yuán have all continued to claim Yúnnán as a province—but administering it is another matter. Officials were often posted to the province as a form of punishment. They saw it as being a dangerous, disease-ridden backwater inhabited mostly by non-Chinese who stubbornly refused the officials' benevolent efforts to “civilise” them.

The Manchu conquest of China in the mid-17th century and the founding of the Qīng dynasty marked the beginning of an especially turbulent era in Sino-Burmese relations. Throughout the Qīng period, Yúnnán, and especially the Sino-Burmese frontier, became a haven for anyone eager to avoid unnecessary involvement with the state. It was a Wild West on the Mekong. Illegal miners, smugglers, fugitives and would-be warlords lived side-by-side with local ethnic groups, corrupt Qīng officials, and Burmese pirates. Conflicts were frequent and bloody.

The last claimant to the throne of the defeated Míng dynasty spent most of his reign on the run, with his court in tow. He finally fled into Burma seeking refuge. The Manchu army stormed across the border and demanded the Burmese king hand over his guest, to be executed, or else prepare to fight.

The Qīng empire also fought a series of border wars against the Burmese in the middle of the 18th century. They launched four invasions into Burma in the span of just a few years, each venture proving more disastrous than the one before. The Qīng commanders initially tried to hide the extent of their defeats. After each display of official incompetence the emperor grew more enraged until finally he unleashed the full fury of the elite Manchu bannermen against the Burmese king. So confident was the emperor in Manchu military prowess that even as his troops were mustering, he was already considering plans for how to incorporate a conquered and chastened Burma into the empire. Unfortunately for him, the Manchu troops were more adept at fighting their wars of conquest in the arid climate of Central Asia. Tropical heat and disease—especially dysentery—decimated their ranks in Burma. Hoping to spare his empire further humiliation, the emperor called it a draw. Two decades later, after trade and diplomatic relations had been restored between Burma and the empire, the emperor decided that, notwithstanding the evidence, the Qīng had won the war after all.

Subsequent Chinese governments would gain a modicum of control over Yúnnán. But even into the 20th century local leaders maintained a high level of autonomy, and the frontier continued to harbour its share of fugitives and rebels.

2012-02-09

Trade Map of Asia

I have found an on-line map of mediæval Asian commerce routes (both land routes and sea routes). The map is not particularly nice —it is a scan of an old historical atlas— but it is interesting to see how the trade routes in Imperial China follow the rivers and canals. And then of course there's the Silk Road(s).

2012-01-06

Quick Tables to Generate Chinese Province Names

I have received very positive feedback on my post about the creation of on-the-fly Chinese town and city names. Therefore I am now providing a post on how to create Chinese-sounding province names.

Chinese provinces haven't always had the same name (and area) as today. For GMs who like their games to be historically accurate, it is easy to look up the right names of the provinces for a given dynasty in a history atlas or on Wikipedia. For GMs who like to play in a generic fantasy China à la Dragon Lines, I believe this post should come in handy.

Much like Chinese towns and cities, Chinese provinces usually have a two-syllable name. The first syllable is either a proper noun (often the name of a river or of a salient place name from the province itself) or an epithet for the second syllable, which itself is more often than not a common noun.

The following tables will create realistically-sounding names for your Chinese provinces. First roll a D20 for the first syllable from Table 1, then roll a D12 for the second syllable from Table 2. Voilà, you have a fairly nicely sounding name for your Chinese province.

Table 1 (D20)
  1. Ān (peaceful)
  2. Fèng (respectful)
  3. Fú (happy)
  4. Guān (frontier pass)
  5. Guǎng (expanse)
  6. Hé (river)
  7. Hú (lake)
  8. Jiāng (river)
  9. Jīng (bramble)
  10. Lì (merit)
  11. Lín (descend)
  12. Lǐng (mountain ridge)
  13. Níng (peaceful)
  14. Shān (mountain range)
  15. Shǎn (mountain pass)
  16. Tóng (lofty)
  17. Xián (united)
  18. Xīn (new)
  19. Yǒng (eternal)
  20. Yún (misty [mountains])

Table 2 (D12)
  1. běi (north)
  2. chuān (circuit)
  3. dōng (east)
  4. jī (domain)
  5. jiàn (establishment)
  6. jiāng (疆, frontier)
  7. jiāng (江, river)
  8. nán (south)
  9. nèi (inside)
  10. xī (west)
  11. yòu (west)
  12. yuán (plain)

2012-01-04

Quick Guidelines & Tables to Generate Chinese Town & City Names

Chinese town and city names are usually made up of two syllables. The first syllable would usually be an adjective or a proper noun, and the second syllable a common noun, most frequently a proper noun such as "prefecture", "capital city", etc.

Some examples from actual Chinese place names:

Capital cities: ending in -jīng:
Běijīng = Northern (běi) + capital city (jīng)
Dōngjīng = Eastern (dōng) + capital city (jīng)
Nánjīng = Southern (nán) + capital city (jīng)
Shèngjīng = flourishing (shèng) + capital city (jīng)

Prefectural seats: ending in -zhōu:
Guǎngzhōu = Guǎng (name of the province) + prefecture (zhōu)
Hángzhōu = Háng (proper noun) + prefecture (zhōu)
Lánzhōu = orchid (lán) + prefecture (zhōu)
Quánzhōu = source (quán) + prefecture (zhōu)
Sūzhōu = Sū (proper noun) + prefecture (zhōu)
Zhèngzhōu = Zhèng (name of an ancient state) + prefecture (zhōu)

Medium-sized cities: ending in -chéng or in -dū
Áodū = Áo (proper noun) + city (dū)
Běidū = Northern (běi) + city (dū)
Chéngdū = Chéng (proper noun) + city (dū)
Dàdū = large (dà) + city (dū)
Guīchéng = turtle (guī) + city (chéng)
Jǐnchéng = brocade (jǐn) + city (chéng)
Róngchéng = hibiscus (róng) + city (chéng)

River-name-based city names:
Hànkǒu = Hàn (name of the river that flows through the city) + river mouth (kǒu)
Hànyáng = Hàn (name of the river that flows through the city) + river bank (yáng)
Luòyáng = Luò (name of the river that flows through the city) + river bank (yáng)
Shěnyáng = Shěn (name of the river that flows through the city) + river bank (yáng)

Miscellaneous names:
Bǎo'ān = precious (bǎo) + peace (ān)
Cháng'ān = long (cháng) + peace (ān)
Chóngqìng = double (chóng) + celebration (qìng)
Fóshān = Buddha (Fó) + mountain (shān)
Guìlín = olive tree (guì) + forest (lín)
Lín'ān = descending (lín) + peace (ān)
Níngbō = tranquil (níng) + waves (bō) [Níngbō is a port city]
Qīngdǎo = azure (qīng) + island (dǎo)
Qìngyáng = celebration (qìng) + river bank (yáng)
Rìzhào = sun (rì) + shine (zhào)
Shàoxīng = continue (shào) + thrive (xīng)
Tiānjīn = sky (tiān) + ferry (jīn) [Tiānjīn is a port city]
Xī'ān = Western (xī) + peace (ān)

The above examples should enable you to create on-the-fly city names when needed. Here are some more guidelines:

For a large city, the easiest is <a syllable>+zhōu. The first syllable being quite often a proper name, you may use the sample surnames from p8 of the rule book, or alternatively one of the following:
  • Bái: white
  • Běi: Northern
  • Dōng: Eastern
  • Hēi: black
  • Hóng: red
  • Huáng: yellow
  • Nán: Southern
  • Níng: tranquil
  • Qīng: azure
  • Xī: Western
  • Zhōng: central

For a medium-sized city, roll 2D10 and refer to the following table:
die roll – 1st syllable – 2nd syllable
1 – Běi – 'ān
2 – Xī – dǎo
3 – Hé – mén
4 – Jiāng – chéng
5 – Zhōng – chuān
6 – Hú – dū
7 – Qīng – lín
8 – Dōng – shān
9 – Nán – yáng
0 – <use a syllable from the table of surnames> – zhuāng

Smaller settlements can simply be named “<surname> family village”, <surname> being the most common surname in the area, or the surname of the foremost local clan, e.g., the notorious Zhù Family Village in the Water Margin.

2011-12-27

Pseudohistory

China and the Chinese pop up in pseudohistory. They may not pop up as often as the Egyptians or the Atlanteans, but what they lack in presence they make up in solidity. I certainly do not pay much heed to works of pseudohistory or cryptohistory, but some of them do contain disturbing evidence.

Land masses east of China are present in pre-1492 European maps rumoured to have been copied from Chinese originals. The 1475 Martellus map, for instance, shows a large land mass very similar to South America east of mainland China.

Gavin Menzies uses many more of these troubling facts to claim that Zhèng Hé's fleet reached the Americas. Although his book 1421: The Year China Discovered the World does not resist scientific scrutiny, it is great fun reading, and it surely makes for a great campaign setting for The Celestial Empire: imagine that the player characters participate in one of Zhèng Hé's voyages and embark on a long trip round the world!

Other disturbing references in ancient Chinese manuscripts would point to the mythical eastern island continent of Fúsāng being the same as America. But more on that in a separate post!