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Warriors of Heaven and Earth (Tiāndì Yīngxióng 天地英雄)

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Warriors of Heaven and Earth is a 2003 Chinese adventure film set on the Silk Road in Táng China. The film really, really unfolds like a Celestial Empire adventure: there is an adventuring party, with different professions (soldier, caravan guard, outlaw, Buddhist monk); there is a mission: safely bring the relics of Śākyamuni to Cháng'ān; there are the bad guys: the Göktürks; there are several pivotal scenes set in as many locales: the fight in the oasis city, the fight in the gorges, the flight through the gulley and the secret cemetery, crossing the Gobi Desert, the last stand in the abandoned fortress. The last scene involves an amazing array of different Chinese weapons, including firearms. You don't want to miss this film, it's truly a TCE player's dream come true. There's also a rival adventuring party to the main protagonists'... this almost feels OSR!

The film features gritty, manoeuvres-heavy combat scenes without wire-fu, and no spells or other supernatural powers [SPOILER: except at the very end], so again it is very much in line with what a player of the Basic Role-Playing System would enjoy, as opposed to other styles of role-playing.

The film has spawned a MMORPG in China, which is testament to its high "role-playability".

Oh, and did I mention the film features the delicious  Zhào Wēi  ^_^

Chinese Alchemy

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One area in which I must recognise that The Celestial Empire is wanting is Alchemy.

Chinese Alchemy is a complex and all-encompassing subject. Any description of Chinese Alchemy should touch upon Chinese history, because of its very long tradition, with roots in the most distant past; cosmology, because of its strong links with the fundamental notions of , Yīn and Yáng, Wǔxíng; religion, because it is closely linked with Daoism; Traditional Chinese Medicine; Martial Arts...

It had been my firm intention upon starting working on The Celestial Empire back in 2000~2001 to have Chinese Alchemy play an essential role in the rules, at least as regards the chapters devoted to magic. However, as the rules began to take form, it became obvious that the task would be quite daunting. Also, because of the engine I had chosen (Chaosium's Basic Role-Playing System), any Alchemy rules I could write with the intent of remaining in the vein of the other BRP-inspired role-playing games simply looked too "European", whereas my aim really was to portray Chinese Alchemy as closely as possible to its real-world counterpart.

I had a draft system of which I was quite dissatisfied, so I discarded it. Then I had another, more playable, but still too European in flavour, so this got discarded too. Then I went for the easy solution and simply renamed the BRP Science (Chemistry) skill as Science (Alchemy) and added it to the skill list. This is the one on p59 of the rule book. This is also still unsatisfactory because, as it is described in the BRP book, the skill is still centred on poisons, gases, etc., just as my first attempts were.

I still hope one day to publish a real, satisfying, TCE supplement on Chinese Alchemy. It will have to be a supplement because, as written at the beginning of this post, there is so much involved.

In the meanwhile, I suggest you download a free copy of the 60-page PDF titled The Way of the Golden Elixir: A Historical Overview of Taoist Alchemy from Fabrizio Pregadio's blog. This short primer will give you an overview of internal and external Alchemy, of its Daoist origin, and of its change over time, from Antiquity to the Qīng — it will also let you realise why it's such a daunting task to translate all this into gaming terms!

Chinese Hour Marking

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Page 14 of The Celestial Empire lists the Chinese "large hours" in their order. However, I forgot to indicate their Chinese name. Here they are:

  • 11pm to 1am: the hour of the Rat (子  zǐ)
  • 1am to 3am: the hour of the Ox (丑 chǒu)
  • 3am to 5am: the hour of the Tiger (寅 yín)
  • 5am to 7am: the hour of the Rabbit (卯 mǎo)
  • 7am to 9am: the hour of the Dragon (辰 chén)
  • 9am to 11am: the hour of the Snake (巳 sì)
  • 11am to 1pm: the hour of the Horse (午 wǔ)
  • 1pm to 3pm: the hour of the Goat (未 wèi)
  • 3pm to 5pm: the hour of the Monkey (申 shēn)
  • 5pm to 7pm: the hour of the Rooster (酉 yǒu)
  • 7pm to 9pm: the hour of the Dog (戌 xū)
  • 9pm to 11pm: the hour of the Pig (亥 hài)


Free Adventure

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Well, not from me, sorry.

I have already mentioned RuneQuest 6. It is the latest incarnation of the original RuneQuest rules, which gave birth to the Basic Role-Playing (BRP) system back in the 80s. And of course you know that The Celestial Empire uses BRP as its 'engine'.

Now the earlier version of RQ6 was called Mongoose RuneQuest II, which was re-released as Legend after Mongoose lost the licence to using the 'RuneQuest' name. There are many non-Gloranthan settings available for the Legend game, and one of these settings is called Samurai of Legend and lets you play in Heian Japan.

Mongoose has just made available on DriveThruRPG a free scenario for Samurai of Legend, which is really good. From the blurb:
Beneath and Opal Moon is an introductory scenario for Samurai of Legend characters. It takes place in an isolated village in a southern Honshu province and is designed for between three and five characters, which can be samurai, sōhei, a mixture of the two and include a priest.
The scenario should provide a couple of strong sessions of play and produce ideas for future adventures.

You can download the scenario and play it as is (Legend and TCE are highly compatible, as are all D100-based role-playing games), or you can adapt it to your Imperial Chinese campaign game with the following suggestions. Note: do not read the following if you are a player, as it contains spoilers.

 - Set the adventure in Táng China— because of the nobility.
 - Set the adventure in South China— because of the rice fields.
 - Rename the families; Sakoda becomes Xīguō, Taira becomes Píng. Both are aristocratic families.
 - sōhei (僧兵) are Japanese Buddhist warrior-monks with no Chinese equivalent; still, you can use the Buddhist Monk profession from p49 of TCE.
 - kami (神) are Japanese nature spirits, again without any Chinese equivalent. For the scope of this adventure, however, the local kami can be replaced with the Village God (土地公 Tǔdì Gōng) and his wife, Earth Grandmother (土地婆 Tǔdì Pó). The Chinese Village God also has a shrine, like the Japanese kami, which is central to the religious life of the small community.
 - rokuro-kubi (轆轤首) are human-looking yāomó that feed on live human flesh during the night. The GM can stat the rokuro-kubi using the stats of the èmó (p116 of TCE) with the following modification: INT 3D6, and with the following demonic features: Extensible neck (the neck can extend and the head can attack up to several metres around the creature, delivering a bite attack), and Regeneration at level 3 efficiency (p159 of BRP), or he can simply use the stats provided with the adventure. A description of the standard rokuro-kubi (without the detachable head and guts form) can be found here.
 - A mujina (貉) is a sort of huòmó (p118 of TCE), except that her victim loses INT instead of CON characteristic points. The mujina in the adventure is quite intelligent (INT 14), much more so than the average huòmó.
 - The fact that placing blood in a kami shrine would pollute it is a typical Japanese belief; however similar beliefs did exist in ancient China. The GM may either keep the same incident, or devise another one (the statue of the Village God has been broken, or refuse has placed on his altar, or a piece of his golden ingot has been chipped away...).
 - Wandering Shinto Priest — to be replaced with a travelling Daoist monk. He's on a pilgrimage to Mount Qíyūn, one of the Four Sacred Mountains of Daoism.
 - gaki (餓鬼) is the Japanese form of the Chinese word èguǐ (p125 of TCE).
 - Replace the Lore (Shinto) skill tests with Knowledge (Religion [Daoism]) skill tests.
 - Replace Purity with Daoist Allegiance.
 - The Wild Man can be healed by the spirit of Tǔdì Pó or, as written in the adventure, by his wife's poetry or through a long period of spiritual healing in a Buddhist monastery.



Random Adventure Generator

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Over at my other gaming blog, I have posted about using one's bookshelves (and a few dice) as elements of a Random Adventure Generator.

Go over to my other blog and read the full entry if you are interested, but basically the idea is to randomy choose keywords within your various gaming (or non-gaming) books to fill in the blank spaces of a common pattern describing a possible frp adventure.

Depending on the diversity of the books used, the resulting sentence can be a sensible adventure hook, or a super-gonzo, multi-genre crazy scenario seed.

I have decided to use the Random Adventure Generator to generate such a scenario seed for The Celestial Empire. However, I have also decided to restrict the book base to my East Asian-themed books, so as to respect the setting of TCE.

The resulting adventure is as follows:
Charles-Édouard Hocquard asks the Player Characters to go to Hǎilóng (in Liáoníng) to retrieve a dictionary. The PCs will end up fighting against Toyotomi Hideyoshi in Shāndōng. During the course of the adventure, gold and jade will feature prominently.

The only "gonzo" element here is that French military doctor Charles-Édouard Hocquard was stationed in Indochina at the end of the 19th century, whereas Toyotomi Hideyoshi was active at the end of the 16th century...

Brilliant China-themed French comic books (cont'd)

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I've already mentioned the Juge Bao series published by French publishing house Les Éditions Fei. This very same publishing house has started another series titled Shi Xiu set in the 19th century, at a time of great upheavals in Qīng China. This new series of comics tells the tumultuous and adventurous life of she-pirate Zhèng Shì (鄭氏), possibly the most famous and most successful she-pirate of all times.

Zhèng Shì is so famous that her life has been adapted many times on many media, even in the West. Jorge Luis Borges, for instance, wrote a short story about her titled La viuda Ching, pirata, which was made into a beautiful film in 2003 by Italian director Ermanno Olmi. The film is titled Singing Behind Screens in English, and I very much recommend it. It is quite slow and shows little action, but it is beautifully photographed and gives an idea of why the policy of not building villages on the coast had been enacted.

A Sad Piece of News: Lynn Willis Passed Away

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Lynn Willis, long-time Chaosium employee (he was the third person to become a Chaosium employee, starting with the 1978 wargame Lords of the Middle Sea, and moving on to the über successful Call of Cthulhu line) passed away.

Here is the relevant page on Chaosium's web-site.

R.I.P. Lynn Willis.

PCs as Marks

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I have noticed that gamers were often very gullible. They expect so much from the GM in terms of adventure hooks that they are ready to 'bite' at the first opportunity. Myself included :)

I have hence thought of listing here a few ideas for confidence tricks in which the PCs are the 'marks' (victims of the con scheme). Unfortunately, I haven't devised any of these — if I had, I would be now living in some remote villa on the Mediterranean coast, and not in snow-covered Paris — they are from the Wikipedia.

I won't re-write the contents of the Wikipedia article, just jot down a few ideas to make them fit into a TCE game.

Salting
In Imperial China, mines were usually government-owned property, and only the government (or its subcontractors) could engage in the trade of metals, salts, etc. As a consequence, no sane person would ever buy a mine from a con artist.
However, rich collectors or traders could be interested in a piece of land with rare herbs or medicinal plants. 'Salting' the piece of land would simply involve planting the rare vegetable and then pretend it is native to the area.

Spanish Prisoner
There are many possible ideas for this particular con scheme. Here is one, that would particularly fit in a Qīng-era game. The con artist approaches the PCs and explains them that a British opium smuggler has been jailed in Canton; the Lǎowài is to have his head cut off in two weeks' time. His relatives are immensely wealthy and are ready to pay a huge sum to get him out of prison and save his life. However, it will take more than two weeks to get the money from India, where they reside. In the meanwhile, the PCs should pay the necessary bribe to the warders; they will be returned ten times its amount as soon as the ship with the money arrives.

Romance Scam
Romances usually do not play a major role in role-playing games (alas). It will be hence difficult for the GM to involve any one of his players in such a con scheme, unless the latter like their PCs to go to brothels, tea houses, etc., There, they could meet a prostitute who promises one of the PCs that he could marry her if only he could buy back her freedom. This could go on and on as new hurdles would always appear.

Fortune Telling Fraud
Fortune-tellers were numerous in Imperial China, of all classes and persuasions (see TCE, p49-55). As with the Romance Scam, there is little probability the PCs would spontaneously consult a fortune-teller. Here's an interesting variant, however: the PCs find a precious ancient sword in a treasure. Somehow, a con artist disguised as a fortune-teller (or even a genuine fortune-teller) cons the PCs into believing that the sword is cursed and must be destroyed. The rest is as per the Wikipedia article.

Badger Game
This can be hilariously played upon unsuspecting gamers. The nicer the PCs, the better. One of the PCs could be a travelling healer, intent on curing people afflicted by some natural or magical malady. Or a monster hunter, looking for a Hànbá or similar disaster-bringing creature. In one of the villages where the party stops, a woman feigns to be afflicted by the illness the PCs are trying to remove. She invites the healer/monster hunter in her home, and undresses to show her wounds. At that exact moment, the angry brothers and male cousins of the female con artist suddenly come in. The 'mark' is then forced into marrying the woman.

Zomia and Lawlessness

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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.

Lan Xang Goodness!

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Lan Xang was a Lao kingdom that lasted from 1354 to 1707, i.e., from the Yuán until the early Qīng in Chinese terms. Lan Xang appears at the bottom of map No.1 on p28 of The Celestial Empire.

There's been a recent article by Bryan Thao Worra, a Lao-American short story writer, on the Innsmouth Free Press web-site, which provides a lot of Cthulhuesque adventure ideas in Lan Xang. Obviously, a lot of those ideas can be ripped off for a cross-over CoC/TCE game, or even for a regular high-fantasy TCE game.

I am copying the juicy parts of the article below:

Once known as the "Realm of a Million Elephants", Laos today is home to over sixty different documented cultures, each with its own languages, epics and customs. A nation the size of Great Britain, Lao geography is 70% jungles and mountains, with many ancient temples and ruins, even the mysterious Plain of Jars, filled with giant urns of unknown purpose.

There are plenty of beings from the Cthulhu Mythos created during the 20th century who’d fit right into a Lovecraftian Lao horror story. Consider the Tcho-Tcho and the Crawling Chaos, Nyarlathotep, Yig, the Father of Serpents, elephantine Chaugnar Faugn, the serpent people, or freshwater Deep Ones plying the Mekong before swimming into the cryptic depths of the Pacific.

Plenty of figures from Lao legends more than fit the bill as Lovecraftian entities. The Lao regard the Nak, or Nāga
(TCE p125), as sacred protectors, particularly of the teachings of the Buddha. These are shapeshifting, serpentine beings imbued with magic powers and a capacity for terrible vengeance on anyone who despoils their sacred streams, rivers, lakes, or hidden caverns. But I advise you to treat them respectfully within your story.

There are also the Nyak, who have their roots in the Rākshasa legends of India
(TCE p125-6). They are giant, horrific anthrovores of remote wildernesses. Some swore to protect the teachings of the Buddha. Others have far, far different designs. Lao legends are filled with legends of terrifying roaming weretigers, half-bird women, hungry ghosts, flying horses, and mystic hermits. With a little digging, a writer finds amazing opportunities.

The Hmong in Laos have numerous entities who invoke dread and fear, such as the poj ntxoog, a nightmarish malignant hag hungry for human flesh. One forest spirit is known to approach mountain farmers at night, its arrival heralded by poultry exploding or pigs turning inside out. The classic Hmong legend of "The Orphan and the Zaj", an aquatic dragon-like being, was retold in the early 1980s as a comedy, but, when read correctly, should more likely be interpreted as a terrifying adventure with Lovecraftian undertones.


[...]

Most traditional Lao epic myths are poorly translated into English, seemingly inconsistent, incomplete and even contradictory. Sometimes, they’re horribly abridged; other times they’re incoherently voluminous. For the Lovecraftian writer, this should be rather familiar and almost reassuring territory to wade into.

An excellent online resource for Lao folktales can be found at Northern Illinois University, which houses a free archive of many English translations of Lao legends and myths.

I would particularly highlight the translation of Phra Lak Phra Lam, which is a Lao take on the Indian epic of the Rāmāyana. Featuring warrior monkeys known as "vanon", titanic
Nāga kings, mermaid generals, shapeshifting monks, villainous giant Rākshasa on an island fortress and spells aplenty, it would be simplicity itself to set a sword and sorcery tale within this story, especially one with the classic trappings of the Mythos.

Phadaeng Nang Ai is another tale with significant potential. It’s a love triangle between the
Nāga prince Phangkhi, a human princess named 'Aikham', and the human king Phadeng. The aspect of interest for Lovecraftian writers is the revenge of the Nāga king, Suttho, who leads an army of Nāga to kill everyone in King Phadeng’s realm for eating Prince Phangkhi. The Nāga king seizes Princess Aikham to live in the fabled underwater Nāga city of Badan. King Phadeng’s solution is to end his own life so he can become a ghost king who rallies a ghost army to seize his beloved back. If you can’t work with that, turn in your elder signs.

Chīmèi

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click to enlarge
I've found this picture on G+, made a search through Google Images to try and find out whence it came to give due credit, but to no avail. I wish I knew if there were other awesome pictures like this one. It's a vaguely East Asian-looking hobgoblin. This looks very inspirational for a Chīmèi (TCE p113).

I especially like the extra detail like the darkness character (闇) on the forehead of the Champion. It could be a spell matrix or something like that.

Nice Words

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It's always heartening to read kind words about one's work, especially when it was a labour of love like The Celestial Empire.

The following is from a recent thread on rpg.net:

Celestial Empire is really, seriously, good. It's nominally for BRP, and it seems primarily for 'medieval' China, but it'd work as a sourcebook for any China-based game. I have an MA in Asian Religions (specialization in Neo-Confucianism) and I've found almost nothing to complain about regarding the author's scholarship.

[April A-Z Blogging] [A] the Ān Lùshān Rebellion (755-763)

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I will try to do a post a day, in the alphabetical order, during this month of April. This is not to participate in a contest, but to force myself to posting more frequently.

As an introduction, let me state some facts: the eighth-century Ān Lùshān Rebellion was the single deadliest war in human history in relative value, i.e., by calculating the death toll against the global population of the time. It is assumed that 15% of the total population of the world (not of China, of the world!) died either as a direct consequence of the military actions, or as a consequence of the mass starvation and diseases caused by the upheavals brought upon central and northern China by the war. Yet this war is incredibly little-known in the West.

The Táng empire possibly represents the zenith of Imperial China. Its territorial extent was immense, more or less the same area as today at a time when transport and communications were definitely not as they are today! In terms of culture, arts, and religion, it is also widely accepted that this is the time when Imperial China reached its apogee — it is the culture of Táng China that spread on to Korea and thence to Japan.

Táng China was a centralised empire, with an embryonic civil service, yet still mostly relying upon the ancient nobiliary structure. In the 7th century, the empire embarked upon a series of wars of expansion, to the north-east (present-day Manchuria), to the west (Inner and Central Asia) and to the south (present-day Vietnam). Although China was victorious, these wars strained her economy. The huge armies that conquered these distant lands had to remain stationed there to prevent any local revolts, and, due to the economical difficulties of the central government, the funds for the upkeep of the armies and of the mercenaries, which played a growing role in the wars, came from the generals of the armies themselves. As a result, the generals of the frontier armies became the equivalent of the European feudal marquis: hereditary noblemen whose duty it was to guard the marches of the kingdom. These frontier military governors were called jiédùshǐ (節度使) in Chinese.

Ān Lùshān (安祿山)
Ān Lùshān (安祿山) was one of these jiédùshǐ. The son of a Sogdian father and a Turkic mother (rumoured to be a sorceress), he was born c. 703, and was already a successful general in his thirties, having warred against barbarians both in the north-east and in the west. Note: it was frequent under the Táng to appoint foreigners as army generals, as they were deemed to be more politically reliable than native Hàn, the latter being thought to be held sway over by the various aristocratic factions.
Ān Lùshān was a frequent visitor in the capital, where he was admitted in the inner sanctum of the emperor's palace. This prompted a rumour that he was a lover of Yáng Yùhuán's, the emperor's favourite concubine. To this day, it is unknown whether the rumour was based on anything concrete, and this love triangle has originated quite a number of films and TV dramas.


The battle of Talas, lost against the Arabs in 751, was the turning point in the Chinese wars of expansion. The people in China grew dissatisfied with these costly wars, and the emperor had to implement a series of sometimes conflicting changes of policy. These changes were accompanied by the rise and the decline of various aristocratic factions at court. In the winter of 755-756, one of these factions called in Ān Lùshān, who occupied Cháng'ān. The city was ruthlessly sacked and destroyed by the (mostly non-Hàn) armies of Ān and his allies. At this point, emperor Xuánzōng gave all power to the factions who opposed Ān Lùshān to remove this threat. Ān reacted by attacking and taking Luòyáng, the 'second' or 'eastern' capital city of the Táng. At this moment, Ān Lùshān declared himself emperor of the new Great Yān (大燕) dynasty.

The legitimate emperor had to flee south to Sìchuān. His guards, however, blamed the war on the supposed affair between Ān and Yáng, and had her put to death. In 756, the heartbroken Xuánzōng resigned in favour of his son, Sùzōng, who had remained in the north to reclaim the throne. The hard flight to Sìchuān and the death of Yáng Yùhuán have spawned a number of very famous Chinese and even Japanese works.

Sùzōng first had to battle against his brothers for pre-eminence within the loyalist camp, enlisting the aid of Uyghur barbarians. Since Sùzōng didn't have any funds to pay the Uyghurs, they were left free to pillage North China as compensation for heir help. After having defeated his brothers, Sùzōng defeated the Yān, and took back Cháng'ān and Luòyáng in 757, again with the help of his Uyghur allies.

Meanwhile, in the Yān camp, Ān Lùshān had grown complacent as emperor of the Great Yān dynasty, and he was eventually murdered by his own son, Ān Qìngxù. General Shǐ Sīmíng, a long-time ally and childhood friend of Ān Lùshān's, had Ān Qìngxù executed in 759. He took over Ān's territory and troops, and claimed for himself the title of emperor of Yān. This is why the Ān Lùshān Rebellion is also called the Ān-Shǐ Rebellion.

During all these events, most of North China remained disputed between the Táng and the Yān, depending on the outcome of various battles and sieges, and on the shifting loyalties of the various army generals. The rebel heartland lay in the north-east.

However, with the military situation coming to a stalemate between the Táng and the Yān, the latter started to experience internal dissent. Emperor Shǐ was killed by his own son in 761. Apparently, Shǐ's son was an able commander, but with the Uyghurs entering again the fray to help the Táng, he couldn't avoid defeat after defeat, and committed suicide in 763, thus ending the Ān-Shǐ Rebellion.

At this time, northern China lay in ruins, the Táng had lost all their territorial gains from before the Ān Lùshān Rebellion, and the Arabs and the Tibetans could quietly attack and plunder Chinese cities. The Uyghurs controlled the Tarim Basin. The Táng dynasty was irrevocably weakened. Despite its role in the war, the Táng were forced to keep the system of the jiédùshǐ.

On top of the immense deaths and devastation, and of the effects mentioned above, the outcome of the Ān-Shǐ Rebellion was also an economic and an intellectual decline.

Using the Ān Lùshān Rebellion with The Celestial Empire:
As explained in TCE, the game has been written with the peaceful time periods of Imperial China in mind, when travel is safe and player characters can try and work their way through the stable organisations of Imperial China: literary academies, martial arts schools, religious sects, and clan associations. However, troubled times such as the Ān-Shǐ Rebellion may also obviously present many occasions for role-playing. The player characters can be the agents (or even the cìkè) of the one or the other aristocratic faction at the court of emperor Xuánzōng. Or they can be 'secret agents' of the latter, or even accompany him through the dangers and the hardships of the flight to Sìchuān. Or they can be a general ad his retainers, trying to grab as much power as possible.

[April A-Z Blogging] [B] Bento de Góis

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Bento de Góis was a Portuguese Jesuit missionary who was active at the turn of the 17th century, at a time when it was still unclear in the West whether "Cathay" and "China" referred to the one and same geographical entity or not. He was also fascinated by the legends of native Christian peoples living in Inner Asia (e.g., the legend of "Prester John"). He is the first Westerner to have travelled overland from India to China.

Bento de Góis led an adventurous life from early on. He was a soldier, and saw action against the Spaniards. When stationed in the Portuguese Indian city of Goa, nicknamed the "Rome of the Orient" because of its intense Catholic activity, he abandoned the secular world and entered the Society of Jesus, possibly because his fiancée back in Portugal became a nun at that time. Bento de Góis was then assigned missionary work in Mughal India for several years, which enabled him to become proficient in the Persian language and in Muslim customs, because he sometimes had to hide his true religion.

At that time, the Jesuits were busy trying to convert the Japanese to Christianity, with very little success, yet undergoing mass persecution at the end of the Sengoku period. Noticing how the Japanese were in awe of everything Chinese, the Jesuits then thought that converting the Chinese would be the key to converting all of East Asia, and hence turned their attention to China, where some Jesuits were already active at the court of the Míng. However, because of various setbacks, the sea route revealed itself to be impractical for missionary activities. As a result, it was decided to send missionaries to China through Tartary— the first European attempt ever to travel from India to China overland. The idea was also to take advantage of the inland trip to ascertain whether there were any native Christians in Tibet and/or in "Cathay" (at the time supposed to be different from "China"), even though the Jesuits in Běijīng doubted that such peoples did exist.

Bento de Góis left North India in February 1603 with the annual caravan bound for the Uyghur trading centre of Yarkand (Shāchē 莎車), situated in a fertile oasis of the Tarim Basin. The trip would last 4 years and Bento de Góis would cover 4,500km. He left Lahore disguised as an Armenian merchant intent on travelling to China on the Silk Road. The caravan went first through Bactria, experiencing the terrible cold and dangers of the Pamirs. In Bactria, Bento de Góis made the acquaintance of several Uyghurs who were returning from the pilgrimage to Mecca and who were also bound to Yarkand. At the time, the Silk Road was but a shadow of its former self, and was plagued by bandits and marauding nomads. Bento de Góis carried arms, and helped defending the Uyghur pilgrims. As a result, he was much welcome in Yarkand, especially since one of the pilgrims was the very sister of the Uyghur ruler of Yarkand.

After having rested in Yarkand, Bento de Góis travelled through the desert to the oasis city of Aqsu (Ākèsù 阿克蘇) in western Dzungaria. Despite Aqsu's ruler being related to Yarkand's, Bento de Góis was ill-treated in Aqsu and kept virtually there as a prisoner. After paying a huge ransom, however, he was allowed to leave. His next stop was the oasis city of Karasahr (Yānqí 焉耆), in eastern Dzungaria, where he could ascertain that a Nestorian community had indeed existed in the past, but that none were left in his day. There, he also met some Uyghur merchants who were travelling back from Běijīng, and who confirmed him the presence of fellow Jesuits at the court of the Míng. After some time spent preparing the last leg of the expedition by buying jade so that he could pretend being a merchant, Bento de Góis left Karasahr for China, reaching the Great Wall at the end of 1605. The Míng Empire had very restrictive rules for foreigners' entry into the country, and Bento de Góis was detained by the Chinese authorities in the city of Sùzhōu (肃州) in Gānsù. From Sùzhōu, Bento tried to send messages to the Jesuits in Běijīng, but he did not have their exact address, and he could not write Chinese. On the other end, the Běijīng Jesuits (informed about de Góis expedition by his Goa superiors) were making enquiries about him from people coming from the west, but could not learn anything either, since they did not know his assumed 'Armenian' name. One of Bento's letters, sent in the first half of 1606, eventually found its way to the Běijīng Jesuits at the end of 1606. Matteo Ricci, the chief Jesuit in Běijīng, promptly sent a Chinese convert fetch his Portuguese colleague. The latter arrived in Sùzhōu at the beginning of 1607, only to find Bento de Góis on his deathbed.

The travels of Bento de Góis are humbling for us gamers. They make us realise how very difficult and very dangerous it was to travel, even through 'civilised' lands. In terms of using this narrative with The Celestial Empire, a GM could simply re-use it as is for a long overland campaign (a giant hexcrawl!). Alternatively, the PCs could be native Chinese in the employ of Matteo Ricci who must go to Sùzhōu and organise Bento de Góis's escape.

[April A-Z Blogging] [C] the Celestial Bureaucracy

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The Celestial bureaucracy is the pantheon of Chinese mythology. As with many other elements of Chinese thought and religion, the idea of a Celestial Bureaucracy modelled on the Imperial Bureaucracy stems from Confucianism. Despite its scholarly roots, the Celestial Bureaucracy has been readily adopted by Daoism and Chinese Folk religion; it is also at least acknowledged by Chinese Buddhism, in particular in terms of what the afterlife looks like.
Its basic structure and some of its divine members are described on p37 of The Celestial Empire. However, just as the Imperial Bureaucracy is a vast body with innumerable members reaching down to the remotest provinces of the Empire, the Celestial Bureaucracy has many more members than the ones listed on p37 of the rule book. Actually, per Confucianism and Chinese Folk religion, the Celestial Bureaucracy oversees all gods, deities, and apotheosised heroes, and even the Daoist Immortals of Chinese mythology.

This post presents a few variations/additions to the elements provided in the rule book.

Originally, the supreme ruler wasn't called the Jade Emperor, but the Yellow Emperor (黃帝). The change occurred under the Táng.

Whatever his name, this supreme ruler is not really worshipped: he's revered throughout China's Confucian and Daoist temples, and joss houses. Once a year, on the ninth day of the first month, Daoist temples hold a Jade Emperor ritual (拜天公 bàitiāngōng, literally heaven worship) at which priests and laymen prostrate themselves, burn incense, and make food offerings.
The Jade Emperor's four assistant emperors are detailed below:

➀ Yándì (炎帝), the Flame Emperor, is much more of an historical figure than a mythological one, even though he is supposed to rule the southern cardinal direction.
➁ Shǎohào 少昊 is sometimes counted as an apotheosised emperor, sometimes as a mythologica figure. He rules the western direction.
➂ As written in the rule book, from the Míng onwards the nameless Northern Emperor (Běidì 北帝) becomes extremely popular, both in Daoism and in Chinese Folk religion. He is revered as a powerful god, able to control the elements (worshipped by those wishing to avoid fires), and capable of great magic. He is particularly revered by martial artists, and is the patron saint of Héběi, Manchuria and Mongolia ("the North").
➃ Tàihào 太昊 oversees the eastern cardinal direction. He is particularly worshipped on the sacred peaks.

A fifth assistant emperor can be added to the list: the Yellow Emperor (黃帝), who oversees the central cardinal direction. After his abdication, Zhuānxū顓頊 becomes the fifth assistant.

In Daoism, the Jade Emperor governs all of the mortals' realm and below, but still ranks below the Three Pure Pellucid Ones (Sānqīng 三清, of which more will be revealed in another post). In Confucianism, the Jade Emperor is considered as a kind of abstract principle. In Chinese Folk Religion, on the contrary, he is really seen as the heavenly equivalent of the earthly ruler; this also explains the changes in his name— a ruler simply cannot be eternal, even if he is heavenly!

Similarly, the Celestial Bureaucracy is seen in Chinese Folk Religion as just another sprawling bureaucracy, much as a mirror of the earthly one. Each assistant had its ministries and specialised bureaucrats, with official lists being published by the government — since the Emperor of China was the only person supposed to be able to communicate with the Celestial Bureaucracy. This sprawling bureaucracy was made up of gods, goddesses, bodhisattvas, deceased emperors and empresses of the past, heavenly beings, and immortals. Each disease was also believed to be the result of the works of a particular member of the Celestial Bureaucracy. The idea was that no single activity, good or bad, was outside of the jurisdiction of the Celestial Bureaucracy. Sometimes, the Chinese government would co-opt local deities, apotheosised heroes, or even demons, lest their worship should create local, uncontrollable cults. This was actually one of the very official duties of Chinese magistrates.

Buddhism also found its way into the arcana of the Celestial Bureaucracy, which was supposed to keep rack of one's past lives and deeds. Especially virtuous deceased people would eventually join the ranks of the Celestial Bureaucracy.

[April A-Z Blogging] [D] the Dungan Revolts

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'Dungan' is the name given in Central Asia to the Huí (see p30 of The Celestial Empire), the Chinese-speaking Muslims from Dzungaria and the Tarim Basin. They call themselves Lǎo Huíhuí: Old Muslims. Two devastating Huí revolts took place in China in the second half of the 19th century, resulting in very heavy casualties, destruction, and the mass emigration of the Huí to Sogdiana and Turkestan.

The Manchu-led Qīng empire had a very aggressive policy vis-à-vis the Dungans. However, it did not provoke any major migration of Dungans out of China before the Dungan revolts. As explained on p40 of TCE, the Qīng treated Muslims as second-class subjects. At the time of the Tàipíng Rebellion (second half of the 19th century), the Qīng allowed the Hàn to form armed militias to defend themselves. The Hàn of Dzungaria and the Tarim Basin also armed themselves, even if they were thousands of km away from the Tàipíng Rebellion. The Huí felt threatened and also started arming themselves. This escalation led to a very tense situation, which only needed a spark to become something worse. A trivial incident in 1862 gave start to the rebellion, which quickly spread as far east as Gānsù, where there were many capable Sufi leaders who joined the rebellion. In 1865, the Uyghurs joined the fray on the side of the Huí under their leader Yaqub Beg (see p40 of TCE), and soon the Qīng lost control of Dzungaria and the Tarim Basin. In 1867, the Qīng General Zuǒ Zōngtáng fought back using a carrot-and-stick strategy: on the one hand, massive amounts of money were invested in the region to promote agriculture and education; on the other hand, gun-carrying forces were sent to fight against the Muslim rebels (Chinese armed forces in the 19th century were still mostly relying on cold weapons!). After the first Qīng victories in 1871-2, skilful diplomacy brought back several Huí leaders into the loyalist camp. Despite repeated offers of amnesty in 1873, the war went on with many battles (mostly sieges), thousand of victims, and ethnic cleansing on both sides until 1877. In the end, the situation became so confused that the Uyghurs and the Huí started an internecine conflict, with the Hàn Chinese still in Dzungaria and in the Tarim Basin joining forces with the Uyghurs to exterminate the Huí, whilst the Russians to the north took advantage of the chaos to annex the territory around the city of Kulja in Dzungaria.

In the end, a combined force of Hàn soldiers and Huí former rebels defeated Yaqub Beg's forces and took back all lost territories. The Huí who fled to Central Asia were those who remained on the rebel side until the very end of the (first) Dungan Revolt.

A second Dungan Revolt took place in 1895-6. This time, the fighting was mostly between rival Sufi Naqshbandi orders amongst the Huí. It was put down by loyalist Muslims.

[April A-Z Blogging] [E] the Éméi Sect

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As written on p103 of The Celestial Empire, fictional organisations are a staple of Chinese myth and legend. The monks of Shàolín, for instance, may have an origin in real history, but the way they've evolved in the national Chinese psyche makes them closer to superheroes than to historical figures.

Something similar has happened with the Éméi Sect (Éméi Pài 峨嵋派). Wikipedia describes it as a fictional martial arts sect from Jīn Yōng's works, whereas the web-site of the Confucius Institute describes it as a real-world sect. Given the fanciful material in the article from the latter source, I am more inclined to side with wikipedia. Anyway, this is not too important in a role-playing setting; if it's fun, it must be included.

The Éméi Sect is briefly mentioned in Crouching Tiger, Hidden Dragon: when Zhāng Zǐyí's character smashes the furniture in the inn whilst single-handedly defeating numerous opponents she says: "I am the Invincible Sword Goddess, armed with the Green Destiny that knows no equal! Be you Lǐ or Southern Crane, bow your head and ask for mercy! I am the dragon from the desert! Who comes from nowhere and leaves no trace! Today I fly over Éméi. Tomorrow... I topple Mount Wǔdāng!".

Éméi Pài 峨嵋派 ("the Éméi Sect")
The Éméi Pài is one of the leading righteous sects in the world of the Wǔlín (p9 of TCE). It is named after the place where it is based, Mount Éméi (p25 of TCE), one of the Four Great Mountains of Buddhism. Although it is a Buddhist sect, the Éméi Pài has been described as working hand in hand with Daoist righteous martial artists in Chinese fiction. Again in Chinese fiction, the Éméi Pài is said to enrol both male and female recruits. It can be used by the GM as a vessel to introduce female (N)PCs to the game, thus ignoring the usual restrictions listed on p10 of TCE.

Period of time: Yuán to Qīng
Allegiance: Buddhism
Style: external (yáng)
Powers: same as Éméiquán (p69 of TCE)
Other Powers taught: Buddhist Magic — Mantra of Bhaisajyaguru
Special: in case of dire emergency, members of the Éméi Pài in good standing within the sect, and with a Buddhism Allegiance score of 70 at the least, may request succour from the leaders of the Sect. This request needn't be carried out by a messenger: the person sending out the request may do so through a successful Meditation skill roll  — the request will then telepathically be received on Éméi Shān. The GM will have to judge whether the request is or is not justified. Should it be justified and in line with the activities of the sect, Mount Éméi will provide appropriate help in the form of a group of Éméi Pài martial artists who will travel from the nearest available location to the threat. This will require of course some wotk from the GM (size and location of the party, statting its members...)

[April A-Z Blogging] [F] the Fǎxiàngzōng school

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The following is in addition to the Buddhist sects presented in p90-4 of The Celestial Empire.

Period of time
Táng

Description
The Fǎxiàngzōng school (法相宗) is a minor Buddhist sect established by Xuánzàng (602-664), the great Táng Chinese monk, scholar, and traveller, and by his disciple Kuījī (632-682). The sect is also known as the Wéishízōng school (唯識宗). The sect is, like the Huáyán School (p93 of TCE), very much scholarly-oriented, but remains less famous than its rival. The Fǎxiàngzōng school does not survive the anti-Buddhist persecutions in the 9th century.

Members
Monks only, especially those interested in original Indian Mahāyāna texts, and in particular those of the Yogācāra tradition. Gaming-wise, it should be restricted to NPCs.

Requisites
- Knowledge (Religion: Buddhism) at 75% at least.
- Language (Sanskrit) at 50% at least.
- Literacy (South Asian alphabets) at 50% at least.
- Persuade at 50% at least.
- Willingness to travel.

Benefits
Members of this school have access to a variety of Indian manuscripts, whose perusal gives a 25% of adding +1D6% to the Knowledge (Religion: Buddhism) skill once per month of scholarly activities, e.g., translating Indian texts to Chinese.
Members of this school have access to sympathetic Buddhist organisations for food and shelter in Bactria, Sogdiana, Dzungaria, the Tarim Basin, Inner Manchuria, Korea, and Japan.

Obligations
Members of this school are dedicated to the spread of original Mahāyāna thought to East Asia, and are hence often found travelling west to India through Inner Asia (to gather new Indian texts), or east to Korea and Japan (to spread the Yogācāra tradition).
Members with a good knowledge of Sanskrit and Chinese (both above 90%) must devote at least 10% of their time translating Indian texts to Chinese.

[A-Z April Blogging] [G] Girl Lovely

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Girl Lovely (Nǚ Wā 女媧) is a semi-historical figure mentioned in the Classic of Mountains and Seas (Shānhǎi Jīng 山海經) as a daughter of the Flame Emperor (Yándì 炎帝). She used to live in the northern regions and died by drowning in the East Sea, after which she was apotheosised and became a water goddess, worshipped by both the ancient Chinese and the Miáo. However, in the time periods contemplated by The Celestial Empire, Girl Lovely is not worshipped as a goddess any longer; she is rather considered as a mythological creature from the ancient past, much like the Droughtghoul (Hànbá, p118 of TCE) or the Plain Girl (p121 of TCE).

Girl Lovely is also considered as the sister and wife of Fúxī (伏羲), one of the semi-mythological rulers of ancient China. As sister and wife of Fúxī, she is often depicted with him as two embracing siren-like or snake-like beings with interlocked tails.

Even though Girl Lovely wasn't a goddess any longer in historical times, she still held great power. The downfall of the Shāng dynasty, for instance, is said to have been caused by the last Shāng ruler disrespecting her statue. She then sent the evil vixen spirit Dájǐ wreak havoc at the court of King Zhòu. These events are told in the Míng dynasty novel The Investiture of the Gods.

The GM can use Girl Lovely as an actual creature, a lamia-like temptress who tries to bewitch one of the characters and set him on the others. Or, as in The Investiture of the Gods, the PCs may stumble upon an ancient temple of Girl Lovely, and unwittingly call some curse upon themselves by reading some forbidden scripture; the rest of the adventure would consist in lifting the curse by fulfilling some quest for the goddess.

[A-Z April Blogging] [H] Huāláng

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Historically, the Huāláng (花郎, "Flowery Gentlemen") were a society of young and beautiful aristocrats from the Korean kingdom of Silla (Xīnluó 新羅), contemporary of Táng China. This is the only hard fact that can be historically confirmed, given the paucity of the sources. Little writing has survived from Silla Korea; anything else is pure speculation.

Later on, the term Huāláng came to mean: in the 13th century, 'travelling entertainer'; in the 16th century: 'male prostitute'; in the 19th century: 'boy dancer'. In the 20th century, a Korean martial arts known as Huālángdào developed, mostly in reaction to foreign martial arts. As a result, a whole Huāláng mythology was 'retro-developed' to be used as a historical basis and justification for the latter-day Huāláng (practitioners of Huālángdào). Little of this 20th-century Huāláng-mythmaking has any historical evidence whatsoever. However, gaming being gaming, we'll try and incorporate much of this more recent Huāláng mythology into The Celestial Empire.

The Huāláng started as a military band in the Silla era. The Huāláng were chosen from the young sons of the nobility; they entered a kind of chivalric corps whose aim was to uphold the ideals of complete loyalty to the nation, righteousness, and bravery: the five huāláng commandments were: serve the king with loyalty, serve parents with piety, be faithful to friends, never retreat in battle, preserve life when possible. The Huāláng were dressed up in black jackets and red skirts. Besides their martial training, they were trained to attack and drive out disease demons through exorcism. [Note: this latter skill may actually stem from a linguistic confusion between the terms huāláng‒ flower knight and huāláng‒ husband of a female shaman, so we'll ignore it in the description of the Huāláng profession below. Should the GM allow this ability, the Necromancy skill should be added to the roster of primary or secondary skills of the Huāláng profession]. The Huāláng carry wooden sticks representing swords. They are supposed to have a power to heal. They have a taboo concerning water.

From a religious point of view, the Huāláng were taught a strange mix of orthodox Confucianism and Esoteric Buddhism. This makes them all the more similar to the Japanese Ninja (the unavowed model of 20th century Huāláng), whose religious tenets were also based on Esoteric Buddhism.

Despite their Confucian upbringing, the Huāláng are mostly homosexual. This is not surprising;  many groups of closely-knit warriors in the past were homosexual.

The Huāláng: a new profession for Korean PCs only
Wealth: Affluent
Status: 60%
Allegiance: Confucianism 5 points, Esoteric Buddhism 15 points
Primary skills: Climb, Etiquette, Melee Weapon (any), Missile Weapon (any), Perform (Dance), Ride (Horse)
Secondary Skills: Command, Dodge, Grapple, Hide, Jump, Knowledge (Religion: Esoteric Buddhism), Martial Arts, Melee Weapon (Quarterstaff), Persuade, Spot, Stealth
Suggested Power: Battle Magic ‒ suggested spell: Heal; Buddhist Magic ‒ suggested spells: Diamond Dagger, Sword of Wisdom.
Equipment: A set of weapons corresponding to the character's combat skills. Expensive clothes. Horse. Roll-up ladder.
Miscellaneous:
 - To qualify as a Huāláng, the player character must be a member of the Korean nobility
 - SIZ is to be rolled using 2D6+6
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