For the Dreadmire campaign, I had the idea that there was this huge port city somewhere off in the void. It would be the source and a way-point for trade goods and people, and a source of rumor. Going there might have become a goal for the PCs. I never really developed any of this stuff, but the ideas are still interesting, at least to me.
The City “T’sai-shen”
Cai-shen
The Chinese god of prosperity, both of religious Taoism and in the syncretist folk religion. He has various magical powers, such as warding off thunder and lightning, and ensuring profit from commercial transactions. As a historical figure he is identified as Zhao Xuan-tan (Chao Hsüan-t'an), "General Zhao of the Dark Terrace", from the Qin Dynasty. He attained enlightenment on top of a mountain. He also assisted Zhang Dao-ling on his search for the life-prolonging elixir.
Cai-shen is usually portrayed riding on a black tiger. He has a black face and a thick moustache. On his head he wears a cap made of iron and he holds a weapon, also made of iron.
Other names
Ts'ai-shen
http://www.pantheon.org/articles/c/cai-shen.html
Original settlement of human (Chinese) families became the “Mage-Kings,” an oligarchy of noble houses (merchants, artisans, and farmers)
The City is a micro-plane, accessed by any number of “Prime Material” planes and others mostly by water, though there are some “gates.” The City is a natural nexus – thus, a natural trading post.
History
- “Chinese” humans move onto the land. Leading families form the City, and become powerful wizards. At that time, trade was not emphasized. Some of the colonists did not join the founding, and tried to form freeholds on the periphery of the land. Most of those faded, though some still survive. The “Chinese” brought their spirits and ancestor-avatars with them, and this formed the basis of the priesthood that still exists.
- At some point in the dim past, some of the ruling families entered into treaty-laws with non-humans. At first, this only applied to elves, dwarves, halflings, and gnomes, but was later expanded. Eventually, even celestials and demons were incorporated into the political matrix
- 1st great migration of new humans onto the land. These humans were Norse-Celtic. One faction, led by a druid-king, became incorporated into the city’s structure as a new great house. This still exists.
- From the beginning, the City was very lawful, and it retained that alignment through the ages. Good and evil waged a constant battle for supremacy, however, and this also continues to this day. After the 1st migration, the City expanded enormously, as trade routes flourished. The City became much wealthier and powerful.
- 2nd great migration of new humans – “Haitians” from a tropical land, bringing with them their own spirits. A marked division began in the City between “old” and “new,” though this was usually a peaceful one.
- The Half-orc minority became incorporated in its own permanent neighborhood (“quarter”).“Internal Pantheon” – spirits/ancestors/powerful resident “monsters” rather than a celestial/infernal hierarchy. Off-plane deities have little influence, save with foreigners. Government – a formal mayor and council of houses, with appointed tribunes who guard liberties and rights. Neighborhoods typically have posted regulations and local enforcement mechanisms (city guard, local dragon or titan, citizens’ watch). Taxes are low (the city gets its income from duties and fees), but regulations (building, magic, services) are extensive. Neighborhoods - Orc Quarter – (Orcs are French), bloodsports, mercenaries, mostly half-orcs. A Deviant culture: valuing ugliness and hating beauty, etc. Stone Quarter – the necropolis. Monasteries – Old Chinese, Heretics, Orc
- Light Quarter – named for the lights of the marketplace, a 24/7 place of commerce, finance, arts, entertainments
- The Bay – houseboats
- Old City – quiet, oldest mansions, great houses have their seats here (if not their holdings), includes the Wizards’ College, many temples, a walled acropolis
Light Quarter –
Donut shop
Bakery
Delicatessen
Fish market
Boat vendors – hot fried rice
Noodles
Laborers hall
Stonemasons
Ornamental ironwork
Ornamental stonework
Swordsmiths
Weaponmakers
Armorer
Bowyer/Fletcher shop
Alchemy Jug
Adventuring gear
Soldiering gear
Mercenaries hall
Famous Dave’s (barbecue pork)
Law Firms
Doctors (Western)
Doctors (Acupuncture/Eastern)
Doctors (Witch-doctors)
Moneychangers
Commodity Exchange
Shipbuilders
Teamsters
Café des artistes
Art school
Security Specialists (anti-thieving, bodyguards, investigation)
Chinese restaurants (low to high-class)
French restaurants (run by orcs!)
Norse/Celtic restaurants
Haitian/Creole restaurants
Exotic food and materials shops
Antique shops
Used bookstores
Appraisers (magic and otherwise)
Gemcutters
Gem Retailers
Jewelers
Crystals
Coffee shop
Beer garden
Tea ceremony/geisha house
Library
Museum
Pawn shop
Comte Raze’s Café
Finnegan’s
“Heaven” “Water” “Mountain”
“Father” “2nd son” “3rd son”
“Heaven Gate” North gate “Demon Gate”
“Lake” “Thunder”
“3rd daughter” “1st son”
West gate East gate
“Earth” “Fire” “Wind/Wood”
“Mother” “2nd daughter” “1st daughter”
“Earth Gate” South Gate “Human Gate”
Sunday | Sun | Ether | Kong | Purple |
Monday | Moon | Air | Feng | Yellow |
Tuesday | Tyr | Fire | Huo | Red |
Wednesday | Odin | Water | Shui | Blue |
Thursday | Thor | Wood | Mu | Green |
Friday | Freya | Metal | Jin | White |
Saturday | Ymir | Earth | Tu | Black |
6 schools
Yin-Yang Chia – cosmologists, navigators, experts on gates, outsiders
Ming Chia – debaters, sophists, lawyers (city administrators, politicians)
Mo Chia – “mutual profitableness” (founder: Mo Tzu); traders, merchants, bankers
Fa Chia – Legalism, Force: Priests, Warriors
Tao Te Chia – feng shui (geomancy), immortal worship, alchemy
Ju Chia – Education, Science, Literature, Lore, Benevolence
These schools take many foreign students.
The Haitians originally came from a mighty empire. When it fell, the immigrant population went up. They formed a unique Creole in the city.
Orcs of the City
Mostly half-orcs, though there are some that appear fully orcish. They for the most part stay in their quarter, but hire themselves out for heavy or violent labor. Strangely, their cuisine is becoming more popular.
Name | Translation | Parody | Month | Coptic Month |
Vendemaire | Vintage | Wheezy | September | Thout |
Brumaire | Mist | Sneezy | October | Paape |
Frimaire | Frost | Freezy | November | Hator |
Nivose | Snow | Slippy | December | Kiahk |
Pluviose | Rain | Drippy | January | Tobe |
Ventose | Wind | Nippy | February | Mshir |
Germinal | Seeds | Showery | March | Parmhat |
Floreal | Blossom | Flowery | April | Parmute |
Prairial | Meadow | Bowery | May | Pashons |
Messidor | Harvest | Hoppy | June | Paone |
Thermidor | Heat | Croppy | July | Epep |
Fructidor | Fruit | Poppy | August | Mesore |
Down by the docks there’s a group of “merchants” who are really smugglers/privateers. The city government doesn’t bother them too much so long as they hold themselves within “the boundaries.”
They must not:
Hinder trade/profits to the City
Therefore, they shouldn’t tick off major trading partners.
Increase crime rate in the City
Damage reputation of the City
So, what happens is that this group goes to places that the city’s regular traders aren’t allowed anyway, or places where there is no profitable trade. Targets would include: evil, totalitarian
Population
workers
9130 Lower Class (churls)
1430 Middle Class (karls)
225 Upper Class (jarls)
Each worker supports an average of 3 non-workers
Total permanent population
36520 Lower Class
- Middle Class
900 Upper Class
43140 Total
C’ai Shen
25 ships/day average
50 docking slots
Harbor slots for dozens more
(~500) harbor laborers
(~50) supervisors
(5) harbor masters
~100 warehouses
(~1000) warehouse laborers
(~100) supervisors
(25) warehouse managers
Customs House (50/10/3)
Tally House (bulk weighing) (50/10/3)
Commodities Market (100/20/6)
Teamsters (delivery and transport in the city) (600/60/6)
Auction House (100/10/3)
Bazaar District
10 big stores ((25/5/2)*10=250/50/20)
50 small shops (5/2*50=250/100)
100 stalls (3/1*100=300/100)
Factory District
10 big factories (100/10/4*10=1000/100/40)
50 small workshops (20/4/1*50=1000/200/50)
Schools
40 schools (av. 40 students, 2 masters = 160/80)
Guilds
Guildmasters 10
Clerks 50
Hospitality District
Inns (40*20/2=800/80)
Restaurants (50*7/1=350/50)
Services (100*3/0.5=300/50)
Shipbuilding (5*30 unskilled laborers/10 guild members/1 master=150/50/5)
Farming (plantations, greenhouses, gardens, fisheries, exotic farming/husbandry)
15 farms for export crops (60/5/1*15=900/75/15)
35 farms for local consumption (30/3/0.5*35=1050/105/16)
Building (Carpentry, Masonry, Architecture, etc.)
8 firms (15 laborers/5 guildmembers/1 master*8=120/40/8)
Buildings
Docks District
6 piers
5 drydocks/shipbuilding works
100 warehouses
1 Customs House
1 Tally House
1 Commodities Market
6 Teamster Lodges
1 Auction House
Bazaar District
10 big stores
50 small shops
100 stalls
40 inns
50 restaurants
50 service “offices”
New City (contains non-Human district, bazaar, and docks, in addition to most residential)
Old City (contains government offices, high-end residential, temples, historical buildings)
C’ai Shen personalities
Green dragon leader of the sewer dwellers
Dragon turtle leader of the harbor dwellers
Fortune Queen (Diviner)
Carnival Leader – the chief bard of the Haitians
Head Sorcerer of the Haitians
Head Cleric of the Haitians
Gold Dragon – head of the Customs Patrol
Master of the Thieves Guild
City Council – representatives from the major (Chinese) houses (5), the Haitian community (1), and the one Norse noble family (1), with non-voting speakers from every neighborhood and interest
Chief Constable
Judges Guild (3 judges)
Champion (best Fighter in the Norse community, determined by yearly contest)
Tea-Master (a Jade Dragon)
Master Monk of the ___ School
Barbarian (Norse warriors, mercenaries)
Bard (in high regard among the Haitians, integrated into their religion, culture, and educational system)
Cleric (mostly Chinese, although some non-Humans)
Fighter (training available to nobles: mercenaries, guards, constables)
Monk (mostly Chinese: many specialty schools – students from many worlds)
Paladin (adventurers, avengers – held in special regard, sent by the gods for a determined fate, an opinion held by Chinese, Haitian, and Norse)
Rogue (often foreigners, carefully regulated by the Guild)
Sorcerer (favored by Haitians over Wizards)
Wizard (favored by Chinese over Sorcerers – the Houses are Wizard-training schools)
Adventure hooks in C’ai Shen
- hired as constables to investigate a crime and arrest the perps
- protection for a wizard who’s summoning something he really shouldn’t
- go down into the sewers and negotiate for the return of something or someone
- gladiator challenge (underground fighting contests in the non-Human district)
- steal something off a ship for a competitor
- avert a future disaster foreseen by a seer: the PCs (or maybe just some of them) take the idea of destiny seriously
- a PC or someone close to the PCs gets pickpocketed; a street chase ensues and powers get involved