Manchuria is a land of beauty with large mountain ranges, forests, and rivers. It is an Awakened Land, one with a strong industrial base and high technology.
Guanxi (connections) is what is most important in China when it comes to doing business. The strongest guanxi is of course, family. Not just your immediate family (parents and siblings) but also your grandparents, their siblings, the in-laws, and even cousins thrice removed. Make an enemy and you may end up with over a 100 people after you.
In China, hierarchy in society is important as in knowing who is your better. Confucianism strongly influenced Chinese civilization and it was big on every individual knowing their place in society. People keep a virtual social scorecard and maintain a tally in their head as to who scores higher.
Among the Chinese, etiquette is important, as in how polite this or that person acts. The Chinese learn pretty early that they are supposed to be courteous to each other. As in being courteous to others even when your ripping them off. There is also the concept of "face" which deals with your honor, reputation, street credibility, and so on. If you screw someone over, it's advisable to give that individual the opportunity to restore his reputation, otherwise you will make an enemy.
Sixth World in ManchuriaEdit
Though things were not all roses for metahumans when they appeared in China (e.g. parents abandoning ork and troll children), due to cultural factors the Han Chinese were more easily able to accept the emergence of metahumans than people in Japan, India, the Middle East, or some of the more conservative regions and nations in the West (e.g. the Confederation of American States or Spain). The treatment of metahumans is generally likewise better than in most of the world, especially compared to the CAS, Japan, or the Middle East. This is reflected in the Chinese megacorp Wuxing, Inc., their criminal syndicates (Triads), and in both Daoism and Buddhism.
Magic was embraced by the Chinese relatively easily due to it's acceptance in Daoism, Buddhism, and Confucianism and therefore its reintegration into Chinese society was far easier than it was in the Islamic nations or in most of the Catholic world. The Awakened are favored in Chinese society and the use of magic in society is greater than in the West as demonstrated by Wuxing, Inc., states such as Sichuan and Manchuria, the respect and reverence for dragons, the Triads, or the city of Hong Kong.
Spirits (ancestors and free spirits) have the same rights as human beings. Ancestral spirits visit families and the free spirits interact with the public, helping others. They participate in Manchurian daily life, even owning businesses, holding jobs, or running for public office. There are restrictions as to the type of spirit summons which can be performed and their are laws and regulations in dealing with undesirable spirits (e.g. dangerous animal spirits).
Manchuria does not not recognize the Business Recognition Accords, the Corporate Court's standard for the meaning of corporate extraterritoriality. It does recognize extraterritoriality but it's only for specific corporations that are chartered in Manchuria which meet a stringent criteria. Foreigners are limited in how much voting stock they can hold in these Manchurian corporations, including via methods such as holding companies. Manchurian citizens can hold as much stock in those corporations as they want.
The city of Shenyang is industrialized on a vast level with a focus on heavy industry, and has some of the largest aerospace and automotive factories in the region. Hosts the softare & programming departments of multiple megacorps.
This page forked from Wordman's The Sixth World: A geographical index to the world of Shadowrun
- ↑ 1.0 1.1 Shadows of Asia p.33
- ↑ The Neo-Anarchist Streetpedia p.77
- ↑ Shadows of Asia p.25
- ↑ Corporate Download p.108
- ↑ The Complete Trog p.78-79
- ↑ Vice p.66
- ↑ Vice p.68
- ↑ Shadows of Asia p.207-208
- ↑ Shadows of Asia p.45
- ↑ Shadows of Asia p.207-208
- ↑ Runner Havens p.9-10
- ↑ Shadowrun Fifth Edition Core Rulebook p.34
- ↑ Vice p.68
- ↑ Shadows of Asia p.34
- ↑ Corporate Download p.116
- ↑ Shadows of Asia p.35
- ↑ Sixth World Almanac p.126
- ↑ Sixth World Almanac p.126-127
- Corporate Download, 10, 116
- Corporate Guide
- Emergence, 112
- Matrix, 160
- Runner's Companion, 65, 67, 69, 70
- Shadows of Asia, 23, 24, 32-35, 41, 42, 210
- Shadowrun Third Edition, 29 "New Nations: Keeping Score"
- Sixth World Almanac, 126-127
- Target: Smuggler Havens, 54, 61, map: 32
- Underworld Sourcebook, 52-53