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Quarterly e-publication dedicated to Claw Worlds
Volume I Issue 01 May 2002
Introduction
Welcome to the premier issue of Bite
Mark, the quarterly e-publication for the
Claw Worlds.
Bite Mark intends to fill in the gap
between releases of Ironclaw and
Jadeclaw Supplements. Its format follows
the traditional Sanguine style of general
background, player information, and then
host information. Please bear in mind,
however, that rules discussed in this and
future publications are optional and are
not officially endorsed by Sanguine
Productions Ltd.
We welcome designers and readers alike
to submit their adventures, rules, and
background information. Please check
the Submission Guideline on the last
page. Hopefully, through your support,
Bite Mark will grow to become a full
fledge publication.
Zhongguo Calendar -
Yin-yang li
and are used to determine the
number of each month:
Principal Term 1 occurs when the
sun's longitude is 330 degrees.
Principal Term 2 occurs when the
sun's longitude is 0 degrees.
Principal Term 3 occurs when the
sun's longitude is 30 degrees.
etc.
Principal Term 11 occurs when
the sun's longitude is 270 degrees.
Principal Term 12 occurs when
the sun's longitude is 300 degrees.
Each month carries the number
of the Principal Term that occurs
in that month.
In rare cases, a month may con-
tain two Principal Terms; in this
case the months numbers may
have to be shifted. Principal Term
11 (Winter Solstice) must always
fall in the 11th month.
Table of Content
Editor’s Note......................................................1
By Chuan Lin
Edited by Kris Schnee
Jadeclaw Background Information
Zhongguo Calendar -Yin-yang li..........1
The Zhongguo calendar, yin-yang li, is
based on exact astronomical observa-
tions of the longitude of the sun and the
phases of the moon. It is a combined
solar/lunar calendar in that it strives to
have its years coincide with the tropical
year and its months coincide with the
synodic [1] months.
Variant Rules
Variant Races....................................................5
Rules from the Cutting Room Floor
Character Background...............................7
Submission Guideline.............................18
Jadeclaw Adventure:
Gift of the Ancestors................................19
An ordinary year has 12 months,
and a leap year has 13 months.
An ordinary year has 353, 354, or
355 days, and a leap year has 383,
384, or 385 days.
Editors : Chuan Lin, Kris Schnee
When determining what a Zhongguoese
year looks like, one must make a num-
ber of astronomical calculations:
1 To determine the dates for the new
moons; a new moon is the com-
pletely black moon (that is, when
the moon is in conjunction with
the sun). The date of a new moon
is the first day of a new month.
2 To determine the dates when the
sun's longitude is a multiple of 30
degrees. (The sun's longitude is 0 at
Vernal Equinox, 90 at Summer
Solstice, 180 at Autumnal Equinox,
and 270 at Winter Solstice.) These
dates are called the Principal Terms
Contributors : Jason Holmgren, Chuan
Lin
such month is the leap month. It carries
the same number as the previous
month, with the additional note that it
is the leap month.
What Years Are Leap Years?
Leap years have 13 months. To deter-
mine if a year is a leap year, calculate the
number of new moons between the
11th month in one year (i.e., the month
containing the Winter Solstice) and the
11th month in the following year. If
there are 13 new moons from the start
of the 11th month in the first year to
the start of the 11th month in the sec-
ond year, a leap month must be inserted.
How Does One Count Years?
Unlike most other calendars, the Zhong-
guo calendar does not count years in an
infinite sequence. Instead years are
grouped in a cycle of 60 years. They are
also used to measure time since the ac-
cession of a king. Within each 60-year
cycle, a year is assigned to a name con-
sisting of two components.
In leap years, at least one month does
not contain a Principal Term. The first
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The first component is a Celestial Stem
(Table 1). These words have no Cala-
brese equivalent.
Table 1 - Celestial Stems
1) Jia (yang wood/ strong wood)
6) Ji (yin earth/ weak earth)
The second component is a Terrestrial
Branch (Table 2). These are named after
the Twelve Major Houses who first
gathered to form what would become
known as Zhongguo. Applying the
names of the first twelve houses allows
clear distinction of the Major Houses
from those of latecomers and barbarians.
2) Yi (yin wood/ weak wood)
7) Geng (yang metal/ strong metal)
3) Bing (yang fire/ strong fire)
8) Xin (yin metal/ weak metal)
4) Ding (yin fire/ weak fire)
9) Ren (yang water/ strong water)
5) Wu (yang earth/ strong earth)
10) Gui (yin water/ weak water)
since years are dedicated to the Twelve
Major Houses, months can be relegated
to minor houses, the more common
names for months. During leap years,
leap months are named for barbarians to
represent periodical savage incursions
(See Table 3). [3]
then devised a unified all-purpose calen-
dar that contained information on the
seasons of the year and the phases of the
Moon. The calendar also contained the
Yellow Path or Huang-dao that labeled
each day as being auspicious or unfortu-
nate for the Twelve Major Houses and
for certain actions.
Each of the two components is used
sequentially. Thus, the 1st year of the
60-year cycle becomes Yang Wood Rat
(jia-zi), the 2nd year is Yin Wood Ox
(yi-chou), the 3rd year is Yang Fire Tiger
(bing-yin), etc. When we reach the end
of a component, we start from the be-
ginning: The 10th year is Yin Water
Rooster (gui-you), the 11th year is Yang
Wood Dog (jia-xu), the 12th year is Yin
Wood Boar (yi-hai), and the 13th year is
Yang Fire Rat (bing-zi). Finally, the 60th
year becomes Yin Water Boar (gui-hai).
In Zhongguo, the calendar was a sacred
document, sponsored and promulgated
by the reigning monarch. For more than
two millennia, the Ministry of Celestial
Affairs made astronomical observations,
calculated astronomical events such as
eclipses, prepared astrological predic-
tions, and maintained the calendar. After
all, a successful calendar not only served
practical needs, but also confirmed the
consonance between Heaven and the
Imperial Court, i.e. the Mandate of
Heaven. The ability to cipher the Yellow
Path and to use the calendar to its full
potential is the sign of an erudite.
Years were counted from a succession of
eras established by reigning kings. Al-
though the accession of a king marked a
new era, he could also declare a new era
at various times within his reign. The
introduction of a new era was an at-
tempt to reestablish a broken connec-
tion between Heaven and Earth, as
personified by the king. The splinter
might be revealed by the death of a king,
the occurrence of a natural disaster, or
the failure of the Ministry of Celestial
Affairs to predict a celestial event such
as an eclipse.
The idea of grouping and naming the
60-year cycles began in the year 159
when the Spiritual Hall was completed
in Majing. The Hall was the academy
dedicated to the study of astronomy
and, eventually, the home of celestial
globes and armillary spheres. [2] There,
scholars from the Twelve Major Houses
and the Ministry of Celestial Affairs
came together and discussed the concept
of time measurement. Then they began
to backtrack and declare year 1 when
the Twelve Tribes answered Qiling's call
to form the nation.
Image 1 - Celestial Globe
History of the Calendar
When the Book of the Vanishing Heav-
enly Stem had been compiled and schol-
ars from the Twelve Major Houses
gathered and analyzed each other's astro-
nomic works, they were able to calculate
that there are 365 1/4 days in the solar
year and that each lunation is 29 1/2
days. These scholars, who later formed
the first Ministry of Celestial Affairs,
Traditionally, archaic words are used to
indicate the date and the month. But
when the Zhou Dynasty was formed,
the first Zhou king celebrated the event
by commissioning a Minister of Celestial
Affairs to plot out and reassign the
months according to the States as the
official names for months. Alternatively,
Table 2 - Terrestrial Branch
Sexagenary cycles were used to count
years, months, days, and fractions of a
day using the set of Celestial Stems and
Terrestrial Branches. Use of the sixty-day
cycle is seen in the earliest astronomical
records. Although the day count has
fallen into disuse in everyday life, it is
1) Zi (rat)
5) chen (dragon)
9) shen (monkey)
2) Chou (ox)
6) si (snake)
10) you (rooster)
3) yin (tiger)
7) wu (horse)
11) xu (dog)
4) mao (rabbit)
8) wei (sheep)
12) hai (boar)
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Quarterly e-publication dedicated to Claw Worlds
Volume I Issue 01 May 2002
still tabulated in the royal calendars and
used in the Yellow Path.
Table 3 - Name of Months
Leap Months based on
Barbarian State / Races
For example, the first day of the new
year is commonly referred to as Yang
Wood Rat (jia-zi) Day . And the last day,
the 354th, is called Yang Earth Yin Fire
Snake (wu-ding-si) Day. It is easy to see
why this kind of announcement is used
by the most scholarly and in ceremonies.
During the Xiong Dynasty, a new fea-
ture was incorporated into the calendar
that was easier for commoners to under-
stand. Starting from the new moon
phase to the start of the next new
moon, a meteorological cycle of 24 peri-
ods is calculated. This meteorological
cycle (ershisi-jieqi), helps farmers and
travelers to plan their crops or trips ac-
cordingly. Since this was designed for
the commoners, the description of each
period is succinct and easy to under-
stand (See Table 4).
Month based on State / Minor House
1) Sung / Bear
7) Jin / Phoenix
1) Nine Tribes / Camel
2) Wei / Cat
8) Qin / Porcupine
2) Yindu / Elephant
3) Lu / Crane
9) Yen / Qiling
3) Han-guo / Leopard
4) Zhou / Deer
10) Chu / Swallow
4) Siam / Lynx
5) Cheng / Fox
11) Wu / Tortoise
5) Ala Shan / Wolf
6) Shen / Panda
12) Chi / Weasel
6) Xizang / Yak
months or with two Qin/Porcupine
months in the Zhongguo calendar. This
is the time of the most inauspicious pe-
riod as it represents chaos and usurpa-
tion of order. Spies and security are put
on extra alert during this time to watch
for any rebellion. Some said that it was
during a doubled Qin/Porcupine month
when the Zhou Dynasty overthrew the
Quan Dynasty.
In fact, the exact length of a month in
the Zhongguo calendar is either 30 days
or 29 days--a phenomenon which re-
flects its lunar origin. Also, the meteoro-
logical cycle means essentially a solar
year. The people of Zhongguo thus con-
sider their calendar as yin-yang li, or a
lunar-solar calendar.
What Is the Current Year in the
Zhongguo Calendar?
The current year is 2682 or the 1st Year
of the Great Leap Forward under Zhou
King Ping, in the 42nd year of the 44th
cycle. This is the year of Yin Wood
Snake (yi-si).
The 24 points within the meteorological
cycle are exactly 15 o apart on the eclip-
tic, verified often by using celestial
globes and armillary spheres in the Spiri-
tual Hall. They calculated that it took
about 15.2 days for the Sun to travel
from one of these points to another
(because the ecliptic is a complete circle
of 360 o ), and the Sun needs 365 1/4
days to finish its journey in this cycle.
Ordinary, each of the 12 months of the
year contains two points but, because a
lunar month has only 29 1/2 days and
the two points share about 30.4 days,
there is always the chance that a lunar
month will fail to contain both points,
though the distance between any two
given points is only 15 o . If such an occa-
sion occurs, the intercalation of an extra
month takes place. For instance, one
may find a year with two Jin/Phoenix
Bibliography
http://webexhibits.org/calendars/calendar-
chinese.html
http://www.chinesefortunecalendar.com/
LunarCalendar.htm
Notes
[1] Relating to the conjunction of celestial
bodies, especially the interval between two
successive conjunctions of a planet or the
moon with the sun.
[2] Armillary spheres are metal rings over-
lapping at angles to form an open sphere,
and are used to show astronomical coordi-
nates.
[3] Astute readers may recall that not all
states were formed at the same time when
the Zhou Dynasty began; nor were all mi-
nor houses formalized at the same time.
The reason to use this rewritten history is
simply to pay homage and to glorify how
enlightened the Zhou Dynasty is. Of
course, anyone who publicly denounces
the revision will be accused of treason.
Image 2 - Armillary
Table 4 - 24 Cycles
1) Start of Spring
7) Start of Summer
13) Start of Autumn
19) Start of Winter
2) Rain Water
8) Grain Fills
14) Still Hot
20) Light Snow
3) Excited Insects
9) Grain in Ear
15) White Drew
21) Heavy Snow
4) Vernal Equinox
10) Summer Solstice
16) Autumnal Equinox
22) Winter Solstice
5) Clear and Bright
11) Slight Heat
17) Cold Drew
23) Little Cold
6) Grain Rains
12) Great Heat
18) Frost Descent
24) Severe Cold
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Variant Races
books by TSR. The unifying characteris-
tics are bare, hairy feet and a predilection
to either staying at home or engaging in
a life of thievery.
size (and Body Trait) and greater ability
to withstand hardship. To that end, the
Great Men and Women have the most
general representation of hardiness, the
Extra Hit Point. They are usually more
Spartan in demeanor and behavior, more
human than human as it were – used to
getting their way and always interested
in the bottom line.
By Jason Holmgren
Sanguine Productions Limited
Racial Gifts: Robustness +1 (2 points)
Here are the unofficial Variant Races
suitable for adopting Claw System to
generic genre.
Racial Flaws: Corpulent –1 (-1 point)
Racial Skills: Camouflage, Craft: Cook-
ing, Observation, and Stealth
Racial Weapons: None
Dwarves (2 points)
Characteristically short and stubborn,
Dwarves toil away in mountain fastness-
es, hoarding gold and rarely venturing to
the surface. In combat, they fight as one,
preferring close-quarters combat, as they
are poor with long-distance weapons.
The typical dwarf has a thick Viking-
esque beard and gnarled hands from a
life of physical labor.
Racial Habitat: Plains
Racial Gifts : Extra Hit Point (4 points)
Racial Sense Tests: Smell
Racial Flaws : None
Racial Skills : Craft (of choice); Hiking;
Resolve, and Tactics
Humans (varies)
Easily the most common fantasy race,
Humans are often the generalist race,
not enjoying any inborn advantages but
likewise free from any inherited biases.
When they put their minds to it, they
can out-do any of the other races in their
fantasy milieu.
Racial Weapons : None
Racial Habitat : Choose one (Forest,
Mountains, or Plains)
Racial Sense Tests : none
High Men / Women (zero points)
These people have magic in their blood.
Perhaps they are descended from Elves,
or maybe another great race such as the
Vinya from Middle Earth Role-Playing.
Unlike other Humans, they tend to be
reclusive, often acting alone rather than
in concert or in society. Their wits are
often keen (Mind Trait of d8 or more),
and it’s no surprise that, combined with
their inborn inclinations and hermit na-
ture, they often become accomplished
wizards.
Racial Gifts : Robustness +2 (5 points)
Racial Flaws : Poor Vision (-3 points)
The theory presented here is that there’s
more than one human race .
Racial Skills: Choose one (Axe or
Mace), Craft: Mining, Resolve, and Tac-
tics
Common Men / Women (zero points)
The most base and numerous of the
Humans, the Common Men and
Women are the closest to historical hu-
mans, with Body Traits in the range of
d6 to d10. Most folk never trespass
more than seven leagues outside their
home town; others are nomads who
wander great distances on a regular basis
on foot, since other transportation is
expensive or even unavailable. Game
Hosts should make more specialized
versions of this type of Human for dif-
ferent locales in their fantasy world. In
particular, the Conan series by Robert E.
Howard has colorful descriptions of
how geography and culture affect people.
Racial Weapons : None
Racial Habitat: Mountains
Racial Sense Tests : Listen
Elves (1 point)
Fair-skinned and fair-haired, Elves are
often portrayed as a mysterious race,
rarely mixing with others. They are usu-
ally one with nature , able to disappear in
thick forests. Also by tradition, they are
unparalleled experts with the bow, and
notoriously difficult to surprise. De-
pending on who you ask, they are either
taller or shorter than humans, but their
ears are always pointed. They are always
of thin or slight build.
Racial Gifts : None
Racial Flaws : None
Racial Skills : Augury; Craft (of choice);
Lore: Magic; Sixth Sense
Racial Weapons : None
Racial Habitat : Choose one (Forest,
Mountains, or Plains)
Racial Sense Tests : none
Lizard People (4 points)
Nasty, hissing brutes, with lanky, steely
limbs and darting snakey tails, the Lizard
People are a fantasy staple from the pulp
era of fantasy writers such as Clark Ash-
ton Smith and Robert E. Howard. The
Lizard People presented here are more
like the snake people of Hyberborea or
Lovecraft’s Cthulu Mythos. Different
ones might have Prehensile Feet or Poi-
son. Noxious ones like the troglodytes
of Dungeons & Dragons fame could
have a Spray attack.
Racial Gifts : Keen Ears (1 point); Keen
Eyes (1 point); Night Vision (1 point)
Racial Gifts : None
Racial Flaws : None
Racial Flaws: Frail (-2 points)
Racial Skills : Craft (of choice); Choose
one (Area Knowledge [home town] or
Hiking); Choose one (Observation, Re-
solve, Sixth Sense, or Stealth); Tactics
Racial Skills : Bow, Camouflage, Sixth
Sense, and Stealth
Racial Weapons : None
Racial Habitat : Forest
Racial Weapons : None
Racial Sense Tests: Spot; Listen
Racial Habitat : Choose one (Forest,
Mountains, or Plains)
Halflings / Hobbits (1 point)
A race of barefoot, short, chubby people
who enjoy creature comforts, the race of
hobbit was first introduced in J. R. R.
Tolkien’s Lord of the Rings series, and
(to avoid copyright laws) they were later
renamed Halflings in most fantasy
RPGs, or Kender for the Dragonlance
Racial Sense Tests : none
Great Men / Women (4 points)
Some fantasy settings have a breed of
Humans who are a cut above the rank
and file, such as Chronopia’s Firstborn
or Middle-Earth Role-Playing’s Dune-
dain. These folk are noted for their larger
Racial Gifts : Claws (1 point); Prehensile
Tail (1 point); Robustness +1 (1 point);
Teeth (1 point)
Racial Flaws : None
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Quarterly e-publication dedicated to Claw Worlds
Volume I Issue 01 May 2002
Racial Skills : Choose one (Climbing or
Swimming); Camouflage; Contortionist
and Resolve
are poor suited to long-distance combat.
They prefer to ambush folks using man-
to-man tactics, often overwhelming by
sheer strength of numbers. Since Orcs
come from the harshest, most unforgiv-
ing conditions, the climates of other
races look like idyllic paradises to them,
so it’s no wonder they’re often willing to
fight to the death to obtain them.
Racial Skills : Brawling, Intimidation,
Resolve, and Wrestling
Racial Weapons : Choose one (Forest,
Mountains, or Plains)
Racial Weapons : Claws; Teeth
Racial Habitat : Choose one (Forest or
Plains)
Racial Habitat : none
Racial Sense Tests : Smell
Racial Sense Tests : Smell
Trolls (10 points)
The classic monstrous race, Trolls have
rubbery skin, dirty claws, rheumy eyes,
and nasty temperaments. Some legends
give them amazing abilities of regenera-
tion – the Troll presented here just ig-
nores major cuts and gashes by virtue of
its Armor. Other legends say that sun-
light harms them, by burning their skin
or by turning them to stone – these
Trolls just can’t stand the light of the
sun, giving them penalties on everything
they do. Reports of Trolls’ mental capac-
ity vary; sometimes they are little more
than animals in intelligence, other times
they are sophisticated villains master-
minding the capture of princesses or
children.
Minotaurs (7 points)
In Greek mythology, the Minotaur was
a half-man, half-bull monster that was
cursed with an appetite for human flesh.
This creature has proven very popular
with fantasy audiences through the ages,
and some authors make these brutes
their own Race. By tradition, the Mino-
taur carries a giant axe and skulks about
in mazes and dark corridors.
Racial Gifts : Robustness +1 (2 points);
Tusks (1 point)
Racial Flaws : Poor Vision (-3 points)
Racial Skills : Camouflage, Herbalism,
Intimidation, and Resolve
Racial Weapons : Choose one (Forest,
Mountains, or Plains)
Racial Habitat : Tusks
Racial Sense Tests : Smell
Racial Gifts : Horns (1 point); Robust-
ness +2 (5 points); Strength +2 (5
points)
Ogres (7 points)
When you can’t get a giant … get an
Ogre. Basically large, malformed humans
who feel no pain, the traditional Ogre
should have a low Mind trait (d4 to d6)
and a high Body Trait (d10 or better).
Sometimes they wear arms and armor
like other folks… Other times, they sim-
ply use their bare hands to tear and
shred all who oppose them. An Ogre
makes an excellent right hand man for a
major villain.
Racial Flaws : Gluttony (-1 point); Poor
Sight (-3 points)
Racial Skills : Axe, Intimidation, Resolve
and Stealth
Racial Weapons : Horns
Racial Gifts : Armor d6 (7 points);
Strength +2 (5 points); Claws (1 point);
Teeth (1 point)
Racial Habitat : Plains
Racial Sense Tests : Smell
Racial Flaws : Dread of Sunlight (Very
Common; -4 points)
Orcs (zero points)
Where would the Dwarves and Elves be
without their hereditary enemies, the
Orcs? Are they debased humans or a
separate race entirely? The Orcs pre-
sented here have pronounced snouts and
war-worthy tusks. Like Dwarves, they
Racial Skills : Resolve, Stealth, and
Wrestling
Racial Gifts : Armor d4 (3 points);
Strength +3 (7 points)
Racial Weapons : Claws, Teeth
Racial Habitat : Mountains
Racial Flaws : Poor Vision (-3 points)
Racial Sense Tests : Listen; Smell
Relatives are given;
Friends are selected.
Rules from the
Cutting Room Floor:
Character Background
ers on setting up each characters per-
sonal goals.
This optional rule has been modified
after an email conversation with Mat-
thew Huntington. His argument, the
lack of prominence for the career and
the race traits, has made sense to me.
Therefore, emphasis in this article will
be on the Race trait. Too often, it has
been relegated to be the least important
of 6 primary traits (Body, Speed, Mind,
Will, Career, Race). Race trait is com-
monly viewed as the connection one has
to his beastly self. Thus, a d4 bear is less
bearish than a d12 bear. In Jadeclaw, I
want it to be used to determine how
closely a character has ties with his fam-
ily or clan. A d4 bear is not as close to
his clan and ancestral as a d12 bear. El-
ders of the clan/house judges the
younger generation to see who among
them are worthy. The chosen one would
receive additional training, gifts, or even
heirloom. Career trait and skills are nice,
but the true measurement of a characters
devotion to his family is his Race trait.
Lineage
If a player creates a minor house or ma-
jor house race at time of creation, he has
the option to roll on the Ancestor Table
to represent how far can a character
trace back his root. During play, this
character may receive another chance to
roll as a gift or reward from major
NPCs. This indicates that this character
attempts to find more information on
his genealogy. However, each successive
By Chuan Lin
This was cut out early in the develop-
ment of Jadeclaw for being too random
and too many charts. Personally, I like it
for it helps generate ideas for players
who are hard pressed to come up with
character background and to give them a
sense of belonging in the Jadeclaw. This
also allows the Host to work with play-
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