Daimyō


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Lords of the Samurai


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Japan's samurai were professional soldiers, but they could also be cultivated artists, writers and philosophers. "Samurai" means "he who serves," and these fierce warriors acted in the service of powerful feudal lords known as daimyo ("great name"). Among the most important daimyo families were members of the Hosokawa clan, whose lineage dates back some six hundred years. Lords of the Samurai brings to life the code of the samurai and the private and public lives of the daimyo by focusing on approximately 160 works from the Hosokawa family collection housed in the Eisei-Bunko Museum in Tokyo, the Kumamoto Castle and the Kumamoto Municipal Museum in Kyushu. Japanese historical objects discussed include suits of armor, armaments (including swords and guns), formal attire, calligraphy, paintings, tea ware, lacquer ware, masks, and musical instruments. To the daimyo, martial arts were not just a physical or military activity—they were part of a spiritual and ethical program that governed every aspect of their existence. Featuring an extended essay by Thomas Cleary, Lords of the Samurai lays bare the principles that governed the spirit of the samurai, enabling it to endure for hundreds of years and continue to resonate today.







Tour of Duty


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A Choice Outstanding Academic Title Alternate attendance (sankin kotai) was one of the central institutions of Edo-period (1603-1868) Japan and one of the most unusual examples of a system of enforced elite mobility in world history. It required the daimyo to divide their time between their domains and the city of Edo, where they waited upon the Tokugawa shogun. Based on a prodigious amount of research in both published and archival primary sources, Tour of Duty renders alternate attendance as a lived experience, for not only the daimyo but also the samurai retainers who accompanied them. Beyond exploring the nature of travel to and from the capital as well as the period of enforced bachelorhood there, Constantine Vaporis elucidates-for the first time-the significance of alternate attendance as an engine of cultural, intellectual, material, and technological exchange. Vaporis argues against the view that cultural change simply emanated from the center (Edo) and reveals more complex patterns of cultural circulation and production taking place between the domains and Edo and among distant parts of Japan. What is generally known as "Edo culture" in fact incorporated elements from the localities. In some cases, Edo acted as a nexus for exchange; at other times, culture traveled from one area to another without passing through the capital. As a result, even those who did not directly participate in alternate attendance experienced a world much larger than their own. Vaporis begins by detailing the nature of the trip to and from the capital for one particular large-scale domain, Tosa, and its men and goes on to analyze the political and cultural meanings of the processions of the daimyo and their extensive entourages up and down the highways. These parade-like movements were replete with symbolic import for the nature of early modern governance. Later chapters are concerned with the physical and social environment experienced by the daimyo's retainers in Edo; they also address the question of who went to Edo and why, the network of physical spaces in which the domainal samurai lived, the issue of staffing, political power, and the daily lives and consumption habits of retainers. Finally, Vaporis examines retainers as carriers of culture, both in a literal and a figurative sense. In doing so, he reveals the significance of travel for retainers and their identity as consumers and producers of culture, thus proposing a multivalent model of cultural change.




Daimyo Of 1867


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Daimyo of 1867 Samurai Warlords of Shogun Japan Daimyo of 1867 provides a comprehensive catalog of samurai warlords in feudal Japan. Included are detailed information on every one of the 277 daimyo clans in the year 1867, towards the end of the samurai era. Every daimyo is listed with the image of the mon "family crest," han "fief" name, revenue size, rank at the Shogun's castle in Edo, prior ancestry, and other clan information. Many clan domain descriptions are embellished with photos of their castles, history of notable ancestors, and information about any branch families. Maps of castles and their surroundings are provided wherever possible. The information is organized as an handbook for creating more realistic backgrounds for role-playing games, boardgames, miniatures games, and computer games. It is also useful for those writing historical novels, screenplays, graphic novels, comic books, anim, and other creative works. Background information includes geography, history, major roads, social structure, religion, monetary system, and government structure. A gamers guide is provided with suggestions for scenarios, descriptions of martial arts training, ronin, vengeance, the use of ninja, and the naming of a daimyo's son at a coming-of-age ceremony. There is also a special section with lists of samurai-themed games. Among the daimyo you will find: - Asano Naganori, the daimyo whose seppuku led to the revenge of the 47 ronin Kudo Suketsun, who sparked the famous vendetta of the Soga Brothers, which took 18 years to complete - Ooka Tadasuk, a minor judge with legendary wisdom, who eventually became daimyo - Yagyu Munenori, the Shogun's sensei for swordsmanship, a hatamoto who became daimyo - Oda Nobunaga, a minor daimyo who began the final unification of Japan after a century of civil war, and who is the inspiration for the video game series Nobunaga's Ambition - Tokugawa Ieyasu, a minor daimyo who became Shogun, and established a dynasty that would rule the Land of the Rising Sun for two-and-a-half centuries, until the end of the samurai era. Profusely illuminated with hundreds of photos and images of maps, woodcut prints, and paintings. Suggested for mature readers.




The Far East


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Daimyo's Revenge


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Valor, duty, and love compel the samurai Tonomori to defeat the enemies of Elizabeth I and save Countess Diana from deadly conspirators, but returning to feudal Japan, he prepares his own revenge against a brutal daimyo




Shogun & Daimyo


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The samurai ruled the Land of the Rising Sun from the end of the 12th century to the middle of the 19th century. The information in this resource is organized as a handbook for creating more realistic backgrounds for role-playing games, boardgames, miniatures games, and computer games.




Portraits of Edo and Early Modern Japan


Book Description

This volume presents a series of five portraits of Edo, the central region of urban space today known as Tokyo, from the great fire of 1657 to the devastating earthquake of 1855. This book endeavors to allow Edo, or at least some of the voices that constituted Edo, to do most of the speaking. These voices become audible in the work of five Japanese eye-witness observers, who notated what they saw, heard, felt, tasted, experienced, and remembered. “An Eastern Stirrup,” presents a vivid portrait of the great conflagration of 1657 that nearly wiped out the city. “Tales of Long Long Ago,” details seventeenth-century warrior-class ways as depicted by a particularly conservative samurai. “The River of Time,” describes the city and its flourishing cultural and economic development during the late eighteenth and early nineteenth centuries. “The Spider’s Reel” looks back at both the attainments and calamities of Edo in the 1780s. Finally, “Disaster Days,” offers a meticulous account of Edo life among the ruins of the catastrophic 1855 tremor. Read in sequence, these five pieces offer a unique “insider’s perspective” on the city of Edo and early modern Japan.




Samurai Warlords


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