Fantasy Core RPG
© Jerry Harris 2013
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Fantasy Core Index.)
Mongolia
Distant thunder on the plains. . . Storm? Or the Hoard?
To the Northwest of Shang-tu are the barbarian Mongol
horse-rider clans, who live as nomadic herders upon the steppe prairie. While fierce warriors, they thankfully mostly
war with each other, with only a few raids on the Empire. The Great Wall keeps most of the
civilized lands free from their molestation.
Unfortunately, Shang-tu is well beyond its protection and must rely on a
strong, aggressive military presence to keep the barbarians at bay. A few mercenarial clans are paid by the Empire to help patrol
the border and even as personal bodyguards (such as the Governor’s).
To see the Hoard gather is a majestic death sentence.
Deep within their lands is the Mongol holy place, Karakorum , forbidden to outsiders. The clans gather once a year as a
pilgrimage. A sacrificial wooden castle
occupied with wooden statues is built just outside the capital to be burned
down on the final day of meeting. Clans
usually also take the opportunity here to attempt to settle their disputes
peacefully.
Beneath the sacred ground is a labyrinth to the Underworld. Mongol Shamen, and only them, enter
the maze to gain enlightenment and to receive messages for the clans from their
gods. Sometimes, they elect a Khan
(Overlord) to lead them in a cause, but seldom does this ever amount to
anything. Were they ever truly united,
the Mongols would be extremely formidable force.
A hard life makes a hard warrior.
They typical Mongolian warrior is fairly impressive,
however hard nomadic prairie life and inter-clan warfare takes a toll. There are very few warriors over 3rd
level. A 5th level warrior
would be a major clan leader. Anyone of
a higher level than that could qualify as a Great Khan, if they can garner the
support of the other clans.
Mongolian
Warrior
1st
Level Nomad (3rd Chief), Hp 9 (19), AC 14 (Leather and shield)
Fort +3
(+4), Ref +3 (+4), Will +0 (+1)
Melee:
Short Sword 2 attacks/rd +2/+1 (+4/+2) 1d6+1
Spear 2
attacks/rd +2/+1 (+4/+2) 1d6+1, Charge 8 (9) dam
Ranged:
Short Bow 2 attacks/rd +2/+1 1d6
Always
has initiative vs. non-mounted opponents
The
Spirits are always speaking to men, but few listen.
Mongolian
Shamen are few and
far between. It is an oral tradition in
this culture and only passed to one apprentice at a time. All clans have one, but seldom more than
that. Most are only of 1st or
2nd level. A powerful clan
might have a 3rd level Shaman.
The top level and most respected Grand Shaman is 5th
level and lives around Karakorum . Independent of the clans, he would only serve
a Great Khan. Mongolian Shaman lack the
Divine Radiance power, but instead have the Séance ability. This is in keeping with their primary task of
talking to the Spirit World.
Mongolian Shaman
1st Level
Shaman, Hp 6, AC 12 (Hide armor)
Fort +0,
Ref +0, Will +3
Melee:
Spear +1 to hit 1d6
Immune to
fear and charm effects.
Detect
Undead/Demonic/Celestial 30’ radius
First Aid
+1
Spell
Check +2, 2 failures/encounter
DC 13
1st Level
-Magic
Missile: 1d6 magic damage. Ref Sv DC 13
-Magic
Weapon: Weapon gains +1
bonus as a magic weapon. Encounter.
-Cause
Fear: One creature of 5 HD or less flees for 1d4 rounds. Will Sv
DC 13
Séance skill: 1 turn ceremony, +2 (level + Wis Bonus). DC 12 recent dead with body present. If failed, knocked out 1 turn. DC 18 to contact without a body or contacting
non-human spirits. Others with a +1 Int and +1 Wis
bonuses may join in, and they add +1 to the attempt. The Shaman does NOT actually channel in the
spirit, but it will manifest in a ghostly form.
It’s attitude and length of visit completely depends on the spirit and
the Shaman’s intercession. Must rest for
8 hours after any attempt.
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