Wednesday, September 25, 2013

Fantasy Core RPG: Jianghu Setting-Mongolia

Fantasy Core RPG
© Jerry Harris 2013
(This link will take you to the 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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