| rat_ bastard |
So as a hobby I have been studying the Mongolian Empire and was thinking about some of the signature gear the mongols. Most of it (Composite bows, lances, scimitars, maces and whatever the Chinese made for them so they would leave them alone.) is already in the extended rules but there are a few things I'd like some rules for.
First off there is the Mongolian Armor, basically the Mongols used leather and iron to make the equivalent to Studded leather, Scale and splint mail but under the top layer of armor they they wore silk long johns that limited the penetration of piercing weapons. Basically its quilted cloth armor worn under other suits of armor. So I was thinking of a modification of body armor that would cost about 150 gold for the modification and add the damage reduction ability quilted cloth armor has.
The second is Yurts. What is a yurt you may ask? its a felt and wood tent that basically is a mobile home. Simply labeling a Yurt as a Pavilion really does not due the structure justice. Its basically a round house between 8' and 52' in diameter that can be folded up and packed onto a pack animal or a wagon and moved whenever you need it. Basically a well kept yurt is a mobile home, I've been looking at real Yurts and I think the best way to handle them is to assume the dollar price is in silver pieces and use the real world stats for weight.
Any thoughts?
| Serisan |
So as a hobby I have been studying the Mongolian Empire and was thinking about some of the signature gear the mongols. Most of it (Composite bows, lances, scimitars, maces and whatever the Chinese made for them so they would leave them alone.) is already in the extended rules but there are a few things I'd like some rules for.
First off there is the Mongolian Armor, basically the Mongols used leather and iron to make the equivalent to Studded leather, Scale and splint mail but under the top layer of armor they they wore silk long johns that limited the penetration of piercing weapons. Basically its quilted cloth armor worn under other suits of armor. So I was thinking of a modification of body armor that would cost about 150 gold for the modification and add the damage reduction ability quilted cloth armor has.
The second is Yurts. What is a yurt you may ask? its a felt and wood tent that basically is a mobile home. Simply labeling a Yurt as a Pavilion really does not due the structure justice. Its basically a round house between 8' and 52' in diameter that can be folded up and packed onto a pack animal or a wagon and moved whenever you need it. Basically a well kept yurt is a mobile home, I've been looking at real Yurts and I think the best way to handle them is to assume the dollar price is in silver pieces and use the real world stats for weight.
Any thoughts?
I think the armor mod is probably fine, but I'd likely scale cost to the base armor type (i.e. light 150, medium 300, heavy 450). In all likelihood, I wouldn't allow it on heavy types at all, though.
RE: Yurts, a pavillion tent is 100gp and holds up to 10 people + a fire. That'd be a baseline cost for the equivalent of one of the 8' yurts. More than likely, what I'd say, then, is that a 10' yurt is 100gp, a 20' yurt is 200gp, etc. up to 40'.
| thomas nelson |
Will you also be introducing societal and cultural aspects to your game world? Such things as total freedom of religion for all and the transcontinental messager system?
Not total freedom of religion, religion gives you an excuse to attack other people and that is pretty valuable. As for the international trade and mail, yes.
| cranewings |
I have a little under developed section of my game world that is a kind of cross between Mongolia and South / East Africa. I don't have much because the party was only there for two games to steal a Macguffin.
I'd love to get some of your tidbits so I could develop it some more. This is all I can find of what I wrote. I had made up a b-s fighter class for them that could take fire spells as feats and cast them like a sorcerer:
Choibalsan – Land of Reindeer
The land of Choibalsan is to the far east of the capitol of Zathurm, some three weeks away by horse. It is a mountainous land with rocky valleys and few places to farm. While most such reasons are the homes of monsters rather than men, a hearty nomadic people have made their home here.
The people of this land worship the sun and derive powers over fire from its worship. They live nomadically, making temporary dwellings called yurts. Their main livestock and pack / riding animal is the reindeer. The people have dark black skin, long braided hair and dreadlocks which are decorated with colorful beads, and brightly died clothing and homes.
| rat_ bastard |
I have a little under developed section of my game world that is a kind of cross between Mongolia and South / East Africa. I don't have much because the party was only there for two games to steal a Macguffin.
I'd love to get some of your tidbits so I could develop it some more. This is all I can find of what I wrote. I had made up a b-s fighter class for them that could take fire spells as feats and cast them like a sorcerer:
Choibalsan – Land of Reindeer
The land of Choibalsan is to the far east of the capitol of Zathurm, some three weeks away by horse. It is a mountainous land with rocky valleys and few places to farm. While most such reasons are the homes of monsters rather than men, a hearty nomadic people have made their home here.
The people of this land worship the sun and derive powers over fire from its worship. They live nomadically, making temporary dwellings called yurts. Their main livestock and pack / riding animal is the reindeer. The people have dark black skin, long braided hair and dreadlocks which are decorated with colorful beads, and brightly died clothing and homes.
A Mongol Pre China Conquest would have the following equipment:
Leather or Studded Leather armor and quite possibly scale mail (padding was there but not standard), 4 light warhorses (mares, not stallions), A Spiked small metal or wooden quickdraw shield, A Klar (a scimitar that could be used one or two handed), and a mighty composite longbow (probably masterwork) and a Mighty Composite shortbow (Almost certainly a Masterwork), a lance, a dagger and several days of iron rations.
Mounted Combat and Mounted Archery are typically the first two feats picked up, but Endurance would be nearly as important.
After conquering China they would have all of the above (Most of their equipment would be masterworks) and the following: A flanged Mace (basically a heavy mace, probably a masterwork), A Glaive, Fuse Grenades, Quilted Cloth Lined Armor, Siege weaponry that could be broken down and mounted on multiple animals, Banded Mail (basically their old armor with more plates sewn in), Alchemy goods.
The Strength of the mongols was their ability to move their entire army vast distances and to ride for days, as well as their grasp of real tactics in a time when tactics consisted of "walk in a line towards the other guys and stick sharp things in them".
In Game terms assume a steppes horse archer with multiple horses Hustles his horse for 16 hours a day by switching mounts and eating, sleeping and even relieving themselves in the saddle. If a Mongol ran out of food he had a fishing kit or he would drain some blood from his mounts, mix it with horse milk (the reason they rode mares) and keep going. A Mongol could go a month on horse blood and milk living most of their lives in the saddle whereas a "conventional" army would be lucky to travel 20 miles in a day with all of its wagons, foot troops, and the huge mass of Merchants, slaves, cooks, prostitutes, craftsmen and other hangers ons that they took with them, often on foot.
| thomas nelson |
That is awesome. Thankyou.
Here is a Mongol style Hobgoblin I built, ten of these guys raining burning arrows on your parties campsite from 450+ feet away and then hopping on their horses and running away leaving caltrops behind them when the players chase after them while gleefully shooting more arrows at them at night.
Send these guys in groups of ten and just keep harassing the players attacking their gear and their pack animals from great distance while using flag signals and signal horns to coordinate further slaughter.
| cranewings |
cranewings wrote:That is awesome. Thankyou.Here is a Mongol style Hobgoblin I built, ten of these guys raining burning arrows on your parties campsite from 450+ feet away and then hopping on their horses and running away leaving caltrops behind them when the players chase after them while gleefully shooting more arrows at them at night.
Send these guys in groups of ten and just keep harassing the players attacking their gear and their pack animals from great distance while using flag signals and signal horns to coordinate further slaughter.
Nice.
| thomas nelson |
thomas nelson wrote:Nice.cranewings wrote:That is awesome. Thankyou.Here is a Mongol style Hobgoblin I built, ten of these guys raining burning arrows on your parties campsite from 450+ feet away and then hopping on their horses and running away leaving caltrops behind them when the players chase after them while gleefully shooting more arrows at them at night.
Send these guys in groups of ten and just keep harassing the players attacking their gear and their pack animals from great distance while using flag signals and signal horns to coordinate further slaughter.
Now toss in a Hobgoblin Adept who throws up a bless spell, some guidance spells and uses a owl familiar to scout out targets and spot weak spots.