Tsr09246 - GAZ12 The Golden Khan of Ethengar

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DUNGfON Masten's club2


An Official DUNGEONS & DRAGONS" Game Supplement

T h e Golaen Khan OFEthengarz


by Jim Bambra . *"
Wnat E v e ~ peoKNOW
~

Ahiktos the mercbanrgives us his


impressions of the.E,thengars:
.<

“You want to know about the Ethengars?


Okay, I’ll fill you in. I’ve been around. I
know what goes on up there. It’ll cost you
though. My time’s precious and so’s my
information. Fifty gold? Hmm. Yeah, I
guess that’ll do. I’ll just moisten my
throat with a little of this excellent wine.

“Thatb better.
“When you head past Darokin, you
say goodbye to civilization. First you go
through the Broken Lands. That’s bad
enough, with filthy humanoids popping
up from behind every rock to pepper you
with arrows. But once you get through to
the stepks, it’s easy to get nostalgic for
monster wuntry.
“I wasexpecting rolling, lush grass-
lands. I mean that’s what all the maps

ike an idiot I ordered the


What E v ~ ~ s ~KNOWS
o N ~
rmally a religious man, but I
o the Immortals then. Per-
haps it worked, because the Ethengars
didn’t charge. Then again they didn’t
have to. They could pick us off from
where they were.
“A group of riders headed toward us. I
swear my hair was standing on end as I be more sodable than these swine, and at big deal, as the Khans are happy to tear at
looked at the ten arrows notched in my each other’s throats. Usually they have a
direction. I was now confident that o few fights and bump off a few rival
they’d have no problem in hitting me. Khans. Then the leaderless tribes break
“Well. they rode up and the leader - ,@pand the clans go back to grazing their
vaulted out of the saddle. Told me we hwds. Seventy-five years ago one Toktai,
were trespassing and that my life was for- Khan of the Murkit tribe, succeeded in
feit, unless the mighty uniting all the other tribes and became
spare my worthless hide
The greatest merchant Karameikos has
ever known?
“They then bundled
It was most demeaning,
ure being made to r
impressed with how well the small horse
supported my substantial bulk.
“They took me past their tents (or buy some tine Thyatian silk?”
yurts as they call them) into the center of
the camp. There they had a whole bunch
of gigantic yurts. Almost palatial in size.
The one they took me to was made of oki Erikson the mercenary gives
gold cloth. Sitting outside of it was what us his professional opinion on
looked like a demon from the Sphere of the army of the Golden Khan:
Entropy. He wasn’t particularly tall, but
he was broad and looked at me with cold, “Ethengar horsemen?They are the finest
slitted eyes. there is. Never, in all my long years as a the
“I stood there only to be forcibly mercenary, have I faced such deadly foes.
pushed to the ground by his goons. After They are.cvery’bitas rurhless’as the old
they’d fmished rubbing my nose in the tafes paint them. .’,

dirt, they left me on my knees. This Ylari “You know the saga of Hayavik? NO?
wizard sitting at the Khan’s feet told me You‘ve never been to
that I was at the Court of Moglai Khan, holds? People up there have’a
the Golden Khan and Lord of the respect forthe Ethengars. Theme
Steppes, and that I should tremble in the Hayavik has recently corn
presence of the mighty Khan. Myopic them, but more of that later.
fool. it was obvious to all that 1was uem- “If YOU follow the overland fide A ~ WKhan. Fortunately they took to
bling uncontrollably. Route from Freiburg in ‘the Gutchering each other, and their great
“He goes on about how I’m trespass- Freeholds toward Wendar, y horde split up. But not before the dead
ing on the steppes and how all my goods across this huge area of b Khan’s tribe had come back to rake over
are forfeit. They know how to hurt a mer- ground mody covered with grass flow, the ashes and knock down any standing
chant, but I tried not to show it. 1 blub- where the road divides and goes south walls. Beats me why, but you can tell that
bered a bit and whined about how my into the steppes. the Ethengars don’t mess around.
goods were my life. The Khan just looked “Eighty years ago a thriving town “Yeah. I know this is all history, just
at me with those cold eyes. I offered him stood there. The folks of Hayavik made a bear with me. I was there for this nexf bit.
my medallion of protection and he fme living from all the merchdt caravans Things had been getting tight in
looked impressed. 1 knew my natural that passed through. That wai until the Ostland, so I took a job helping these
charm would see me through. Then I Ethengars came. Heldannersmove into the steppes. It was

2
easy at first, ’cos the Ethengars were at our cavalry. Weaoticed because of th, “However, life on the steppes is chang-
each other’s throats as normal. A new number of arrow-riddled hones we were ing. Ever since Moglai Khan became
Khan, Moglai, the grandson of Toktai, havine to iumD over. Khan of Khans. the Ethenears have sho3:i;
was on the rise and was helping other
tribes settle their differences. They were
stomping each other, so there was plenty
of Heldanners taking advantage of it to
expand their holdings into the north of
the steppes.
“They got attacked by groups of horse-
men from the Uighur tribe every now and
again, but nothing serious. Then the
Uighurs asked Moglai for aid. That’s
when it got tough.

rubbed my lucky ring and P


back home in Ostland.
that. Word went “Oh! The ring? I got it offa a

when I rub it.


“Anyway, that’s how I’m here and

steppes looked empty. ‘Must have been a


bluff,’ I heard people saying. Next morn- outta the steppes. Lots of people claimed they do this-all of the Echengan I s
ing there was thousands of horsemen con- they saw Ethengars pulling arrows out of to just said that it was their way. I su
verging from all directions. Groups of ten
riders were joining together to form If it’s true, then that’s one hell of a per-
groups of a hundred, and then they’d sistent hunch.” who suffered a sim
join into hordes of a thousand I ain’t
ever seen anything like it, they all knew ‘Cn€ G O b 2 N 1cnaR-l
-
Maehun.
“Meanwhileofherclans were rapidly for-
where they were going. There was I . getting th& difhmces and forming into
nobody shouting orders or anything, just
these banners being raised and lowered.
Meanwhile, us and the Heldannen were lands were. The various
forming up in our ranks with much “Ah! The Ethengars? A fas d across the steppes fol-
shouting and shoving. ture. Nomads every last one s, so when it came to tyin
“We’d just got sorted out when the “They spend their entire own these boundaries, the only decidin
Ethengars charged. They came straight move, you know. Not con was how many of the opposing tri
for us, our arrows dropped some of them, you-occasionally they settle for a
and then they let loose.The sky was fdled or two where the grazing is good. A r ow a tribe-against-tribe conflict
with shafts. When it had cleared the people, hardened to their enviro n lives for the winne
Ethengars were riding away and quite a and way of life. They eat and against one, then t
few of us had seen our last day. We’d almost anything-gerbik horses. dogs, winners are likely to suffer fewer losses.
obviously given as good as we’d got foxes, camel’s milk, mare’s milk, yak‘s Moglai started to hire out the Murkits in
hough, for they were retreating. As one milk, lice. ‘Waste not want not’ seems to the tribal wars.
rushed to follow them. We charged be their motto. They have a drink called “He did not hire out for money. What
ss the steppes, our honemen in front, kurmiss that is made from fermented he asked for, and got, was that any tribe
us foot sloggen following behind. I mare’s milk. I even heard that some he aided must first swear loyalty to him.
1 suppose we got about 200 yards before it Ethengar warriors can live on nothing but H~ effectivelytook control of the tribe in
dawned on us that they were still firing at the blood of their horses.
I
Y

“A clever policy, one that was not Ah yes, a man after my own heart,,one most royally welcomed and entertained,
restricted to iust a few tribes. Even the who seeks knowledge for its own sake. and they find the Khan a most interesting
tribes opposed to Moglai were offered his “Life .at Court i s a pleasant round of conversationallst. In his efforts to bring
protection. Over a period of five years, banquets and hunts. In the time I was his people into the modern world, Moglai
Moglai succeeded in uniting all the tribes there. I enjoyed myself tremendously. has need of foreigners. If you setve Mog-
of the steppes under his rule. “Always be polite when dealing with la Khan wdl. then you will be rewarded
“Since Moglai came to power things these nomads. The Ethmgars detest accordingly.
have been quiet. During his rise, the rudeness. When meeting a Khan for the “As for their religion, they worship
Heldanners lived in fear of an attack, but first time, it is customary to prostrate one- hundreds of spirits and Immortals.
only a few skirmishes have occurred. The self athis feet. Not doing so is an insult, Almost every religion under the sun can
Golden Khan seems happy to improve and is likely to get you into all kinds of be found in the Khanates. They are a
the lot of his people and slowly educate trouble. Also, don’t take affront at any- most tolerant people who do not place
them in modern ways. While his court is thing an Ethengar says to you. They tend one Immortal above another.
still composed of yurts, it is very much a to be bombastic in their speech, but ”Sure, the Ethengars are a warlike
settled place. only moving three or four when you realize that these are merely race, but people who conduct themselves
times a year. At the Court you find all formalities, then it’s not so bad. When properly have littk to fear from them.
manner of civilized amenities. Do not someone says ‘In the name of the Golden “The Golden Khan is a most illustri-
make the mistake of seeing the Ethengars Khan, you shall hear and tremblingly ous person who will prove to be just the
as primitive barbarians just because they obey,’ hek really saying ‘Hey! Listen to kind of stabilizang influence that the
live in tents. this. It’s important.’ Ethengars have for so long lacked.”
“When I met the Golden Khan, 1 “Don’t go into the Khanates looking
found him to be a most congenial host. for treasure or head off on some kind of If vou are intendine to . .nlav a non-
Y I

He has a deep fascination for the lands idealistic crusade. The, steppes are the
that border his kingdom. He was particu- Ethengars’ home and they don’t take
larly interested in how they trade, where kindly to meddlers. The best way IO get
their cites and settlements are. and what wealthy is to setve the Golden,.Khan.
types of soldiers make up their armies. Anyone traveling to the Khan’s Court is
The horse warrior Yesugai with “Although we are Murkits, we meet as The horse is our way of life. Without the
insight into life on the steppes: a tribe only four times a year, or when the horse we would he nothing. The horse gives
warcall comes. We hold fairs at which the us mobility in daily lie and in war. The
”Here on the Sea of Grass we know no tribe meets to exchange news, arrange mare provides us with milk that we use to
walls. We travel where we want and when marriages, and trade animals. At the fairs drink and make kurmiss, the wine of our
we want. Only the presence of a stronger we meet with other tribes and trade with people. The stallion gives us strength and
clan will stop us from grazing our animals them also. This keeps us strong as a victory With the stallion our herds multi-
where we pleasi:. nation and helps hind the tribes together. ply, and it shows us how to face life hy
“I am a Murkit. My Khan is the Khan Io times of war we assemble at an being strong and majestic.
of Khans and d e r of the world. These appointed place; each argam leader “We honor OUI Khan, and the Khans of
lands are the lands of the Ethengars; the brings the nine warriors under his com- other uibes. Our Golden Khan is wise.
spirits and Immortals watch over us and mand. He receives orders from his dagam Under his guidance we have destroyed the
make us strong. The Murkits are the leader, who in turn receives his orders Maghun and the Hajiks so we have room to
greatest tribe, all other tribes must graze from the mingam leader-usually a grow even stronger. The other tribes, know-
elsewhere, for these lands are ours. We Khan or tribal orkhan. These are com- ing our Khan is a bogda-a man touched
took them from the Maghur and the manded directly by the Khan of Khans. by heaven-have joined with us so that
Hajiks. The blood of these tribes we spilt “The rest of the time we follow our they may share in OUI victories.”
because they threatened our Khan. horses across the Sea of Grass as they seek
“We are a pragmatic people. Our ways the lushest grasses. We live in yutrs-
are simple. We kill our enemiesso that they wickerwork frames covered in black felt.
may not later rise up and kill us. We hum Our yurts protect us from the winds of as told by Cratu the sage:
their homes so that they have nowhere to winter and the heat of summer. We have
live. The walled towns to the North will one many small yurts in which the families “To understand the Ethengar, you must
day fall to our warriors, as Hayavik fell to live, and when we move we pack these first understand the nomad. You see,
our forefathers. We destroyed their city so onto our carts and take them to the new their life revolves around their animals.
that when we return, we will have open grazing grounds. Our clan head has a They don’t just breed their horses, they
spaces to graze our herds. large yurt that is never dismantled and is merge their lives with them. They follow
“Now that all tribes are as one under pulled by 22 yaks. the horse, living, eating, and sleeping
our Golden Khan, we Ethengars will take “Our yurts are always pitchcd facing wherever the horse leads them. Every-
our rightful place as rulers of the world. south so that we may honor the Spirits of thing else is brought along with them,
When the time comes, our Khan will lead the World Yurt. Our homes are comfort- they leave nothing behind. A wonderful,
us to victory over the weaklings who sur- able and spacious inside, much larger transient folk.
round our lands. Until that day we wait, than the stone and wooden homes of the “Each tribe is headed by a Khan. This
watch, and pn:pare, for we attack only Northerners. We cover the floors in rush- is a title handed down from father to son.
when we are certain of victory. The spirits es, fine carpets, and cushions. We burn The new Khan is named by the old and
do not look kindly upon those who die dung in winter to keep us warm; our yurts will take his place on the death of his
because they did not plan properly. have double door-flaps to prevent the father. In some cases, it’s not that
“Ifwe are attacked before we are ready, heat from escaping. When we move, we smooth. Moglai Khan was young when
or if we face a strong foe, we flee like the can take down and pack our yurts and his father died. It took years before the
wind before the warriors of our enemies. belongings in half an hour. Murkit clans would follow him.
We draw them behind us and then sur- “All Ethengars are capable of great “The Khan owns all the wealth of the
round them. When we attack, we do not feats of endurance. We coat our bodies tribe. All the animals, gold, weapons,
attempt to destroy the enemy in pitched with yak grease to keep out the biting treasures taken in battle, and what have
battle. We seek to drive them in panic winds of winter and the stinging dust of you, belong to the Khan. This even
before us. We never completely surround summer. We live simply, eating off the includes any animals born during the
our enemies. An enemy who sees no land and our herds. Anything edible is year. If someone falls from favor, he can
escape is like a cornered rat-it fights our food. Only the soft and effete turn he stripped of all possessions, including
until the last. A rat that is allowed to bolt their noses up at what the spirits have his name, for even this was originally
will no longer leap for your throat. made available to them. We waste noth- given with the Khan’s consent.
Instead it can be killed as it runs for cover. ing and therefore lack for nothing. “During autumn and winter, the clans
Our horse warriors always make it possi- “Every horse warrior is able to sleep in forming a tribe make camp together. In
ble for the enemy to run like rats before the saddle. Did not our mothers tie us there the spring, the Khan takes all the wealth
us. Then we pursue them and soak the when we were young so that the rhythmic and divides the horses, sheep, goats, and
Sea of Grass in their blood. step of the horse would rock us to sleep? yaks among the clans.

5
“Those clans that brought back the the various fairs are so important as they “One of the Great Khan’s hunts,
most in the autumn are given more to allow marriages to be arranged between which I was granted the honor of partici-
look after in the coming year. Each clan tribes. In the old days, before Moglai was pating in, lasted for three months. At the
then takes its herds and seeks out grazing the Great Khan, wives would be seized end of this time, the army had encircled
lands within the tribal areas. This situa- from other tribes. such a m a s of animals and monsters that
tion encourages each clan to give its best, “Women are held in high esteem and the area before me was simply heaving
in order to profit next spring. are as hardy as the men. They too are with them. No killing was allowed until
“The clans used to follow the wander- taught to ride and fight, and women war- the Great Khan had slain a great beast
ings of their horses, letting them go riors fighting alongside their men are not with his hunting lion. Then a glorious
where they.want. This often led to clans unheard of. Some women become slaughter began that went on for six days.
from different tribes, or even from the mans or even hakomon, powerful use “Ah yes. They are a very interesting
same tribe, battling over grazing lands. magic, not unlike the wizards of out own p q l e . I only wish I could have spent
The Great Khan has decreed that each lands. more time with them.”
tribe should keep to its own area: since “The women also do mwt of the trad-
then the number of clashes has ine. a i the men are too violent to be able Etb€NGaR App€alWNC€
decreased, but not stopped entirely. to-handle the subtleties of bargaining.
There are many Ethengan who believe “The Ethengars do not care for their a N b EQUipMeNt
that the best grazing lands should go to children. They are fed scraps of food and
the strongest. Unfortunately for them, are made to sit farthest from the fue in
the Great Khan has proved the strongest. winter. A lot die this way, but it is the
“After the foals are born and the year- Ethengars’ belief that those who survive
lings broken, the tribes meet together in are possessed of great constitution.
fairs at which horses are traded and deals “Although most Ethengars do not
are made. This usually happens in mid to wash with water, they often scrub them-
late summer, and a tribe may attend as selves with pads of folded goat’s hair
many as three or four fairs. while sitting in steam tents. In these they
“Autumn sees the return of the clans throw water over hot stones and bask in
to the tribal camp where tallies are taken the heat. While they do emerge cleaner, I
of births (human and animal) and of any do not recommend this method of clean-
treasures gained through adventure or ing to anyone else, as the smell within
trading. Everything is given to the Khan these tents is worse than can be imagined!
who divides it up in the spring. “Life for the Ethengan is not all fol-
“Ethengar males often marry more lowing the herds and fighting, although
than one female. The first wife has sen- fighting usually lies at the base of their
iority over any subsequent wives. I leisure activities in some way. They often
believe this custom came about as a result engage in mock combats in which the
of the Ethengars’ warlike nature. The way warriors line up and attack each other
the males from different tribes used to using blunt weapons. Sometimes these
slaughter each other was bound to affect fights turn nasty and people die, but this
the ratio of males to females. is all accepted as part of the fun.
“In fact, evidence can still be seen to “They also hold wrestling. arche
support this view. When the father dies, horse-ridmg contests. They play a game
the eldest son is expected to marry all of called polo where the object is to strike a
his father’s wives with the exception ofhis ball into the opposing side’s goal. They
mother. She is taken into his household play this on horseback and use a wooden
and given the status befitting her role. hammer to hit the ball. wind from us. In times of war we
Similarly, if one of his brothers dies, he is “They also love to hunt using hawks
expected to marry all of his brothers’ and dogs to chase and bring down prey.
wives. If he fails to do so, he loses respect On special occasions they hold a great
and honor, which can result in him being hunt that they organize like a military sharpening our arrows, wax for
banished by the tribe. campaign. The army assembles and strings, a lasso for capturing enemies, a
“Marriage within-the same clan is not drives every animal before it. At night, coil of rope, an awl, a needle and thread
allowed. It’s also frequently discouraged strict discipline is maintained, with sen- a cooking pot, a cup, and two leather
within the same tribe as well. That’s why tries and passwords being used.
des. Every morning we fill one bo
with dried milk curd and water. As

iss. We place dried meat under our

quickly, we can live on blood from o


hones. This we take in small quantities
as not to weaken our mounts.
"At the age of four we are given
fiat bow and mows. These we kee
us always. We carry it in a I

as games and they are powerful at

as told by Subatai the bratak:

our supplies of.arrows.

always travel ahead of our main force,


and two hundred on each flank. When
over the court and carry

of one thousand warriors. This


can strike'quickly and we alwa
where our enemies are. are chastised or
cal instruments so that:the enemy knows and he has had the laws ofTubak the Law. that they did not d e w
we have no fear. When the great naccaras giverwritten down in the Hasak.
(drums) are sounded we know it is time to "The Has& is a great work, as is fitting
attack. By listening to the drums and by for a book holding the codes of the Gold-
watching the movements of the war ban- en Khan. It states that no Ethengar who
nen, we are able to act as one, even
CoiNaGe aNb ‘Cablcts- given to an akan (argam leader) of the
Keshak, the Imperial Guard. A. dakan
tell you about the cosmic powers that
shape our lives. First I will tell you of
as told by Subatai: commander of 100 Keshak receives a tab- Yamuga the Yurt Dweller. Yamuga is the
“At one time coins were not in wide-
spread use. but they are becoming more
and more common as our Great Khan
promotes trade. A mint at the Golden
G u n turns rare metals into coins.
“These coins are called tangs. They are
made in many different denominations
and all bear the seal of the Great Khan. under the dome
Out coins are similar to the o
the Outsiders, being of the s
and value. We have tangs
pet, silver, electrum, gold, an
“These all come in den
1, 5. and 10. The coins of the Outsiders
are also in use, but possession
coins of Glantri brings the de
“Our Great Khan has also hadbars of
trade metal made. They bear his seal and
come in denominations of 50, 100, 500,
1,000, and 10,000 tangs. These are much
prized by the dwarves at the Golden
Court. who love to hoard them. a respected member of one’s own
“One can buy many things with tangs The bearer of a platinum tablet i
at the Golden Court. In the tribal lands,
tangs are of little value other than to
bring joy to the heart of a dwarf. The
tribes still follow the old ways of barter
- .
“Anvone beating a olatinum tablet fa
e? Look upw
with a iewelled sun and moon has privl-
and exchange. To trade with the tribes
one must offer something they want-
horses, yaks, sheep, gqats, wood, and
other necessities of life. Tribal Khans may
take tangs in exchange for other goods,
but possession of large quantities of tangs
is no measure of a person’s worth.
“Now, tablets are another matter.
These are given only by the Great Khan
and are a valid measure of a person’s
rank. They are made from silver, gold, or
platinum and are nine inches long and
three inches wide. Anyone seeing a tablet
immediately knows the status of the bear-
er and the privileges due to him. ase candles. Now all you can see a
“All tablets bear an inscription;
though few on the Sea of Grass are capa-
ble of reading it, all will recognize it: ‘In a ‘IericYamuga
Of is stronger than the light outside.
the Yurt Of the can’t see the holes in the top,of the World
the name of the Immortals and spirits,
and of the grace they have bestowed on World yurt and the Cosmos: Yurt because the light of the sun blocks
our Great Khan, may he be blessed. them out. You still don’t understand?
“Greetings. You seek knowledge of the Look, &is is a cosmic tmth; you may ‘3M
ft:f
Death and destruction to our enemies.’
“A silver tablet with a lion upon it is world and of the Immortais? Then I Will understand it, but you sure can see it!
“The clouds in the sky and the rain? ly quickly. But when I climb onto this some of their followers deny the powers
You don’t see how they can form inside of chest and drop the feather from up near of the spirits and of other Immortals.
a yurt no matter how big it is? You ever the roof, see how much longer it takes to “There are even those who deny the
been in a yurt full of Ethengars while they reach the ground. That’s why the snow existence of the World Yurt! How can this
shelter from a summer dust storm? You stays around for a long time in winter. be? I know not. I have spoken to some of
have, good. Well think about it. It gets Tubak orders the world. He deals with these people and they babble on about
pretty sweaty in there, and all that sweat Law and keeps things ticking over. Just the Prime Plane, a planet floating in
condenses on the walls and drips down like in any clan, someone has to make space, about myriads of different planes:
from the top. Just like rain, and if people sure that things get done on time, or else Attoplanes, Femtoplanes. Deciplanes,
start smoking in there it soon gets cloudy life as we know it would fall to pieces. and other strange sounding places. They
too! Now there’s alot ofpeople, animals, “The wind? That’s Cretia’s doing. In are so caught up in rambling metaphysics
and monsters in the World Yurt. That every clan you’ll find the joker who likes that they lose sight of the ground beneath
makes for an awful lot of sweat. Throw in to upset the order of things. He helps to their feet and the sky above their heads.
a few fires and all those fireballs that the keep everyone going, otherwise the daily “On the Sea of Grass we do not waste
hakomons toss around, and you’ve got drudgery would get to people, especially our time in meaningless speculation. The
plenty of clouds floating up near the roof. in the winter. You know the type-he World Yurt is as it is, and the Spirit World
“The sun? Who lights the sun? Ah, I leaves the door open, urinates on your is over it, around it, and within it.
see what you mean. Good question. sleeping furs, puts gerbils in your boots, ”Within it? Yes.Just as a yurt can con-
That’s Tubak the Lawgiver’s domain; blows smoke in your face, and generally tain many people, the World Yurt con-
Yamuga deals with life inside of the yurt. takes delight in seeing you suffer. Well, tains many spirits and the followers of
“Tubak gives order to our lives. He car- that’s what Cretia does. other Immortals. As a , child may have
ries the lamp of the sun mobs the sky each “He blows the clouds around, throws dreams of fancy while sitting against the
day and lights the candle of the rnmn so dust in your face in summer, and whips wall of a yurt, so can the inhabitants of
that we may find our way at night. But the blizzards up in winter. Every now and the World Yurt dream their own dreams,
Tubak is not an Immortal to go squander- again he gets sand from the Land of Black while failing to see that there are many
ing good yak grease. He makes only 12 Sand and scatters it around so that people Immortals. We have three main ones, but
moon candles a year, and he makes them in go mad. He poisons your animals so they we know there are many more.
such a way that they bum slowly at fm, die. He sends us trials and tribulations, “The Ylari have AI-Kalim, the Kara-
that’swhy the moon is quite small when he but life would be dull without him. meikans and Thyatians have their
fmt lights it. Then it burns quicker and we “Cretia is part of our lives, the Mischief churches, the northmen have Odin,
get a good glow from it. Then it stam to Maker and the Great Destroyer. His ways Thor, Loki, and Freya, the dwarves honor
burn down until it finally disappears. are both subtle and crude, as befits one Kagyar, and the elves have Ilsundal.
That’swhen Tub& makes a new candle to whose aim is to bring Chaos. “There are many other faiths and
last for the next 28 days. That’s why that “What lies outside of the World Yurt? beliefs, all part of the World Yurt. We
time is called the new moon. That is a difficult question to answer, for place no one Immortal above all the oth-
”But making candles is not all Tubak it is the World of the Spirits and the spir- ers, for all are part of our way of life. No
does. He has to make sure the seasons its delight in trickery. Who can truly say one true way exists. The Ylari fail to see
change regularly or things will go wrong. that what has been experienced in the that AI-Kalim is only one ofthe many ser-
Why do the seasons occur? Well, just like World Beyond the World Yurt is nothing vants of the Immortals. He was only one
we have to open our yurts every now and more than illusions created by the spirits? among many who joined the Immortals
then to air them, Tubak has to open the “The World Beyond the World Yurt is so that the cosmos could continue to
flap of the World Yurt or else we’ll suffo- very different than our own. There it is expand,and enrich us all.
cate on all that sweat and smoke. So every often winter, with snow filling the air and “The Glantrians are fools to forbid the
winter he opens the flap to let the old air dense white mist obscuring vision. Many worship of the Immortals and to place
out and the new air in. In the winter this spirits reside there-some are helpful, their faith solely in the hands of their sor-
means all the snow gets blown in from others set out to trick and deceive, while cerers. Do I not sit down with clerics of
outside. It whizzes around the top of the some take delight in attacking all who Tubak and Cretia without denying the
yurt just like it does in here when the enter. Many spirits also inhabit the World existence of their Immortals? Therefore
door gets left open. Then it falls onto the Yurt where they serve the Immortals or we accept and glory in the existence of
ground. Because we’re dealing in cosmic themselves. many Immortals, for the World Yurt is
scales, it takes longer for it to fall in the “Other Immortals? Yes. They exist and big enough to accommodate them all.”
World Yurt than it does in here. they all have their part to play in the
“Look, see this feather. When I drop it scheme of things. Many Immortals are
from my hand it lands on the ground fair- honored throughout the World Yurt,

9
crt€atiNG Etn€NGart CnartaCt€rtS
Want to play an Ethengar character? It’s a good idea to confer with your DM status of the c h to which the character
Then you’ll need to decide which type of and the other players before setding on belongs. Full details can be found on the
character you are going to play. An your final choice. By doing so you’ll avoid Starting Equipment Table in the “Tribes
Ethengar character can be a horse warrior, forming an adventuring party that is and Clan Standing” section, page 24.
a bratak (thiuf), a hakomon (magicwer), composed entirely of one character class.
a cleric, or a shaman. If possible, aim to create a party with at Step 4: cnoose BeC;iNNiNC
Of these, horse warriots form the bulk of least one member of each character dass Skills

hOOS€ a N a M f -
your character. See tl

path of the horse and th

that inhabit the Spirit World


have many powers, including
to summon and control spirits. instinctive to us.
“The way of the bow is &so instinctive.
one above another. Step 1: D€t€RMiN€ We can fire our bows equally well whetf
Before making your decision, read EeUiPMeNt , .
er on foot or mounted upon a chargin
through the naxt few pages in which you’ll horse. We are so well-trained that we ca
f j d more detailed d-pfiom Unlike normal D&D” game c h w e t s , fre our bows over the backs of our horse!
mer types available and informption on Ethengar characters’ starting equipment SO .that we can kill our, enemies eve

any s p e d abilities they possess. is not chosen. It varies according to the though we seem to be fleeing from them
he a warrior of the Ethengars is to At a horse warrior Khan. There are no thieves in the Kh
our clan, tribe, and Khan. We are who

ing land. All Ethengars are also pan of normal horse warrior. At 8th level or so that we can enter the
the might of our tribal hordes." higher a horse warrior may be elevated to tribes and the lands of

The horse warriors of the Ethengars have dagam: a groupof 100 warriors.
the same hit dice, experience table, and A character who reaches 10th
saving throws as standard fighters. They eligible to become an orkhan: a 1 trained in stealth, sleig
do not have as wide a choice of weapons, a horde. As this position is usual
being restricted to the bow, sword, hand low. We often work with
axe, spear, lance, and lasso. An Ethengar
who wishes to use a different weapon will campaign will determine whether the best routes t o t
have to find a teacher, normaily an Out- the case. Characters of 10th level of 'ions of our enem
sider.
Horse Archery: All horse warriors are still act as seconds-in-commsnd..rti
le to fire a bow from horseback. Years Khan or orkhan.
practice enables a character to do so Ethengar Combat: Etheogars have
hour any penalties. The bow may even
fired over the back of the horse, with
the rider guiding the horse'with his
. A horse archer, whether firing
red or dismounted, rolls for initia- find himself stuck full of arrows.
ive. instead of automatically losing it.
Aim: Hone warriors have the option of
gone round to aim before f ~ n theirg
.Next round the character gains a + 2
t bonus and causes an additional 2 arrows as they go.
ins of damage to the target. A horse Horse warriors are trained to recognize
does not gain this bonus if he is
or on a moving mount.
Hordes: The armies of the communicated via banners and drum
s are calIed hordes and are based This allows 'rhe orkhans (generals)
tribes-the warriors of each
form a horde. Depending on the
of campaign run by your DM, you
be given the opportunity to lead
s of horse warriors. This depends on
ether the campaign will be using the different tasks. For a graphic descti
SYSTEM'" Fantasy Combat Sup- of a horde in action, see.
or the War Machine rules from account on page 2: 'ng 9th level, a bratak w
panion Set to handle large-scale well may become the he
es. Check with your DM about this
as your DM may decide not to use this
option, preferring your character to con- atai: level brataks will be sen
tinue to adventure outside of the struc- heads or the character's
ture of a horde.
1st-level characters are part of an
a group of 10 horse warriors, but
ill usually adventure on behalf of
an, or on their own with their clan
Khan's permission.
y

HaROMONS s i g h to be able to memorize the spells * Cannot intentionally touch ano


(Mac,ic-Usens) contained in them. oerson.
Hakomons are treated with respect and * Must always fast for one day out
as told by Sabak the hakomon: feat. Their magical powers make them every three.
formidable opponents, but also the kind * Must remain silent for one day ev
“The fortunes of the tribes ebb and flow of allies the Khans like to have. week, but may cast spells.
around me. The tribes follow the horse, Hakomons live outside of the clan and * Must alwavs remain standine exc
warring with reach other for the best tribal structure, often as itinerant wan-
lands. But I know that this is not the true derers who perform magic in return for
way of the world. The true way lies in food and occasionally protect’
meditation and in magical power. Is that Player character hakomo food for the spicits.
not the way of the Immortals and the from this group. Other hakomons live * May not ride a horse.
spirits? This is the way to true greatness solitary lives, subsisting on what they can * May not drink milk.
and strength. find to eat. Solitary hakomons,may be *-Maynot enter a yun.
“I seek the path of power; to do so I persuaded to join an expedition, but are
renounced my tribe and clan to become more likely to start tossing spells at any-
an outcast. I live upon the Sea of Grass. one who disturbs their meditations.
eating what I find, but often fasting to Hakomnns often adventure to find
cleanse my body. My power comes from new spells and magical items. While
the great magical energies that shaped doing so they will join with other
this world. By living as one with the Ethengar characters, often becoming firm
world, I am able to draw upon these ener- friends with them. While they are freaof
gies to create magic. the tribal ties that affect the actions ,of
“To many I am a creature to be feared, other character classes, hakomons of law-
abhorred, but also respected. Respected? ful or neutral alignments will not betray
Yes, for my powers are formidable and their friends and so tend to to serve tribal
barely understood by the wanderers of interests. Hakomons Will sometimes seek
the Sea of Grass. Even tribeless, I am of service with a Khan. In return they expect
great use to the Khans of this land. to be supplied with aid in magical
“My powers make me of value in their researcb and access to any sigil scrolls that
wars and petty squabbles. They seek to the Khan’s followers may find.
buy my aid with gifts of gold and jewels. I Upon reaching 10th level, hakomons
serve them not for these things, but to may attract ld4 pupils. These are all 1st
hone my powcrs, for it is only possible to level and they serve a hakomon faithfully
become more powerful by delighting in until they, reach half of &e.hakomon’s
their use.” level. The+ then leave to seek their own
path, but new 1st-levelhakomons ran be
Hakomons have the same armor and found to replace those that leave.
weapon restrictions, saving throws, and Taboos: Hakomons are subject to vari-
level progression tables as standard ous taboos’thatset them apart from other
D&DB game magic-users. They gain characters. First-level hakomons have.one
ld4 + I hit points per level and I hit taboo and gain additional taboos which a number of taboos have been ~~,.,”.
l Y

point per level from loth on. six levels. Some possible taboos are ken, a whole week may be required. ;&>?!J$
Hakomons may use magic-user scrolls, below. This is not a complete list and may
but they cannot learn spells from spell be added to by the DM, or by a.player
books. Instead of having a spell book, a with the DM’s come
hakomon has a number of scrolls and
items inscribed with sigils. Each sigil con- * Fn.hJrlen rn

tains the information required to cast a


spell, In order to draw on this power to
cast spells, a hakomon must be rested
society. Responsible-forhonoring all
after a night’s sleep and then spend an * Can only eat birds, or insects. Or
Immortals, they serve one Immorta
hour in meditation. After an hour the small mammals.
nerd h rieflv look at the * FnrhirlA-n e n rlrinlr Ilrnhnl particular. This is usually either Yam

I
The caster must be able to understand the
creature's answers for this spell to work
also serve Immortals from other lands. It Rdnge i n fecr
is not unheard of for a cleric to be a fol- Duration 12 hours Cretia, Lord of Chaos
lower of Kazgar the Immortal of the Effect: One creature per level As the Mischief Maker and the
dwarves. or of Ilsundal of the elves. With this spell the cleric is able to mag- Destroyer, Cretia plays an importa
While followers of these Immortals are ically create a feast that will feed as many in the lives of the Ethengars. His
rare, the Ethengars' beliefs encompass all people as the cleric has levels of experi- are found throughout the Khanates c
the Immortals. viewing them as part of ence. An extensive menu is available ing trouble and mischief. They see th
the cosmic whole. Clerics who worship including (but not limited to) stuffed selves as entertainers who prevent
foreign Immortals are viewed with suspi- gerbils, roast dogs, pheasants, goat roast, from becoming too static and bor
cion, however, as their loyalty to the fox and wolf fticassee, camel pic, roast Cretia is often worshiped before a hat
Ethengar nation is always in doubt. mutton, beef, and goat, a wide variety of as the Immortal of War; in this role
On the Sea of Grass there are no per- cheeses, and mare's milk, camel's milk,
manent temples. Clerics honor the dog's milk, gerbil's milk, cow's milk and
Immortals using small portable shrines sheep's milk. Clerics: Chaotics
that they carry with them on their travels. The feast has magical properties that Special Abilities:
These shrines are set up in the clerics' occur once it has been consumed. All par- receive access to the 3rd-level wind bla
yurts, transforming them into temples. ticipants are healed of 2-7 points of dam- spell,and to the 4th-level lie spell (see fo
age and are cured of all dlseases. For tbe lowing). They may learn reversed forn
following 12 hours they receive the bene- of clerical spells at 1st. level (normall
KO€ IMMORtalS fits of a double strength bless spell: a + 2 learned only at 4th level and above).
Yamuga the Yurt Dweller bonus to all to hit and damage rolls. The
feast takes at least one hour to consume.
All Ethengars honor and worship Yamu-
ga, for without her patronage the World Tubak the Lawgiver
Yurt would wear out. They have a felt and
cloth model of Yamuga in their yurts. To Tubak stands for order and his clerics are
give thanks to the Great Provider and often called upon to make judgments
Lifegiver, they grease the mouth of the during trials. He is also the Great Tacti-
model with a piece of fatty meat before cian, the teacher of the Ethengars' mili- from &;vicinity of thecleric and move in
they begin to eat. They also sprinkle some tary tactics. As such he is perceived as the any direction chosen. The wind will
food outside for the spirits. Immortal of Warfare, but not of War, the extinguish all unprotected candles, torch-
Clerics: Lawfuls and Neutrals. role of destroyer being left to Cretia. es, etc., and has a 50% chance of extin-
Special Abilities: Clerics of Yamuga Tubak orders the pattern of warfare, br guishing protected ones. The wind can be
have access to the renew spell (see follow- Cretia watches over the battle. made to whip up dust, branches, and
ing) and to the produce fue spell (same as The Ethengars burn incense to Tuba small stones that either obscure vision fi
the 2nd-level druid spell) as part of their 2nd look to him to eive them wisdom an Id? rounds. or cause ld4 ooints of dan
1st-level sDells. Thev may also cast the ag; per level of the caster ?up to a m a
mum of ind4). A cleric of 10th level ca
use this spell to overturn yurts, carts, an
access to the shaman spell comm .similar structures. It does not affect stor
word at 1st level and to the 4th-
detect lie spell (see following). They
use a sword in combat.
Effect: One item
This spells enables a cleric to repair one Detect Lie
damaged item. Rips in fabrics, smashed (4th-level clerical spell) Duration: 1 turn
pots, broken arrows, blades, poles, etc., Range: 30 feet Effect: Enables the cleric to lie I.....-,
are made whole. At 10th level the cleric is Duration: 1 t~ detection.
Effect: One crea.,,.
Upon casting this spell, the cleric
able to determine whether the target
telling lies or the truth(as it perceives it
Spirit Guides: Every shaman has a spir- of the spitit guide, but the disability
“The World Yurt was made by the it guide that is determinedduringcharac- remains.
Immortals. That is obvious, for how else tercreation, either by random roll, player
could it have come to bel The Immortals choice, or by the DM assigning it to your

live the way the Gr


“Clerics of other
Dex: twisted hands, le

lands are also powerful,


to the ways of the world.
“All beings have a place.

ness with it. In this time we fall into a


trance for as Iong as nine days. It is then
that we become aware of our spirit guide,
the spirit that leads us through life and
enables us to enter the Spirit World.
“Because of our knowledge of the spir-
its, our advice is sought in such things as
when is the best time is to make and
break camp, to warn of natural disasters,
and to determine the best time for orga-
nizing hunts and to make war. We are
also the memory of our people, the story-
tellers who relate the tales of the Great + 1 Dex Escape Artist
Khans and of the Spirit Lords. + 1 Con . Navigation
“It is our task to keep the world strong
and to guide our people along the best
path to the World Mountain. More than
this we cannot do, and more than this no
one should ask.” 19 swan
20 Chameleon Lizard
Shamans are similar to clerics-they have
the Same saving throws and combat Bonuses to attributes cannot make an ability score hig
tables. Player character shamans are Neu- addition to the skills that all characters are entitled to.
ual, but NF’C shamans of Chaotic align-
ment do exist. Shamans have no power
over the undead. They may not wear
SnaMaN A b v a N t a G e s
Keen Hearing: Increases a shaman’s
chance of hearing noise to 1-3 on ld6.
Keen Eyesight: Increases a shaman’s
chance of finding secret doors or other
hidden objects to 1-2 on ld6. It also
increases by 50% the encounter range at
which the shaman notices creatures or
landmarks.

Animal Ianguage: Shamans may converse


with animals of the same species as their
spirit guides, as though using the 2nd-level
clerical spell spcak with animals(X6).
For every four levels of experience, the
shaman may use this power once per day.
At 1st through 4th level, a shaman may
do this only once per day. Each use of the
power lasts for an hour, so a shaman of
9th through 12th level can converse for
three hours per day.
Shapechange: At 12th level a shaman
is able to shapechange into the form of
his spirit animal guide. The shaman may
shapechange at will, but the transforma-
tion takes an entire round, during which
the shaman may do nothing else. While
in animal form the shaman may not cast
any spells, hut any spells already cast stay
in effect. The shapechanger appears as an ani- required before a camp is made
The shaman takes on the form of the mal of the species in question. A success- The spirit guide acts as the conscience
animal in question and all of its abilities ful Spirit Lore check or a truesight spell of the shaman, evincing displeasure if the
(a shaman who shapechanges into a fal- will reveal the presence of the shaman. shaman does not behave in manner that
con can fly). Shamans are also able to fits the character’s shamanistic beliefs. A
move 50% faster than the animal nor- spirit guide may show its disfavor by
mally does. SQaMaNistic Beliefs - withholding some benefits. spells, or By
The shaman has all the attack forms of A shaman mediates between the reducing the shaman’s spellcasting abili-
the animal. but uses the character’s own Ethengars and the Spirit World, striving ties. These powers may he returned o d y
to hit rolls, plus any penalties or bonuses to keep the World Yun in harmony with after the shaman has performed a danger-
for Strength, which also apply to damage the Spirit World. Shamans ensure that ous quest or carried out actions to appease
rolls. The shapechanged shaman’s Armor animals are not killed unnecessarily, that the spirit guide. Your DM will tell you
Class is the same as that of the animal, suffering is not inflicted on animals, and what your character must do to recover
but Dexterity bonuses and penalties still that the spirits of the World Yurt are good standing.
apply. The shaman’s hit points are appeased. Shamans are not opposed to A spirit guide always stays with the sha-
unchanged. While shapechanged, the hunting, hut they seek to prevent hunts man. It cannot be made to leave by ahy
shaman’s equipment (armor, weapons, that greatly reduce the animal popula- means. The only time a spirit guide takes
etc.) is uansferred to the Spirit World tion. All hunts are carried out with the on a materialized form is when the sha-
where it is guarded by a spirit animal. consent of a shaman who watches over the man enters the Spirit World. The spirit
The equipment normally reappears proceedings and intervenes if the hunters guide then appears as an intelligent ahi-
when the shaman returns to his natural kill too many animals. mal of its species. Your DM will tell you
form, but evil spirits have been known to A shaman’s knowledge of the spirits what happens when your character enters
steal a shaman’s equipment from its Spir- enables him to know whether a site is the Spirit World for the first time.
it World location. suitable for a camp and what rituals are

15
Shaman Experience Table To emphasize their relationship to the

9.Remove Curse * (X6)


13,000 2 2 - - - - - 10. Silent Move (S)
4th-Level Shaman Spells
i 55,000 3 2 2 - -
110,000 3 3 2 1 - ~ Each.shqan must 2. Cure Serious Wounds * (X
220,m 3 3
10" 330,000 4 4
11 * 440,000 4 4

14 * 770,000
15 * 880,000

24 * 1,870,000 8 7 6 6 5 5 4 (this booklet). Page numbers are given


25 * 1,980.00o 8 7 6 6 5 5 5 for each ruleset.
26" 2,090,000 8 7 7 6 6 5 5
27 * 2,200,000 8 8 7 6 6 6 5 1st-LevelShamSPells
28" 2,310,000 8 8 7 7 7 6 5 1. Command Word (S)
29' 2,420,000 8 8 7 7 7 6 6 2. Detect Poison (S)
30" 2,530,000 8 8 8 7 7 7 6
31 * 2,640,000 8 8 8 8 8 7 6
3 2 " 2,750,000 9 8 8 8 8 7 7
33 * 2,860,000 9 9 8 8 8 8 7
34 * 2,970,000 9 9 9 8 8 8 8
35 * 3,080,000 9 9 9 9 9 8 8
36" 3,190,000 9 9 9 9 9 9 9
* Constitution adjustments no long-
apply. Hit Dice: ld4 + 1 per level, 9d4 i
maximum, + 1 per level thereafter.

Shamans either dress in clothing made . Produce Fire (ClS)


from their totem animal, or they wear 6. Resist Fire (X5)
items derived from the animal. The spirit
guide of any shaman is therefore obvious
by looking at the shaman. 9.Snake Charm (X6)
Shaman with horse spirit guides are likely 10.Spirit Sending (S)
to have horse tails attached to their hats, 3rd-Level Shaman Spells
hear, or perform a n y action that affec
Range: Touch the normal world, other than watch. The
Duration: 1 turn per level shaman may, however, engage in physical
Effect: Leaves no trace combat with any spirits in the vicinity. In
I St-Level spells This spell enables the recipient to spirit combat the shaman has the same to
Command Word move without leaving any trace of his pas- hit rolls, damage rolls, and hit poi
Range: 10’
Duration: 1 IOU
Effect: One creature
This spell enables a
one-word command. The wo
a language that the recipient

to the shaman
Range: 0 (shaman only) also return to h
Duration: 1 round per leve
Effect: 120’
Creatures with an The shaman enters into a deep
more and creat

ffect: Reveals poisons Z N ~ L C VSpells


~I
This spell reveals the presence of any
oisons on or in any object. Range: 0 (shaman o

item or area i!

with a -2 penalty to hit.

This includes the wandering spirits 01


Those who roll a successful saving es shamans who are using the spirit sendia
throw are uneasy in the caster’s presence
and tend to find him irritating. The cast-
er loses ld4 points of Charisma when
dealing with these people.
This spell has no effect on creatures of
animal intelligence or lower. It has no
effect on Charisma-based skills.

17 I
This spell is similar to the 2nd-levpl opportunity to affect the outcome of any Vigor
magic-user spell invisibiliry except that fate, or even fail to live to see it come Range: Touch ' '
the recipient is only invisible to spirits. about. Stupidity and rash actions have Duration: 1 turn per level
caused the death of more than one char- Effect: Incream vigor
Silent Move acter fated to be Great Khan! The recipient of this spell receives a
Range: Touch No character may have more than one bonus of + 2 to saving throws, an addi-
Duration: 6 turns fate at any time. tional Id10 hit points, and a ld3 bonus

age. Strength may be increased to a


um of 19. A character with a
Hide in Shadows scores by 30%.

4tO-Level Spell=

This spell is most often used to

either be summon Lesser ~nimal


spirits

Evil schemes shall be your undo-

Humiliating defeat lies ahead of

w is made with a penalty of -4.


rse of this spell will remove the

e basis for an adventure or a series of


adventures in which the character's fate is
played out. Fate should not be rigid
unyielding: a character should have
Duration: Instantaneous
Effect: Storm of spirit energ

for one hour per level of the caster. Even

four people with him.


with [he spir;t send;ng spell, the does will do anything to improve matters.
shaman’s body is vulnerable It’s far better 10 do nothing, that Way
to attack. In the event of +e threat of things might improve On their Own
danger to the shaman’s body, the sha- accord.

Strength of Mind *
Range: Touch
Duration: 12 turns
Effect: +4 bonus to saving throws vs.
magical spells and effects

Paralysis or Turn to Stone, or Spells. Love: The victim falls madly in love spell against
ne spell decreases the with the first character, monster, or ani- bounce betw

Effect: Causes a flaming sword to appe


in the shaman’s hand acking everything in sight. Spellcasters one greater animal spirit with Hit Dice
on casting this spell, a sword of fire se their spells, while other characters equal to half the shaman’s level (round
appearsin the shaman’s hand, fiesword ttack With weapons Or with their fractions up). The spirit will perform a n y
is magical and has bonuses to hit and task within its power: transporting the
amage equal to the caster’s level divided shaman, fighting, acting as a guide or
y 8 (round up). The sword will set alight ~, spy, etc. The spirit returns to the Spirit
inflammable substances; it can also harm World once it has been reduced to 0 hit
undead and spirits. The shaman may
cause the sword to appear and disappear Apart from its duration and the spirits
at will, enabling the shaman to cast spells
and carry out other activities.
‘Cne Znibes Great changes are taking place in the
Murkit tribe under the rulership of the
from ,the Golden Khan’s. policies of
encouraging trZde,and amore setrled life-
Following the destruction of the Maghuts Golden Khan. The old nomadic ways are style. They have grown wealthy on his
and the Hajiks by the Murkits. eight slowly being replaced by amoresettled lie- gift5 and they take delight in the marvels
tribes now live on the steppes. They each style. While the majority of the tribe still that the Golden Khan has imported from
have their own grzing area.? and they follows its herds, the Court of the Golden other lands. The Khans look to the Gold-
send warriors and advisors to serve at th
Court of the Golden Khan. As the Gold-
en Khan is a Murkit, this tribe is the most
powerful and enjoys the best grazidg and
hunting lands.
The current situation is one of border
s&nishes between clans, with no Khan
willing to risk a full-scale war. -Instead
each Khan jealously watches his border inhabit the northeast%
regions, frequently m
ble spots to deter ag

‘Cnibes‘Cable
following their herds. Animals ar
The following table ca
mine which tribe an NPC or PC belon
to. Take care to avoid creating a P a w
PCS that wiH quickly be torn a P m by
inter-tribal rivalry.

13-84 Yakkas
85-96 Yugatais
97-00 Roll again
The following section gives descriptions
of each of the tribes of the Khanates.

ne of his strongest sup-


Khan: Moglli the Golden ago Batu Khan married
Distinctive Feature: Con ’s eldest daughter, a sit-
with horse-tail plumes one much to bring the

The Murkis are the rul;ls tribe of the


Ethengm. Moglai Khan is Khan ofthe tribe of false security.
and is also the Golden Khan of all the tribes. Rela&ns &h Other Tribes: All other Kiyats to the
?hey d a b i t the rich grasslands of the Sea of tribes are currently loyal the Golden Khan. Many Bortaks consider themselves
Flowers and the h d s lying dong the banks Khan; only the Khan of the Uighurs has to be superior to the Kiyats and act SO in
of the Sueel River. other tribes pay trib- voiced his disapproval of the Golden the presence Of KiYat.
ute to the Golden Khan, making it possible ~ h seeming
~ reluctance
~ ’ to~lead an Batu Khan Counsels caution and has
for the Court of the Golden Khan to lead a attack on the Heldann Freeholds to the more than Once Out against the
relatively settled life. north. The other tribes have benefited Uighun’ desire to attack the
)Ids i bldei The Gostai goblins have provided the they trade horses for grain and
is reaL,. Saeruts with plenty of opportunities to goods. They have even built a
vent their aggressions. there to Cretia, Lord o f Chaos, al
Kaenuts - They are allied loosely with their Yuga- thii aspect of Cretia is kept a
guarded secret from the Yestlandets. .
tais neighbors and the Uighurs, although
Khan: HuajiKhan many suspect that these alliances are little Their success at collecting inform
Distinctive Feature: Red clothes more than an information-gathering has made the Kiyats usehi to the
exercise. The Kaeruts' allegiance to the Khan. So much so that
The Kaeruts live toward the north of the Golden Khan is high, as they have bene- Khan's eldest son was m a r '
steppes, where they graze the Sea of Pur- fited greatly under his rule. Kadan Khan's two daughte
ple Grass and fight with the Gostai gob- Khan has no direct male he
lin nomads. The warriors of the Kaeruts Iziyats may well become part of the
are renowned for their distinctive red in the future.
clothing. All items are dyed blood red Khan: KadanKhan
and their horses are selected for their red- Distinctive Feature, Little fingers ampu-
brown coloring. tated
At one time fiercely independent, the
Kaeruts have benefited from the ?he Kiyat land5 at one time spread from
increased number of caravans that travel Chagon-Nah to the Makkres Mountains.
the Overland Trade Route and now serve allegiance to the Golden ats are cautious in their dealings wi
the Golden Khan to the best of their abil- Khan, the lands and waters of the Chagon- er tribes, preferring to bargain
ities. The Golden Khan is well pleased Nah were taken by the Murkits and form than fight. They have no great
with this, as it is well known that the one of the sites of the Golden Court. the overbearing Bortaks,
Khan of the Kaeruts has a few powerful The proximity of the Kiyats to the
hakomons in his service. southern Vestland border has led to them have a reputation for
Relations with Other Tribes: The being entrusted to gather information on taks (spies),
Kaeruts care little for the actions of other affairs in Vestland. Many Kiyat spies can
tribes, but they tolerate no interference. be found in the town of Rhoona, where what they were, the Kiyats still tend to
CRib€S aNb ClaN StaNbiNG

warriors. If pushed too far, a Kiyat will death of one party usually being the out- It is rumored that if the Gulden Khan
react in the time-honored Ethengar fash- come. The Golden Khan had 20 Taijits does not march on fhe Heldann Free-
ion by attacking. and Yakkas executed for fighting at the holds soon, Hulagu may attempt to per-
Court, but this has tended to curb vio- suade other Khans to do so remrdl.-ec nf
Caijits lence onlv at the Golden Court. Border the Golden Khan’s wishes
Khan: OktaiKhan
Distinctive Feature: Never expose their Yak-
heads: conical hats worn in spring, win- Khan: ChagataiKhan
ter, and autumn; head scarves worn in distinctive Feature: Dress in ealj
summer
m€ lands of the Taijits border the Broke
Lands and the Principalities of Glantri.

when the Heldanners cut down


m o k they kill, the h
Hunting expeditions &e often directed
into the Broken Lands to round up as
possible and herd
s, where they can be
chased down and killed. The fact that the
humanoids are usually waiting for them weak.”
does nothing to diminish the enthusiasm The Uighurs have deep vertihl scars return for iron and steel. Yakka smiths
with which they embark on these hunts. down each side of their faces. These scars then make weapons for the Golden
The Taijits are unique of all the are inflicted with a sharp knife when an Khan. In exchange they receive fine
Ethengar tribes in that they collect the Uighur reaches adulthood at 14.
heads of theiF enemies and Dile them UD The Uighurs are noted for theii fiery
in large mounds. temperamens. Anyone who questions an
Relatiom with Other %be% The Taijits Uighurs judgment or ac
detest members of the Yakka tribe. This is find himsel€ with a fght on
an ancient enmity that is still very much Uighuts prefer to draw a bow or
alive. Cold-blooded murder is tare, but the settle diputes. Even with their
Khan prior to Oktai was killed while
attending a Yakka banquet. The Khan was
offered a carpet to sit on. as is the Ethengar
way, but when he sat on it, he fell into a
concealed pit and was spitted on sharp Khan was once a strong s
wooden stakes placed at the bottom. Golden Khan, but he is now growing raiders from the Broken Ian& who prey on
The Taijits retaliated by attacking the e the Overland Trade Route. The Yakkas
Yakkas in force, but they were repulsed to order a mass attack a the believe that the Taijits are responsible for
with heavy losses. Hoping that he would Heldann Freeholds. For u helping the humanoids in their attacks, but
help them destroy Yakkas. the Taijits g they have no red evidence m support this.
asked Moglai Khan for aid. Instead of g Relaaom with Other Eibex The Yakkas
attacking, Moglai Khan gave the Yakkas the speed of the Heldanners’ response to hate members of the Taijit tribe and will go
the opportunity to join him as well or be his incursions. Raids into the Heldann to great lengths to MI them. This usually
destroyed. They joined, leaving the two Freeholds are growing incre&ingly more stops short of outright murder, but even
tribes’ enmity to smolder. frequent as Hulagu Khan is encouraging that is not unheard of. Usually a Weka will
Quarrels between members of the two his warriors to steal cattle, sheep, and attempt m goad a Taijit into a fight, often
tribes often etupt into violence, with the goats from the Heldanners. to the death. Following the execution of 20

22
Yakkas and %ijits for starting a fight at the when a clan has fallen into disfavor, the nasty jobs: preparing the dead for thei:
Court of the Golden Khan, antagonisms at clan will split up into its family units, last rites, clearing up after feasts and festi .
the Court tend to smolder rather than each family taking its share of the herds vals, keeping the camp clean of horst
erupting into open conflict. Away from the and effecuvely forming new clans. This dung and other animal droppings, anc
Court it’s a diffirent matter. Border clashes enables the clans to range farther and digging and filling the latrine pits.
between the dam of t h e tribes tend to be make the most of the available lands. Things are not entirely hopeless. A char.
very ferodous. After four generations, dans will also acter from thissocialposition who perfoms
split into smaller groups, each family valiantly and gives good service w& reflect
going its own way. well on the stam of the dan and may
Yuqatais improve it in the eyes of the Khan.
The head of a dan is the eldest male,
Khan: TemurKhan who gives his name to the clan. Thi5 Struggling: Your clan has a reputation
Distinctive Feature: Saddles lined with means that even very dosely related clans for not makinx the most of the Khan’?
wolf skin; large gold ear-rings will have different names, though their
dan heads may be brothers.
The Yugatais inhabit the northwest of the During the spting and summer months,
steppes, where they compete with the
wolf nomads of the Gostai goblins. Here . fol-
the individual dans wander the steppes
lowing their herds, only joining
they battle the wolf riders who periodi- clans at horse fa;s and to wait out the 10%
cally sweep down onto the tribe’s herds. winter months at the tribal camp.
Temur Khan has led a large number of
expeditions against the wolf riders, but ciaN status
the wolf riders, when faced with over-
whelming numbers, retreat into the Not all clans are equal in the eyes of the
Colossus Mounts in Glantri. Although Khan and other clans. To find out about
the wolf riders seem to be able to get into the status of your clan, roll Id100 and
Glantri with no problem, the warriors of consult the following table. Hakomoh
the Yugatais always find themselves fac- characters need not roll on this table:
ing Glantrian mages and warriors. their status depends on other factors.
Relatiom with Other Tribes: The Yuga- DlOO Clan Charisma No. of
tais are friendly with the Kaeruts and lii- Roll Status Modifier Families
jits. As the last tribe to accept Moglai as 01-10 Despised -2 1
their Golden Khan, the Yugatais are 11-30 Struggling -1 ld4
viewed with suspicion by the other tribes. It 31-75 Comfortable 0 2d4
is believed that the only reason the Yugatm 76-95 Respected +1 2d6
joined Moglai was because they were left no 96-99 Honored +2 2d6
choice. Yugatais tend to ignore such 100 Ruling +3 ld4+2
remarks for as long as their honor allows,
but when pushed too far they respond with The Charisma modifier applies throughout
quick and savage violence. the Khanates, not just within a

Q€ ClaNS
Clans are the basic units of Ethengar soci- tus by receiving gifts from a Khan lose the
ety. Each clan consists of a group of negative adjustments to Charisma. All
related famdies. A family includes two or undisguised Ethcngan receive an automatic
more grandparents and all their off- -2 penalty to their Charism when deallng
spring. This usually means three genera- with Outsiders.
tions of Ethengars living and traveling Status Explanations
together in the same family group. An
average clan consists of SIX families who Despised: Life is hard for your clan.
all share a common ancestor and who The Khan of your tribe is far from pleased
travel together following their herds. with your clan’s performance in recent
Warfare and raiding can reduce clan years Each spring he gives very little in ClaN NaM€S
size dramatically. In good years clan sizes the way of goods to your clan, and what Pick a name from
tend to be fairly large, as a number of he does give is usually of poor quality and
families can live quite happily off the unlikelv to last the vear.
.ibes aNb ClaN StaNbiNc
known. For example, the Clan Temui
the Yakkas. A ruling clan's name is
name of the tribal Khan.

C l a Weal*
~
The marus of your clan deternunes what
equipmentyou have available at the start of
your adventuring career The starting
equipment of horse warriors, brataks, der-
ICS,and shamans is shown on the table
belo
Starring nqupment lame
Status Equipment
Despised 1 nag, bow*, lwo, hand
Struggling 1 norm

leather armor (AC7)


Iffi*oble 3 normallight war horses,
bow*,lasso,sword+,hand
axe**, spear**, leather
armor (AC7)
Respected 4 normal light war horses,
bow*, lasso, swordt ,hand
*e**, spear**, chain mail
armor (AC5)t
3 normal light war horses,
1 superior light war horse,
bow*, swordt, hand
-ye**, lance**, chain mad
mor (AC5)t
superior light war horses,
superb horse, bow*
'0% chance of being a
1 weapon), sword+,
and axe**, lance**,
lamellar armor (AC 4 ) t t
ding for derics or shamans.
horse warriors and brataks only.
mace, staff, or hammer for cleri,
Shamans receive a sling and a sword only,
no other weapons are available.
t leather armor for brataks and sha-
mans.
tt leather armor + 1 for brataks and
shamans.
In addition to the preceding equipment,
each character has spare bowstrings, wax
for the bowstrings, 50' of rope, an awl, a
needle and thread, a cooking pot, a cup,
two leathi ' ' terproof
leather bal
ills are a handy and optional addition to Other benefits conferred by that skill ar
he D&DB game rules. They help to define not affected. These are permanent choices
character and add considerably to the
le-playing possibilities available. Check
th your DM whether they are being used
not. LeanNiNc, M o w Skills
INitial Skills
All beginning (1st-level) Ethengar charac-
ters start with two mandatory character class
skills that are an essential p u
fession. They can also choose ai 9th level, another at

(those slulls that any character nal skill choice may be u


from the speualty slalls fort

Training Background Bhle


30 Read the table for dire

f another charac
guages if they ape intelligent. A character
with an Intelligence of 13-15 knows one or that the PC receives a bonus to the
extraskill(forafotalQffive).With anIntel- The DM determines the amount of
ligence of 16-17, a character knows two required for a successful use of a
extra skills (for a total of SIX). With an Intel- Building a cart may take several
ligence of 18, a character knows three extra while identifying a strange artifact may
skills (for a total of seven). These slalls are take only seconds.
selected from the slull hsts on the next page. The DM determines the effects of the

HOW Skills An€ USGO -


Each skill is based on one of a character’s
ability scores (Strength, Intelligence, Wis-
dom, Constitution, Dexterity, or Cha-
risma).
During a game session, the DM may
decide that a character’s skill may help him
in a situation. Also, the player may ask the
DM to consider whether his character’sskill
might he applicable, but it’s up to the DM
to decide if this is the case.
If the DM decides that the use of the
character’s skill is appropriate to a s
the player is asked to roll Id20 ag
current score of the ability the skill is based
on. If the roll is equal to or less than the
ability score, the skill has been used success-
fully. Although skills are based on ability skill is indicated on a Skills
scores, snme skills are easier to use than oth- arking the number of
ers. For example, the Equestrian skill value
equals thecharacter’sDexterity + 2 . Achar-
acter with a Dexterity of 12 would n
roll a 14 or less to be successful.
Coanactm Skilln
beneath that line. Record on the line the Lifestyle Skills follows. All Ethengar charac- successful check means that NPG who gcn-
number of starting skill choices your charac- ters have these skills. erally.don't like something, such as fighting
ter received. Characters who wish to improve their (most craven Outsiders who are farmers or
Below the line, write down your charac- knowledge of any aspect of their lifestyle artisans), are forced into doing what what
ter's skills. Record the name of the skill. the may choose to use one of their skill points to you want then to $0.
abbreviation of the ability the skill is based do so. The area chosen then becomes a skill This skill works best against Outsiders
on, any permanent moditier you have with an automatic + 1 bonus. and non-fighter types. NPC adventurers
obtained for the skill by devoting extra skill Example: Tostai wishes to become an and other fighter-type NPCs (guards,
choices to it, and the current skill roll you thugs, bouncers, etc.) may ignore asnccess-
have with the skill. ful use of this skill if they succeed on a Brav-
Example: Yesugai, a horse warrior of the
Murkittribe(Str17, Int 13, Wis7.Dex13,
Con 12, Cha 9) is beginning his adventur-
ing career. His Intelligence of 13 'gtts him
one extra skill. After he'determineri' his
skills on the Training Bnckgfied Table
and selects his bonus sk t looks.
like this:
Number of Skill Choices: 5
Equestrian (Dex): 13 , ,
Survival-steppes only (Int or
Terrorize (Str): 17 Drive Cart (Dex)
Acrobatics (Dkx): 13 Make Yurt or Cart (Dex)
Tracking (Int): 13 Dance (Dex)
Wrestling (Srt): 17 Sing (Cha)

Lifestyle SldJls ~ N Ability


D Slcill DescniptioNs
SCOR€S
While skills represent specialized abilities
or areas of knowledge, they do not cover all
aspects of life in the Ethengar Khanates.
Their life as nomads has given the
Ethengars an instinctive ability to carry out
the day-to-day tasks of their lives. All
Ethengars know how to make a yurt or a Do not overlon
cart, they are knowledgeable in animal hus-
bandry and how to navigate across the
steppes using the sun or the stars. They can
also find sufficientfood to keep themselves
alive when away from their herds. In short, fua Don't. hesitate to ask yo es a + 2 to hit with
they know how to survive on the steppes. skill that might not be very
In most situations it can be assumed that which perfectly firs the pewn ability to handle small
Ethengar characters carry but tasks related imagined for your character. es. Also includes fnhing
to their lifestyle with no problems. Occa- at simple tasks are performed
sionally, you might want to judge how well
a character performs certain actions, such as
determining how well he drives a cart under Muscle: The knowledge and
difficult situations. If so, a character may heavy lifting and hard labor.
roll against his ability score to determine knows how to duect groups
how well be does. To determine how knowl- slaves to make their efforts
edgeable a character is about a certain He understand the use of simple machinery that the disguise must fool.
aspect of the Ethengar lifestyle, a roll like wedges, pulleys, and levers. Your char- The roll is modified according to tl
against Intelligence or Wisdom may be acter gains a + 2 bonus to Strength checks viewer's Wisdom bonus or penalty. Thet
called for: When constructing a yurt or a for difficult tasks like bending bars or fore a a high Wisdom
cart, a roll against Dexterity may determine smashing through doors and walls. has a better chance of penetrating a d,
how well it is constructed. A full list of these Terrorize: A talent for bullying people guise.
into doing what you want them to do. A

26
Coattactat Skill
Know Market Value: A ckaracter with OuGiders. Yourchararterknowswherebestro ' Wi
this skill automatically knows the market fm siege artillety, how to tunnel under&,
value paid by Outsiders for common goods, and how to reduce the walls to rubble. Tclining: (choose a. particular
including horses, sheep, gems, etc. Success- When usi
ful checks enable one to estimate the D&Dm Mas
approximate value of special goods like skill add +
enables your charact

person or creature and


guage being spoken.
enables a conversation
The distance to the target

Survival: This skill

A successful check indicates that,your


taking directions from character has found.sufficient,foodfor him-

steppes a check is required.


Nonhuman Cultures: General knowl-
edge of nonhuman races of the steppes and

Planar Geography: General knowledge


of the Prime, Inner, Outer, Astral, and
Ethereal Planes as described in the D&D" enables a character

common inhabitants of better-known be


planes. Does not include knowledge of the to

read or write this language. check. Any trackers following her trail have Grovel: This is an important skill for get-'
SiegeCraft: The ability toditect siege oper- a -10 penalty to their Intelligencesfor Track- Out Of situations in Ethengar
ations against the walled settlements of the ing checks. society. A character with this skill throws

27
.... I".- "~

,- .,- .,

himself at the feet of a character of higher Natural Healing: Your character is knowl- includes knowledge of travel between the
status and grovels. edgeable in the use of herbal cures. If you Prime Plane and the Spirit Plane. A charac-
Successful use will cause minor misde- roll a successful Healing check, any charac- ter with this skill can sense the presence of a
meanors to be forgiven, and the penalties ter who has been poisoned is allowed a sec- nearby spirit on a successful check.
for major ones to he reduced. It's also useful ond saving throw with a -2 penalty. On a
for sucking up tn an angry Khan. successful check you may also allow charac- Dfxtenity Sltills
Honor (Specific Immortal): The ability ters to naturally heal damage at the rate of 2
to properly honor an Immortal to gain his hit points per day of total rest. Aunbaticr: The ability to leap and gambol
favor and aid. This includes knowing the Nature Lore: Knowledge of commnn without stumbling. A character with this
code of behavior and the rituals pleasing plant and animal life of the Sea of Grass. skill may perform impressive acrobatic feats
to the Immortal in question. This includes such things as edible and poi- while riding a galloping horse. and he may
This skill enables clerics to obtain use of sonous plants, healing herbs, or signs of balance on taut ropes and wires. A successful
clerical spells. Use of this skill by a cleric is unnatural danger. such as an absence of check is required to perform any acrobatic
automatically successful in routine situa- normal plant life or insects, atypical animal feat; failure may result in the character suf-
tions. If the cleric has performed actions behavior, etc. fering damage from falling, or if the roll fails
displeasing to his Immortal, he may he Use of this skill in the Sea of Grass by only 1 or 2 points, the DM may grant
required to make a skill check. Failure receives a + 3 bonus. Use of the skill in an another Acrobatics check tn avoid a fall.
may mean that the cleric does not receive unfamiliar setting is at a -2 tn -5 penalty. For A successful Acrobatics roll reduces the
one or more of his spells, or that he suffers example, use of this skill in the mountains effective height of a fall by 10 feet.
some other penalty. such as a temporary of Rockhome would be with a - 5 penalty. Alertness: Enables your character to draw
curse. Spirit Lore: Knowledge of creatures from a weapon without losing any time, or to
Mysticism: Your character instinctively the spirit plane and how to deal with and avoid the effects of surprise. A successful
knows the best course of action to follow to placate them. This skill enables a shaman to check means your character wakes up at the
please the Immortals and spirits, or avoid recognize a disguised spirit on a successful slightest odd noise.
being the victim of a curse. A successful roll. Your DM will make any such roll in Armorer: The ability to make and repair
check means that your character recognized secret and inform you of the result. leather armor. Higher skill levels enable the
an idol dedicated to an Immortal patron, Spirit Plane Geography: General knowl- character to make and repair chain mail
enabling him to give it its due respects. edge of the geography of the Spirit Plane. It ( + 1 skill) and lamellar armor ( + 2 skill).
Each Ethengar character starts with two Yamuga: Gain Trust (Cha), Spirit Lore
mandatory character class skills, plus an (Wis)
additional two skills chosen from either Tubak: Codes of Law and Justice (Wis),
the specialty skills of the character dass, Detect Deception (Wis) I
ot from the general skill list (those skills
that any character may have). Specialty skills: Ancient H 0.
Detect Deception (Wis), Gain Trust
Honsf Wannion (Cha), Natural Healing (Wis), Nafure
Mandatory skills: Equestrian (Dex) and
errorize (St

. , Art&
SDedaltv skills: Acrobatics (Dex).
liry (Intj. Bowyer (Dex), Dismount Rider Mandatory sltius: Spirit Lore (Wis) and
(Dex), Fighting Instinct (De.), Leader- Storyteller (Cha)
ship (Cha), Outdoor Stealth (Dex),
Quick Draw (Dex), Rapid Fire (Dex), Speaalty skills: Ancient History (Int),
Siege Craft (Int), Tactics (Int), Tracking Natural Healing (Wis), Nature Lore
'Wis), Persuade (Cha), Spirit Plane
kography (Wk)

Mandatory skills: Equestrian (Dex) and ;eNenal Skills


..,.
if.
Disguise (Int) (Any Character)
!.C
,*, .

Specialty $kill%Acrobatics (Dex), Acting Strength


(Int), Artillery (Int), Bargain (Cha),Bowyer Muscle
(Dex), Dismount Rider @ex), Escape Art- Wrestling
ist (Dex), Gain Trust (Cha), Fighting
Instinct (Dex), Know Market Value ( I t ) , Intelligence
Lip Reading (Int), Mountaineering (Dex), Boatine
Quick D m (Dex), Rapid Fire (Dex), Per- . Know hark( le ,,
suade (Cha), W n g (Int) Mapping
Mimicry

Mandatory skills: ReadlWrite Language


(Int) and Sigil b e (Int)

Specialty skill% Alchemy (Int), Alternate


Magics (Int), Magical Engineering (Int),
Planar Geography (Int)

Mandatory skills: Honor Immortal (Wis)


and Mysticism (Wk)

Choose Immortal ~ e ~ eYour d . DM may


rule that you cannot play a cleric of Cre-
tia, as they are rabid chaotics with strong
nti-social tendencies.

: Deceive (Cha), Detect Deception


The following names are all suitable for F€Mal€ NaMfS PnJ'SiCal App€artaNC€S
Ethengar characters. You should pick one
for your character if you have difficulty Abbuka Kowlesin Temuh The following list of distinctive traits can
thinking up a name of your own. Actacta Kwelnn Tena be used to round out your character. Pick
Actun-tai Lassi Tessia two or three to help you form an image of
Male NaM@S Ai-Bantu Lisai Trungpa your character.
Ari-Ki Loi-Tan Una High cheek bones, brown eyes, dark
KaikhaN Arika Loubai Uiska hair, well defined jaw line, braided
Kaunchi Astuni Lowelon hair, hollow cheeks, sunken eyes,
Kashin Babari Mahka weather-lined face, thin lips,. flared
Kassar Beckga Maklai, nosuils, prominent ear lobes, double
Kahak
Khabul
Knyuk
Kogatai
Kogotal
Koja Bulagan Mostan
Kublai
Kuyuk
MmgU
Madutai 'nerisms can also
Makbai
Medu
Mongke
Mongu
Morkata1
Muhuli
Nargabai Erikai Octosis
Nayan Essie Oruni
Noghai Goihan Otebu
Noyon Gossick Ottai
Nu mugha Gurricktai Pabulai
Ogodai Gwendai Pat2
Oktai
Orkajin
OItL
Pot0 -
Subuta
Taranis
Telek
Temujin , as this will deter-
Temur
Toktai
Tuda
Tulabugha
Tuli Dakan-Dagam Lead
Ulatai Kacdan SanJin Orkhan-Mingam Le:
Ulgata Kadran-Tal Sempura Khan
Vasilas Kacrick Sicontai Great Khan
Yagatu Kashinai Sirona Many other titles exist. Their re1
Yamun Kassiri Situ order of rank is not always clear. What is
Yatak Kokachin Solei clear is that anyone with a title of any sort
Yestai Kopan Sust1 is in favor with a Khan, and is therefore to
Yesugai Kostin Talia be given all proper respect.

.. ..
D&D game, there are a
need to he clarified.

Encumbrance: See “Coins.”

regions not yet char


continue your camp
nterparts. Simply use
Some of the more est. Modify the number
pells listed for spellcasters

ments, depending on the contcxt. magic-users. or the element of fire. in the Monstrous Compendium.

32
the hordes of Toktai Khan
conquer the world. The
fawinationfor their way of lie. This Spirit World describes a strange
ad by players running parallel world in which the spirits dwell.
Outsider characters and Ethengar charac- This is an important part of the E t h e n p '
ters. Players of Outsider characters should belief-a world that has a dramatic intlu-

the culture and beliefs


your own Ethengar cam-
different types of cam-

provides two adven-

described, as are the eight Et


to the lands of tribes.
uding two introducto- The DM's Guide: This book cont
aign outline, all the DM needs to know to use
s based in ting. It starts by describing the histo
the Ethengars, the geography of

ar charac- The lifestyle of the Ethengars is cov-


character ered next, including typical events as a of th
clan follows its herds across the steppes. large
The Court of the Golden Khan is pre- DM'

folder depicting the rela- year.


The major characten of the Kh

i
and a typic Ethengar camp. are described in "Khans and
These are the characters who
UsiNq nis or influence the wielding of
G a z m en
The Players' Guide: This sets the scene
and provide an introduction to life in the
Khanates. ead this first to get the flavor
of the setti e and to see how the new
D&D game play. D&D Companion game rules, and for
Knows" introduces the BATTLESYSTEM*Fantasy Combat
Ethengar Khanates, Supplement will give your games a def-
the steppes, and the inite Ethcngar flavor.
views of the And let's not forget the humanoids of
eyes of three the steppes. These monsters, covered In
fears and "Humanoids of the Steppes," find llfe
! Histortp Of to€ st€pp€s
the Ethengars' close involvement with and-run tactics, using the mobility pro-
Wno An€ vided by his horses to fire hails of arrows
EtneNGanS? at the humanoids and then flee across the
The Ethengan are based on the historic steppes. As time went by, more and more
culture of the Mongols. These hardy Ethengars fled from the humanoids to
hone warriors struck fear into the civi- join Baka. Copying many of the human-
lized world. Their armies conquered Chi- oids' ways, Baka forged his forces into an
na and invaded Persia, India, Korea, army and prepared to free the steppes.
Burma, Poland, Hungary, Russia, Viet- Before Baka could strike to drive the
nam, and Japan. Across the Euro-Asian hated monsters from the steppes, the
landmass, the Mongol hordes sw
enemies before them. Their use
archen made them almost '
Often it was the death of a G
not defeat at the hands o
that caused their armies
While the Ethengan are based on the
Mongols, they've been adapted 'tn the
fantasy setting of the the D&D" game's
Known World. Now the fantasy cousins
of the renowned hone warriors can live
again in your D&D game campaign!

Greatly outnumbered and outclass


the Ethengars were forced into slavery by
Our story stvts back in the days of the the humanoid King Loark. But King
Blackmoor civilization. In those ancient Loark was not the only humanoid warlord
times, the steppes lay at the north pole of to reach the steppes. In his wake came
the Known World and the land of Black- Akkila-Khan. At first the two humanoids
moor enj0yed.a pleasant climate. worked together, but like all of their kind,
The people of Blackmoor possessed they began to squabble over the spoils
many powerful magical and technologi- Akkila-Khan was no fool. Outnum-
cal devices. Unfortunately, they grew lax
in the care of the mighty powers under
their control. The Great Rain of Fire, a
catastrophe qf enormous proportions,
obliterated Blackmoor and rocked the horde at the battle o ith the humanoids.
planet itself. The planet shifted on its axis lidated his power and
and a polar ice cap began to form where
Blackmoor once stood. This great calami-
ty had repercussions that affected not
only the world, but the planar regions
around it. Strange etheric entities, now grasses and barren lands-a land
known as spirits, were drawn into the fab- unable to support the numbers of
ric of the world. Some of these entities across the steppes and slipped away from Ethengars and humanoidsliving upon it.
merged with the new landscape. Others the humanoids wherever they encoun- It was time to drive the monsters from the
roamed around, seeking a people to tered them Learning qutckly from 'ppes. In the humanoid manner, Baka
interact with. The people they found humanoids, Baka led hrs horsemei tlared himself to be Khan and called
were the Ethengars, a race of yellow- raids against any humanoids foolish e Ethengars to follow him. His banner
skinned, hunter-gatherer humans that enough to venture away from the main IS raised and the Ethengars united
had existed on the fringes of the Black- group At first they tried head-on attacks hind hun. Even so, they were toa
moor civilization; it is from this time that to little effect. Baka then switched to hit- take on the humanoids directly.
Histow of the Steppes
Feigning a meeting to trade animals,
Baka lured Akkila-Khan into a trap. As
the Khans met to exchange formalities,
the Ethengars swept across the grasslands
and showered the humanoid forces with
arrows. Almost surrounded, the human-
oids broke and fled, losing many of their
numbers before they reached the shelter
of the Broken Lands.
The steppes were free at last. Under
Baka, the Ethengars had changed from
simple planters and herders into a highly
mobile military force that lived off the
land. Their whole existence was geared to
warfare and the well-being of their horses.
The First Khan: For three years Baka led
the Ethengars against humanoid strag-
glers. Following the disappearance of than a few hundred people and animals. by heaven, a Khan who understands the
Akkila-Khan (see GAZ10. The O m of The Ethengars had learned the ways of need to carve out a lasting empire, a
Thar), the war was over. Baka declared the humanoids far too well. Khan who has the power and the will to
himself to be Khan of the Ethengars. He With more grazing land now available do so.
decreed that the Ethengars would always to the survivors than they could ever use, Soon the world will come to fear the
wander the steppes, declaring that, “An there was no need for war. name of Moglai Khan, the Golden Khan,
enemy who is always on the move is an Families, sick of the war, drifted away Khan of Khans.
enemy who is hard to destroy.” He divided from the tribes and followed their horses
the Ethengzs into tribes and gave to each wherever they led them. When they
of them a part of the steppes where they encountered other family clans, they still GOlb€N I<naN
could graze their horses and yaks. fought, but only on a small scale. as told by Kaunchi
The Ethengars honed their fighting The victors gained the choicest grass-
arts on each other. Often the best grass- lands, and the losers simply moved else- “The Golden Khan is the greatest Khan
lands lay in a neighboring tribe’s territo- where. to ever live upon the Sea of Grass. He is a
ry, a situation that led to many a clash This is a pattern that recurs again in bogda, a man touched by heaven. This is
between tribes. No one minded. Ethengar history. The family clans wan- clear from the story of his life.
The shamans decreed that this was the der the steppes slowly growing in size. As “He was horn the son of Huptai Khan,
way of the steppes and it would keep the population pressures increase, clan fights lord of the Murkits, hut his birthright was
Ethengars strong. There were those who clan. Clans that have a blood relationship taken away from him at the age of 12. It
wanted to be stronger than others, and as group themselves into tribes under a was then that his father died and the clans
Baka grew old, the younger tribal Khans Khan, and then the tribes turn to fight- of the Murkits refused to recognize one so
looked at his grasslands and longed to ing each other. young as their Khan.
possess them. They plotted together and Occasionally a strong, charismatic lead- “His uncle Atikai even tried to make
then poisoned Baka Khan. The Great er arises to unite all the tribes and lead our great Khan into a slave, but Moglai
Khan was taken to the World Mountain them to war against neighboring states, a Khan escaped and fled into the Sea of
for burial and the Khans met to choose a situation that the Ethengars’ neighbors Grass.
new Great Khan. Unable to agree, the have come to fear. The rise of a Great “There he lived the life of a fugitive
Khans fell to fighting each other. Khan is indeed a sign that the Ethengars with only his horse for company.
The War of Succession: A long and hit- are a danger to all around them. Usually “For six years Moglai Khan wandered
ter struggle raged over the steppes as tribe the death of a Great Khan results in wide- the Sea of Grass living off what he could
viciously attacked tribe. The war lasted spread bloodshed on the steppes as the catch with his bow and horse. In that time
for almost two decades. When it finally Khans engage in yet another War of Suc- he carefully avoided the warriors of his
petered out, the tribes hardly existed at cession. This reduces the population pres- uncle, until he left the Sea of Grass to
all. Many tribes had been ruthlessly exter- sure and dissipates the Ethengars’ urge to travel among the Outsiders. There Mqg-
minated by their neighbors; the surviving pour out of the steppes. lai Khan studied their ways, living first
tribes had lost so many warriors and ani- A new Great Khan is now in power on among the dwarves of Rockhome, and
mals that they consisted of little more the steppes. He is a Khan who is touched then journeying to Ylaruam, Thyatis,

4
Carameikos, and Darokin. At the age o! irst Thyatian emperor; neans Aftet 45 AC: A Great Khan attempts a majoi
!I, he returned to the Sea of Grass, much &e Crowning. invasion of Glantti but is defeated ai
trengthened by adventuring in the com- Skullhorn Pars.
)any of Outsiders. 3000 BC: The Great Rain of Fire obliter- ~19 AC: Ethengar Horde under Toktai
“On his return, he found that clans.of ates Blackmoor; the planet shifts and Khan attacks Hayavik in the Heldann
he same tribes fought each other for the ice caps recede from the steppes. Freeholds. The attack is repulsed and
:razing lands. He was determined that Spirits are drawn in to merge with the the Horde reNrns to the steppes.
he blood of the Ethengars should no world. 926 AC: Toktai Khan besieges Hayavik
onger be spilt in such a way. He declared
iimself Khan of the Murkits.
“Some of the younger warriors. recog- 1710BC: The Great H eader. Another War of
iizing him as a mighty warrior, flocked to
oin him. But his uncle wished to bc
%an and set out to again hunt dowr
vloglai Khan.
“Moglai Khan was like d that
iowls down from the m : fast.
noving, impossible to catch, and pos. rns his attention
essed of a stinging bite. Although Atika
earched for five years for his Rephew, all
lis warriors found was death at the hands
If Moglai Khan. As his victories grew,
nore Murkits joined Moglai Khan’s ban- steppes into the Broken Lands.
ier until Atikai found that even his own 1700 BC: Elves in Glantri trigger a c
Ian supported the Golden Khan. Still clysm that has a profound affect
idkai refused to recognize Moglai Khan, the lands of the steppes. The Land
iut his days were numbered. Black Sand is formed.
“Moglai Khan caught Atikai and 1691 BC: Baka betrays Akkila-Khan and .
iffered him life in return for service.
3eing a proud man, Atikai refused and Lands.
vas slain by being strangled by a bow-
tring, as befits an Ethengar prince.
“Now undisputed Khan of the
vlurkits, Moglai Khan sought the advice
)fhis shamans. We traveled into the Spir-
t World where it was revealed to us that
doglai Khan was destined to rule over all
he Ethengar tribes.
“Moglai Khan’s victories were swift.
The Maghurs and Hajiks were defeated he time in which all
md their lands taken. Other Khans ers are set. Moglai Khan
ooked to our Khan for aid and, because
)f his military prowess, declared him 1450 BC: Steppes wra
;han of Khans.
“Now we are a united people and the
vorld shall soon tremble before the thun- steppes are ravaged b
lering hooves of our warriors.” of Succession.
100 AC: The Makistan Clan is driven lic of Darokin and the Master of the
from the steppes by Muhuli Khan. Desert Nomads (see modulesX4, XS.
Histollical c i M € l i N € - They settle the Ust-
GAZ 2 , The Emirates
&is calendar is dated using the Thyatian 585 AC: Ethengar raid
lating system: BC means Before Flaemish in Glantri;
Zrowning-before the crowning of the horsemen are driven out
e Ethengars is the steppes, CliMate steppes and clash with tribes of Ethengars
for the best grazing grounds or simply for
The high altitude of the steppes subjects the love of battle. The surrounding hills
them to extremes of temperature. In are also home to almost every kind of
summer, the sun withers the grass and the humanoid, bands of which sometimes
winds whip stinging dust into the air. In raid &e Ethengan' herds for food.
winter, snow and ice are common com-
panions and fierce, icy winds howl across
e 3,800 feet high in the Qe Sea of Gnaw -
rising to 4,000 feet in the The Ethengars call their land the Se;
A vast expanse of flat grasslands
ith the occasional clump of trees
'n, the Sea of Grass is far
and lush. In some areas
only in small patches,

ground. It is with the spring thaw thar the a week or more


Ethengars resume their nomadic wmder-
ings after settling in one place to wait out
ravel sand, and rock, the deptivations of winter.
ds from the sur- Summer brings four months of an
intense sweltering heat that withers the
grasses and causes the rivets and ponds to
grow shallow. It is during summer that
the Ethengats are forced to travel almost
constantly in search of grazing lands to
keep their herds fed. Summertime tem-
peratures rarely fall below 70' F, except
the highest peaks make during the night when dear skies, alti-
exact height impossible, tude, and biting winds combine to cause
lieved to be at least 25,000 the temperature to plummet. steppes enter a
Colossus Mounts form an During autumn, the summer heat

up new shoots before finally


ered by the winter frosts. Duri

etween the Republic of


khome. To the south-
kai forms in the spring months
noid-infested Broken ate1 flowing into the Sea of
&wers and attracts large numbers of
birds and game.
In summer the grasses, although pro-
rth and the east that the tected from the scorchingwinds, are suh-
people at any camp is considerably high. ject to high temperatures that turn the
er, with as many as 50 people per square Sea of Flowers into a land of yellow grass.
mile in the camps. Lake Talkai dries up and fine grasses grow
a1 route for any Ethengar on its damp bed.
the isolated farmsteads of The humanoid population, like the
human one, is nomadic, making esti- In spring and autumn, the Court of the
mates of their numbers difficult. Tribes Golden Khan can be seen stretching acrncc
of goblins and hobgoblins travel the the southern part of the Sea of Flowers.
Around the junction of the Hrap and
Krandai river, the land is wet and water-
logged, with large expanses of water lying
between the confluence of the two rivers.
In spring, large lakes form here from the
meltwaters cascading down from the
Makkres Mountains. As spring gives way
to summer, the lakes begin to dry up, leav-
ing many small islands surrounded by
small lakes and ponds. Great numbers of
trees and bushes grow here in the-fertile
soil, making it and the surrounding pl;ulls spoil its otherwise tranquil bcau
a popular place for birds and otheg aa;nals
to gather. The normal wetness of the cli-
mate helps to keep Chagon-Nah cooland Bkgha was originally a m a l l
full of wildlife of all dwripdons. rose above the banks of the
The rivers at Chagon-Nah are rich in Krandai rivers. While giving a c
gold deposits washed down from ,the ing view of the surrounding lands, i
Makkres Mountains and from the hills in little else to recommend it. That was
Vestland. The gold is panned from the
rivers by members of the Murkit tribe and
stored in armored-wagsnsready to he col-
lected when rhe Great Khan's court
arrives in the summer. In summer the storms. But it had been decreed by
pavilions of the Golden Khan are pitched
on a few selected islands, and craftsmen
construct bridges over the lakes and
ponds to connect the islands of the court the steppes have ever known.
together.

LaNb Of
Punplf c;nass
The Land of Purple Grass lies in a depres-
sion in the northwest part of the steppes.
It is covered with thick purple grassesthat
thrive all year round. est. Here a na
With the exception of the Sea of
Flowers, grazing is better here than else- numerous bushes, that serve.
the hillock from the bitter wint
where on the steppes. The Yugatais,
Kaeruts, and Taijits share the land of Put-
ple Grass with the wolf nomads of the
Gostai goblins, making it a much-
contested area and the scene of many skir-

. I

and some grow as high as 100 feet.


The siting of the winter court at Bargha bghtning
. starts. . * . , ' j ' .
; less strange than may first appear. Its . :3:.frl.3:':;': 1 9% :'
bils, is also present in large numbers. and Post Houses: Every 24 miles the Gold-
large quantities of fish can he found en Khan has had a beautiful, palatial post
swimming in the rivers of the steppes. house built to administer to travelers’
Monsters: The number of monsters on needs and provide them with a place to
the steppes varies greatly. They are most rest. These post houses are also used by
active in the summer and autumn when the Golden Khan’s messengers as places
they leave the surrounding hills to hunt to rest and to get fresh mounts. Numbers
of superb horses are always kept there for
the use of any messenger on the Golden
Khan’s business. By changing horses eve-
24 miles, a messenger can travel as

wizards occasionally e
havoc in the Khanates,

occasion driven dangerous mo


their mines into the steppes. the Streel River.
into natural highways for
OVflIlaNb ClIabf Rout€
The Overland Trade Route

Rockhome, the Northern Reaches, and


beyond. At one time travel through the

ed. These trees supply


on route. Slaves
The items made from
osidered to have special
e much sought after.

r areas of the Sea of


Nah, the Land of Blos-
a of Purple Grass, wild
are grown and then
herds in winter.
I1 manner of annals are ondary importance. The gathering of
teppes. In summer, wolves information about events in neighboring
o r a made him sorely regret not Paying lands is the impetus behind any
the toll. So far no merchant bas been trading mission.
foolish enough to attempt sneaking onto
the steppes-it’s highly doubtful that
any who cheat the Golden Khan will ever
live to boast of it! I
Politics a ~ Rivallties
b
'Cn€ GOlb€N I<naN'S ifwe are to succeed in taking the lands of Freeholds to live in constant fear of attack.
the Outsiders. Frequent raids by the Uighur tribe have
FOR€ic;N POliCg "Our glorious Khan is wise in other pushed the Freeholders back from the edge
as told by Subatai the Bratak ways. He knows that the Outsiders see a of the steppes and made them naturally
united nation of Ethengars as a great suspicious of the Ethengan. Relations with
"It is the Golden Khan's destiny to rule threat. He therefore strives hard to the Heldann Freeholds can best be
the world. It has been foretold by the present us as a peaceful nation, strug- described as consisting of a mixture of para-
spirits and who can doubt their wisdom. noia and hatred.
"But our noble Khan is no fool; he Principalities of Glantri: The Mages of
knows that to rush into war with the Out- Glantri have long been wary of the inten-
siders is to court disaster. tions of the Ethengars. Past invasions and
"Hulagu Khan is blind to everything the occasional border raid serve only to
except his own glory. He tears at the brid- intensify this feeling.
le in his efforts to lead the Uighurs The dry, steep hills of the Colossus
against the Heldann Freeholds. paves the Overland Trade Road, telling Mounts pose a major obstacle to any inva-
"He is right, he will win, but the rest of them it is to help the fat merchants who sion, but the Khan's spies have recently
the world will be alerted to our might. cross our land. We know it is to enable us mapped the waterway of the Dol-Anur
They may even band together to attack to move our forces quickly when we River and have reported on its suitability
us. That is why Hulagu Khan and the attack. He welcomes Outsiders at his as an invasion route for a wintertime
other Khans must be made to see that our court, not to emulate them, but to learn attack into the north of the Principalities.
ultimate victory will come only through all he can from them. At the same time All Ethengar immigration into Glantri
careful planning and preparation. he hides from them his true destiny. He has been banned and constables near the
"Moglai Khan knows this. He has trav- appears as a benign ruler trying to bring a eastern border are always on the lookout
eled among the Outsiders and knows new, settled life to his people. for Ethengars entering the Principalities.
many of their ways. He knows of their "Beneath the veneer of so-called civili- The Glantrians' hatred of all clerics has
military strength and how they waste it zation lies the greatest horse warrior ever made Glantri of prime. concern to the
fighting pitched battles. His vision is to ride upon the Sea of Grass. Ask the Golden Khan. His agents, known as the
wide; one day he will be Khan of the ghosts of the Maghurs and Hajiks if you Ten Thousand Fists of Khan, frequently
whole world and all the Khans of other doubt my words.'' cross the border to attempt to promote
lands will bow down before him. religion. Nothing would bring the Gold-
"Our mighty Khan sends his brataks to en Khan more pleasure than the destruc-
seek out the best passes through the R e l a t i o N s wit0 Otnen tion of this hated land of mages.
mountains and hills. We find the finest
grazing lands so that our horses may feed
NatioNs The Prince of Krondahar, although of
Ethengar descent, is seen as a traitor to his
as we advance into the Outsiders' lands. Darokin: The ascendancy of Moglai Khan people and beliefs. H i s death is something
The brataks make many maps on their has done much to allay the fears of the the Golden Khan would dearly love to
travels showing the lay of the land and merchant families of Darokin. The Over- bring about. Any Glantrians discovered on
where the forces of the Outsiders lie. land Trade Route is now much safer and the steppes are killed immediately.
With these maps our horse warriors will Moglai Khan's new trade policies have Rnckhome: Relations between the two
be able to sweep into their lands, driving benefited many of the merchant families. nations are neutral. The dwarves perceive
the Outsiders before them. At present Darokin feels no real threat no major threat from their. northern
"All the ways and strengths of the from the Ethengars and is content to fol- neighbors, while the Ethengars have little
Outsiders will soon be known to us. but low a wait-and-see policy. use for the rocky mountains of Rock-
our Golden Khan knows that there is Emirates of Ylaruam: Religious differ- home. The two nations' hatred of the
more to conquering them than routing ences separate the two countries. Glantrians has brought them closer
them from the field of battle. Did not his Although the Etheugars do have some together, with dwarf mercenaries occa-
grandfather, Toktai Khan, have to with- ties with the Makistani, the Ylaris' belief sionally helping in border actions against
draw from the walls of Hayavik because in only one Immortal is seen by the Glantri
he lacked machines with which to destroy Ethengats as foolish and insulting to the During Moglai Khan's visit to Rock-
them? With the aid of the dwarves, the other Immortals. The geographical dis- home, he made friends with some of
mighty Khan is constructing siege tance between the two countries results in the dwarves. These now helo him Dave
engines and training horse warriors in relations being reserved. the Overland Trade Route, construct
their use. Although these ways are alien Heldann Freeholds: The long history of siege artillery, and train the Ethengars
to us, we recognize that they are necessary Ethengar aggression has led the Heldann in their use.

9
Politics b ~ Rivalnies
b

ial political and trade


with Vestland. Ethengar
masquerade as mer-
horses and goats. They
for other Ethengars
tock for sale and trade.

ly retreating back into -- -‘--

caught up in their magical research to best they can do is offer advice. Some
want to be bothered with Jaggar’s CIU- Khans have more influence with the Great
sade. And so, he is kept on a tight rein.” Khan than others. Those who carry out his
The Great Khan nodded. “The longer wishes and who give good advice are higher
they argue the better. We are not ready in his esteem. (For the relationship of the
for a war of such magnitude. You will Khans to the Great Khan see “The
continue to harry theirpatrols to distract Tribes.”)
them while the Fists cross the border.” There is no set time for the Khans to be
“Hulagu Khan, you will call back your present at the Court of the Golden Khan.
horse warriors from thenorth lands. Keep If Moglai Khan wants their advice, then
them on the border.’’ their presence is requested at court. All

i
nations tha the Golden Khan’s policies The huge figure of Hulagu Khan Khans send advisors to the court to act as
have had t e most affect. The nations leaned forward. “My lord, my warriors their representatives and to report on
would be h pier if the Golden Khan did will grow weak if they do not kill the events there. To avoid one Khan gaining
not exist, b this portrayal of himself as a Heldanners. We are a fighting tribe. We more influence than another at court, the
stabilizing ‘nfluence has done much to do not sit in luxury growing fat while Khans usually make it their business to
allay their s spicions. there are enemies to fight.“ pay their respects at least four times a
Moglai Khan’s eyes narrowed to thin year. Usually all Khans attend the court
slits. “You will do as you are told, Khan during the major festivals.
of the Uighurs. Your warriors attack when Away from the Golden Court, the
Isay, or they will cease to exm! Ifyou dis- Khans rule their tribes, acting to further
obey me in this, their bodies shall feed the wishes of the Great Khan or at least
the vultures and you will feel the tighten- appearing to do so while they get on with
ing of the bow string!” their own schemes. They have absolute
Hulagu Khan threw himself forward so power over their own tribes, subject to
that his head touched the ground. “I the wishes of the Great Khan.
hear and obey, mighty Khan. I wish only The Khans have their own advisors and
to serve.” spies who keep them informed of the
actions of other Khans and of events at
The government of the Khanates is an the Golden Court.
autocracy. The word of the Great Khan is
law. He sets the policies and the lesser Zne Znibes
tri? ” Khans carry them out. No one argues with
the Great Khan, but all may make their The true aims of the tribal Khans are
opinions known. Whether the Great Khan given below. Only the Khans’ closest and
responds to them is up to him.Although most trusted retainers are aware of this
the Khans chose Moglai Khan as Khan of information, and even then not all of it.
Khans, they have no power over him. The At the start of the campaign, all player

10

I
Politics aNb Rivalnifs
characters, regardless of which tribe they honed their independence. Moglai Khan Munkits
belong to, know none of the following
information.

Rontaks
Khan: Batu Khan
Alignment: Scheming

Batu Khan one day hopes to he Khan of


Khans. His marriage to Bakai, Moglai
Khan’s daughter, places h m in the sut~
cession following Mo
appears to be one o

to the succession.
AUies: BaN is secretly encouraging
Hulagu Khan to attack the Heldann Free-
holds as he hopes to divert attention away
from his own schemes and cause a rift
between the tribes. He would gladly sac-
rifice the Uighurs if necessary to strength-
en his own position.
Batu Khan supports Moglai Khan’s
cousin OIN in his attempts to wrest
power from Moglai Khan. Nothing
would suit BaN Khan more than for a civ-
il war to rip the Murkits apart.

Kaenuts
Khan: Huaji Khan
Alignment: Hakomon puppets

The real leader of the Kaeruts is Bakalgu


the Destroyer, one of Moglai Khan’s
staunchest allies. Huaji Khan until two
years ago was a strong supporter of Hula-
gu Khan’s policy of attacking the
Heldann Freeholds. On orders from
Moglai Khan, Bakalgu cast a charm per-
son spell on Huaji Khan. He has since
manipulated Huaji Khan into giving his Glantrian ambushes in the Col~ssus
full support to the Golden Khan. Mounts.
Hulagu Khan’s Uighur emissaries were Oktai Khan also uses hunting expedi-
sent packing and the KaeNts have since tions into the Broken Lands as a front to
has switched from being

d of the Heldann Khan: Chagatai Khan

Chagatai Khan has not forgotten that he


was forced to ally with Moglai Khan and
the hated .Taijits or he destroyed. He
holds nothing against Moglai Khan; his
YuGatais
Khan: Temur Khan
Alignment: Anti-Glanuia

Temur Khan allied himself with Moglai


Khan because he believes the Golden
Khan has the power to protect the Khan-
ates from Glantrian aggression. He is
I
the demon's dream visi-,
Khan sees the Golden only regret is that he did not destroy the happy to follow the Golden Khan's pol-
Taijits while he had a chance. Chagatai icy of waiting until the time is ripe to
Khan recognizes Moglai Khan as a great attack them in force, but he often drives
leader and he serves the Great Khan to the Gostai goblins across thc border to
the best of his ability. give him an excuse to invade Glantri. He
The only area in which he disagrees is becoming increasingly suspiciousof the
inally, Hulagu Khan is not with the Great Khan is the continued speed of Glantri's response, but suspects
: the Bortaks, Kiyats, existence of the Taijits. Forbidden from it is because of a spy in his own camp. It
attacking them directly, Chagatai Khan has not yet occurred' to him that it is his
likes to send his horse warriors into Taijit Taijit allies who constantly betray him to
intend to stay. None of lands to cause whatever trouble they can. theGlantrians.
involved in a Heldann The Yakkas have recently been experi- Allies: Temur Khan is allied with the
encing humanoid attacks from the Bro- Taijits, who he thinks hates the Glantr-
ken Lands. Chagatai Khan suspects that ians as much as he does. He supports the
the Taijits are responsible, hut he lacks Goiden Khan, hut prefers to handle
any evidence to take before the Great Glantrian affairs himself. Temur Khan is
Khan. also allied to. the Kaeruts, with whom
Allies: The Yakkas are allied to the ..
Yueatais oreanite ioint ventures aeainst
p?
.I

Murkiis. They have no oihrr alliance$


n o one clsr wanis to desiroy the Taijir
ii..
e;: >. .
As a nomadic people, the typical Within an hour the clan is on the 2. Family Yurw These yurts house thc
Ethengar tribe has no permanent settle- move, a great plume of dust filling the other family units of the clan, one famil)
ment. The site of a winter encampment is sky behind them. Elsewhere more dust to each yurt. These yurts are cleverly con.
usually chosen in the spring after the clouds mark the passage of the tribe's structed from a wicker-work frame cov-
Khan has consulted his shamans and other clans. Throughout the day they ered by thick felt. The felt is made from
hakomons. Rarely is this the same site as move across the steppes, the men and pounded animal hair and isalmost totallj
the previous year. Only the Court of the women herding the clan's horses, goats, wind- and waterproof. These are smaller
Golden Khan visits the same location
each year. lot to have any decoration.
During the course of a year, a clan will
travel across the tribal lands. The location n's Yurt: If the clan has a sha.
of a Khan's encampment IS passed by she lives in a yurr similar tc
word of mouth as one clan meetsanother urts. It has a horsehair plumr
upon the Sea of Grass As it is unusual for
any clan to travel for more than a day
before again making camp, it is usually
possible to locate any one clan simply by on: This carries the
scouring a particular area. possessions. When

A Yean iN tne Life 01


ClaN c € M U i i N
It is springtime. The wi
and the new grasses are beginning to turn
the land green. The spring festival is an
occasion for merriment after the hard:
ships of winter. Huaji Khan is generous
this year, increasing the number of live-
stock given into the clan's care. The new 1. Clan Head's Yurt: This yurt is a per-
animals are marked with the clan's own manent construction that spans 40 feet.
brand. Like those of all Ethengar clans, It is taken off the great wagon and rend
the Temujin brand is a variation on the
tribal brand. Clearly recognizable as a
Kaerut brand, it also identifies the ani- has various abstract
mals as belonging to Clan Emujin. on' the outside. In t
Before the festival is over, the Khan
informs all the clan heads of the location creen acts as a
of the next winter camp. It will he along
the banks of the Streel River. where it
borders Murkit lands.
With this knowledge, TeAujin, a griz-
zled veteran of many winters, prepares to
lead his clan west toward the Land of Pur-
ple Grass.
Temujin's own yurt is mounted on a
huge wagon with wheel-tracks of 40-foot
width and axles as thick as a ship's mast. weather is bad, m
Twenty-two of the clan's yaks are har- the fire pit, otherwise the cooking is done tethered at camp to supply milk, while
nessed to this great wagon. The rest of the outside. The clan assembles here at night others are allowed to wander farther
clan pack their belongings into chests and to tell stories, sing, and make and main- afield. During the day, members of the
dismantle their yurts. These they load tain weapons and equipment. tribe set snares for small animals and then
q€Lifd Of to€ EtofNgaR
Pastunes include horse races and dis- lands beyond the World Yurt. The whole Id12 Extended Families, each consisting
plays of hbrse acrobatics, wrestling clan mourns, with much drinking of kur- of:
archery contests. After a miss and a great deal of wailing. Id6 Grandparents
near the camp is grow- Temujin's son, Bektor, is named clan 2d4 Parents
ing thin an4 so it's time to move on. head. The next day Clan Bektor moves ld4-1 Unattached adults
The clan pontinues to move west and on,leaving Temujin's body behind. ldlO + 3 Children and young adults
descends inqo the Land of Purple Grass. For the next few months the clan
Once here, b e horses are left to choose moves daily. At ahorse fair held on Yuga- 2d6 Yurts (Small families use one yurt,
the way. Forl the rest of the spring, Clan larger families may have two or even
Temujin c q p s for a week before moving three.)
on once agdin. As summer comes, the
grass turns ykllow, and it becomes neces- and Wagons (The clan must
sary for the clan to move more often. One gh transport to move all its pos-

camp, stopping only to graze the*animals his figure may seem


for an hour 01 two each day. ber that every horse
They are one of the last clans to
at the winter camp, and so they erec
yurts on the edge of the camp.

m e 'Cnibal CaMp
The great yum of the tribal Khan lie in the
center of the camp, with those of his imme-
in of the Yugatais sug- diate family and retainen next to it. The
The winner will be Khan's yum are covered in silk and silver
cloth, as befits his station. The other clans
camp around the Khan in a great d e and
the herds are allowed to mingle together.
The Khan's servants move among the
a day. The rkst of the clans have moved herds marking tally sticks for each clan.
farther souti+ in search of new grasses. These they present to the Khan.
The yaks of lthe goblins are sighted and Clan Bektor has done well: It has
the horse warriors move to encircle them,
keeping a w* eye out for wolf warriors.
A few wolf *artion ride forward to pro-
tect their hetd, but they are swept from
the saddle by arrows. The yaks are stam-
peded as mcjre wolf warriors arrive. The
skirmish is lo g and hard, but the goblins
How BiG is a ClaN? contains, depending on
The size of a clan varies a
re from 25 to 100 clans.
flee and donk return. that many thousands of ani-
jin has beaten the Yugatais number Of
t at a tribal gathering, giv-
at a great price. Temujin the
of why the Ethengars can
ripped out by the any major disputes with Othe the same place for rnlong.
Clans may be greatly reduced, or even
fils body iis carried back to the new Out, by d k ~ and e War. The
camp, alonglwith the clan's share of the wealth of a clan is another important
goblin's y.+, The yugatais pay their factor-the wealthier the clan, the more
resnects and Ueave the clan to mnurn for people it can suPPOfl. The foflowing *e

journeys to tjhe Spirit World to prepare


the spirits tQ welcome Temujin to the

14
The Court of the Golden Khan is a large The Court soon comes into view. A whole palace glitters in the sunlight. The
nomadic settlement that travels across the haze of smoke hangs over the camp and reeds are fastened together with nails and
steppes with the Golden Khan as he yurts cover the ground. Here and there over 300 silk cords. It is erected at
moves to a new location four times a year. are groups of grazing animals and cam- Chagon-Nah in the summer and at Xan-
The map on the large map sheet shows a pounds containing horses. Outsiders are tha in the spring and autumn. During
detailed layout of the Court at Xantha intensely aware of the smell from hun- the winter months it is stored at Bargha.
and at Chagon-Nah, where the Golden dreds of unwashed, grease-covered The Reed Palace is reserved for the use
Khan resides during the hot summer Golden Khan, his immediate
months. The map on page 17 shows the and his most trusted retainers.
schematic layouts of the Court at Xantha
and Bargha. en Khan prefers to hold these in his
The Court is home to the Golden
Khan, the Keshak ( is always present, ready to
1,000-strong Imperial Gua trol spell at the first sign
SOIS,family, hunting ds. The hakomon con-
Murkit clans that cater to the
Court.
Like all Ethengar
Court is a collection
animal compounds. There is noset size to
the Court as the number.ofEthengars res-
ident varies constantly. The Court is at its tainment and so the roads
largest during the winter when all of the
Murkit clans make camp around it. At
other times the size of the Court~isswol-
len by the arrival of the tribal Khans who quickly become aware of gro
bring their entourages with them. Keshak riding behind them, wit
The following Map Key sections give
an overview of the Golden Court. Read
through these to familiarize yourself with
the layout of the Court. Prominent NPCs
found at the Court are given in the
“Khans and Characters” section.

Finst IMMpR€SSiONS
Travelers approaching the Court first
notice the vast numbers of herd animals
grazing on the surrounding grasslands.
These are spread for miles in every direc-
tion as the Court requires large numbers ilion is where the Gold-
of animals to feed its permanent resi-
dents. While passing through herds of
animals, travelers notice numerous
Ethengars watching over the herds and
the occasional collection of clan yurts
where the herders live. 4. The Pavilions of the Khan’s Wives:
palace is built from gilded and painted The Khan’s three wives live in these three
Keshak patrols are also encountered in
reed columns. A gilded dragon sits on pavilions with the youngest of the Khan’s
this area. The patrols each consist of an
each of the columns with its tail wrapped The pavilions are made from
argam of ten horse warriors. See the around the column and its head and out-
“Campaigning in the Ethengar Khan- gold cloth and are every bit as impressive
stretched paws supporting the roof. as the Khan’s own.
ates” section for tips on how to stage this
Paintings of horse riders, animals, 5 . Attendants: The attendants of the
meeting.
birds, and dragons adorn the walls. The Golden Pavilions live here.
6. Kitchep: The kitchen staff liv by all manner of magical traps and cannot 1. Keshak Yurts: Keshak family yum
these yurts 4nd tend the cooking fir be teleported or dimension doored into, found throughout the Court, ena-
Numerous yaks, goats, and sheep are or entered in any other way without using bling them to respond immediately to
tethered in this area to provide milk and the correct passwords. any threat and to protect important h a -
fresh meat. These passwords are known only to the tions. During the day, the areas around
7.Masterlof Counsel:Akmad Ihn Yus- Golden Khan and the hakomons. In fact their yurts are constantly filled with riders
a practicing their skills, maintaining their
an, dwells here with his th s weapons, or relaxing.
h not as luxurious as the th

. Keshak from the camps at the out-

to the Golden

and their 100 dogs. The dogs con

Hunting Dogs: A C 7; HD 2 + 1; M

17, 18 & 19. Temples ofTubak, Cretia,


and Yamuga: These temples are for the

n d Merchants

11. Lion house: The Golden Khan's


eight huntiqg lions ire kept here, along

Is of the Silver and Gold Dragons

yu". close to the Golden Khan. Around the Golden Khan's advisors.
15. Treasqre Yurts: Vast quantities of outskirts
treasure are dept in these three yurts, or at and tribal cam6
least that's the story. They are protected
'
'CHE GOLDEN KHAN'S ENCLOSURE A'C XAN'CHA AND BARGHA

I 60'
e clans take turns serving at rowdy dwarves swilling ale and looking Each year the market grows in pop
in the for a good, albeit violent, time. ity, with more and more outlying
' 33. Smiths: Forges operated by crossing Murkit lands to call here.
These Ethengars and dwarves turn out arrow- 38. Gambling: Also unique to the
heads, swords, armor, and siege equip- Court are the gambling yurts. Here off-
ment on a daily basis. duty Keshak, tribal warriors, and dwarves
34. Khan's Retainers: These yurts are amuse themselves playing various games
and spread religion in
teland of Glantri. The
isrs train clerics to avoid
s to Akkarla the
of a man who is

Tubak. A large yurt


vet 100 feet houses
6hdte are a rough-and-readv lot

given to the

visiting the Court pitch

her, and messengers come and FO


they keep the Khans informe(
goings-on at the Court.

- . I

and autumn months it actsas a dency to be continued at the Court, often


permanent horse fair where livestock may with bloody consequences.
be bought and sold, trade goods bartered The various tribal camps are h a t e &
over, and where luxuries brought in by the following areas on the ma.
traders along the Overland Trade Route 40.Bortak Camp
may be purchased. 41.Kaerut Camp
42. .Kiyat Camp
~

43. Uighur Camp


44. U j i t Camp
45. Yakka Camp
46. Yugatai Camp
47. Hakomon Areas: The Court also to

as it is considered to be foo
a hakomon at the best o f t
cidal to interrupt a group

Place. In the afterncon


accompanied by hiswives
hi .the-menkg a h q u

during this journey, for the Golden Khan


returns to Xantha in the autumn.

birds. The grarslands are covered with


cranes, pheasants, and deer, which the

19
Heldann Freeholds have more than many Ethengars as they can, pumping
once driven dwarven prospectors from each of their new friends for news. The
as the hills bordering the steppes. Thus the more accomplished of
dwarves are willing to aid the Golden evensucceededininfiu
Khan so long as they believe that either of the Golden Khan’s advi
these hated nations is the object of the
Khan’s attentions. H€lbaNN L€aGU€

ate the Golden Khan.


be assassins were sent
olds minus their hinds,
BRatak (sc17001s

001s are run by a brother


of the Golden Khan’s good-natured head bashing. Newcomers
to the court are often directed to the Caiiit ‘ci
brataks who check

ring their stay at Court BROttF€RS Of to€ Bolt


o keep their new ser-

to go wizard hunting. Transported to the three in


Colossus Mounts in carts, the dwarves e r e d ~ belon

rhe Golden Khan ordered all of those


involved in the last one put to death.
ng force of dwarves is led by
Warrior. They are emi-
who serve the Gold- twelve men and women are

i
en Khan b building and maintaining
siege engin s and training the Ethengars
in their us . Although the dwarves are
aware of p of the Golden Khan’s plans,
they have een assured that the moun-
tains of Roc ome do not figure as part of
his future e pire.
The dwa es have held no love for the
Glantrians ver since the Years of Infamy
in that cou try (see GAZ3, The Princi- them pass for nomads. cross- Khan’s attention those who act in a heroic
palities of Glantri and GAZ6, The ing the border using magical means, they and The are
Dwarves o Rockhome). The settlers of attempt to cast person spells on as are totah‘loyal to the
Golden Khan.
Kaunchi introduces C o a q a i (SviftMoNt) These are mostly harmless, but some of
the Ethengar calendar the rabid chaotics who follow the Immor-
1st. Autumn begins. tal sometimes go too far, dreaming up
6th. Ethengar New Year: This date is pranks that result in real hurt and misery.
"We see time in a wider scale than the
Outsiders, manv of whom are surprised marked with a celebration meal ofspecial 15th. The Night of Spirits: For the sha-
tn learn that our calendar is based on a breads, consumed with great relish by the man this is the most important and
12-year cycle. When time was created, Ethengars. It is a quiet affair, the majot potent night of the year. During this time
the Great Spirit decreed that each year festivities waiting until all the clans have the boundaries between the World Yurt
joined together again for the winter. and the Spirit World fade. It is a night of
must have a sprrit companion to watch
15th. All clans start moving toward the high ritual and shamanistic expertise.
over all creature3 horn in that year.
wintering site. Those shamans with access to the
"The Great Spirit called the spirits of
all the animals to him to be assigned a 22nd. The last day by which all clans required spells journey to the Spirit
year. The mighty yak pushed to the front, must have joined the tribe. World, seeking the aid and advice of the
23rd. The Day of Counting: The clans spirits for the year ahead. Some shamans
thinking that the honor of watching over
the first year would fall to him. return to the Khan all stocks, horses, and attempt to reach and scale the World
"But as the Great Spirit bent to bless other herd animals. The amount Mountain, for this is regarded as the most
returned is carefully compared to the auspicious time to enter the Spirit World.
the Yak, a small voice was heard. It was
amount the Khan allocated to the clan on It is also an important night for the rest
the mouse, hidden in the thick fur of the
yak's forehead. The Great Spirit was the Day of Blessings (see Haimai 15th) of the tribe. Songs are sung remembering
amused, and give the first year to the and a record is made of all new purchases, tribal ancestors, requesting their guid-
acquisitions, and births. ance and aid in the future life of the
mouse. Just as the Great Spirit was to con-
It is a day of great importance to the tribe. An entire feast is set aside for the
tinue the naming of the years, a mighty
clans, as their success (or failure) at ancestral spirits and offerings are made to
Khan on a hunt rode into view and all the
animals ran away, crossing a river to increasing their Khan's wealth directly a multitude of animal and plant spirits.
affects how much the clan is given next Small fires are lit and blessed. bathing
escape.
spring. The herds are turned out to graze the steppes in an eerie flickering light,
"The Great Spirit decided to name the
together and individual clans no longer encouraging the presence of benign spir-
rest of the years in the same order as the
animals crossed the river." have sole responsibility for the animals its and aiding the shamans in their
that were in their care. attempts to reach the trance state.
24th. The Day of Naming and Wel- It is traditional for the tribe to fast dur-
Each year in the cycle is named after an
coming: A day of great celebration and ing the day and night, a fast that is
animal. The order of the years is given
feasting. enthusiastically broken at dawn with a
below. The Ethcngars have an astrologi-
New clothes purchased at made during communal meal followed by a day of
cal system much like our own, hut the
the summer are brought out, yaks are sporting events and merriment.
important facto1 is what year a person was
roasted, and much time is spent prepar- 28th. Autumn ends.
born in, not what month.
ing a great feast to he eaten in the eve-
1. Mouse 7 . Horse
ning around a great fire. During the ltoMai ( I t a l b ~ o ~ t )
festivities, each new child is presented to
2 . Yak 8. Sheep 1st. Winter begins: The Golden Khan
the Khan, blessed, and given its name.
3. Tiger * 9. Ape Any new mattiage contracts are moves toward Bargha for the winter
4. Hare 10. Fowl period
5. Dragon 11. Dog announced, if the Khan gives permis-
sion, and the dates are set. Songs are sung 15th. The Golden Khan's Court at
6. Serpent 1 2 . Pig Bargha is formally blessed: All warriors
of tribal history and stories of great and
*It is currently (AC 1000) the Year of glorious exploits are recited by the sha- join together in a great show of military
the Tiger. mans long into the night. As the fires strength and expertise. The Golden
burn low, the tribe settles down for a Khan sets competitions, hunts, and puz-
night under the stars, safe in the knowl- zles for the warriors. The winners gain
Dates of edge that theirs is indeed a blessed and gifts and increase their status in the eyes
IMMpORtaNC€ glorious way of life. of the tribe.
This section gkes details of the various Tactical skills, honor, and accuracy are
important dates of the yearly calendar. R i N p O C o (EiRMONt) tested to their limit. While this day has
developed into a festival, it owes its ori-
1st. Cretia's Day: On this day the gins to the original necessity for the Gold-
Ethengars play tricks on each other. en Khan to stand proud and strong at

%
..
?
.. .. .
-
.. .. ...
21
\
.;
y Ethengar or Outsid- For those uibes wintering near water 7th. The Day of the Golden Khan: All
strength and prowess sites, ice sports are popular, with prizes celebrations reach a climax on this day.
offered by the Khan for the most success- It commemorates the success of Moglai
area may join the festivi- ful or flamboyant competitors. Khan in uniting the Ethengars. Bonfires
Games and competitions may involve are built, the fattest animals are roasted,
other tribes; in these cases one tribe acts and the spirits of past Khans are invited
as host, providing food and accommoda- to join the feast in honor of the Golden
tion for the visiton. Khan. At Bargha, envoys present gifts to
Such an occasion offers the potential the Golden Khan, favors are sought, and
for increasingthe standing and status of a new deals are sealed.
eat feast is held. Any- tribe by providing elaborate and plenti-
a crime on this day is ful accommodation to the visitors. YalMai (CnauMoNt)
The Golden Khan holds an open court 15th. The White Horse Ceremony: This
at Bargha, with invitations extended to day is of the utmost importance to the
all Ethengars. While the festival at Cburt Ethengars, for its success is vital to tribal
's the week of winter festivi- is a lavish affair, business and political fortunes for the coming year. It is a day
dealings are more obvious here than in when the presence of the whole tribe is
local tribal celebrations. required and the skills of their shamans
For shamans, this week is an important
, organizing competi- time to court and placate the spirits of life
and providing food, and fire. Shamans must ensure these spir-
music. Friendly rivalry its are not neglected during the cold win-
ter months, as failure to encourage life
and fxe back into the tribe would be
u drinking competitions. disastrous for the year to come.

AMAl (NUWMONI)
hadm .1 8 0 150 2X3
Gromdvn 2* 9 16 23
Tscrdun 3 10 17 24.
Moldm 4 11 I8 25
Nytdvn 5Q 120 190 26@
Lorhdvn 6 13 20 27
Soldun ,7 14 21 28

Luna& . .1 150.22U
Gmmdsrn 2 9 16. 23
T~rdvn 3 10 17 24
Moldvn 4 IPT 18 2r4
Nytdvn 5 8 120 190 260
Lorhdm 6 13 20 27
Sohdlin 7 14 21 28

&L .1 sa 1r0.220
Gmmdva 2 9 16 13
Trcdvn 3 10 17 244
Moldam
Nytdun
Lmhdsrn
Soladm
4

6
7
5 8
11
120
13
14
18
190
20
21
25
2
27
284

Luadlin . .1 sa I50 2201


Gmmdlin .3
Twrdlin 4.
Moldain 5
@a
~

Nytdlin
7 Lashdin 6* 13' 20 27
ctJ€EttJeNGaIZC a l f N b a R
Once the spirit of the chosen horse has S f i M a i (KlanMoNt) swap tales, make bets, and cleanse impu-
been guided to the Spirit World by the rities from their bodies.
shamans, the tribe is assured success in 1st. Summer begins: The Court of the For the shamans and clerics it is a time
the breeding and training of its horse Golden Khan moves toward Chagon- to hold conferences, to learn from ihose
stock, upon which Ethengar existence Nah. more experienced, to seek answers to per-
depends. The horse spirit watches over 15th. The Court of the Golden Khan is plexing problems, and to secure a good
the tribal herds for 1 2 months, after now fully established at Chagon-Nah, future for their tribes.
which it is free to roam the Spirit World. where summer military tournaments are The Golden Khan is present at the
28th. Winter ends. held to display the power and strength of Great Horse Fair. His horses fetch huge
the Golden Khan. Throughout the sum- prices and bestow great status on the for-
mer competitions of all types are held. tunate purchaser. Politics, the strengths
H a i M a i (FlaURMONt)
and weaknesses of neighboring lands, the
1st. Spring begins: The tribal shamans LiNGMai ( F e l ~ o ~ t ) strategy and tactics of successful raiding
welcome the returning plant spirits. Cler- and war-all are discussed and argued
ics of Yamuga celebrate the renewal of the 15th. The Gathering: This day is the clos-
est to a midsummer festival that the over. Many schemes are hatched at the
World Yurt. fair, and sometimes intertribal rivalries
15th. The Day of Blessings: Tribal Ethengars have. During the day, all those
who can be spared are sent onto the flare up into open confrontation. Any
Khans announce the division of stocks, such fighting is put down by the Keshak.
herds. and wealth. Each clan has its own steppes to collect huge bundles of grasses
and flowers. for Moglai Khan knows well the impor-
allocation (depending on last year’s suc- tancrof a united people.
cess or failure-see Chagai 23rd). These are woven into garlands, crowns,
Careful records are kept of exactly what and ropes. All yurts, wagons, and people
each clan is given. As each clan receives its are festooned with flowering decorations, D f M a i (AMbpRMONt)
share from the Khan, blessings are given and a summer feast is made ready and 1st. The First Day of Riding: This is a
along with a reminder that all ultimately enjoyed by all the clan. By the light of the children’s day and of importance to the
belongs to the Khan. After the parceling full moon, the clan shamans bless the future of the clan. On this day, children
out of the tribe’s wealth, a great festival garlands. They are left to dry and then who have seen three summers are given
begins to celebrate spring’s arrival and collected, to be fed to the horses in the their first mounts. These are the more
the thaw it brings. Much kumiss is con- winter months as a reminder that the gifts reliable animals, able to teach their
sumed and the Ethengars often dance of summer are never far away. young riders the art of horse riding. The
until dawn. day is tinged with excitement and seri-
16th. The Day of Partings: The tribes ‘CRiNGMai ( F y n M o N t ) ousness: young children run wildly about
leave their winter sites and the clans split ZZnd-28th. The Great Horse Fair: This is in their new riding oudits, too excited to
off in different directions to seek grazing the largest annual Horse Fair, usually sit still and listen to their elders.
forthe herds. This day is often rather sub- held neat the Court of the Golden Khan. The clan head will eventually com-
dued, as friends made over winter move The Great Horse Fair draws clans from all mand silence, remind the assembled clan
away. The effects of the quantities of kur- over the Sea of Grass. why they are meeting, and then give
miss consumed during the previous night The principle business of the day is blessings IO the children, offering each a
also tend to dampen the atmosphere. horse trading-a chance to purchase horse picked out for them. By this time,
The Golden Khan’s Court moves to its renowned breeding stock, to clinch deals almost wild with impatience, the young
spring site at Xantha. for the future, and to sell at a profit. riders must stand quietly and listen as sto-
Trading in other stock, fabrics, food ries are related of the clan’s great riders,
I C e v a M a i (YanttJMoNt) - stuff, luxury goods, weapons. and medi- the honor they brought the Khan, the
cines makes sure that there is plenty to horses they rode, and the feats attempt-
15th. Day of Birth Blessings: Shamanistic ed. Such stories may last many hours and
ritual calling on the spirit of the white buy, sell, and see. It is at the Horse Fair
that marriage contracts are proposed, new are followed by instruction to the chil-
horse to watch over the forthcoming birth dren of how to appease the spirit of the
of foals. Although a largely shamanistic tribal members introduced, stories told,
news exchanged, and tumors started. horse, how to call the horse, etc.
day, offerings are also made to Yamuga. At long last the children are allowed to
Those clans without a shaman encourage The Fair is a joyous occasion, during
which the routine and mundane matters mount and are given their first lesson on
the presence of the White Horse with horseback riding. Suddenly the day
offerings of clean water and an area of of life on the steppes are forgotten. Great
quantities of food and drink are con- seems worth all that boring adult talk.
good grazing. 28th. Summer ends: The Court of the
28th. Spring ends. sumed, steam yurts are filled with chat-
tering, sweaty Ethengars, all eager to Golden Khan returns to Xantha.
pering in Moglai's ear and scrutinizing all ly strong. He looh.forwardto the day when
those who speak to the Golden Khan. This the g&,Glanmam grovel at his feet.
sinister aspect of Akmad should be playtd Standing e d y .4'10'' tall; Bakalgu's
up-pomay him as a suspicious and evil appearanceis nonethelessimpressive. His
character, a man who cannot be trusted face is mvered by a black mask in the
and who is possibly having a bad effect on shape of a leering evil spirit's face. Long
the Golden Khan. More than one tribal grey hair hangs down to his knees and his
eight-inch-long finger nails frequently

went on man

Hakomon of the Kaeruts: Level 2

Age 62

Bakalgu the Destroyer is a r


and feared hakomon. The blaste
some of the problems
from this and warned,
his enemies little stomach for opposing
him. Bakalgu's reputation for fire-based
spells has spread throughout the steppes;
fear of his wrath keeps the Kaeruts safe
ad has loyally served his

e leader of the Golden never occurs to


. Although their power
ent sources, they found
common. Akmad was
ssed with the Ethengars'
and has done much to

late at night to avoid discovery. In an attempt to out-do 'the Golden


~ a k a l although
~, aK ~ gives~his ~ Khan,
~ Batu , Khan has recently started to
the Golden Khan, He dress in platinum and silk robes that he
support has imported specially from Thyatis.
knows that as long as the fighi
amongst themselves, they will never be uu- Of average height, Batu ieskmbles an
oversized beach ball with legs'. His [ace is
IcnaNs a m cnanacten
puffy and his carefully oiled moustache takes on this aspect of Cretia. dfdbak’s a ravine one morning I spied this
hangs in glktening plaits down either power comes from his magical cetetlronial staggering up it. Well, we wuz o
side of his & mouth. robes, a gift from Cretia. edge of Rockhome, plenty of orc
With his immense bulk. Batu Khan is gobboesrourrdhere, soIgtabbed
the opposite of the lithe and hardened C n a w t a i KnaN
physique of the Ethengar ideal. This and appointing what I found thoug
his relative lack of combat experience KhanoftheYakkas:F24,St 14.In13, Wi this skinny human kid gushing
mean that Barn has no real hope of fulfil- 10, Dx 8 , N. Age I S
ing his ambitions. The tribes would new
follow him. gatai has been Khan of the Yakka and carried him back to the mine.
for 25 years. He has seen Moglai Khan rise “Mind you. I wuz in two minds.
to power and felt anger at being ordered stank, and mighty greasy too. Still I
Cnibak to become the Golden Khan’svassal. But gotten used to that in me time here.
Mastermind i f h e Ten Chagatai sensed that Moglai was destined
Khan: C24.9~9,In 13 to perform great deeds and that the sub-
14, Ch 13, ILL C,Agc 52 jugation of the Yakka tribe was only a But I’ll give it to Moglai,
small part of what is to come. civilized dwarven bath,
Since then, Chagatai Khan has served cleaning himself up. Kept =king for ya
Moglai Khan admirably. He shares Mog- grease afterward. Didn’t give him an)
lai Khan’s vision of an Ethengar empire didn’t have any, to tellrthe truth.
and works hard to achieve it. If “Bleedin’ Makistanih the whatsits
Taijits no longer existed, it wo Ylari gave it to him though. Uncouth I
perfect world. Why Moglai w them.
the Taijits live is beyond Ch “I’m getting a bit ahead of
comprehension. Chagatai here. Anyway this smelly human
the Taijits at all. He susp out to be an important, dispo
dealing with the humanoids of the Bro-
ken Lands (he’s right), but his brataks
have been unable to gain any haid evi-
dence. But Chagatai Khan knows from
the few brataks who return that the ’hijits
definitely have something to hide.
and calculating man, Chagatai
er round the Court, Is0 a man of his word. The oath kicked meself. Fancy me
to the Golden Khan binds him his boots when he wuz
& serve the Khan. Hi5 oath to destroy the
Taijits is more of a problem. However, he
’did take great pleasure in impaling Oktai
Khan’s father. Chagatai Khan would I sez, ‘where youiwant to go?’ I
have attacked the Taijits long ago if it
were not forbidden by Moglai Khan.
Now he contents himself with the occa-
sional border foray.
&at? How did I come to be cal
CjiMluR tile HOW€ horse warrior? Who told you tha
visible and crackling aura of power. Darl.
ness seems m’flicker around his hands
and his eyes.qim with an intense black . An unfortunate way to be
light. In this orm Chibak can cause fear Wi7,Dx9,Co 17,Ch 13,ALN,Age250 ive among the Ethengars.
in creatures of 6HD or less by looking at ts gave him the title of horse
them. He cag,.also inflict causr serious This old and grizzled dwarf was the rior when he punched one
wounds three times a day by touch. Few first Outsiderthat Moglai Khanevermet. t had bitten him.
care to argue with the high Priest of the “I wuz working out at an old mine, just
Ten Thousand Fists of Khan when he me and a couple of mates. Looking down
N
IcOaNs a 0 Coanactena

t
firm friend o the Golden Khan. Along
with A h a d bn Yussef. the three went
rapes before Akmad and
dling of the tribe, Huaji has a free
His dved red hair and red tattooed
can often be seen around his camp eng Master of Hounds: F10, St U, In 15, Wi
to the steppes to claim ing in mock combats and wrest1 12. Dx 13, Co 9,Ch 11, dhr,Age 33

and without question. She


much for the other tribes,
em to be inferior to tht

as, “An accident.

Idann,preeholds, but
himsetd. with slowly
Gostai golplins. To all:

. .
26
I__ - .. . . . .-
IZha~saNb Wanactens
ing Atikai (Moglai Khan’s uncle). During K a b a N KnaN moustaches hanging down to his chest.
a skirmish Jamal shot Moglai in the arm. He dresses in traditional Ethengar cloth-
She and the other clan Atikai warriors Khan of the Kiyats and Evil spirit, HD ing and is much loved by his tribe. Under
were taken prisoner by Moglai. Moglai 16, AL C, Age 47 Jaku’s control, the tribe has benefited
stared at the defiant Atikai warriors and greatly and the worship of Cretia has
demanded to know who had shot him. The soul of Kadan Khan spends in spread widely.
Jamal proudly declared that she was days wandering the unending lands of a
the one, but she was surprised that Mog- red world. For it lies within an enchanted
lai did not order her death. Instead he ruby in the Spirit World, guarded by four I t a i x i Cj I t o j a
congratulated her on her shooting and evil spirits. The body of Kadan Khan is Kadei, Head of the Silver Dragons: T28.
offered her a place in his bodyguard. home to Jaku the Render, a powerful evil St 14, In 9, Wi 14, Dx 17, Co 11, Ch 9,
Jamal has served Moglai Khan loyally spirit who seeks to cause mischief and AL N. Age 38
since then. During banquets she is often mayhem in the World Yurt. Koja, Head of the Gold Dragons: T28.
at his side and always accompanies him Jaku is the kind of being that the St 14, In 12, Wi 10, Dx 17, Co 11. Ch 10,
on hunting expeditions. Ethengan live in fear of. They would be AL N.Age 38
As orkhan of the Keshak, Jamal is even more afraid if they knew that Jaku
supreme commander of the combined was Khan of the Kiyats and was manipu- When they were born it was foretold
Ethengar hordes. Although she takes lating Hulagu Khan of the Uighurs into that these twins were destined for great
orders from Moglai, the running of bat- attacking the Heldannets.Jaku is a magic- things. They have both served Moglai
tles is left in her competent hands. user of level 16. He magic jarred into Khan since he returned to the steppes
Under her care and guidance the Kadan Khan’s body and sent the gem con- and have the honor of leading the two
Keshak has become a real force-a taining Kadan Khan’s soul to the Spirit schools of brat& at the Court. Kadei
thousand-strong bodyguard for the World. Jaku’s ultimate aim is to possess leads the Silver Dragons, and her brother
Golden Khan and also the mainstay of Moglai Khan’s eldest sou. Manghai, and Koja heads the Golden Dragons.
the Ethengar hordes. through him take control of the Ethengars Between them they train the Golden
A superb archer and a skilled acrobat, by disposing of Moglai Khan. Khan’s brataks and select those brmks
Jamal is the ideal Ethengar horse warrior. Jaku is willing to bide his time before who will join the Keshak.
Able to fire her bow with ease while doing so as Cretia has charged Jaku with Friendly rivalry exists between the two
standing on the back of a charging horse, building a temple to him in Rhoona. The schools, with each trying to out-do the
Jamal expects members of the Keshak to temple is almost complete and through it other. Although spying on each other’s
be able to perform such stunts as well. Cretia hopes to pervert Rhoona to his will. schools is part of the training, violence is
She never asks any member of the Keshak Jaku also seeks to undermine the Gold- forbidden. The brataks must rely on their
to do anything she cannot, but as she is en Khan’s power by manipulating Hula- stealth and disguise abilities to gain their
capable of performing amazing feats, this gu Khan into attacking the Heldann information.
leaves few things that they are not expect- Freeholds in force, thereby fomenting The twins are both quite tall and bear a
ed to do. All of the Keshak admire and rebellion in the steppes. Jaku does so by striking resemblance to each other.
respect their leader. She treats them fairly using his special powers to visit Hulagu They are both totally loyal to the Khan
and makes sure that bravery and initiative Khan in his dreams. By entering Hulagu and keep him informed of events in the
are rewarded. Khan’s dreams, Jaku has gained a hold Khanates and in the Court. Brataks from
Jamal has a friendly personality, but over Hulagu Khan and is able to force the both schools are can be found throughout
she expects the respect due to one in her Khan to do his will. the Khanates spying on the tribal Khans
position. Those who fail to give it soon In his true form Jaku resembles a flick- and reporting back to the school heads.
feel her wrath. ering black spectre wirh eyes of fire. A
Of slim build and measuring only 4’ detect evil spell would reveal Jaku’s pres- I<auNcni
11”, Jamal has shoulder-length black ence in Kadan Khan’s body; otherwise
hair that she often wears plaited into a there are no signs to indicate that Kadan Shaman and teacher: S24, St 9, In 8, Wi
pony tail. Out of her armor, few Outsid- Khan is not as he appears. A dispel evil 18, Dx 13. Co 13, Ch 9, AL N, Age 45
ers would suspect that Jamal is a horse spell would force Jaku from Kadan
warrior, let alone the commander of the Khan’s body, leaving it as a soulless hulk. With red felt skirts and white horse
Golden Khan’s hordes. Only an expedition to the Spirit World to tails hanging from his conical felt hat,
capture and return the ruby that holds Kaunchi is instantly recognizable as a
Kadan Khan’ssoul will restore the Khan’s shaman with a horse spirit guide.
body to life. Kaunchi’scracked and weather-beaten
Kadan Khan is of light build with long face has red frown lines drawn across it
and deep wbite fangs drawn along the Before then she saw Moglai as just law and has been completely taken in by
sides of his +outh. another renegade Ethengar bandit out to Jaku’s masquerade.
a Murkit and has served line his own pockets and indulge his lust While a capable warrior, Manghai is
since the Khan returned to for killing. Kokachin has since realized very proud. His pride and special status as
t was Kaunchi who discov- that Moglai is an ideal choice for Great the Golden Khan’s heir often lead him to
ered the sigr/iticance of Bargha and who Khan. Under his leadership even the hea- treat people in an insulting manner.
foretold of IMoglai Khan’s imminent thens of Glantri will come to see the error Moglai Khan hopes that a period serving
greatness. of their ways. as a Keshak warrior will teach Manghai to
Kokachin often accompanies Kaunchi be less haughty. The Golden Khan has
on his excursions into the Land of Black arranged for Manghai to join an argam as
Sand, keeping the undead at bay while rior. Mogla Khan has instruct-
he battles the evil spirits. She rarely enters to make sure that Manghai
the Spirit World, preferring to spend her enjoys no special privileges.
who reside there and time within the World Yurt. Any commands Manghai earns will be
of the animals Kokachin is of average height and on merit and not birth. Manghai is not
and tribes. +companied by Kokachin build. Her long brown hair is streaked looking forward to this assignment, hut
he will enter the Land of with bronze and hangs down to her waist.
As most Ethengar women have black
hair, Kokachin is an easy character to rec- to dress in the fin-
ognize. Around the Court she wears est silks and does not shave his head in
green silk robes, but away from the Gourt the traditional
she adopts standard Ethengar dress,
wearing either lamellar or leather
be shaved and he will wear the leather
MaNGnai armor of the Keshak.
Announced Heir to the Golden Khan:
F9, St 14, In 13, Wi 9, Dx 15, Co 14, Ch
MoGlai toe G o l b e ~
13, ALN, Age 18 KnaN
t Khan of the Ethengars and Khan of
Mangha is Mogla Khan’s eldest son the Murkits: F30. S 16, I 14. W 13. Dx
and his announced heir. Manghai is mar- 14, Co 13, Ch 16, AL N, Age 42
ried to Basti, the daughter of Kadan
iencing. He warns of Khan of the Kiyats. As Kadan Khan has Moglai Khan is a &lled warrior who
er says precisely what no sons, it is expected that he will raveled widely in the outside world.
. Adventurers who seek announce Manghai as his heir, thereby During his travels he studied with inter-
uniting the Kiyat and Murht tribes. As est the ways of the Outsiders, particularly
Jaku the Render possesses Kadan Khan’s their methods ofwarfare.
body and has plans to later possess He is Khan hy right of birth and by
Manghai’s body, this is likely to happen. people of the steppes that
Whether the heir to the Great Khanship
the Yurt Dweller: C27, will turn our to be an Ethengar or an evil Mbgiar is aware that not all the tribal
spirit remains to be seen. Khans support his policies and fears that
AL N, Age 3 Manghai spends his time between some of the Khans may one day act
father’s court and that of Kadan Kha against him. To prepare for this eventual-
He is loyal to his father and has no wis ity, he has formed a personal bodyguard,
to become Great Khan before his time the Keshak. This force is led by Murkit
Content to enjoy himself and learn all he warriors but includes warriors from other
can before he takes up the Khanship, tribes. His intent is that the Keshak will
Mangha can often be seen hunung or owe loyalty to him rather than to the trib-
training with the Keshak and Kadan al Khans. Members of his bodyguard are
Khan’s bodyguard. Mangha does not well rewarded and enjoy many privileges.
suspect that Kadan Khan is anything oth- His study of other nations’ warfare tech-
er than he appears He likes his father-in-

28
armor. Standing 5' 7" tall he is not
ularly imposing, but h'
eyes miss notlring and s
into the souls of all in

The Golden Khan is alw

cion for variow reasons.

than once Ibt h i s true thoughts surface in


Moglai Khan's presence. Although Mog-
lai Khan is bhcoming increasingly suspi-
cious of Oktai Khan of the 'Gjits, he
I I

tikai, considers himself

e Great Khan. O m This aged hakomonlikes to charm people


alize that he is merely into doing things that they later regret.

,:

-. . . . .
.. .. . ... . .. ....
- :
Qe Honbes of toe Steppes
“I forbid kindness to be shown to the may be fielded. Any dagam Any remaining bodyguards act as the
Heldanners without my express permis- tains less than seven argams is Khan’s messengers and protect him from
sion. It is not mercy but severity that and its horse warriors used as replaiement attack.
tames men’s hearts. An enemy merely troops in another dagam. Mustering a Horde: A horde can be
defeated is not tamed-he will always Understrength mingams are common mustered very quickly. Riders from the
hate his new masters. in times of prolonged warfare, but are Khan’s bodyguard travel throughout the
“It is vital that our armies be preceded considered far from ideal. Where possi- tribal lands calling warriors to meet at an
by paralyzing terror. That is more impor- ble a mingam draws on its tribe’sclans to appointed place. The clan warriors then
tant than that the Heldanners should do make up its numbers as quickly a5 possi- ride as quickly as they can, bringing their
our bidding willingly. Only fear and ter- ble. clans with them. Once assembled, a
ror prepare the way of the conqueror. Each unit is led by a commander who is horde can then be easily supplied by the
Therefore I order you: Kill them all.” responsible only to the commander of the attendant clans, enabling it to advance
next higher unit. This allows a tribal without stopping to forage. A horde on
-Toktai Khan to his Khan to give orders to the ten dakans who the move is an impressive sight as it con-
orkhans at the start of the command the ten dagams, and in turn a sists of 1,000 warriors, plus the rest of the
war against the Heldann dagam commander need only give orders tribe and its animals.
Freeholds in AC 919 to the ten akans who command his
argams. ‘cbe Itesbak
Every Ethengar tribe is capable of field- This makes for a very efficient organi-
ing 1,000warriors in times of war. These zation, as no one has to give orders to Although organized in standard
hordes are formed from the various clans more than ten subordinates and each Ethengar fashion, the warriors forming
that are always ready to answer a call to commander knows who his superior is. If the Keshak are drawn from all of the
arms. The tribal Khans also maintain a the Golden Khan is present, all com- tribes. The Murkits supply the greatest
permanent bodyguard of 100 or more manders are under his orders. In his numbers, hut form less than a quarter of
warriors who form the core of any tribal absence, and to avoid intertribal rivalries, the total.
horde. Jamal (see “Khans and Characters”) is Ethengars joining the Keshak swear an
The army of the Golden Khan consists appointed as Orkhan of the Golden oath to serve onlv the Golden Khan and
of the tribal hordes, including the Horde Hordes by the Golden Khan. In this role to renounce their tribal Loyalties. Any
of the Murkits, plus the Keshak or Impe- she will act as overall commander of the intertribal squabbling in the Keshak is
rial Guard. The Keshak is always in tribal hordes. dealt with most severely. The Golden
attendance at the Golden Court and Khan has organized the Keshak in this
manner to ensure that it owes allegiance
forms the Golden Khan’s bodyguard. Zne Znibal Honbes - only to him and not to a particular tribe
In times of peace, the warriors who or clan.
Militany form a tribal horde stay with their clans The Keshak guards the Golden Court
OnGaNizatioN wandering the Sea of Grass in search of and forms the center of the Golden
grazing lands. Whenever possible an Khan’s armies. It is a great honor to be a
All Ethengar forces are organized in mul- member of the Keshak.Young recruits are
tiples of ten, with the smallest unit being argam is drawn from a single clan; large
clans supply more than one argam, and sent by the tribal Khans to join the
an argam of (ideally) ten warriors. Keshak each year, but it is not unknown
Occasionally losses suffered in battle smaller clans combine together to form
one or more argams. Each clanhead for experienced warriors to be sent to
make it impossible to field full-strength serve the Great Khan.
argams. In these situations, argams may knows how many warriors he is required
to send when the call to war comes. The majority of the Keshak are
contain as little as seven warriors. Argams equipped in standard Ethengar fashion
that cannot field these numbers are bro- Argams drawn from more than one clan
are formed either when the horde mus- (see the Players’ Guide). A group of 200
ken up and their horse warriors used to has been trained as heavy cavalry.
bring other argams up to strength. ters, or earlier by collecting warriors from
the various clans if they have a specific These Keshak wear lamellar armor, car-
Every argam is capable of acting inde- ry lances and shields in addition to their
pendently or in conjunction with nine mission to perform for the Khan.
The bodyguard of each tribal Khan bows, and ride horses with leather bard-
other argams to form a dagam of 100 war- ing. Their lances are fitted with a hook for
riors. Ten dagams form a mingam of consists of at least 100 warriors. These
warriors serve for the majority of their dismounting enemy riders and are usu-
1,000 warriors. In the case of the tribes, a ally held in reserve until they are needed
mingam is also a tribal horde. adult lives, being supported directlyfrom
the Khan’s herds. When a horde musters, to break an already shaken enemy.
As with argams, understrength dagams
100 of these bodyguards form the center.

?I
and rear.
Once in position, the
also has formed units converge on the enemy fir
eers to build bridges
Catapults are carried
d are assembled once tics are the main we
ched. The artillery is
e enemy troops from rounded is peppered by arrow
routs. and a gap is left for th
rout through. Routing enem
then pursued by horse archers
into the rear of the routing
melee combat
The heavy cavalry of th
used to break wavering e
Until they are needed, they
the other horse warriors,
into the enemy. When the t
they charge into action, s
opposition before h e r
SceNanio
‘Cne HonWs War of the Desert Nomads: At the time
iN ACtiON - f this war, the Ethengars have been
For engagements involving any for
.- r-- --
BATTLESYSTEM”’ fantasy comb al hordes are greatliredu
plement is highly recommen If you intend to play m
running very large battles a . Arrow,Black Shield,use
paigns,-che War Machine d e s from thr there.
D&D“ Companion Set arc invaluablc. A
number ofspecial rulescan bc found else- OptioNal W a n M a
where in this section for using Ethengp Rules
hordes with either of these rule systems..
Use these rules to add more depth to i
W a n MachiNf War Machine whenever Ethengar for
are involved The numbe
~~~~ ~ ~ ~

The War Machine information for the those on napes 14-17’0


Ethengar forces is as follows: Masters C&&&n rule bo
ahead of the main
The Tribal Hordes 2 . Mnrale
Unit name: Tribal Horde (oneltribe)
Type of Unit Regular Division
purpose is to report
horde on all enemy
movements. ontact has been made

und the enemy force.


dagams fKe arrows at

12
, \I " I

'Cb€ BA'C'CLESYS'CEM'" SUPplfMfNt


11XllT M A M F T.,.,- Tvl AT FmlFio MV

.^,,
AR

."
MI.

1>
DL #Fig Dmg

ld6 or ld8
ld4+ l / l d 4 + 1

ld6 or Id
Id61 ld6
I
10 ld6orid
l d 4 + l / ld4 + 1

** 2 Dagams
*** 8 Dagams

Optional BATTLESYSTEM" without any movement penalties. If radius; do not divide by two as you nor-
Supplement Rules Ethengars fail a morale check while in mally would. Their drums and banners
skirmish formation they do not automati- also make it more difficult to take
The following optional rules may he add- cally rout. Instead, place a marker next to Ethengar units out of command by magi-
ed to any battle played under the the unit to show it has failed a moral cal means. A darkness and a silence spell
BATTLESYSTEM rules. They reflect the check. If a second morale check is faded, are required.
warfare styles of the Ethengars, making the unit routs as normal. Forced Marches:This is a common tac-
them more powerful. Command Radius: The drums and tic used by Ethengat cavalry to get quickly
Elite Ethengaa: All Ethengar cavalry banners used by the Ethengars to give into and out of bow range. They may
are elite. This enables them to enter skir- orders increase the command radius of a split-fire while doing so. While forced
mish formation at will. While in skirmish commander. Add the commander's Cha- marching, archers fire with an Attack
formation they may change direction risma to his level to find the command Rating Modifier of + 2 .

77

%' 1989 TSR. Inc. All Rights Reserved


'CVe H o ~ b f of
s tl)e Steppes
smounting: Ethengars may dis- Grass Fires: To cover attacks and weather control spell is ideal.
t at a cost of half of their dismount- retreats the Ethengars often set fue to the Fires may also be started magically ,
t rate. If there are no trees or grasslands. This is only possible in sum- certain spells: fireball, wall of &e, etc.
fences to tie horses to, at least one of every mer, as the grass is too damp at other Assume the fire has the same dimensions
four stands must hold the mounts for the times of year. To set fire to the grass, a as the spell's area of affect.
dismounted uoops. stand must remain stationary for a A grass fxe blocks line of sight and
example, a dagam of 10 Ethengar at the end of the turn, a 1" square ofg causes D3 damage (a successful saving
s dismounts in the open. Three will be on fire. In the following turn the throw vs. Dragon Breath reduces damage
must hold the horses and cannot fire continues to burn, increasing to a 2" to DZ),at a base Attack Rating of 14, for
in melee combat or missile fue square. On spbsequent turns the grass each 1" squarecf grass fire in contact with
the horses running off. fire may be fanned by the wind (see the unit. Ignore Armor Class and simply
g Horses: Horses that do fun off BATTLESYSTEM" rules case 12.1). roll 2d6, add it to 14, then consult the D3
may return if the unit rolls a successful a Determine wind direction randomly at column on the Combat Results Table to
morale check. This check must be made the beginning of the battle. determine the Hit Dice of damage
in the following turn. It takes one entire Wind caused. Multiply this by. the size of the
Calm 'ght wind
N m for the horses to return. If the check 0" 2" 6' f i e to determine the damagc~caused.
is failed, the horses do not return for the For example, a unit of cavalry with 20
remainder of the battle. In a calm wind, the fire bums for id4 HD per stand is attempting to pass
Mounting: It costs half of the Ethengar turns;in other winds the fire continues to throughaZ"-deepgmsfue. Theunithas
cavalry's mwement rate to mount up. bum until it reaches a s t o n e d , a fiver, 01 a frontage of lo", so it is in contact with
Units that mount up cannot force march an area of rodry or barren ground. Rain or twenty 1" squares (10'' wide by 2" deep).
or use split fire that turn, but may fue snow extinguishes a fire in ld3 turns; a The unit rolls a successful saving throw
downpour or heavy snow does SO immedi- and the damage dice is reduced to D2.
Dismounting Enemies: The heavy cav- ately. The attack dice 1041 is a 7, which is added
alry of the Keshak can use their lances to Spells such as ice stom and cone of cold to 14 giving a tot
dismount enemy stands. When attacking instantly extinguish fks in their of This causes 1
enemy cavalry, the Keshak riders receive effect. A water elemental may extinguish multiplied by the size of the fxe (20), for
an Attack Rating Modifier of -2. Dis- aU fires it passes through. Other spells may 20 Hit Dice of damage. One. stanc
mounted enemy are treated as casualties. be applicable for extinguishing fires. A killed crossing the fue.
Ed Back: Ethengar cavalry may fall
back from any advancing or charging ene-
my unitsthat come into base-to-base con-
tact with any of its stands in the
movement phase. To fall back, a unit
must be in command and must roll a suc-
cessful morale check with a modifier of DIRECCION 0
+ 2 to the dice roll. If the check is failed,
the unit routs instead.
Ifthe unit has not moved this phase, it
may immediately do so. The unit may
move up to its full movement rate while
doing so. If the unit has already moved
this phase it may fall back up to half its
normal movement phase. A unit that
falls back must move directly away from
r
the enemy unit and must avoid any other
enemy units. Units that fall back may still
fire missiles normally.
Horse Archery: Ethengar cavalry are
not subject to the + 2 Attack Rating
Modifier for firing while mounted, unless
they are forced marching. They may fire

?4
“You thinkit’seasylivingon thesteppes? The number of humanoids on the Numbers: 300 hobgoblins, 50 ogres, and
Well, it ain’t We is an endangered spe- steppes has decreased markedly in recent IS0 dire wolves
cies.” Gratail Boarlord looked evilly at years. Faced with almost constant attacks
theenvoyfrom Yellow Orkia, who in turn by the Ethengars, many humanoids have The Hooplak hobgoblins once controlled
squirmed and looked a t the floor. “Hey, fled into the surrounding hills and the area of the steppes where the Styrdal
I’s speaking to you, show some bleedin’ mountains, or made their way to the rela- River flows out of Rockhome. Now they
respect or I’ll feed you to me boar.“ uve sanctuary of the Broken Lands. have been pushed by the Kiyat and
The envoy licked his cracked lips and Murkit tribes into the foothills of Rock-
ran his tongue over the yellow stumps of
his teeth. “Oh, Great Lord of the Steppes
and Master of the Gostai. hordes, I bring to their style of warfare. Like the
ey rely on fast-hittingtactics

Ain‘tyougotnui&k& tosay?”
Er . . . u r n . . .
I‘

you to do a job for ’


ter of knockin * off a
causing m b b l e down south. Hutai-Khan
sez he’ll pay ya leadsa munnie, plenty of
, he didn’t give me

his sword into the


envoy’s chest. The envoy howled and
then looked relieved when he saw it what frequently happens to them.
hadn’t penetrated his armor.
‘‘Didn‘t give ya nufink else to say?
That’s the third time you‘ve come out Glantrian mages to the west and armed
with that speech. Look, you go back to Heldanners to the north have made this
Hobgobland and tell Hutai‘ that we ain’t impossible. To the east and south lie the
gonna go down south unless he offers us Ethengaf tribes and the goblins have no o f f i g h h g them.
some land in exchange. We don‘t live in interest in nushine, in those directions.
no bleedin’ monster reservation like the
Busted Lands. This is the steppes. We‘ve
The Gostai are simi
nomads. Thev dress the
??
Ive in
m€ZaNGUt ORCS
got Ethies chasing us all over the place, yurts. They ride dire wolves and herd yaks “Pah! We where we want ’em.
won’tleave usinpeace. Iissick ‘n tired of and scrawny sheep. They know theit days All wegotta
being chased into Glantri every other are numbered, which means they’ll fight go burn a
week. If we go bashing a few Ethies to the last goblin if cornered. and they‘ll be at each other’s throats.
they’ll be afta us fer sure. Hundreds of They’ll newa find us neither. Ethies
them there ’orse worriers. Bunch of sods Hooplak don’t go down holes in the ground, so
they is. They ain’t no softies like you get we’re safe. Newa think of looking down
in Darokin, these are hard. Make trolls HObGobliNS kre. ’Niftheydo, theyain’tgonna beon
look like elves on a picnic.” “Wolf droppings on the Ethies. ot their ’orses. 1Hke ’em out easy as stirge
“In the old days it wuz different. Then no riEht pushing us into these stinking puddings we will.”
they just killed each other, now they is hills.-We%esteppe warriors, not skulking
afta us. We got families to support. I tell hill monsters. We’re not cut out to fight Numbers: 200 ora and 40 trolls
ya snotnose, it’s getting tough. You go stumpy dwarves. I tell ya, it’s immoral.
back and tell Hutai Khan that we’ll help We’re supposed to be the bad guys, ain’t The &put oms live in a tunnel system
‘im, but only if he gives us a bit of we? So how come we get hounded by that stretches from the Broken Lands into
Hobgobland. We’ll go for ‘em then, but on one and sturnpieson the the steppes as far as the Streel River. From
he’s gotta get us offa the steppes.” other? It’s just not fair!” their network of tunnels the Tanguts

35

1
Yakka camps and drive off as much live- SI
stock as they can. The Tanguts think they
get a good deal as they get to eat as many
Ethengars, hones, and yaks as they can
cam-an important consideration when
you have 40 ravenous trolls to feed.
So far, they have been able to avoid
detection by being careful to make it look
like they are raiders from the Broken tart to attack the
Lands. The yakkas are unaware that they

lowly building their courage up


ates, where he stalks members of the
Yakka tribe or causes mischief. Numbers: 400 orc
roe Spirtit Wort10
‘Cbe Spinit Wonlb Spinits aNb forces and features of the world, encour-
aging growth and new life in the previ-
as told by Kaunchi the shaman toe won10 Yunt ously barren polar regions.
There are many spirits who dwell in the The catastrophe that struck the elves in
“At one time life had no meaning. It was World Yurt. Many of these spirits reside Glantri brought the Spirit World into
empty and vague. Then the spirits came in natural features such as rivers, lakes, even closer contact with the Known
to guide us, protect us, and challenge us. rocks, and plants. Normally dormant, World, opening a gate in what was later
We learned many things from the spirits: these spirits sometimes awaken to control to be known as the Land of Black Sand.
how to live in harmony with nature, how the natural features under th This disaster also enabled the forces of
to conduct our lives, and bow to honor causing floods, avalanches, Entropy to enter the world freely through
the great Immortals. As a result we grew the courses of rivers and streams. These the Land of Black Sand. This caused the
strong. We spread across the Sea of G t m spirits rarely awaken, however, preferring spirits to become embroiled in a struggle
destroying the evil humanoids wherever to enst in harmony with natural forces. with the forces of Entropy, seeking to
we found them. Under Baka Khan we Actions by humans, demihumans, or keep them out of the Spirit World and to
learned how to fight as horse warriors and monsters that damage the natural way of minimize their effects on the world.
bow to call on the spirits for aid. use the spirits to take The Known World had become unbal-
“We also discovered thataot all spirits e offendingcreatures or anced as the catastrophe threatened to
were helpful. Some spirits came to cause to punish them in some way. That is why leave it victim to tIre forces of decay that
us harm and make our lives miserable. the shamans of the Ethengars try to
But this is all part of being. Some of these ensure that the spirits are appeased.
evil spirits were s e m r s of Cretia, the Of a more active nature are the spirits py, began to grow, swallowing up areas of
some acted for their who take on animal forms. These arc ofan steppeland and spawningundead abomi-
wncd from the other mischievous, using their powen to spoil nations. It was obvious that the steppes
spirits how to deal with them, how to food, cause yurts to collapse, or torment would become a barren
appease some of them, and of the things indmiduals by mocking them or stealing spirits took measures to
we must do to keep the evil ones at bay. items from them. Although a nuisance, spirits discovered that
“In time the spirits merged with us. these spirits mean no lasting ham-to leave without allowing Entropy to spread
living alongside us in the guise of ani- them it IS all a joke, although the recipients rhroughout the Spirit World.
mals, plants, and natural features. The of theu pranks rarely see it that way. And so the spirits stayed within the
spirits are like us, they have their own Much more dangerous are the evil spir- world to teach the Ethe
motivations and desires. its. These entities find delight in spread- in the changing steppes and to guard
“The spirits are everywhere: They live ing disease and insanity or by possessing against Entropy But it wqs not to be that
in the rivers, lakes, grasses, animals, and the bodies of powerful iodividuals. These simple. Entropy has ways of winning over
trees. Everything has a spirit that must be spirits often work in co creatures to its side and some of the spirits
treated with the proper respect or else it powers of Entropy, aid
will rise up to exact its payment for any vants of Entropy in spreading destruc-
disrespect shown. The spirits are the tion. The Land of Black Sand is used by
embodiment of life; they keep the World the evil spirits to bring undead creatures began to displace those who had previ-
Yurt in balance and ensure that it does to the steppes. ously sought to nurture life. They began
not perish. They serve the Immortals, but While the evil spuits are not undead, to spread disease and to lure the unwary
they also have their own interests. They some have been corrupted by Entropy and to their deaths.
are alive and, like the Immortals, they are have become undead spiri-the only type The Spirit World was not unaffected
imbued with the essence of the Great of spirits that clerics are able to affect with and evil spirits began to spread through-
Spirit who watches over all of us. their ability to turn the undead out it. Battling for control, they turned
“We know the spirits are here, for they some areas into blighted wastelands and
aid our shamans and attack those foolish drove the other spirits before them. The
enough to antagonize them. There are Spirit World is now wracked by the same
even some who need no provocation to The spirits are from the Spirit World, an kinds of struggles that take place in the
cause trouble, but they are all part of the outer plane that was brought into close Known World. It can be a dangerous
way of the World Yurt and so part of our contact with the Known World following place to visit, as evil spirits often attack
lives. The spirits are part of us and we are the Great Rain of Fire that destroyed those who venture in, but its close con-
part of them.” Blackmoor. Many spirits were drawn into nection to the Known World often makes
the Known World during the catastro- it necessary for a shaman to enter it to
phe, when they merged with the natural seek aid or advice.
we Spinit Wonlb
Zt)e Spinits Life iN taken by low-level characters who lack I
necessary spells to enter the Spirit Wo
In the Spirit World the spirits have a tt)e Spinit WOnlb by other means.
humanoid qpearance. Many resemble Getting to the gate can provide the
intelligent animals that are capable of basis for a number of adventures as the
on humanoid form. M~~ differ- “The Spirit World is a land shrouded in wasteland of the Land of Black Sand has
ent speciesofanimalsp~itse~st, white mist. There it is cool but norcold; first to be crossed. This contains numer-
t. And yet this is only as ous evil spirits and undead creatures who
must be defeated or avoided.
The winding path leading up the
World Mountain must then be traveled.
M&spirits guard this route and only the
presence of a shaman will enable a group
of adventurs to pass unmolested. Some
of these spirits are evil and need to
the elements and
man 8-HD eleme ge it is simply a matter
of walking across it to enter the Spirit
World.
By Magical Means: %her level char
ters can use the spuir walk spell or a tra
spell to enter the Spirit World.
Arriving: No matter which particular
means of entering the Spirit World is
used, visitors to the Spirit World find
themselves in a flat land ofwhite mist.
As they journey the mist will dear,
roe Irwontals an expedition to retrieve their spirits into
ling any kind of terrain you desire.
p to you when the mist clears and
The Immoqls of the Ethengars are spir- an adventure or a series of adventures. is discovered there, but it should
mmortality in the Conflicts in the Spirit World can also have be@ some relationship
o have a close affini- an effect on the World Yurt . to the reason for
the adventurers’v’
. As part of their may be gaining in power, all can be encoun-
path to Imm+-tality, these Inuponals d into the world, or evil spirits may
helped the Ethengars to establish them- ering the world to spread dea
selves on the steppes and so became an y and only a visit to the Spirit may delight in tricking visitors.
inuinsic part of ‘the Ethengars’ beliefs. ut an end to it. Spirit Guides and the SpZt Wmkb (
Their awesome powers have been e Spirit World is a strange pl entering the Spirit World, a shaman’s
explained in terms of the Ethengars’ way Because of its other-worldly nature, spirit guide manifests itseE as a human-
of l i e , in the same w landscape may change each time oid spirit animal. The spirioguide has the
become a part of an adventurers enter it. It therefore same hit points, hit rolls, and Armor
beliefs. While Yamu an ideal place to set any kind of weird Class as the shaman. It may act indepen-
tia are not Immo , adventure you want the player characters dently of the shaman but may not go
they take an active interest more than 100 yards from him.
opment of the Ethengan Spirit World: The Spirit If the spirit guide is slain in the Sp
same roles as do I World, the shaman suffers a temporary
other races and cultures. aractets fromth6Known reduction in level (see next paragraph)
World is only possible either via the gate until the shaman is able to return to the
in the Land of Black Sand or by high-level World Yurt and spend one whole month
spells, such as rravel or spirit walk. in meditation and prayer. At the end of
The Gate: The gate to the Spirit World this time the shaman receives a new spitit
lies over a narrow bridge of stone at the guide of the same type as before. Onlv
top of the World Mountain in the Land of after the new guide arrives does the SI
Black Sand. This is the route normally man return to his previous level.
‘Qe Spinit Wonlb
The reduction in level halves a sha- yaks are slow but steady, gerbils are You should bear in mind that until this
man’s level of experience-e.g., a 16th- flighty but cute, etc. Use your imagina- .betrayal happens, the players are
level shaman would become an 8th-level tion and have fun.This is a good oppor- unaware of the possibility of evil spirits
shaman until the spirit guide returns. tunity to amuse your players and inject being summoned. Dealing with this for
some humor into a campaign. Don’t miss the first time is regarded as an important
Spinit SUMMONiNGS - out on it! See the following description of
the yak brothers for an idea of how this
hurdle on the road to becoming a profi-
cient shaman, which is why newcomers to
Spirits may be summoned by shamans can be done. the calling are left in the dark about it.
using the summon lesser animal spirirs The same animal spirits should be
and summon greater animal spirit spells. summoned each time the shaman casts
These spirits are drawn from the Spirit the spell. This encourages the shaman to
World. When summoned, spirits appear heal the spirits when they get injured and Targatai beat upon her drum, sending its
next to the shaman and carry out his wish- avoids the necessity for you to come up rhythmic emanations deep into the Spirit
es, providing they are not contrary to the with new personalities each time they are World. She was attempting to summon
well-being of the animals under their summoned. Animal spirits also increase the spirits for the first time, and had
care. The spirits all have the same statis- in Hit Dice and hit points (see spell worked carefully to reach the correct
tics, but feel free to personalize them. For descriptions) as their shaman goes up in trance state.
example, yak spirits could be given a butt level. A greater spirit may increase in On the otherworldly grasslands three
attack when charging. power until it has a maximum of 18 Hit muscular figures sitting next to a large
At the expiration of a summoning Dice, while lesser spirits may each possess wooden cart looked up. They had heard
spell, the spirits immediately return to as many as 6 Hit Dice. the summons.
the Spirit World. If another summoning When first summoned, lesser animal Thump! Thump! Thump! The three
spell is cast that day, the same spirits spirits are fairly ignorant of the ways of figures appeared two feet off the ground
return to aid the caster, but they possess the World Yurt. They are minor spirits next to Tareatai and Dromotlv fell to the
the same number of hit points as who have had no contact with it. They earth. W i g big dol&l eieithey stared
before-any damage suffered previously therefore need to be educated. at her. Targataisrared back, nor believing
remains. Summoning spells cast after the Smart shamans will summon them her eyes. Before her stood three human-
spirits have been reduced to 0 hit points before an adventure so they can get the oid yaks. The largest one’s stomach
have no effect. formalities out of the way. This is a good swung in front of it, poking through its
Spirits summoned by a shaman in the opportunity for some fun role-playing leather armor as its tail flicked at the flies
Spirit World stay with the shaman as long and to impress on a shaman that the spir- buzzing round its head. The second
as he remains in the Spirit World, even if its are not just sword fodder. stamped its large cloved feet as though
this is longer than the spell’s normal Greater animal spirits are much more considering whether to charge. The third
duration. knowledgeable and know almost as much stared morosely at the parched grasslands
On being reduced to 0 hit points out- as the summoning shaman. and snorted.
side of the Spirit World, a spirit return to Evil Spirits: There is a 5 % chance each Targatai decided it was time to t d e
the Spirit World to recuperate. If reduced time spirits are summoned that evil spir- control. “I have summoned you to aid
to 0 hit points in the Spirit World, a spirit its appear instead. These evil spirits have me. Asmy totem animalsyou (gu1p)have
is dead. It cannot be raised from the dead made themselves look like the shaman’s been sent by the Great Spirit to help me.“
or reincarnated. A shaman whose sum- normal spirits and are aware of the nor- “SNORT! What do you want us to do?”
moned spirits have been slain in the Spir- mal spirits’ personalities and most of The one with the big belly Nmbled over
it World must spend ld4 weeks their memories. However, they are not each word as though it were chewing its cud.
meditating. At the end of this period the perfect copies and are likely to give them- The shaman fingered her drum and
shaman may again use the spirit sum- selves away if questioned closely. It’s up pondered the possibilities. “We’ve gar a
moning spell. to you how well they carry out’ their bit oftrouble. Some humanoids holed up
All spirits regain 2d6 hit points per day deception, but with clever role-playing, in a cave, They’ve been driving off yaks
while in the Spirit World. All spirits may the player characters should be able to and. . .er . . .eating them.”
be cured of damage by spells, such as cure discover them. Spells such as detect evil “BELLOW! SNORT! MOO! Where?
light wounds or heal. and ESP also reveal their presence. We’llget them. Before wego, can you tell
Personalities of Spirits: Summoned Evil spirits seek to cause harm to the us what a humanoid is?“
animal spirits have distinct personalities caster. They might not do so immedi- Targataiflexed her muscles, sighed and
based on their animal species. You should ately, preferring to wait for an opportune muttered to herself “lknow they aremy
portray them as NPCs. Monkeys are mis- moment before doing so, but sooner or totem animals, bur couldn’t they have
chievous, horses are dashing and brave. later they will strike been smart yaks?”
Spinit W o ~ l b
‘Cl~e
The three spirits sat down, looked folklore contain plenty of excellent stories Mischievous Spirits: Certain spirits
mournfully at the withered grass around. and are a good source of inspiration. delight in causing mischief. These can be
them and tentatively tried some. As spirits have their origins outside of any of the following types of spirits, you
’cugatai squatted next to them. “I the World Yurt they are not like creatures choose which. These spirits can do such
know you boys are new round here. So, normally encountered there. things as curdle milk by touch, cause
welcome to the World Yurt.There’s a few Spell Immunities: All spirits are wheels to come off wagons, yurts to col-
things we need to sort out before we go immune to sleep and charm spells. They lapse, spook animals, warp wooden
humanoid hunting.”

rywhere with a can. And where’s


flowers, I like flowers.”

therear. “Getmovin
do.” The rhreelumb
slowly headed across

before he’ll do anything other than eat or


pull things.
Hornhead: The brains of the family, nev-
er speaks unless he has to; but quick on the ‘s able to cast magic-use
uptake, can be used to lead the others.

flowers. (Yum!)

Yurt and watch over animals of their spe-


cies. These may be encountered any time

They either attack any who threaten the


animals under their care or attempt to
'toe Spinit Wonlit
lure the aggressors away. If neither of I
these looks like a feasible option, they
lead the threatened animals to safety.

Greater Animal Spirit


Armor Class: 0
Hit Dice: 9-20
Move: 180‘ (60’)
Attacks: 1 sword or 1 arrow
Damage: Id10 or ld4 or Id8
No. Appearing: 1
Save As: Varies with Hit Dice
Morale: 11
Treasure Type: Nil
Alignment: Neutral
XP Value: Varies
These powerful animal spirits appear as
humanoid animals of their species. Dressed
in shining lamellar armor, they are armed
with composite bows that fire magical
arrows. Use the following table to deter- r
mine the magical bonus i f the arrows:
HD of Magical
Animal Spirit Bonus
12-16 +1 Spinit LOR^ ons and magical armor, or as normal
17-22 +2 animals of their species.
Armor Class: -10 In combat a Spirit Lord has the same
23-26 +3 Hit Dice: 36
27-30 +4 attacks as an animal of its species. In large
Move: 360’ (120‘) animal form it causes triple damage. In
The arrows are capable of setting aligk Flying: 240’ (SO’) normal animal form it causes double
inflammable items. Attacks: Up to the animal’snormal num- damage. In humanoid form it forgoes
Greater spirit animals may shape- ber plus 1 weapon one claw, trample, or stomp attack, but
change into large- or normal-sized ani- Damage: By weapon/ttiple the animal’s gains the use of a magical weapon.
mals of their species, hut they will not normal damage All Spirit Lords are immune to charm,
fight while in animal form. If attacked No. Appearing: 1 (unique) hold, paralysis, slow, death ray, disinte-
they shapechange into their humanoid Save As: Shaman 36 gration, and poison. They cannot be
forms and fight or flee. They may also Morale: 12 harmed by normal, silvered, or + 1 weap-
appear in the guise of lesser animal spirits Treasure Type: Varies ons, or by spells of 5th level or less.
to hide their true nature. Alignment: Any The Spirit Lords have the spellcasting
Greater animal spirits may dematerial- XP Value: Varies powers of 36th-level shamans and of
ize three times per day. Greater animal 36th-level hakomons. They know all the
spirits speak the Ethengar language with- All of the animal spirits are ruled by a spells of the hakomon character class.
out any animal accents (see lesser animal Spirit Lord of their species. The Spirit
spirits). They can also understand any Lords are all Immortal and are rarely
encountered on the Prime Plane unless a Evil Spinits
language spoken to them.
Greater animal spirits may also be great disaster threatens the animals under Armor Class: see below
encountered guarding herds of animals their protection. The Spirit Lords watch Hit Dice: 2-35
or on some errand for a Spirit Lord or over the animals and animal spirits of the Move: 180’ (60’)
another greater spirit. They are often same species as themselves. Flying: 240’ (60’) (see below)
accompanied (10% chance) by 2d6 lesser The Spirit Lords resemble large, glow- Attacks: see below
animal spirits who act as bodyguards and ing animals of their species. They may Damage: see below
helpers. Spirits summoned by a shaman also appear as giant-sized humanoid ani- No. Appearing: ld6
will not have any of these bodyguards. mals equipped with glowing + 5 weap- Save As: Varies

41
C:he Spinit Won10
Morale: 11 Natune Spinits undergrowth allowing characters
Treasure Type: Varies through it without difficulty. Hill
Alignment: Chaotic (evil) Armor Class: see bek canform paths for characters to asc
XF' Value: Varies Hit Dice: 2-30 descend its surface easily.
W e malevolent spirits emanate from
Land of Black Sand. They seek to
cause harm to all living things and are the
bane of the Ethengars' lives. Although
not undead, they bear a marked similari-
ty to wights, wraiths,
spirits are able to sha
humanoid form with
They can appear as bea
handsome warriors,
spirits, a tribal Khan, or anything they
wish. This makes th

done to their homes will anger the


The Attacks, Armor Class, and Dam- cause them to seek retribution. Cutting
age values for an evil spirit depend on its down a tree will kill a spirit within it. ,,
Hit Dice, Use the following table to Nature spirits have much in common.
determine these values: with elementals and, in their natural
HD AC #AT Damage form, they can easily be mistaken for
2-6 4 1 Id8 them. The more powerful nature spirits
7-10 2 2 idlo are able to enter and survive in the ele-
11-20 0 3 Id12 mental planes without any special protec-
21-30 -2 3 2d8 tions. However, being spirits. they gain
31-31 -4 4 2d10 none of the advantages or disadvantages
associated with elemental dominance (see
Evil spirits frequently have clerical or the DM'S Companion Book, page 20).
magic-user powers (10% chance or They are generally on friendly terms with
choose), but they may only use the elemental beings, although feuds
reversed form of clerical spells. These between nature spirits-andelemends are
clerical spirits often have undead servants not unknown. The larger spirits are able
with them: skeletons, zombies, wights, ture spirits may be hit only by m
to call on aid from their allies in the ele- cal weapons.
wraiths, etc. The more Hit Dice the evil mental planes.
spirit has, the tougher its followers are. .&Ithaughneutral. nature spirits posses3
Evil spirits with 23 HD or more are both a good and.an evil .natufe. Their UNWab Spidts
always spellcasters. Powerful evil spirits godd nature inclines them toward being These powerful evil beings are the spir
with 30 HD or mote may have both cleri- gentle and reclusive, while their evil described in the Companion Set, pa5
cal and magic-user powers. nature may make them savage andrtuel if 37 and 38: the druj, the odic, and t
Some evil spirits (10%) are able to mistreated. If treated with respect they revenant. They ace imbued with the sill
cause disease by touch as the 2nd-level may help a characteras they have complete malignant unlife force that enables t
clerical cause disease spell. This they may knowledge of the area around them (up to undead to exist. Undead spirits wanc
do even when they are nonmaterial. 100 yards) and are able to alter it in certain the world in search of victims and are ai
Chaotic NPC shamans are able to sum- ways. A water spirit can alter the coune of very rarely found in the Spirit Worl
mon evil spirits instead of animal spirits. its home, making a river or stream flow They are the only spirits affected by t
along a new course. A tree spirit can part cleric's ability to turn undead.
This section gives details of animals some of the tribes of arcs that live on and ld6/ld6; Save F1; ML 11; AL N.
found in the Ethengar Khanates. The around the Sea of Grass. Responds to commands at the rider’s
major use for most of these animals is to Equestrian skill +2.
provide statistics for shapechanged sha- Gerbil: AC 9; HD 1; MV 60’ (20’); #AT 1
mans (see “Shamans” in the Players’ bite; Dam 1; Save NM; ML 4; Int 2 ; AL Superb Light War Horse: AC 7; HD 3;
Guide). The following are references for N; XP 5 . These small rodents are noctur- MV 240’ (80’); #AT 2 hooves + 1 bite;
those shamanistic animals detailed in nal and have excellent night vision. Their Dam ld6/1d6/ld4; Save F2; ML 11; AL
other D&D@ game products, together hearing is also very good and they are N. Responds to commands at the rider’s
with statistics for new animals. rarely surprised. Their sharp teeth can Equestrian skill + 3. It can also carry out
gnaw through wood and fabric with ease. simple tasks such as untying ropes with its
Bear: See B26 They can also climb very well. mouth, opening gate latches, and fetch-
ing any items it can carry in its mouth.
Camel: See X46 Gnat, Wild: AC 7; HD 1; MV loo‘(35’);
#AT 1 butt; Dam ld6; Save NM; ML 6 ; Lion: See B27
Cat, Wild: AC 5 ; HD 1; MV 150‘ (50‘); Int 2; AL N; XP 10. The wild goat of the
#AT 2 claws, 1 bite; Dam l / l / l d 3 ; Save steppes is a hardy animal, sure footed and Monkey: AC 7; HD 1; M V 120‘(40‘);#AT
NM; ML 7; Int 2; AL N; XP 10 capable of eating almost anything. 1 bite;Damld3;SaveNM;ML6;Int2;AL
N; XF’10. Able to dimb almost anything,
Chameleon Lizard: AC4; HD 1; MV 120’ Hawk: AC 8; HD ld4 hp; MV 480’ the monkey is a hard animal to catch.
(40’); #AT 1 bite; Dam ld3; Save NM; (160’); #ATl;DamIdZ;SaveNM;ML7;
ML 7; Int 2; AL N; XP 10. Chameleon Int 2 ; AL N; XP 5 . Hawks are hunting Owl: AC 8; HD ld4 hp; MV 300’ (100‘);
lizards can change their skin color to birds that glide on the updrafts, scanning #AT 1; Dam 1d2; Save NM; ML 7; Int 2;
match their surroundings, making them the steppes for prey. If a hawk surprises an AL N; XF’5 . Owls are nocturnal hunters
very hard to spot. They surprise on a roll opponent, it inflicts double damage on with excellent night vision and the ability
of 1-5 (on ld6). its first attack. to fly almost silently (surprise on 1.5 on
ld6).
Dog: AC 7; HD 2+1; MV 150’ (50’); Horses
#AT 1 bite; Dam ld8; Save F1; ML 11; Sheep: AC 8; HD Id6 hp; MV 90’ (30’);
Int 2; AL N; XP 25. The hunting dogs of The Ethengars breed and ride small, #AT 1 butt; Dam ld3; Save NM; ML 4; Int
the Ethengars are large and fierce, but stocky horses that are among the finest in 2 ; A L N XF’ 5 . The sheep is atimid animal
can be trained to give great loyalty and the world. They are strong and reliable and attacks only to defend its young.
service to one they trust. and quickly respond to the calls and whis-
tles of their riders. They are similar to Snake: See B37
Eagle: AC 7; HD 1; MV 450’ (150’); #AT normal war horses (Expert Rulebook,
2 claws, 1 bite; Dam ld2/ld2/ld4; Save page 51) but are of lighter build. Swan: AC 4; HD 2; MV 300‘ (100’) Flying,
NM; ML 8; Int 2; AL N; XP 10. Eagles 90’ (30’) Swimming; #AT 1; Dam 2d4;
have excellent vision and are rarely sur- Nag: AC 8; HD 2; MV 90’ (30‘); #AT 2 Save F1; ML 8; Int 2; AL N; X P 20. The
prised. They can fly great distances with- hooves; Dam ld3/ ld3; SaveF1; ML 7; AL swan is a powerful bird, capable of break-
out tiring. Flying eagles can swoop into N. Does not respond to calls, looks sickly ing a man’s arm with its mighty wings.
the attack with their claws, receiving a and lies down at the first opportunity. Swans attack only to defend their young.
+ 2 bonus to hit and inflicting double
damage. This counts only for the first Poor Light War Horse: AC 7; HD 2 + 1; Tiger: See B27
attack, and the beak attack is unaffected. MV 120‘ (40‘); #AT 2 hooves; Dam ld4/
ld4: SaveF1; ML8;ALN. Rider’sEques- Wolf: See B39
Falcon: AC 8; HD Id6 hp; MV 480’ trian skill is halved.
(160’); #AT 2 claws, 1 bite; Dam l / l / Yak:AC 7; HD 4; MV 120’ (40’); #AT 1
Id2; Save NM; ML 7; Int 2 ; ALN; XP 5 . Normal Light War Horse: AC 7; HD gore, 1 trample; Dam ldNld6; Save F2;
Falcons are much prized as hunting birds 2 + 2; MV 180’(60’); #AT 2 hooves; Dam ML 7; Int 2; AL N X P 75. The yak is a
by the Khans of Ethengar. ld4+1/ld4+1; SaveF1;ML 10;ALN. powehl animal, rather like a slightly
Responds to rider’s commands at the smaller, very hairy bison. A charging yak
Giant Boar: AC 7; HD 4; MV 120‘ (40’); rider’s full Equestrian skill. inflicts double damage with its gore attack.
#AT 1 tusk; Dam Idlo; Save F2; ML 10;
Int 2 ; AL N; XP 75. These huge and fear- Superior Light War Horse: AC 7; HD
some beasts are used as war mounts by 2 + 2 ; MV 180’ (60’); #AT 2 hooves; Dam

43
The Ethengar campaign is suitable for In this campaign Moglai Khan is seek- tribes will be greatly reduced in numbers.
Ethengar player characters and for Out- ing to consolidate his power by increasing Adventurers can be involved in fur-
siders. The two types of player characters the Keshak to a 2,000-strong force and by thering the aims of the Golden Khan by
can even adventure together, but Outsid- reducing the power of the tribal Khans, gathering information to prove the guilt
ers have to be introduced into the cam- When he has achieved this he will sum- of various NPCs, in capturing or killing
paign. Before looking at how this can be mon a council of the tribal Khans and the offending NPCs, or even helping
done, an overview of the types of cam- their orkhaus and put into motion his them to gain their objectives.
paigns that can be m n will he useful. plans to conquer the surrounding Depending on what level the PCs are
nations. The campaign then moves into when the rebellions begin, they can take
Qe Futune the one described in “The Golden Horde on a variety of roles: from leading units of
Conquers the World” (page 45). horse warriors to entering the Spirit
of tlle Kllaluates Over the course of this campaign, the World to gain evidence and allies against
Moglai Khan is preparing for war-a war treachery of Ortu, Batu Khan, Kadan Jaku the Render.
that will have wide-ranging consequences Khan (alias Jaku the Render), and Oktai If widespread warfare is not to play a
if it occurs. At the beginning of the cam- Khan will come to light. They could suc- large part in your campaign, then the
paign, the horse warriors of the Golden ceed in part of their plans, but they will plans of Moglai Khan can be set back for a
Khan are probing the defenses of the fail to overthrow or replace the Golden long period of time, or the rebellions can
states surrounding the steppes. His mer- Khan. Moglai Khan will then add their weaken the Golden Khan’s forces to the
chant caravans are visiting foreign coun- hordes to his own and place them under extent that he can no longer hold the
tries to spy on their military strength, the command ofJamal and the Keshak. To Khanship. The tribes of the steppes then
border defenses, and to make maps for add extra spice, the plots ofJaku the Ren- splinter into various warring factions.
use in an invasion. Meanwhile, tribal der could be left to fester, only becoming
rivalries and the schemes of ambitious apparent once Moglai Khan has started his ‘Cb€ HUMaNOib
characters carry on, threatening to upset campaign for world domination. Honbes
the Golden Khan’s long-term plans. At low level, player characters can be
Moglai Khan knows that he cannot involved in adventures within the Seizing their opportunity, the humanoids
hold the Ethengar tribes together unless steppes: going on monster hunts, tribal of the Broken Lands march into the
he directs their energies outward. While border clashes, or probing raids against steppes, upsetting Moglai Khan’s plans
the humanoids of the steppes and Broken neighboring states. At Expert level they and engaging his forces in a defense of
Lands are good for sport, they do not pro- can begin to uncover some of the political the steppes. This campaign provides a
vide the quantities of booty that really intrigue that goes on behind the scenes, good backdrop for the various dissident
satisfy an Ethengar. Sooner or later the and grow higher in the esteem of the elements in the Khanates to side with the
pent-up aggression and behind-the- Golden Khan, thereby leading to them humanoids or else put their own plans
scenes wheeling and dealing will come to being given more important missions. As into motion, secure in the knowledge
a head. The Ethengar tribes will then slip they get close to Companion level, the that Moglai Khan’s attention is drawn to
from his control and go hack to tearing at war can commence, with the adventurers fighting the humanoids.
each others’ throats. playing an important role in its progress. This campaign can end with the defeat
So, when is it all going to happen? Well, of Moglai Khan, or with the humanoids
that’s up to you. At present anything may RfbflliON being beaten back into the Broken Lands
happen. Here’s a few possibilities. and Moglai Khan moving to crush any
ON to€ SteppfS rebellions that have occurred. It could
In this campaign any of the schemes of also result in the Ethengar hordes invad-
Moqlai KnaN Ortu, Batu Khan, Jaku the Render, and ing the Broken Lands.
Bibes n i s CiMe Oktai Khan can lead to open rebellion. This campaign can even begin with the
This is the best campaign setting for Basic The dissident Khans can unite togeth- Ethengars being the aggressors. They
and Expert level characters, and is the one er in an attempt to overthrow Moglai could invade the Broken Lands to deal
in which are set the mini-campaign “In the Khan, or one of them may he forced into with the humanoids who occasionally
Service of the Golden Khan” and the vari- a situation where armed rebellion is the raid the steppes. This is a safe option, as
ous adventure outlincs. This campaign is only option. The steppes then become regards starting a war, as few other
open as regardswhat may occur. Any of the the scene of intertribal rivalries as old nations are likely to be alarmed (and
campaign outlines presented later can be hatreds come to the fore. This campaign therefore take any action against the
run as part of thiscampaign; it will be more could end with Moglai Khan in a stronger Golden Khan). In fact if Moglai can get
enjoyable if at least two of them are used at position, greatly weakened, or even over- the humanoids to look like the aggres-
one time or another. thrown. At the very least, one or two sors, so much the better.

44
roe GlaNtni CaMpaiGN - Zoc Deato of the tribes, and a strong warlord can easily
establish a new dynasty no matter ha
The wizards of Glantri have always dis- lvlocilai KhaN lowly his origins.
trusted the Ethengars and, considering With Ortu, Batu Khan, Jaku the Render, , ,.
that the Ethengars have attempted more and Oktai Khan plotting against Moglai the ~ ~~~~b~;
l b ~ ~
than one invasion, they have good rea- Khan, it is possible that he may be assassi-
son. Like the Broken Lands campaign, nated and his body destroyed or hidden in CONQUenS the WOnlb
this one can be started either by an inva- the Spirit World. If Jaku has Possessed If you like the ideaofmilitary campaigns.
sion of the steppes by Glantri, of by the Manghai, the Great Khanship may Pass can have the Golden Khan's hordes
Ethengars attacking Glantri. smoothly into the hands of an evil spirit. It begin an invasion of Glantri, t h r
Dwarves will play an important role in is far more likely that a war of succession Heldann Freeholds, Vestland, or Daro-:~
this campaign as they have no love for the will erupt in which Manghai may be kin. To run the overall campaign yo
Glantrians. An army of dwarves can killed, possessed, rise to prominence, or need to use the War Machine rules f
either come to the Golden Khan's aid or disappear mysteriously. The tribes can the D&Dm Companion Rules. For
join with him in attacking Glantri. then battle each other over the succession, opposing armies you'll need to have
These dwarves are likely to be merce- only stopping when one tribe has won, ies of the Gazetteers detailing t
nary or freebnoting dwarves as King they all splinter apart, or the humanoids countries. The Heldann Freeholds
Everast of Rockhome will wish to remain or Glantrians seize their opportunity to not to dirr h r m deraded tn a Gazetteer
neutral throughout the conflict.
As the wizards of Glantri are capable of
bringing considerable magical firepower
tn bear, this campaign is best run when
the adventurers are at least 8th level.
Also, any invasion of Glantri is likely to
bring their Darokin allies into the con-
flict, a situation that could soon escalate
into full-scale war.

I
CaMpaiqNiNc, iN toe EtbeNqan I<oaNates
become involved in diplomacy and, role- StaRtiNq QMpaiqN

by removing Moglai Khan.

NO-WaR OptiO
(OR'Wf DON't Li

If you or your players

he wear. and, depending on which tribe th


ilY.The acters are from, they may end up

JustPassiNc,
'Ctlnouc,tl

one and to introduce them to the ways of


the Ethengars. finds out that they know too much.
I
~ ~iNi itoe Etnewan IcnaNateg
C a ~ p a i uc,

StaKtiNc, tne C a M p a i w Glantrian player characters who entcr Gifts from the Khanvcan also be use d
witl) O u t s i W w
An Ethengar campaign can be run using
the Khanates run the risk of capture. H
caught they will be brought to Moglai
Khan or a tribal Khan for questioning.
their status. When the adventurers suc
cessfully perform a mission, heap prais
on them and give them a few gifts such
t
to reward P G financially and to increas

1
Outsider player characters. Dwarves can Ultimately they will be executed, so it’s
be easily fitted in by making them some best if you allow the Glantrians to escape m o r , swords, fine horses, etc. Prais
of the 300 or so dwarves at the Court. before then! Glanttians from Krondahar from the Golden Khan is a good way t
Other characters can enter the steppes can, however, adventure at the court of reward good play as is it worth more than
and journey to the Court where they will
be placed in the Outsiders’ Compound
(see “The Court of the Golden Khan”)
Oktai Khan until his treachery tomes to
light.
mere monetary wealth.
1
Don’t feel that the players have to b
rich-as long as the number of experil
until they receive an audience with the ence p i n t s they earn is not reduced
Golden Khan. The adventure outline,
IcoaNs, wealto,
“Welcome to the Lands of the aNb EXp€RkNC€
Ethengars,” provides a suitable starting As all wealth belongs to the some armor, there’
point for Outsider characters. can be a problem for those
Moglai Khan is always interested in like to count their gold tangs. The easy
meeting Outsiders. Outsiders who way is to ignore this restriction and treat
express an interest in serving the Khan individual player character we
will be closely watched, and an NF’C bra- belonging only to them, and not to t
tak will accompany then at all times, but Khan. This way they get to keep all
they will be given some simple missions treasure they find. They can then hoard it
to perform. The Outsiders’ performance in their yurts and carry it around in their
will be evaluated by Moglai Khan and wagons. This method should be used‘for
h a d Ibn Yussef. With Moglai Khan’s Outsiders who are not expected to folliyr
medallion ofESPand Tenakki’s detect lie all the ways of the Ethengars
spells, Moglai Khan will know whether While letting PCs keep all their wealth
he is being deceived or not. Outsiders is the simplest solution, it lacks the full
who do well in the eyes of Moglai Khan flavor of an Ethengar campaign. By mak-
will be rewarded with Silver or Gold ing all wealth belong to the Khans, excess
Dragon Tablets and be given the status of wealth can be taken out of the campaign
special agents. by having the Khans claim it.
Those who attempt to deceive the By reducing the amount of treasure
Golden Khan are either escorted from the found on adventures, you can ease the
steppes or killed, depending on the players’ pain at handing over their hard-
extent of their crimes. You should give earned loot. Experience points
characters marked for death the opporm- should be earned for achieving objectives
nity to stage an exciting escape from the and for good role-playing. Feel free to
Court and eventually from the steppes. allocate as much as half of the adventur-
Outsiders who serve Moglai Khan loy- ers’ earned experience in this way.
ally can rise to positions of power, but Achieving objectives includes
they will always remain special agents. fully performing missions for a s
They will never be made Khans, heads of gaining vital information, aiding spirits
the Kesbak, or of the b r a d schools. Out- and other characters, avenging
siders can also be involved in serving one clan, and tribal insults, and
of the tribal Khans, either working for or progressing the campaign.
against Moglai. They will never be given Good role-playing involves developing
Silver or Gold Dragon Tablets, and so and maintaining a well-motivated
their movements away from the tribal Ethengar character. By rewarding players
Khan’s lands will always be curtailed. for portraying and elaborating the per-
In a campaign involving Outsiders and sonalities of their characters, the game
Ethengars, the Ethengar player characters becomes less of a monster-hunting and
will be sent to look after the Outsiders treasure-grabbing exercise.
ter’s clan in the following spring. The Bad Grazing: The clan has difficulty clan members. It causes a loss of stays if
Khan increases the livestock he places in finding good grazing lands and the ani- the PC does not intervene.
the clan’s care for the coming year. mals suffer. Unless offset by good grazing Spirit (Roll ld10 l + d ,4-7mischie-
A clan’s status can also be altered by the clan will drop in status next year vous, 8-10 good): A spirit becomes
events outside of a player character’s’con- Blood Feud-own tribe: A blood feud involved in the& of-& clan. An evil.
trol. To determine what happens to a has broken out between two clans in the spirit kills or otherwise disposes o f ,the
player character, roll on the following same tribe It can be either fierce ot low clan’s animals causing a loss in statu$. A
Clan Event Table at the start of each game key (50% chance of either). Low-key good spirit aids the clan, bringingl an
year. The events can be spread through- feuds result in the swapping of insults increase in status. A mischievous s@irit
out the year randomly by rolling Id12 to causes trouble but has no effect on status.
see in which month an event occurs, ot.by An evil or mischievous spirit can be dbalt
selecting the time in order to enhance the and fights to the dea w& by a PC.
drama of the situation.
No clan may achieve ruling status b y I<haNsr)ips a N b
rolling on the table. A d
or decrease in status by DOMiNiONS -
level per year when using e dominions ot Ithe
most a clan can increase
levels per year: once from r
table and once from the performance of a repercussions.
player character. Where the table indi- Death: A death occurs in the clan. It
cates that the clan 1 may be the PC’s father, mother, or some
character gains it other relative.
cancel each other o Decrease in stock: Some of the clan’s
stock either dies, is stolen, or proves
Clan Event a b l e tile. The clan loses status.
Good Grazing: The clan finds good
The following events are sdggesfions. grazing and its animals thrive; it increases
Add to them, manipulate events, and
in status.
otherwise play with it to suit your needs. Humanoids: Humanoid raiders attack
the clan. There is a 30% chance that they
D20Roll Event steal some of the clan’s animals, causing a
1-2 Accident loss of status unless the PC regains the
3 Bad Grazing
animals.
4-5 Blood Feud-own tribe
haease in stock: By careful animal
6 Blood Feud-rival tribe d trading of livestock
Death number of animals
Decrease
9-10 Good Grazing
Injustice: The Khan or his
11-12 Humanoids
reduce the clan’s livestdck in the follow- Before moving onto adventures, let’s t e e
13 Increase in sto
14 Injustice a look at bow to establish an Ethengar fla-
15 Khan vor in a role-playing session.
16 Man-eat( Groveling, Bowing, and Acting %ugh:
17 Monster Ethengazsoeiety is hiemchid, and bowing
18-20 Spirit one’s head into the dm is a common wa+ of
showing that the person you’re 5peakinq to
Event Explanations is fanher up the social ladder. All Khans
vene. should be addressed in this subsekknt
Accident: An accident has occurred: a Mamage: A member of the clan mar- manner Failureto do so ISreasonfor a b a t -
yurt has collapsed on the clanhead, a ries a member of another clan. The two ing or, if the Khan’s in a bad mood, for
wagon has been broken or lost, a horse clans become linked and may call on each being incarcerated or even W.ChW-
has broken its leg, etc. An accident does other for a d . ters with the Grovel skill are never goin$ to
not cause any loss of stam . donster: A monster (troll, dragon, make this mistake, but it’s warth giving the
the clan open to ridicule. )ravages the clan, killing animals and
CaMpaicyiNr, iN tne EtOe~wn
IWaNates
other P G a few pomters at the beginning of AmiViNG at tne Count on reinforcements and used for target prac-
a campaign so that they can get through the ENt€niNG to€ I<baNat€S- tice. Ethengar warriors always split up to
formalities alive. If they blow it, a full- avoid area-effect spells. They move in
length prostration at the Khan’s feet may This encounter is suitable for impressing and uy to capture Outsiders
set matters to right. Or he may just chop Outsiders and newcomers to the Court. It lassos once they are sure the adventures
the character’s conveniently placed head establishes a no-nonsense atmosphere have had enough. violent Ethengar
off. Either way the Khan will be sanded. and is tinged With more than a hint of adventurers are slain by missile fire as
Now, if your players are outgoing
enough, or even just plam crazy, you can enter the ste should know better.
establish atmosphere by having them
bow their heads toward the table each
time their characters bow. You, playing
the Khan, can either sneer at them or guards say nothing apart
treat them graciously, depending on the y are taking the charac-
circumstances. When they address other

Ethengar society fs based on directness if provoked. The riders’ arrows


and on being able to make ultimatums as aimed at the adventurers through
a part of everyday speech, secure in the proceedings Once the riders are
knowledge that you have the power to tion, one rides forward and deli
back them up. (Ultimatums should never ultimatum.
be offered from a point of weakness, as “Halt in the name of the Great
this is bad manners and sure to lead to (or similar). Who are you and what
retaliation.) you want in the lands of Ethengar?”
When the Golden Khan’s envoys say, After receiving a reply, or if violence
“Hear and obey, or be destroyed,” they erupts, one of the riders always gallops off
mean it (and they have the Keshak to
back them up). Similarly the statement,
“In the name of Kadan Khan, you shall
leave this land” means “If you don’t get
out we’ll get the tribe and drive you out.”
Suitable responses to such demands
include, “I hear and obey” or “The
Khan’s word is law.”
These statements make it clear that no
alternatives are offered. When alterna-
tives are available, they are phrased in a olden Khan offers oppor-
less aggressive manner: “The shaman
Kaunchi requests your company at his
yurt.” Characters may freely refuse such a
request as there is no violence implied.
It’s up to them whether they go or not. your players. They must get the feel of
When speaking to a superior it is usual
the place, and it’s up to you to present.it..
to lay it on thick. “Oh, Mighty Khan,
your humble servant requests that you
take pity on her foolish brother. Please,
spare his worthless life.” The ability to
play up to the pride of other characters is
~~

and
~~~~ ~~~~~~~ ~ ~~~ ~

.~
groveling or beating a hasty
~ ~

that moves four times a year. Outsiders


retreat. Following the guards will result Will noticehowevety Structure made to
a vital one for surviving in the Khanates. no how big it is.
in the adventurers being surrounded by

49
II

1 .. . . ..
Court will have an
the place feels, as
will the season. In spring and autumn,
the Court will be surrounded by the
pretty meadows of the Sea of Flowen,
with heady scents blowing on the breeze
mingling with the rather less pleasant
odors of the Court. In summer, the Court
is surrounded by the sparkling waters of
Chagon-Nah, with the cries of the many
water fowl mixing with the sounds of
flowing water. In winter, snow 1‘
on the ground, and most of the
ters’ time will be spent huddling .inside
yurts. forming friendships, or^ ma!+

scale mock battle (with blunted


offend a hakomon, so who’s going to dangerous weapons). Many
change you back? Drunken dwarves.
looking for a fight, are common around
their enclosure. Drinking competitions putting up rich rewards for the winners.
are a favorite dwarven pursuit. Other competitions could include horse
To avoid the Court becoming just a set
prosaic descriptions, you should get
the characters involved in a few disputes.
There’s nothing like a few minor enemies
to liven things up.
Possibilities along these lines include
flaring tribal rivalries or offending a
hakomon or cleric. Outsiders may forget
an important piece of etiquette, earning
the hatred of almost anyone. The possi-
bilities for misunderstanding and strife
are endless. Once your players have
picked up a few enemies they will always
be on their guard, for revenge can be
swift and unpleasant in the Court of the
Golden Khan.
The Court has several characters who
are ready made for giving your players a
hard time: Hupti. Master of Hounds.
might “accidentally” release a few of her
savage dogs. The characters might find
themselves on the wrong side of one of
Chibak’s curses. Or perhaps Sabak
I

AiWVfNtURfS
Noises Overhead: At some point while a hard time, particularly when they dis- Ending the Encounter: At the end of
the adventurers are in the yurt, they hear turb him in his meditations. their meeting with Ckartai the adventur-
faint scampering sounds emanating from Though not evil, Ckartai is not good ers have either established that the box
the roof. The feeling of being watched either. He enjoys frightening people, and has been taken by impostors or that they
also intensifies at this point and any unat- his appearance is a great asset to him. are dealing with a total maniac. Either
tended horses stampede off. Let the Cursed by an evil spirit, Ckartai has large, way they have few clues other than the
adventurers run round in panic for a little black fang that hang down from the sides trail leading south. In any case their
while before they hear a cackle from the of his mouth. These make him resemble a horses return when called and the adven-
roof of the yurt. vampire. One of his taboos is to eat only turers can continue on their way.
The lights then go out as a continual uncooked meat, another is to avoid w l i c at
darkness spell is thrown into a spellcast- all costs, so he seem to act the p ~ . Death ON thf S t f D. .U f S -
er's eyes. A successful saving throw vs. Ckartai likes to cackle, giggle, and
Spells enables the character to move out appear to be insane. All three come easil
of the 30' radius of the darkness, other- to him, especially the insa
wise it moves with him. portraying Ckartai, wave you
What's Going On: Ckartai has already and laugh loudly. Ckartai d
handed over the box to the Eijits and people laughing at him, t
their Glantrian allies. He isn't expecting give anyone who does a
any more visitors, and he doesn't like He's not going to kill anyone, but he
being disturbed. When the adventurers might polymorph a pushy character into
arrive, he's meditating on top of his yurt. a dog, or slap a curse on someone. kit warriors lie
He's invisible and so his presence is not Talking to him should be frustrating
apparent until he casts his continual but not hopelessly so. He does have some
darkness spell. By then he has already cast useful information to impart-mainly
his protection from normal missiles spell. that he doesn't have the box any more.
After he casts his continual darkness Before he tells them this he'll want to
spell, he collapses into fits of giggles and examine his gift from the Golden Khan.
tumbles from the top of the yurt. Once he has the scrolls.
The adventurers cannot see because of "I swapped it for three sc
the darkness; once they counter it or
escape it. they are likely to come out
fighting. By then Ckartai will have turn-
ed invisible again. Laughing maniacally, Getting the scrolls hack from him is There bodies and six
his disembodied voice suggests they impossible short of killing him. He'll not horse
throw down their weapons and accept his tell them much about the box either: hau
hospitality. If they refuse. be casts his pro- All wear leather
jected image spell so that he appears to be Wooden it was, with drag
standing in front of any adventurer who Made it myself. Very tricky mec
has escaped the darkness.
Ckartai casts a holdperson spell on any
it'll make a eood home." On no
I

does he reveal its contents.


-
Ethemar. However. a successful Intelli-
who attack his image. If the adventurers Ckartai: M12; AC 4; hp 29 - I
while inspecting the bodies
refuse to give up at this point, he waves he lacks the typical weather-
his arms causing him, his yurt, and the 1st-Level Spells: Magic Missile x2, beaten appearance of a true Ethengar.
leather scroll bag to disappear in a puff of Sleep, Ventriloquism The body has a spell hook with it, a
black smoke. If this happens you can have 2nd-Level Spells: Continual Darkness, strange thing as hakomons are unable to
him return later to direct the adventurers Invisibility x2, Web learn their spells from one.
if they fail to follow the horse trail. 3rd-Level Spells: Dispel Magic, Fire If they inspect the horses. the adven-
Ball, Fly, Protection from Normal turers discover that they have Taijit
Ckantai Missiles brands rather than Murkit brands. (It
4th-Level Spells: Curse, Polymorph doesn't matter if the adventurers don't
Ckartai is deranged. Anyone who chooses Other, Polymorph Self notice this now, as they have the opportu-
to live this close to the Land of Black Sand 5th-Level Spells: Animate Dead, nity to pick up a similar clue later on.)
has to have a few screws loose. This mani- Teleport
fests itself in a desire to give other people 6th-Level Spell: Projected Image
clue they can’t fail to notice is the
y trail leading toward the Land of
Sand. It looks like two or three
ies were taken into the Land of Black
Sand (see the “Yurt of Death”).
Options: Following the trail brings the
adventurers to the edge of the Black
Sand. Failing to follow the trail will get
them into big trouble with Akmad.
Entering the Land of Black Sand should
seem to be preferable to upsetting
Akmad, who is sure to want their heads.
Make sure they realize this.

‘Cne LaNb of BlacR SaNb -


To recover the box the adventurers need
to follow the trail through the Black
Sand. There they can confront the evil
spirit and its undead allies and return
back to the Sea of Grass. Before they can
do that, they have to deal with the Land
of Black Sand.
The View: Mounds of black sand and
blackened boulders and rocks stretch out
in front of the party. The sky is boiling range from six inches to a foot across.
with dark storm clouds that block out Prodding them has no affect, but
ich of the light. standing on them or hitting them causes
rhere doesn’t seem to be anything them to pop and emit a swirl of ,black
alive in there, but it has a reputation for smoke. The smoke usually dissipares but
being home to hordes of undead and evil there is a 2 5 % chance that it coalesces
spirits. This is a place of illusion and into a black, putrescent zombie. .This
deception. What happens when the attacks, its boney hands attempting to
adventurers enter this time does not throttle the nearest character. The-zom-
determine how the Land of Black Sand bie always loses initiative.
will be in the future. If you change it in Zombie: AC 8; HD 2; hp 8; MV 90’
subtle ways each time the players enter it, (30’); #AT 1 claw; Dam ld8; SaveF1; ML
they’ll never know quite what to expect! 12; AL C; XP 20 ea$
The Black Sand: Underfoot is what
feels like fine volcanic dust. If picked up The adventurers
it flows through the fingers like water. On least one of these. You could have the first
stepping in it the adventurers sink up to bubble they break automaticallyrelease a
their ankles, hut walking across it leaves zombie, or not have it happen until later
no footprints. The rocks feel solid when someone accidentally steps on one.
enough, hut they have a disconcerting If they leave, the bubbles alone,^ then an
habit of moving to new positions when accident could be in order.
no one is looking. The adventurers can If they leave. the trail the adventurers
stare at these all they want, but as soon as soon become lost. Have them wander
they look away the rocks move a few feet. around among the shifting rocks for a
The Trail: The blood-stained trail while and then have them either stumble
winds through the shifting rocks. Every hack over the trail or wander back into the
20 or so feet where the bloodstains touch Sea of Grass. You can have them run into
the Black Sand, they left hard, brittle a few zombies or skeletons before they
bubbles on the surface. These bubbles find their wav aeain.
AbV€NtUR€G

saving throws by - 1. This occurs each time penalty to hit and damage rolls. pool, which has bubbles forming on its
a saving throw is failed. The dreams can be ended by a remove surface. The bubbles pop occasionallb,
When a character fails a saving throw curse spell cast by a 12th-level or higher releasing black smoke that rises up a i d is
for the founh time, he goes mad. Ideally cleric. sucked into the yurt.
this occurs when the characters are leav- The Inhabitants: Undead and evil spir- Before the adventurers can do any-
ing the Black Sand, but if they hang its abound. The farther in the adventur- thing, an arrow whizzes past their head$.
around too long, it could be earlier. en go, the worse it gets. Fortunately they Spinning round, the adventurers see
The madness can take a variety of don’t have to go very far. But in case they skeletons with bows. The skeletons con-
forms: any of the effects listed for the decide to go farther, throw a few more tinue to fire until they are destroyed.
cause fear, confusion, or confound spells creatures against them and bring in a few The Pool: The pool is eight feet across
will do fine, or pick one of the insanities heavier undead types-zombies, ghouls, and contains a minor gate to the Sphede
given for the shaman spell madness. or wights. of Entropy. To keep the gate open, it
Have fun here, but don’t make it too dif- If this doesn’t work, a glimpse of a must be fed by blood: that’s why the evil
ficult for the adventurers.
If one character goes howling off players to turn back. If not, y
affected by fear, have any other character them to their fate or have
who fails at the same time sit down and
drool until the others get back. Chasing
two loonies across the Black Sand at once
could prove to be too much! If everyone
goes mad, try to arrange it so that at least
one of the maniacs can drag the others Turning Undead in the Black Sand:
out, or at least most of them. When attempting to turn undead here, a
When the Wind of Black Madness cleric’s level is reduced by 1. A 2nd-level
blows out on the Sea of Grass, you can cleric turns as a 1st-levelcleric. A 1st-level
give it whatever effects you want. Use any cleric turns undead as follows:
of the spell ideas given earlier or invent
Skeleton: 9
new effects. Like the rest of the Land of
Zombie: 11
Black Sand, it may change each time it
Ghoul: No chance
blows, enabling you to suit the effects to
whatever adventure you have in mind.
This adventure takes place on the edge of
The Madness Passes: Once they reach the Black Sand. In later adventures when
the Sea of Grass, the effects of the mad-
the characters venture farther into the
ness pass after ld3 hours. The characters
return to normal except that any charac-
undead can be reduced wen
ter who actually went insane is plagued
two or more levels. This make
by bad dreams. These recur every 2d10
nights In the dreams the character is the first skeletop
chased by evil spirits and undead hordes. ther two skeletons
The exact details vary from person to per- om the yurt and drop
son, but the dreams all end with the char- dol. Black tendrils reach up
acter almost being caught. The character beneath the surface.
wakes up screaming at this point.
One time the character may be caught
and carried into the Spirit World. This mindless &d attack anything that is not a
can serve as the basis for an adventure in q e Yunt of Death spirit or undead. Getting out of their link
which the other characters have to rescue After they have been traveling for a mile of sight will stop their attacks. If theb
the dreamer from evil spirits. This can (or earlier if the Wind of Black Madness is can’t see the adventurers they won’t
involve crossing the Black Sand and startine to have serious effects) the adven- bother lookina for them.
ascending the World Mountain. turers see a white yurt ahead.‘ The spirit is more intelligent. AS long
After a night of bad dreams, a charac- The yurt sits in an area of large black as it remains alive it can direct the skele-
ter feels tired as though he has not slept at bubbles next to a pool of reddish-brown tons to attack. The spirit resembles a firq-
all. The followine dav soells cannot be sludge. The only thing moving is the blackened skeleton with glowing red
memorized and &e Lhaiacter has a -2 eyes. Each round it can fire two missiles af
stoppered human skulls; &e contains a a
potion of speed and the other holds a
potion of heroism. There is also a small
ivory box n m to the yurt pole. This con- GRAZING 'HORSES
tains a fine grey powder. If mixed with
water and spread on a wound, it cures 2d6
points of damage per application. There The adventurers do not have the power others' throats.Others have been
is enough powder for eight applications. to place her back in the box so they need weapons.
The Box: A wooden box measuring to find a temporary home for her. It is S
ix giant pats have come to
10" x 10" x 8" hangs in a fme net from important that she is taken to a source of remains. They attack as the adve
the yurt pole. The box is carved with pic- water within ld4 hours or she will die. Let approach them.
tures of dragons and has no Yisible lock. It the adventurers find one. Six Giant Rats: AC 7: HD I / z ( hp 2
fi made from a number of interlocking MV 120' (40'): #AT 1 bite; Dam 1
wooden panels. It is a puzzle box that can Back to toe Sea of Gmss - disease; Save N M ML 8 ; AL
be opened by sliding its small wooden FoUowing the trail back is easy. The only
panels in the right sequence. Three suc- real problem the adventurers face is get- COGZaijit Attack€ns-
cessful open lock rolls or Intelligence ting out before they all go insane. Once
checks are required to open it. Any char- Before they get arrive at Chagon-Nah,
back on the Sea of Grass, the adventurers the adventurers have one more protlem
acter who fails any of these checks cannot need to head to Chagon-Nah. Ifthey left
attempt to open it again for another day. to deal with: the Tkjits and the Glannrian
their horses outside, these respond to mage sent to prevent them from getting
It takes this long for a character to m d y being called. Otherwise they might have
the box and figure out how to open it. to Chagon-Nah with the box.
to spend a few hours looking for them if Night is beginning to fdi when the
The box feels strange: rain seems to be they ran off in the Black Sand.
pattering against whichever side of the box adventurers arrive at a huntin$ump of a
is currently facing the ground. No matter few yurts. A rider approaches them and
which way the box is tilted, the rain always
SlauGmen Most Foul t from C h i Subatai.
falls toward the ground. Listening m the This encounter can take place at any point
box, the sound of steady rainfatl hitting a on the journey b d . It'shows the effects of
wooden surface is clearly audible. the Black Wmd on a Murkit clan. The
Inside the box is Jakati, a water spirit adventurers arrive at a clan camp where the
who was placed here by Ckartai. Jakati is a inhabitants were driven mad and slaugh-
willing occupant of the box; her home tered each other. There are four yurts and
pool is slowly drying up and Chagon-Nah c a m here. Bodies lie strewn in grotesque
offers her a new life. If the box is opened, positions. Some apparently strangled each intend to make &e adventuren welcome
she will form up from a spume of water. other, their hands still locked round each and then drug their drinks. Once the

... L
(.j
: I
, , .*. . .
w

adventurers succumb to the drug, the Tai- * The Glantrian mage lacks a weather- His spell book contains the above
jits will steal the box and head back to beaten complexion. Even though he stays plus an additional m o 1st-levelspells.
Taijit lands. in the background the adventurers may carries two hakomon sigil scrolls,
In any event, by the end of the encoun- notice this. Have each player roll two whkh contains one 1st-levelspell and o
ter the adventurers should have discov- Intetligence checks for h ~ character.
s The 2nd-led spell.
ered that these are Taiiit warriors and a Glantrian’s odd comdewinn
~~ ~~

r~ ~
i s
~~~~
n n t i
..__.___c d -
if
Glantrian mage. They ’should also keep any character is successfulon both checks. ~na-,,+~at)
or reclaim the box.
Horse Brands: The adventurers may be gon-Nah the shaman Tokai
suspicious and decide to check the hot
brands. These are Taijit brands. The
jits claim they captured th
asked, but they’ll be very ne
saying this. vcn- satisfied he leaves to release h e w a t a
Press On: The advcnturen ma. decide mad spirit. If the box is empty. Akmad wan=
to Dress on and avoid the cdb.’$he Ei- ,,he 10 know why. He sends the PCs back to
;its-and Glantrizn ma get the spirit if t h q found it a t e m p o r 4
em to averse,:

fairly flexible with. th


elli- intended as a tough d

If the adventurers
ve the box, Akmad

e drug for the character. ‘


fail their saving throws kl; hp8, 7, 7 , 6 , 5,4,4,4,4, 3;MV120’
(40’) #AT 1 bow or sword, Dam ld4/ld8
fall into a deep slumber for ld4 hours. If
all the adventurers fail, the Taijits grab or ld8; Save F1; ML 8;AL N; XF’ 19 each
the box and fld. You can have the adven-
turers catch up with the Taijits after chas-
ing them for a while, or have the Taijits
delayed by a sudden storm that forces
them to stop.

Other Clues:
* The Taijits keep thdr heads covered
even when indoors. A successful Intelli-
gence check enables the adventures to
realize that this is not normal behavi
Murkits.
* According to their story, the Taijits in his, arid therefore the
would have passed through the Wind of
Black Madness on their hunting expedi-
I
tion. Yet they are unawace of it. 2nd-Level Spells: Mirror Image, Web
* The camp looks established; there are
too many footprints and animal drop- Karas is dressed in Ethengar costume and
pings for it to be only a few hours old as keeps in the background until a fight
the Taijits clam. breaks out. He looks like an Ethengar but
speaks with a very noticeable accent.

57 I
“In the Service of the Golden Khan” is a will train them and use them as our tools. be carrying substantial amounts of
mini-campaign outline for characters In time we will have Oktai’shead and the Information available from
serving the Golden Khan. It may follow Gjits will cease to bother us.” includes the following:
the events in “Box of Rain” and estab- * 20 Taijits crossed the
lishes the adventurers as agents in the The Agents Are Gathered: Moglai Khan’s hit a Yakka clan camp.
service of the Golden Khan. plan requires a group of followers to serve * These ten warriors
During the course of the campaign the the Golden Khan in a variety of roles. more Yakkas to kill.
adventurers slowly uncover the various
schemes of Oktai Khan (see “The Tribes”).
As the adventurers gain more informa-
tion, Oktai Khan becomes aware of the
threat they pose to him and attempts to ’ onthisweek.
dispose of them. At the end of this mini- * & b i d s are in retaliauon for
campaign Oktai Khan’s guilt will be raids.
proven. The Golden Khan will then
replace him with a loyal Khan.
To really bring the campaign to life you Golden Khan.
need to fill in the details of the adventure
and tailor it to your player characters.
Intersperse the’ adventures given here perform. They are to journey t o t
with unrelated adventures to break up of the Yakkas and observe events
the linear aspects of the campaign and to the border of the Streel River.
provide changes of pace and setting. The
campaign should unfold slowly as the
adventurers gain in experience levels. Yakka tribes. The adventurers are to
report on any border clashes that occyr
A Pnivate AUbi€NC€ They ate to report back m three weeks.
To assist them in their mission. the
Chagatai Khan nodded. “It is so, Great adventurers are given a Silver Dragon
Khan of Khans, my people are frequently Tablet. This identifies them as agents of
attacked by the scum of the Broken the Golden Khan. With the tablet they
Lands. But, I suspect, they are directed by will be treated with courtesy and respect,
the Khan of the Taijits. His hand is hut it gives them no other powers.
behind it.”
Moglai Khan leaned forward, a smile asic information.
playing at the corners of his mouth. There will be no mention
“Your accusations lack proof. I can do Khan is under suspicion.The
nothing over mere accusations. I require are left to find out what they ca
more evidence. b u may go.”
Chagatai Khan bowed low and walked
YakkZl h N b

i
from the pavilion. Akmad Ibn Yussefs off the last zombie, the
eyes narrowed to slits. “It is the wolf The adventurers trav s return. Grief stricke and
accusing the hyena. Chagatai Khan is not Shortly after crossing ood, the Yakkas don’t th-
without his own wrongdoings. Still, I group of ten riders ing the adventurers of arta ‘ng
believe him. Moglai. Oktai Khan has toward the adventurers. their clan. They just attack.
been acting strange lately. You would do raiders who have crossed Only by showing them the S’lver
well to watch him. The recent reports of attempt to encircle the adventurers, fir- Dragon Tablet can a fight be avoide .
Taijit warriors accompanying Glantrian ing as they do so The adventurers may The adventurers are now taken to ha-
mages is most disturbing. Perhaps. you decide to fight, flee, or hold up the Silver gatai Khan’s camp. lf the advent rers
should send some brataks to his camp?” Dragon Tablet. defeat the horse warriors, let them an-
“No. Oktai is too shrewd to fall for Holding up the tablet results in the der around for a while and then be h’t by
that. He’d only feed them to the crows. Taijits beating a hasty retreat. Any fight a larger force of Yakkas-the kin of
“We need to gather our information should be tough, but not too tough. Any numbers that make anything hut su ren-
slowly. Assemble a group of agents. You slain or captured Taijits are discovered to der look suicidal should do the tric . By
I
talking to the Yakka warriors the adven- Over the evening meal Chagatai ques- match. During the day a group of w
turers can discover the following: tions them closely. He wants to know who riors leave the camp. If the adventur
* The Taijits are looking for war; they they are, what they were doing in clan slip away and follow them, they see the
constantly raid Y&a camps. camp, where they got the Silver Dragon cross the Sueel River and run amok in U
* The Yakkas only raid Taijits in self- Tablet, etc. From Chagatai Khan the jit lands. The riders return in three day
defense. adventurers can discover the following: driving livestock before them.
* Chagatai Khan will explain all. * Humanoid raiden have been given The Humanoid Raids: At some point,
him problems. He can supply the adven- if the adventurers haven't ahead
Chagatai Khan's Camp: The camp lies turers with the locations of the attadis. expressed an interest in seeing the
near the Stred River. The adventurers are * Taijit raids are an annoyance, but theit guide insisus on showing them th
taken to Chagatai Khan who coldly nothing he can't handle. sites of the humanoid attacks. These ar
makes them welcome. Make the adven- * The Taijits are not protecting cara- near the border with the Broken Lands.
turers feel very uncomfortable. Chagatai vans passing through the Broken Lands as Burnt yurts and wagons hear witness t
Khan has a nasty reputauon for once well as they might the ferocity of the attacks. While th
murdering a visiting Khan. Make sure * The Taijits are scum, but on no adventurers search, they we attacked by
that the PCs are aware of this, either account does he accuse Oktai Khan of group of ten orcs that flees back into the
prime them before they go, or casually being in league with the humanoids. He Broken Lands once three of them die
tell them once they arrive at the camp. will also disbelieve any accusations that Run a few encounters in there if the P
They can then be left to wonder whether Oktai Khan is harboring Glantrians. follow them in. Thev should be made to
Chagatai Khan will even think twice * The adventurers can stay as his guests realize pretty quickly that it's not a
when it comes u) murdering nobodies. as long as they desire. healthy place to be.
If the adventurers refuse to accept Cha- On the way back to'the camp, a be
gatai Khan's hospitality, he makes it Chagata Khan presents the adventurers fulwomen appears In front ofthe
quite apparent that they have the status with a guide, a bratak who will keep an a water spirit who is slowly being
of honored prisoners. He's not going to eye on them. Next day the adventurers arcs polluting her waters. She.c
lock them up, but neither is he going tc re invited to participate in a horse race, them to a spring that flows from a
rling This is part of the k g u t orcs' run
complex. You can run a few dungeon The adventurers can be sent on a few * The hobgoblins have been attacking
adventures down there. The adventurers unrelated missions: collecting horses caravans crossing the Broken Lands, c m -
can find piles of Taijit clothing and armor. from clan camps, going on a few hunts, vans that Oktai Khan has sworn to protect,
While intriguing, the Taijit equipment getting involved in drinking contests * The Taijirs know nothing of the G o s h
cannot be considered as evidence. around the Court, etc. If they express an goblins; on hearing of the raids they me-
At some point the adventurers return interest in exploring the tunnels of the diately ride off to avenge their kidok.
to Chagatai Khan’s camp. The camp has Tangut arcs, they can be sent back to do
moved and it takes their guide two days some dungeon delving. If the adventures wait for a few days, the
to find it. Chagatai Khan bas been on a goblins emerge from the Broken
large raid into Taijit lands, but this will and travel north to the Sea of Flowers.
not be disclosed to the adventurers. The
reason given for moving the camp is to This mission involves
find new grazing lands. A number of
clues can be found:
* Some of Chagatai Khan’s bo
guards are wounded. They claim the
wounds came from a skirmish with
humanoids.
* An inspection of some of the Hnimals Akrnad suspects they might b
reveals that they have been recently re- with Oktai Khan so he sends
branded. A look around the camp uncov-
ers the branding operation. The cattle
being branded bear Taijit marks.
On hearing of the entrance to the orc turek with an escoft of ten or
tunnels, Chagatai Khan is keen to send Keshak. Otherwise they can be se
the adventurers to explore further. News their own
of Taijit equipment is further evidence to After entering Taijit lands the adven-
support his suspicions, but he knows turers see signs of the goblins’ passage. A
Moglai Khan will require more. It’s also a Taijit camp has been attacked and the
good way to keep the adventurers out of goblins have run off with the livestock.
his way. If the adventurers accept, they The adventurers can catch up with the
can explore the tunnel system, possibly goblins and follow or attack them. In any
traveling all the way to Broken Lands. If event, some of the goblins should escape
asked, Chagatai Khan sends a group of and make it to the border of the Broken
five warriors to help them. Lands. The adventurers can follow them
If the adventurers don’t accept the in and run into some stiff opposition.
tunnel adventure, they can wander The advennuers can either watch the
around the border for a while, become border or decide to return. No matter
involved in defending a caravan from what they do, they see a group of Taijit
attack by humanoids, run into more Taijit warriors crossing over the border from the
war parties, and have encounters with Broken Lands. These head toward the
various monsters. This close to the Bro- camp of Oktai Khan. The Taijirs are pan
ken Lands, griffon attacks are fairly com- of Oktai Khan’s bodyguard. They have them separated and cut off from the
mon and wolves pose a constant problem. been attempting to persuade Hutai Khan steppes by Glantrian guards. They then
Chagatai Khan stops all Yakka raids into of Hobgobland (see GAZ 10, ?he Ora of have to evade patrols of magic-users and
Taijit territory while the adventurers Thar) to attack the Yakkas,but he wants fighters to get back to the steppes. d
remain within his lands. nothing to do with it. The warriors have This adventure raises the question:
Return to the Court: At the end of been chased out. If the Taijits are ques- who tipped the Glantrians off? While
three weeks the adventurers are due back tioned they give the following false infor- spies are suspected, no one has any evi-
at the Golden Court. They are inter- mation: dence as to who they are. The adventurers
viewed by Akmad who listens intently, * They were on a hunt to kill hobgob- discover that this is not an isolated
and then rewards the adventurers. Gifts lins who have been raiding their lands. episode-the Glantrians nearly always
of fine horses, armor, and tangs are suit- *The hobgoblins are working for Cha- seem to know when the hunts are tu take
able rewards. gatai Khan. place.

60
0
The adventurers can continue their border in the morning. Uiska can,supply through Yugatais lands and are esco
investigations at the Taijit and Yugatais the following information: by the Keshak. These border crossi
camps. The Yugatais do not suspect the * Oktai Khan is a troubled man who is pass without incident. You can .have
Taijits, but the adventurers can discover not sleeping very well. When she met adventurers escort a few Fists over
that the Glantrians only seem to expect him, he seemed very distant and nervous. border, or simply let them know that
them when the two tribes act together. He left shortly before the adventurers border crossings are now successful.
Taijits involved in the hunt are innocent, arrived.
they were given their instructions by
Oktai Khan who had pressing matters
-1sewhere to attend to.
If the adventurers visit Oktai Khan’s directed toward the adventurers
-amp, they encounter a messen
Akrnad who requests their
Court. At the Court
what the adventurers
provides some rewa
related adventures
Akmad sends
the Ten Thou

That night the adventurers arc bro


food in their yurts and guards are p
Members of the Ten Thousand Fists of outside. If the adventurers leave
Khan are disappe after crossing the yurts they are followed around the c
Glantrian border. They never reach their
destination. The adventurers are u)act as
escort for a member of the Fists. The
adventurers are told that they are to dis-
cover, if possible, what happens to the
Fists. Crossing the border is not essential,
so they may turn back if they run into any
opposition. Information is far more
important than getting their charge into brat& set on killing th
Glantri. These attacks should
Akrnad sends them to the camp of
Oktai Khan where they are to meet up
with Uiska of the Fists. The adventurers
will be supplied with an escort of ten
Murkit warriors if they request aid.
The adventurers notice that the camp
of Oktai Khan is smaller than one would
normally be expected for a tribal Khan
There are few Taijit clan yum present
because Oktai Khan is worried about his
tribe discovering his real actions. Thus
Taijit clans are not made welcome at the
camp and few visit it unless they have to.
Upon arriving. the adventurers are
shown to a cluster of yurts where Uiska is
waiting for them. Oktai Khan is not
present at the camp. The adventurers are
told that he is on a hunung expedition
and is not expected back for a few days.
Uiska insists on being taken over the
would be disastrous for the Golden mistake. Hulagu Khan has spoken and If you wish, this adventure couldibring
Khan's plans. no one dares countermand his orders. to light Hulagu Khan's troubled dreams
Akmad makes it clear that they are to Having little choice, the adventurers and serve as in introduction t6 the
succeed in stopping Hulagu Khan or die hurry north to catch up with Hulagu schemes of Jaku the Render. At the very
trying. Khan before his recklessness leads him to least it implicates Oktai Khan and harks
To give authority to their demands, Ak- attack the Heldanners. the beginning of his fall from power.
mad gives the adventurers a Gold Dragon The Border: Smoke rises from the
Eblet. While this does not place them over
Hulagu Khan, it shows that they are high
northern hills.,H.qlagu Khan has already
destroyed one Heldann settlenqqt,
roe Fall of Oktai IZoaN -
in the Golden Khan's esteem. Akmad will now preparing to attack another. This mission brings about the ehd of
take the tablet back when the adventureq h,imare adisguised Glantrian mage from Oktai Khan. It can be run right~afrer
1 :
return from the mission. 'it warriors.
The adventurers are provided with an y the dream send-
escort of ten Keshak. A force of ansther er, Hulagu Khaqhas atching the northem bor-
100 Keshak led by Jamal,are'folIowing a not even considered why the Golden Khan repercussions there b e to
mind so dramatically. He

not agree to turn

Heldann Freeholds, have tipped. the Free-


holders off. A Heldann force is $
moving toward Hulagu Khan's locatiq
The adventurers leave the Court and Outcome: This adventure can go
travel to the lands of the Uighurs. The ber of ways. The adventurers can
tumors of war'prove to be correct as they tacked by the Heldanners, or become
encounter no clan camps or any sign of involved in fighting them with Hulagu
the Uighur tribe until they reach Hulagu Khan. Alternatively the Heldanners might
Khan's camp. There yurts and animals not appear until after Hulagu Khan has
stretch for miles across the steppes. been persuaded to return to the steppes.
The advenarers encounter a patrol of When the Heldanners arrive is up to you.
Uighur warriors who welcome them and The adventurers need to reach Hulagu
ask when the Great Khan and the Keshak Khan and persuade him he has been
will be arriving. No doubt at fmt puzzled,
the adventurers 5onn discover that the
Uighurs believe this war to have been called
by Moglai Khan. Five days ago emissaries
arrived from the Golden Khan. ligerent. His guards attempt>tocapture
After the emissaries had been in con- the adventurers and bring .them
ference with Hulagu Khan, he emerged thc Khan. The Glantrian "age an IS may wait and see
to declare that the time. had at last warrhrs, soon as they hear pf the
arrived. The Ethengars were on the move, adventurers' approach, attempt SO sneak
and the honor of commencing the first away from the camp. They, might'even
attack had fallen to the Uighur tribe. run~,intothe adventurers by accident.
If the adventures ask about the emis. .Ideally, the adventurers can, convince
saries, they are told that they kept their
heads covered at all times. Oktai Khan's camp, but Akmad makes it
Hulagu Khan wasted no time in send- Taijits is a hefty piece of evidence. As is clear that they have been chosen,: and
ing out the Warcall. He then traveled the adventurers' Gold Dragon Tablet. that is that. They go under the protktion
north to plan his attack, taking his 200- If they cannot convince Hulagu Khan of the Golden Khan, and if anythingi goes
strong bodyguard with him. The rest of by the time the rest of the Uighur tribe wrong, they can be assured that :their
the tribe is to follow tomorrow morning. arrives. he invades the Heldann Free- deaths will be avenged. On that cheery
The adventurers meet with little suc- holds in force. However, Jamal convinces note Akmad dismisses them.
cess in convincing the Uighurs that it is a him to turn back when she arrives.

62

.
that the clans have formed into their
argams.
plement, or by role-playing encounters.
the outskimof the Oktai Khan can field a horde of 1

run for the Glant

normal. About a it Back at their yurt the guards &e still re


- there. The adventurers can either sit out be sent

earned it. The adventur-


tablished agents of the
attempt to force their way out. among his most trust-
The Plot: Oktai Khan is desperate and
fears attacks from all sides. He is assem-
bling his warriors and waiting for his

have Oktai Khan rise in open rebellion.


Uasic A ~ V ~ N ~ U U ~ S given a cryptic message that becomes ComaNioN
clear as the adventure unfolds.
At low levels, adventurers can be in-
volved in monster hunts and tribal border
clashes. Attacking humanoids or defend-
ing against their attacks provide suitable
opportunities for heroism.
Clan disputes can also serve as a basis
for adventures: Events that affect a clan,
such as bad grazing lands, can have the
adventurers negotiating with a
clan for access to better lands.
Events revolving around cl

sessions: horse races,


archery contests, etc.

s. Combats can tribes by surprise and win an unexp


victory.
The schemes of the tribal Khans are

Ruins can be’discovered at the edge of the n” can be based


can be strange magical
beyond space and time

m, the adventurers can


find all manner &weird items and tricks
and traps, while h&ng to deal with the
undead and evil spi?@ that live there.
Adventures can be based on the effects
of the Wind of Black Madness: Charac-
ters can go insane and run.gff, with the,
adventurers having to track thep downr;,
or bloodfeuds can flare up becausc,chaE
acters have gone berserk after the wind):
has passed over them. The Wind could
have a permanent effect that can only b e
cured by gaining special healing herkor
by visiting the Spirit World.
Adventures can be started by a visita-
tion from the Spirit World in which the.
adventurers are told to aid the spiritsin
the World Yurt, or asked to enter-&
Spirit World to perform some task, oc

hA
.
Note: 'CIJeseam tnibal RelatioNsIJipsas pfnceiveb b9 toe pla~ens.
FOR a tRue pictune

"1989 TSR. Inc. All Rights Reserved.


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