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Tsr09246 - GAZ12 The Golden Khan of Ethengar
Tsr09246 - GAZ12 The Golden Khan of Ethengar
Tsr09246 - GAZ12 The Golden Khan of Ethengar
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“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
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.
“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
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
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
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
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
15
Shaman Experience Table To emphasize their relationship to the
14 * 770,000
15 * 880,000
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
item or area i!
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
4tO-Level Spell=
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
‘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.
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.
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
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
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
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)
.. ..
D&D game, there are a
need to he clarified.
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-
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!
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,
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
wizards occasionally e
havoc in the Khanates,
9
Politics b ~ Rivalnies
b
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
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
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
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
to the Golden
Hunting Dogs: A C 7; HD 2 + 1; M
n d Merchants
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
given to the
- . I
as it is considered to be foo
a hakomon at the best o f t
cidal to interrupt a group
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€
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
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
Age 62
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
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
,:
-. . . . .
.. .. . ... . .. ....
- :
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
~~~~ ~ ~ ~
12
, \I " I
.^,,
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
?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‘
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
therear. “Getmovin
do.” The rhreelumb
slowly headed across
flowers. (Yum!)
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
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
NO-WaR OptiO
(OR'Wf DON't Li
JustPassiNc,
'Ctlnouc,tl
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
and
~~~~ ~~~~~~~ ~ ~~~ ~
.~
groveling or beating a hasty
~ ~
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!+
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
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,:
If the adventurers
ve the box, Akmad
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
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
hA
.
Note: 'CIJeseam tnibal RelatioNsIJipsas pfnceiveb b9 toe pla~ens.
FOR a tRue pictune
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