GAZ 12
T i l e of Content
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Rights R w m d . P.
rm. In
the E&cnga~a' cboe involvement with and-run tactics, uskg the mobilitypto-
*spirltworidbegan. vided by his hones to.firrhails ofum
at the humanoids and then flee cha
~
Our
Blackmoor ?r back in the days of the
c 'ilization. In those ancient
lay at the north pokof
h.onJy 'humanoid .mcldrd
.ndthe b d of Bkck- At first the two h u m 4
er;buc like dlaf,thrirldnd,
HlStOVWW-
I
I #rramcikos, and Darokin. At the age of first Thyatian emperor; AC mcpM Mrer 645 A C A Grcnt Khan attempts a major
21, he returned to the Sea of Gnss, much the Gowning. invasion of Glanui but is defcnrcd at
strengthened by adventuring in the com- Skullhorn Pea.
pany of Outsiders. 3000 BC:The Great Rain of P i oblitcr- 919 A C Echenga Horde under %hi
"On his return, he found that clans of ates Blnekmoo~the planet shifts and Khan a m & Hmyavik in the Hetdvlm
the same tribes fought each other for the ice caps remde from the steppes. Freeholds. The atrack is fepldscd and
grazing lands. He was determined that Spiritsare drawn in to merge with the the Horde return to the steppa.
the blood of the Ethcngm should no world 926 AC: Toktai Khan besicuu Hanvik
longer be spilt in such a way. He declared and is killed in the find - h e . i-hy-
himself Khan of the Murkits. avik destroyed. The Horde wirhdrm
"Some of the younger warriors, reobg- 1710Bc:The Great Horde of humanoids toselcctanewieader. AMctKrPlkrof
niring him as a mighty warrior, fl& to ' I d b y King Loark invades the Steppes ',(bussion begins.
join him. But his uncle w M j 0 be ad d e s the primitive Ethengars. 984 AC: Moglli unites the clam of che
Khan and set out to again Mnt darn 'King b a r k ' s horde is joined by Murkit tlik.
985 AC: The united Murtita defeat che
-
Moglai Khan. Akkila-Khan's humanoid horde.
"Moglai Khan was lifr! the *iad that Tbpdm they nvagc the Steppes. warring clansof the Maghum. All
howls down from the morrinuhc . :&. 1799 bc: AkkUk-Kbra.jaBs with the Maghur maks&put m the d.
movins. imDossible Cb'cafcb. rad bos- Ethcngm and cMna.King Loark at 986AC: Moglai (urm hia amcMio(L
The land of the Ethengan is the steppa, CliMate steppes and clash with tribes of Ethcngan
an almost flat expanse of patchy g m - for the beat grazing groundsor simply for
lands. The steppes are on a plateau that The high altitude of the steppes subjects the love of battle.~Thesunoucding hills
rises high above the surrounding lands. them to. cxuemea of temperature. In u e also home to almost every kind of
Mounnins border this plateau, except to summer,the sun withen the grw and the humanoid, bands of which sometimes
the east and part ofthe north. This makes winds whip stinging dust into the air. In raid the Ethengars' herds for food:
the steppes higher above sea level than winter, snow and K e p ~ commpn
e com-
CJW sea w.gnass
they fim appear when looking at a map. panions,and fErce, K y winds howl across
The steppes are 3,800 feet high in the
The Ethengars call their land the Sea of
d
west, gradually rising to 4.000 feet in he
east and south.
After the ice caps shifted follaimg the
Great Rain of Fin,the steppdwere a fer-
tile plain, but the disaster &at auuck the
It is in the north and the east that the pcmn per squnre. In aummer'the pikes, although pro-
easiest access to the steppes can be & , the number of tected from the scorching w&&, kc sub-
gained. This situation has caused the people at any camp is considerably'high- ject to high temperatures &it nim the
Heldann Freeholds no end of worry ob er, with as many ob 50 people per square Sea of Flowen into a land of yellow grw.
here is an ideal route for any Ethengar mile in the comps. Lake Tpkai dries up and fine grnsses grow
The humanoid population, like the on i u damp bed. A
hordes raiding the isolated farmsteads of
the Freeholders. human one, is nomadic, makine esti- In spring and autumn, the 6% of the
mates of their numbers difficult. Tribes Golden Khan can k sccnsvnching PUDBS
of goblins and hobgoblins travel the the southern part of the sen afplowcrs.
QQRiveW bils, L dso preacnt in large numbers,and Post Hotua: Every 24 &Ithe Gold-
large quantities of fish can be found en Khan has had a beauriful.palarid poa
The rivers of the steppes arc shallow, swimming in the rivers ofthe steppes. house built to administer eo ~ t r d u r '
broad, and slow flowing. They flow from Momm The numbcr of monsters on nceds and provide them with a plare to
the surrounding mountains and hills and the steppes varies greatiy They M most rest. Thne post houres M Jso u d by
frequently burst their banks in spring as active in the summer and autumn when the Golden Khan's m&mgm as places
the meltwaters run off the peaks. The riv- they leave the surrounding hills to hunt to rest and M get fmh motmts. Nhmbca
ers follow the downward tilt of the land to ndscalk rhe Eehengars;s?Etds. of superb hones are always kept dmr for
the west to join the Streel River before se of the diverse nature oh the theuseofanyme*xngcrontheGotdon
turning south to flow into the Broken lands surrounding the stepper, bWW .Khan's buainesr. Bp changhg honer en-
Lands. any type of creature may be encountered. , a meaxngcr can travel P)
Travel dong the riven ' Dragons can be seen flying over the miles in a day. Ifthe mesaen-
shallow-bottomed bar mountains every now and again: griffons es at night, an additional 50
either by sails or by paddl and wyverns pose a constant problem for miles may h?cmrcd.
the barge. Few barges any clan grazing near the hills or moun- PaTed s#dor;i: 'B, p m m m ude nnd
ever. as the Ethengars prefer to travel on tains. Crcatum summoned by Glanuian speed up communicptionsin the summer-
horseback. The G@n Khan occasional- wizards '&psionfly escape and wreak time, the Goldcn'Khan has cmpbpd
dwarves from Rockhome to pave rhe
I
ly travels on a gc down the Knndai -1 havoc i n ? & & ~ a t c s : ~ d the dwarves
of Rockhome have on more,;@@ one
I _I ,
roads.
--
ocwion driven dangerous m d e g from
their mines into the steppes.
." .*.A.
Politics a ~ Rivalffies
b
we are tosucceed in taking the land,of Fmholds to live in conuant fear of&.
b G O l b e N m N b the Outsiders.
" Frequent rpids by the Uighur tribe hvc
Pond- Policy "Our gloriow Khan is wise in other pushed the Fmhdden back fmm the+dge
s t o l d by s y u ~~dways. Meknows that the Outsiders ser of the steppes and made them d y
united nation of Ethengars as a grkt suspiciousofcheEthengPn. Relationruith
''kisdii"Goltlcn dantinY rule threat. ,He therefore 'strives hard to the Heldann Freeholds can best be
the It hw fOmM by pfcmt us as a peacchl nation, rtrug- dcsribcdwconrictingofamirmreofpuo-
spirits and who can doubt their wisdom. glinpto ",, noia and hatred.
"But Out n0bk Khan is nO'fOOl; he gRrrpbing, ~ d of s our Prinapditia of Glantri: The Mag- of
knows that to rush into war with the Out-. p-s
.'.1 aff 1s the actionr Glantri haw long been wary of the i n m -
r raid serve only to
11s of the Colagus
9 .....
10
UtGhUlW
Khan: Hulilgu Khan
I..
Alignment: Hardcore Aggressors
Hulagu Khan has switched from being
Moglai Khans staunchest suppomr to a
vocal opponent. Hulagu Khan thinks it is
his destiny to attack the Heldann Free-
holds as this will make his tribe powr!ial.
The truth is that Jaku the Render (see
Khans and Characters, page 27) is
influencing Hulagus dreams by arcane
means. Any doubts Hulagu Khan may
have about his coum of action are endi- YallkEtS YuGazats
cared byJaku and replaced with an irn- Khan: Chagatai Khan Khan: Temur Khan
tional hatred of the Heldann Alignment: Bloodfeud Avengers Alignmcnt: Anti-Glantrians
Freeholders.
The destruction of the only trees to Chagatai Khan has not forgotten that he Temur Khan allied himsclf with Moglai
grow on Uighur land by the settlers from was forced to ally with Moglai Khan and Khan beciusc he believes the Golden
the Heldann Freeholds has further aggra- the hated Taijits or be destroyed. He Khan has the power to protect, the Khpn-
vated Hulagu Khans hatred. Almost holds nothing against Moglai Khan; his ates from Glantrian resuon. He is
driven insane by the demons dream visi-
tations, Hulagu Khan sees the Golden
only regret is that he did not destroy the $
happy to follow the Gd en Khans pol-
Court as a bunch of soft, lazy, good-for- Taijiu while he had a chance. Chagatai icy of waiting until the time is dpe tq
nothings who have lost the will to fight. IC Khan recognizes Maglri Khan as a grcat attack them in force, but he often drives
i is only a,matter of time before Hulagu
Khan does something that any sane man
would regret.
leader and he serves the Great Khan to
the bestof his ability.
The only area in which he disagrees
the Gostai goblins across the border to
give him an excuse to invade Glantri. He
is becoming increasingly suspiciousofthe
Atlig: Nominally, Hulagu Khan is not
with the Great Khan is the continued speed of Glantris response, but ~uspcca
short of allies: the Bortaks, Kiyats, existence of the Taijits. Forbidden from it is because of a spy in his own camp. It
Kaeruu, and Ortu are a11 right behind
attacking them directly, Chagatai Khan has not yet occurred to him that it is hir
him. Unfortunately for Hulagu Khan,
likes to send his hone warriors into Taijit Taijit allies who constantly betray h i to
thats where they intend to stay. None of lands to cause whatever trouble they can. the Glnntrians.
The Ydkas have recently been experi- AUia: Temur h ~ a n is allied with the
them want to get involved in a Heldann encing humanoid attacks from the Bro- Taijits. who he thinks hates the Glantr-
war at the present time. While the ians as much as he does. kk suppons the
Kleruu are a voice for caution, Hulagus ken Lands. Chagatai Khan suspects that
other allies keep telling him it is the only the Eijits are responsible, but he lacks Golden Khan, but prefers to handk
thing to do, and Hulagu inhis befuddled any evidence to take before the Great Glantrian affairs himself. Tcmur Khan is
state thinks theyre right. Khan. also allied m the Kaerum, with whom
Allies: The Yakkas arc allied to the Yugatais orgmioe joint Yentures against
Murkits. They have no other alliances a the Gostai goblion $1,
no one else wants to destroy the Taijits. .4 -I
-
mals as belonging to Clan Temujin. o y h e outside. In the middb is the,tergx,
Before the festival is over, the Khan pole that supports the roof. A fire pit is t
informs all the clan heads of the location dug near the center with the smoke exit- weather permits. T+ felt screen ~ C Mas a
of the next winter camp. It will be along ing through a hole at the top ofthc yurt. windbreak, protechg the fire from the
the banks of the Streel River, whcrc it Cushions and carpets are spread on the fierce winds dur?.frequwtly blow
borders Murkit lands. floor near the fire pit, with low tables the steppes. +
With this knowledge, Temujin, a griz- placed between them. Bed rolls are put
zled veteran of many winters, prepares to around the sides of the yurt. Curtains can 8. Clan .Binnet: A banner depicting
lead his dan west toward the Land &Pur- be drawn across to provide privacy at bed- the don ,s aemblem
rm flies here 81 all times.
ple Grass. time.
Temujins own yurt is mounted on a The yurt acts as the home for the c l y A I n spring the grazing k usually good.
huge wagon with wheel-tracks of 40-foot head and his immediate fam the and so Clan Temujin stays in this camp
width and axles as thick as a ships mast. weather is ba&,m&..arF, over for a week. Some of the animals PIC kept
Twenty-two of the clans yaks are har- the fire pit, otherwise the cooking is done tethered at camp to supply milk, while
nesed to this great wagon. The rest of the outside, The clan assembles here at night others are allowed to wander farther
clan pack their belongings into chests and to tell stories, sing, and make and main- afield. During the day, members of the
dismantle their yurts. These they load rain weapons and equipment. tribe set snares for small animah and then
onto their smaller carts, each one drawn check on the position and safety of the
by a yak or one of the clansthree camels. herds before hending out to hunt larger
game with their bows.
13
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. . . . . . .-,
~
-, weather breaks. A
Co~rti11TPL3yor
cm GOlbeN COURt
6. Kitcbcm The kitchen staff lives in by all manner of magical traps and cannot 21. Kabak h: K&dc family yut&
thnc yum and tend the cooking fires. be teleporrcd or dimension &red into, are found &toughout the court, em-
Numerous yaks, goats, and k p are or entered in any otber way without using bling them to respond i m m e d i y *o
tethered in this area to provide milk and the cormt passwords. any t h m t pnd to protect LllpoItpMlocn.
fresh meat. These passwords are known only to the tions. During the day, the ueps around
7. Wnsnrof Counsel: Akmad Ibn Yus- Golden Khan and the hakomons. In fact their yum Mconswrrly filled with cidm
.scf, Ylari wizard and close confident of the yurts contain no treasure, and all a practicing their skills, maintaining thcir
the Golden Khan, dwells here with his thief who fi3h@fW+$t in will find is weapons, or relaxing.
famiiy. Although not 1s luxurious as the that tr has pvsed through P Ooe-way Ten Keshak horsa arc kept aaddkd
Golden Khans own pavilion, it is neve: forcefield and is trapped with a huge T and ready to ride neat each collmion of
theless an impressive sight, being d i monster. You may use any monster you yurts. Knhak from the camps at the out-
from silver cloth and silk. like, but a mek (page 35, Master DMs sk-h of the camp do not stop anyone
8. Hakomolu Pavilions: %t five Book) or an iron golem (AClO, Creature entering the COUK,but they follow
hakomons who penonally serve the Khan Cardog) should do nicely! The Golden behind sthgers, herding them d-
live in thue yurts, whkgare covered with Khans red t t m r e is either incorporated the C i e of Faith (area 22).
mystical sigils to wad away evil d giw inco the Reed Palace and pavilions, or 22.CircleofPaith:Thkopenmaisns
power to the inhabitants. The hakcmom Sr0r;cd in:the Spirit World, where it is close as Outsiders-get to the W e n
rp~gcfroml O t h t o 2 8 t h l e v e l d & e y ~ waubd 6ver by powerful spirits. The Pavilions. Ten Keshak atop all Outaiden
a potent force for the dcf- d the Golden Khans greatest treqsure is the who come this far and escort them to the
Golden Khan. I many thousands ofanimds f i ~ o w y . Outsiders Compound (area 23) unless
9.be &tea and Palisade Tlrr: pdi- 16. M ~ CofH01~1b:
I H u P th<Mas-
~~ they have a Gold Tablet. Those withm
sade is 20 f e n Mgh and is made from ter of Hounds lives here with herfunily tablet M shown through the gates. !<
wooden ~ 0 1 % placed
~ one and their 100 dogs. The dogs constantly 23. Ouoldcn Compound: Althou&
It is proteped by a permanent prorec- roam around the Golden Pavilions deter- the wooden palisade and heavy locksgit&
tion from fire spel!. Four 10th-level ring unwelcome visitors and entertaining this area a foreboding look, hb 8 &a~
Keshak M always dn\3! uty at the gates; the Golden Khan. imDrovement on the old dan h 8 O c
patrols colll(antly walk the palisades Hunting Dogs: AC 7; HD 2 + 1; sidks were used for arrow &aim.
perimeter. .RIo invisible stalken sum- 150 (50); #AT 1 bite; Dam Ids; Sa Outsiders are locked in b& *rmd
moned by &CI hakomons are always at F1; ML 11. watched over until the oddcn Kha
hand to deal with anyone who attempts 17.18 & 19. Templea of %Ink. C m h , %&idesto give them an a&. &e
to sneak over.the palisade. and Yamup: These temples are for the Yurt6 are clean and c o m b n r b k k
10. YurU d the Kcduk: These yurts worship of the Golden Khan and his fun. Ethengar standards, which mcms Ih.i
Mthe living quaten of 100 Keshak and ily. Each contains an image of the Immor- smell pretty bad to Outside&
9
their families. The large yurt houses tal honored a d h pagnificently 24. Merchant Compound: Mcrrh.Rtr
Jamal, the KesW commander and her 4ecorated with gold-covered poles ap * trading with the Ethengm ere
fpmily. other precious adornments. locked in here for most of tbik a&@
11. Lion H o w . The Golden Khans 20. Horses and Animal Handlers: They are allowed outto inspect mer-
eight hunting lions M kept here, along henry fine white mares are kept in this chandise under the watchful eyes of ten
with the cages used to transport them to enclosure.Their milk is drunk only by the Kuhak. A wooden paIiide and comfort-
the hunt. The yuw arc home to the lions Golden Khan and his family. The sur- able yurts keep the merchants contained
and eight lion keepen and their familiess founding yurts are home to the animal and protecyd from the warher.
12. A+ Forty hunting Ncons. plus handlers who tend to the hones. 25. Bntak Camps: These two camp
various birds destined for the Khans are rhc training grounds for the Golden
table, are kept here. Khans brataks. Here brataks from the
13. Elephanm The Khans six ele- me Cam Schools of the Silver and Gold Dragons
phants are cared for here. Lying outside the palisade contain& the practice their spying and disguise skills on
14. Animal Tninen: These yurts are Paviliohs of the Golden Khan is the camp any merchants or Outsiders in the nearby
where the Golden Khans animal trainers where the rest of the COUKresides. The compounds.
live. The Golden Khans magnificent areas nearest to the palisade are reserved 26, The Pavilionsoftbc Rsdve: Twelve
gold-coveredhowdah is kept in one of the for the Keshak and others who need to be sumptuous silver pavilions house the
yurts. close to the Golden Khan. Around the Golden Khans advisors.
15. hurt Yum: Vm quantities of outskirts are found more Keshak ~ U K S 27. Muckit Camps: At lcvt 30 Murkit
treasure are kept in these three yuw, or at and tribal camps. clans are at the Court to tend to the herds
least thats the story. They are protected of animals grazing on the surrounding
16
GOlbeN COURt
grasslands. The clans take turns serving at rowdy dwarves swilling ale and looking Each year the market grows in pop&
the COUKand grazing their herds in the for a good, albeit violent, time. ity, with more and more outlying dtas
general vicinity of the Court. 33. Smiths: Forges operated by crossing Murkit lands to call here.
28.hThouanndPutsdKhPn:These Ethengm and dwarves turn out armw- 38. Gambling: Also unique to
yurts are the training camp of the Ten heads, swords, armor, and siege equip. Court are the gambling yum. Here d-
Thousand Fists of Khan-highly moti- mcnt on a daily basis. duty Keshak. vibal warriors, and d w
onted clerics whosc task it is to cross the
Glantrian border and spread religion in
the spiritual wasteland of G h t r i . The
priests of the Fists train clerics to avoid
detection in Glantri and in the art of con-
verting unbelievers to the EthengPo' dei-
ties. The majority of the de& arc
worshipers of Cretia. Th
me 'Comsbips
The Township is the name given to the
palisaded clusters of p m to the west of
the Court. Each area is protected by pali-
d e s with lockable gates.
31. Armories: Weapons ?ad armor for
the Keshak are kept in these yurts. Each
yurt is always guarded by two kcshrt war-
riors.
32. Dwarf Enclave: The sounds of
hammering can be heard coming from
this area of grubby-looking yurts and
wooden huts. This is where the 300 or so
dwarves of the Golden Court live and permanent horse fair where livestock may with bloody consequences.
work. The yurts contain ballistae, cata- be bought and =Id, d e goods bartered The v a r i o ~tribal camps located in
pults, trebuchets, rams, and other siege over, and where luxuries brought in by the following areas on the Court map:
equipment that the dwarves are making traders along the Overland Trade Route 40. hrtak camp
for the Khan. At night this area is full of may be purchased. 41. K m u t Camp
18
WlboN a U R t
42. Kiyat Camp Golden Khan hunts with his falcons and The wine is potent and inst& thc y e r ~
43. Uighur Camp saber-tooth tiger. Areas of grwlanda M with merriment without causing them to
44. Taijit Camp specially sown with millet for the birds to become drunk.
41. Ynkkn camp feed on, and these buds M collected and The food is exotic and rich, with more
46. Yugatai Camp send by camel to Xantha in the autumn than enough for everyone p m n t . For
47. Hnlromon h: The COUKalso to grace the Golden Khans table. entertainment, wrestlers petform ac one
attracts hakomon who come here to The Golden Khan stays at Chagon- side of the pavilion and, in spring, sum.
cxchwge knowledge and to learn from Nah until thc bcghing ofautumn when mer, and autumn, the Golden Khan and
masters of the mystical arts. Few of the he lo(rmu to xlftib*. nz @g his guests retire ouoide (o wawh ambat-
Courtsresidents venture into these ateas ~ ~ b l t a c h . , t h e i b e d ~ i B p U icCdisplays by Keshak riders.
as it is considered to be foolish to disturb hrroskmge Util the#* d drc Every week a polo match is held for the
a hakomon at the best of times,ud 4- ~ ~ t m W b t l 3 ~ .*,Khnnsnmusmcntwithancnr6rrm
~ d K
udal to interrupt a group of rhem.
*
ponndhiwhakommrawkesicr pksr
ant to rdde; .
Kcshakmrapcdogfaa
A Yean IN tbe
Life oftbe COlLmt - LIP at-tm
After wintering at & y b a with the
Couw
TheoddenKhpnhdds*airbhb
Murkit tribe, the Cow moat( to %atha advimrscmymorningandfhenrpmdstbc
on the Sea of Floras.The rnrjority ofthe rest ofthe morning relaxing in the Reaf
Murkit clans begin to *eir beds Placc. In the aftcmoon he goa hunting
away from the COWC as tvlh point. accompanied by his wives and 100 Kcsholr,
The yum ~ICPrtcgontocam and the In the evening a banquet is held in tbc
backs of cam& ba chc ?&mile journey. Golden Pavilion. Any tribal KhpN at the
The Golden R h a qenb &e trip hunt- Counucpmmt at the banquet, ssmrlr
ing with &&, hs saber-tooth tiger. Golden Khans advhrs nhd family.
At Xantha. eorry kind of animal is The Golden Khan sits facing south at a
reared by theGolden Khans animal han- table raised above all others. His wives sit
dlers. Many of these find their way onto next to him, as does Akmad Ibn Ywscf(rce
the Golden Khans banqueting table, Khans and chpnnm,page 24). The
but others on released upon reaching Golden Khans sons and daughters sit
adulthood so that they may provide suit- l m r down in the pavilion, their heads
able quarry forthe Golden Khans hunts. level with his feet. His advisors, thc mbnl
The Court says at Xantha for two Khans, d high-ranking members of the
months before moving southeast to
Chagon-Nah. Not nll the Court moves
during this journey, for the Golden Khan
returns to Xantha in the autumn.
During the journey, the Golden Khan
travels in a mag&icent wooden shelter
carried by four elephants. Prom chic he
hunts p c using his falcons to bring *dlft- for here one cannot rely on the
down birds and mall game. - . nnd protection ofthcfunilyclm.
The Reed Pavilion is constructed OD
the central island, and bridges and wood- Poweas at tlw Coufft -
en walkways M built to connect the
islands together. The Golden Khans The following interest groups M active
hakomons keep the islands free of mos- Khan andhis fanlilv drink. Thae N W arc in one way or another at the C ~ U KOf .
quitoes and ensure that it is always sunny magical-they fill &emelves when &pty these someM in the Golden Khanssew-
and pleasant. The lakes and streams at andfloatmthedrinkcrsmouthswhcncver ice and others oppose him. The Golden
Chagon-Nah are full of fd,swans. and adrinkisdcsirrd. Khan would not hesitate to destroy any
birds. The grpglanda M coveled with Gold v ~ l holding
s enough wine for opposition groups that he discovers, so
cranes, pheasants, and deer, which the 12 people M placed between every two their prime concern is often to avoid this,
guests, who drink as much they desire. while doing what damage they can.
19
. -. . . ,
BlOOb6eeken6 the Heldann Preeholds have more than many Ethengars as they can, pumping
once driven dwarven prospectors from each of their new friends for news. The
The bloodseekers are fanatical Yakkas the hills bordering the steppes. Thus the more accomplished of these spies have
who actively seek out and slay members dwarves are willing to aid the Golden even succeeded in infiltrating the YUKS of
of the hated Taijit tribe. They plan to Khan so long as they believe that either of the Golden Khan's advisors.
goad the Taijits into an all-out attack, a these hated nations is the object of the
situation that would give Chagatai Khan
the excuse he needs to attack them.
Khan's attentions. H e l b a N N League
The dwarves find the Ethengars' life
A small group of Bloodseekers are very stnnge, but they figure that the The Keshak keep finding groups of blue-
active at the Court, where they live in rewards are worth the life above ground eyed, blond-haired northerners attempt-
daily fear of discovery by the Silver and and the constant companionship of ing to sneak into the Court.
Gold Dragons. horses. Much of the Golden Khan's trade Armed to the teeth, and carrying vials
The Golden Khan has threatened to policy is geared toward gaining gold and of smoking oil, these brave Heldanners
remove all Yakkas from the COUK if the gems for the Brotherhood. come to assassinate the Golden Khan.
attacks on Ujits at the Court do not cease. They are hard working and hard living. The first would-be assassins were sent
The enjoy drinking and getting into back to the Freeholds minus their hands,
Bnatak S C ~ O O I B fights with the Ethengars and with each but this merely goaded others to follow in
other. Ethengars looking for raucous their footsteps. The Keshak are always on
There are two bratak schools at the Court: their guard for these fanatics and death
the Silver Dragons and the Gold entertainment often seek out the dwarves
comes swifily updn discovery.
Dragons. The schools are run by a brother for drinking contests followed by some
and a sister. two of the Golden Khan's good-natured head bashing. Newcomers
earliest supporters. to the COUKare often directed to the catfitZloeKe
The schools supply brataks who check Dwarven Enclave by mischievous Keshak. Taijit spies frequently scour the Court
on activities at the Court. Khans who are reeking information to pass onto their
offered servantsduring their stay at Court nnotoens of toe B o l t - Slantrian allies. They haw infiltrated the
usually find ways to keep their new ser- This group of 200 dwarves comprises Rn Thousand Pisu of Khan, but have
vants occupied, as there is little doubt mercenaries who hate Glantrians and made little progress in finding out about
that they are brataks. who serve the Golden Khan for a chance the activities of other groups. Recently
The brataks are mainly from the to go wizard hunting. Transported to the three Taijits in the Keshak were discov-
Murkit tribe, but brataks from other Colossus Mounts in carts, the dwarves ered to belong to the Tigers. Their
tribes are allowed to join. Any bratak then run amok, picking off Glantrian corpses still hang next to the Taijit camp.
whose loyalty is in question is sent on an sentries and attacking settlements before The Tigers also waylay lone Yakkas at
"important and dangerous mission," returning to their pick-up point. the camp and fights between the Blood-
from which he does not return. They've recently persuaded the Gold- seekers and the Tigers were common in
en Khan to lend them four of his ele. he past. These fights no longer occur as
Rnotoenboob of phants. These they plan to use as mobilc he Golden Khan ordered all of those
D W a R V e N ARtiSaNS gun platforms to mount huge ballistae involved in the last one put to death.
This 100-strongforce of dwarves is led by on. The Khan is watching the develop-
Gimluk the Horse Warrior. They are emi- ment of these devices with interest as they
gres from Rockhome who serve the Gold- may be a way for the Ethengan to incor- These twelve men and women are
en Khan by building and maintaining porate mobile siege artillery as part ol harged with seeing that the Court runs
siege engines and training the Ethengars their hordes. moothly, that sufficient game is brought
in each day, and that arrangements are
in their use. Although the dwarves are
aware of part of the Golden Khan's plans, E9eB Of ItnONballaR - made to move the Court throughout its
they have been assured that the moun- These Glantrian spies from the Principal- yearly travels. The Twelve also report on
tains of Rockhome do not figure as part of ity of Krondahar experience very painful how officers and soldiers behave in bat-
his future empire. deaths whenever they are caught by the tle. They observe the Keshak and gather
The dwarves have held no love for the Ethengars. Fortunately for them, this is a reports from the brataks on how tribal
Glantrians ever since the Years of Infamy rare occurrence as their Ethengar ancestry warriors act, bringing to the Golden
in that country (see GAZ3, The Princi- enables them to 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 exemplary manner. The Twelve are
Dwarves ofRockhome). The settlers of attempt to cast charm person spells on as all Murkits who are totally loyal to the
Golden Khan.
a0
2
The Great Spirit called the spirit# of
all the animala to him to be asai#di
22nd. The lut day by which all clans
must have joined the tribe.
eTh,se shamans with access to the
spells journey to the Spirit
World, W n g the aid and advice of the
year. The mighty yak pushed to cbafroari The Day of Counting: The clans
thinking that the honor of mtcbb#
23rd.
,I? l h e l d . some shnmnns
tothe Khan all stocks, horses, and and scale the -Id
21
malt -1eNbaR
Bargha. defying any Ethengat or Outsid- For those tribes wintering mar water 7th. The thy ofthe Golden Khpo: All
er to challenge his strength and prowess sites, ice sporu are popular, with prizes celebratboa reach a dimax on this day.
as a leader. offered by the Khan for the mast success- It commemorates the successof MogtPi
'Ribes in the area may join the fativi- ful or flamboyant competitors. Khan in unitin8 the Ethcngsrs. Boniim
ties, entering their own wmiors. For those Games and competitions may involve M built, the fattcsr nnirmlr PIC d,
farther afield. wumnmenta and ehnllcngcs other tribes; in thee c a m one tribe acts and the spirits of past Khmu ux invited
may be held on a local W. as host, providing food and accommoda- to pin the feast in honor ofthe (sddea
27th. The Day 0th~: This day is the tion for the visitors. Khan. At Bugha, envoys paeat gifalo
most holy day for worshipers of lbbak Such an occasion offers the p o t e n d the Golden Khan, favors arc sought, lad
the Lawgiver. The clerics of lbbak recite for increasing the standing and itatus of a new deals PIC sealed.
the JAW and a great feast is held. Any- tribe by providing elaborate and plenti-
one committing a crime on this day is ful accommodation to the visitors. Y a l w i ~auruow)
put to death. The Golden Khan holds an open COUK 15th. The white- C B a r m y : This
HiSWMai (VatewoNt) at Bargha. with invitations extended to day is ofthc u m ~ s r to thc
all Ethengus. While the festival at Cow Ethengpn, fw itl RIEEC* k rid to w i t d
lst.7th. This is the week ofwinmfmivi- is a lavish &air, buciness and political fortunestor thecomiq p. his a day
tin, a break in the hard monotony of denlings M mote obvious here than in when the p-e ofthc whole aibe is
winter life and weather. local tribal celebrations. required and the ski& of their hemans
During rhis time all clans contribute to For shamans. this week is an important M tested to the limit.
the tribal festival, organizing competi- time to court and placate the spirits of life The rbaman~,with hdp h their
tions and gmes and providing food, and fire. Shamans must ensure thcse spir- spirit must chxwe rlrhitc bone
beer, spirits, and music. Friendly rivalry its ue not neglected during the cold win- tobesnerifhed. T h c ~ t o
encourages extravagance of costume, ter months, as failure to encourage life must b e g m t in armre, a lader
feats of daring and skill, and more than a and fire back into the tribe would be of other homes, and apneaced in the
few impromptu drinking competitions. disastrous for the year to come. ways of the Sea of Gram.
Once the spirit of the chosen hone has 8 d M a i (KlaKMONt) swap tales, make bets. and cleanse hpu.
been guided to the Spirit World by the rities from their bodies.
shamans, the tribe is -red success in 1st. Summcr begins: The Court of the For the shamans and clerics it is a time
the breeding and mining of its home Golden Khan moves toward Chagon- to hold conferences, to lcam from those
stock, upon which Ethengar existence Nah. more experienced. to seck m e n to per-
depends. The hone spirit watches over 15th. The Court of the Golden Khan is plexing problems, and to secure a good
the tribal herds for 12 months, after now fully established at Chagon-Nah, future for their tribes.
which it is free to roam the Spirit World. The Golden Khan is present at the
28th. Winter ends. Great Horse Pair. His hones fetch huge
prices and bestow great s t a m on the for-
H a h a l (PlaumoNt) co8oe purchaser. Politics, the strcngdw
rad rcJnesses of neighboring lands, the
1st. Spring begins: The tribal sham tactics of sucmsful idding
.arc d L c u d rad argued
d e r . Many achemes arc hatched at the
sometimes intertrihd rivalria
who Fan be spared & sen~onto&
steppes to collect huge bundtn d &@ I
and flowers.
These are woven into garlands, cr
and ropes. All yurts, wagons, and Peoprc
are festooned with flowering dccoratiollr,
and a summer feast is made ready md
enjoyed by all the clan. By the light of the
full moon, the clan shamans bksr the
out of the tribdr wealth, a great festival garlands. They are left to dry and then e summers are given
begins to cetebratc springs arrival and collected, to be fed to the horses in the . These are the more
the thaw it bdngs. Much kurmis is con. winter months as a reminder that the gifts s, able to teach their
sumed and the Ethengm often dance of summer are ~ v e farr away. youwriders the art of horse riding. The
until dawn. day 4 tinged with excitement and seri-
16th. The I&y of Partings The tribes cIl1NQMai (-MOW) ousnq; sopng ChiIdrenXop wildly about
leave their wintcr sites and the clans split 22nd-28th. The Great Horse Pair: This is in their new riding out& too excited to
off in different directions to seek grazing the kgcst ulnual Holrc Fir, usually sit still d h t e n to theu elders.
fortheherds. Thbdayisofunrathersub- held near rhcoUndPK l GoMclrHhan. n* &) head will M n t u d y com-
dued, as friends llrpdc over winter move The Great Horst PI& d n w s clans fram dl mand silence, remind the assembled clan
away. The &cts o f h e quantities of kur- 0wrtheSeodGIaU. why they are meeting, and then give
miss consumed duriwthe previous night The principle business of the day is blessings to the c w e n , &er@ each a
ala, tend to dampen thc atmosphere. hone trading-a chance to purchase horse picked out for them. By this time,
The Golden Khans Caurt moves to its renowned breeding stock, to clinch deals almost wild +b impatience, the young
spring site at Xantha. for the future, and to sell at a profit. riders must s w d quietly and listen as sto-
KevaMal (YantIwoNt) - d,
Itpding in other stock, fabrics, food
luxury goods,weapons, and medi.
cina mJGes lure that there is plenty to
ries are dated of the clans great riders,
the honor they brought the Khan, the
horrcs they rode, and the feats attempt-
15th. Day of Birrh Blaainga: Shamanistic ed. Such stories may last many hours and
buy, d, and see. It is at the Horse Pait
ritual calling on the spirit of the white
t h a t ~ r n ~ a eare followed
v by instruction to the chil-
horse to watch over the forthcoming birth
rribd members , stories told, dren of how to appease the spirit of the
of foals. Although a largely shamanistic
day, offerings are also made to Yamuga. news exchanged, and rumors sarted. horse, how to call the horse, etc.
The Fair is a joyous occasion. during At long last the children arc allowed to
Those clans without a shaman encourage mount and are given their fim lesson on
the presence of the White Hone with which the routine and mundane matters
offerings of clean water and an area of of life on the steppes arc forgotten. Great horseback riding. Suddenly the day
quantities of food and drink are con- seems worth all that boring adult talk.
good grazing.
sumed, steam yurts are fdled with chat- 28th. snlnmel end% The Court of the
28th. Spring ends. Golden Khan returns to Xantha.
tering, sweaty Ethengars, all eager to
29
KI)aNB a m araffacwnr
puffy and his carefully oiled moustache takes on this aspect of Crctia. Chibak's a ravine one morning I spied this body
hangs in glistening plaits down either power comesfrom his magical ceremonial staggering up it. Well, we mt on the
side of his puffy mouth. robes, a gift from Crctia. edge of Rockhome, pknty of o m lad
With his immense bulk, BaN Khan is gobbocs round there, so I grabbed me X B
the opposite of the lithe and hardened and went down to have some fun. Bit db
physique of the Ethengar ideal. This and
QaGatai 1WaN appointing what I found though. JW
his relative lack of combat experience KhanoftheYPkLas:P24,St 14.In13,Wi this skinny human kid m a g bbod
mean that BaN has no real hope of fulfill- io, DX 8, co 15, ch as. A& N, ~ g 5e5 from at least 12 wounds. Still. couldn't
ing his ambitions. The tribes would never leave him there to die, so 1piclrea&,up
follow him. and carried him back to the mim.
"Mind you. I wuz in two minds. He
nrrrlr, and mighty g m y too. Still I'm
ClllbaR g m4 ~ to that in me time here.
Mastermind of the Ten
Khan: C24, St 9, In 13
14, Ch 13, AL C, Age 5%
Chibak delightsjn
and unrest. At one time his e n e r g i m
and works hard to achieve it. 2 only;he
Taijits no longer existed. it would k a
perfect world. Why Moglai wants to kt
the Taijits live is beyond Chagatai Khw'r
Khan and thin@ #~m to upset the comprehension. Chagad doesn't trust
Glanuinns. Th-q$U@t h hh hvorite t d - the Taijits at all. He suspects them d
nique and his pupil SongAnh (C18; see dealing with the humanoids of the Bro.
GAZ 3) uses this to good dfect in Glan- ken Lands (he's right), but his brataks
tri. Anyone GhibPL mnm who refuses to have been unable to gain any hard evi-
believe in the Immortals are quested to dence. But Chagatai Khan knows from
wander Glanai, preaching aloud the vir- the few brataks who return that the Taijits
NCS Of the IIlUllOIlUJS. ddinitely have something to hide.
Chibak posstsses a ring of invisibility A hard and calculating man, Chagad
that he uses to rander round the Court, kickaJmcself.P~ncymeforgcttingcochedt
dishing out CUM spells to any unlucky his boots whai he wuz uncowkw &r
enough to cross hispath. and occasionally an. Hisoath t o d e s t ~ t k on. 1shoulda known h e , M mm dur the
cutting loose with a wind Masr spell. f a problem. However, he two gold bits I nicked o m tih pnnts.
Of average height and medium build. e great plenrurc in impaling Oktai
and lacking any disringuishhg feaNres, Khan's father. Chagatai Khan would
Chibak looks like any o&cr;middle-aged have attacked the Taijin long ago if it
Ethengar. Out of his cleri&garb no oney rere not forbidden by Moglai Khan;.
would even give him a second look. Now he contents himself with the wca.
When dresscd for a ceremony (K other siond border foray. xmlwfit of the Golden Khpa. whm's
religious occasion, Chibak ~ o n t sd g o a ht? How .&a'I come to k called the
a foot taller and becomes surrounded by h. ahone warrior? Who tdd you thu?Stop
visible and crackling aura of power. Dark-
ness xtms to flicker around his hands n
..- _-.."-
A - smirkingor 1'1 bury me PIC in your hed."
Gimluk :has an intense dislike of
and his eyes glow with an intense black MasterofEngineers: Dwfl2, St 18, In 11, hones. An unfortunate way to k rbcn
light. In this form Chibak can cause fi.nr Wi7,Dx9,CO17.Ch13,ALN.Age250 you live a m ~ p gthe Ethengars. T k
in creatures of 6HD or less by looking at Murkits ga* him the title of home war&
them. He can also inflict muse serious This old and grizzled dwuf was the rior when he'punchedone to the ground
wounds thm tha a day by touch. Few first Outsider that Moglai Khan ever met. after it had bittea him. Pew E c h e n y r arc
C M to argue with the high Priest of the "I wuz working out at an old mine, just foolish enough to call him horse Nnrrior
Ten Thousand Fists of Khan when he me and a couple of mates. Looking down to his face. Gimluk, for all his bluster, is a
25
m N S aNb
91
CanmMder:PlB,CB+Z
Kcshak Commander: PI2
Golden Khan's i
22
A d + -101 + '
Attack
Envelop N
. ' -r
Ho d
Withdraw
C-.. -.5
+211C3
+ 101c-1
Trapp Movement: Ethengar forcrs - 1
always move at their m-um move-
mem rare. This rdlms the way they split
up their forces and that each Etheng~rhas
at lew thrce lcmounu available. When
,.
,.
,j/
3 Ethmgar forces use the forced march
option, treat them PI elite Uoops for the
purposes of determining whether they
become fatigued or not.
18"
.. . ._ . .
t
Optional BAlTLBSYSTEW
Suppkment R u l a
The following optional rules mpy be add-
ed to any battle played under the
BAS'YSTEM rules. They reflect the
warfare styles of the Ethengnn, making
them mom powerhrl.
Elite aChmpn: All Ethcngar cavalry
are elite. This enables them to enter sltir-
h formation at will. While in skirmish
ation they may change direction
s tw steppes
mpe ~ o n b e of
Ditmounting: Ethengars may dis. Grass Pircr: To cover attacks and wcnrher control spell is ideal.
mount at a cost of half of their dismount. retreats the Ethengars often set Dc to the Fires may also be started m a g i d y by
ed movement rate. If there are no trees or grasslands. This is only possible in sum- certain spells: finbdl, wall dfm, etc.
fences to tie horses to, at least one of every mer, as the grys is too damp at other Assume the fire has the same dimensions
four stands must hold the mounts for the time of year. To set fire to the grass. a as the spell's area of affect.
dismounted troops. stand must remain stationary for a turn; A grass fue blocks line of sight and
For example, a dagam of 10 Ethengu at the end of the turn, a 1' square ofgrass causes D3 damage (a succasful saving
stands dismounts in the open. Three will be on Grc. In the following turn the throw vs. Dragon Breath reduces damage
stands must hold the hones and cannot fire continues to burn, infmsing to a 2" to DZ), at a base Attack Rating of 14, for
engage in melee combat or missile fue square. On suboeguent turns the grass each 1" square ofgrass fue in contact with
without the hones running off. fue may be fan& by the wind (see the unit. Ignore Amor Clw and simply
CPuing HOSCJ:Hones that do Nn off BATTLESYSTEM" rules case 12.1). roll 2d6, add it to 14, then consult the D3
may return if the unit rob a succes$ul a Determine wind direction randomly at column on the Combat Results Ztble to
mode check. This check must be made the beginning of the battle. determine the Hit Dice of damage
in the following turn. It takes one entire Calm Lightwind SaongWind caused. Multiply this by the sizc ab h e
turn for the hones to return. If the check 0" 6" fue to daermine the d a m y c u d .
is failed, the hones do not return for the
2"
For example, a unit of cavalry with 20
remainder of the battle. In a calm wind, the fkc b u m for ld4 HD per stand is attempting to p w
MounCiry: It costs half ofthe Ethengnr turns; in other winds the fire CMlrimteS to througha2"-decpgmsDc. Theunithas
carpltp's movement rate to mount up. burn until it reache a stonewall. a d m or a frontage of 10". so it is in contact with
units that mount up cannot force march mnrtnoflod;gorhgmuad.Rainor twenty 1" squares(l0" wide by 2" deep).
or use split fire that turn, but may fire smw CXtinguLha a fire in td3 ~ u n sa: The unit rolls a s u c c d saving throw
normally. downpour or heavy snow d m so immedi- and the damage dice is reduced to DZ.
Dismotmting Enemies: The heavy cav- ately. The attack dice roll is a 7,which is added
alry of the Keshak can u x their lances to Spells such as ice stom and m e ofcold to 14 giving a t o d score of 21.
dismount enemy stands.When attacking instantly cxhguih fins in their areps of This c a w 1 Hit Dice ef DMIpse,
enemy cavalry, the Keshak riders receive e&ct. A water elemend may extinguish multiplied by the size of the fire (20), for
an Attack Rating Modifier of -2. Dis- all fires it pac~csthrough. Other Jpclls may 20 Hit Dice of damage. One stand is
mounted enemy are treated as cpcualties. be analicable far eninguishing fires. A killed crossing the fm.
Pall Ba& Ethengu cavalry may fall
back from any advvlcing or chuging ene- EXPLANACORY DIAGRAM
my units that come into base-to-base con- EO ILLUSCRACE GRASS PIRES
tact with any of its stands in the
movement phase. To fall back, a unit
mu%be in command and must roll a suc- CAVALRY U N l t
cessful m o d e check with a m d t e r of II DIRECCION OP MOVEMENC
+ 2 to the dice roll. If the check is failed,
the unit routs instead.
If the unit has not moved this phase, it
may immediately do so. The unit may
move up to its full movement rate while
doing so. If the unit has already moved
this phase it may fnll back up to half its
normal movement phase. A unit that
falls back must move directly away from
the enemy unit and must avoid any other
enemy units. Units that fall back may still
fue missiles normally.
Hone Archery: Ethengu cavalry u e
not subject to the + 2 Attack Rating
Modifier for firing while mounted, unless
arching. They may fire
I 14
HUMaNOibS
''thinkit'sensylivingon
h thesnppes? The number of humanoids on the Nwnboa: so0 hobgoblins, I O o g m , ;md
U+U, it ain 't. We is an endangered spe- steppes hns decreased markedly in recent 150 dire w o h
cies," Grata12 Boarlord looked evilly a t years. Faced with rtmost constant attacks
the envoyfmm W o w Orkia, whoin turn by the Ethengnn, mnny humanoids have The Hooplnlr hobgoblins once c o n d c d
squirmed and looked at the floor. "Hey, fled into the surrounding hills and the rren of the sreppes W k the Scyuid
1%speaking to you. show some bleedin' mountains, or made their way to the tela- Riw flows out of Rodrhome. Now tbq
~orrUflrdpoutomebo8r!' tiw spncnruy of the Broken kads. have been puahcd by the Kiyat rind
?Re enmy licked his catted Upc and Mukit tdk i n ~ athe toahilk of R&*
M hi9 mngue ORr rheydowsnuaps of home. Then they makc do as bcst they
his&. "Oh, GrePtLnrdoftheSnppes uttbcyfindrhehillmunvyunauic.
and Master of& Gwrni hordes, I b h g Numbers: 600 goblins and 300 dire their stf4c SfnPcQr. Like the
gmtings fmm m y illusuious 1 4 and wolves Ethcnys, they tely onfast-bitting tacua
mwrer Huti-Khan, Klirrr of to win victories, ~ Ktlocd I ~pncem
Hob#obland, Mutery& Once a proud race of oriental goblins deploy thehnia d d c a Q r l b
B+,smqcof.. . (goblinus orientalis),the Gostai now find The hills of R&e ae s
themselves as the greatest sponing atuac-
'I
35
me Spinit Wonlb
as told by Kaunchi the shaman
spinits aNb
t w WONlb YUm
There are many spirits who dwell in the
forces and fcptum of the d.
aging growth and new life in the previ-
ously bPmn polar regions.
The Cntsnrophe that struck the elva in
--
At one time life had no meaning. It was World Yurt. Many of these spirits reside Glanai brought the Spirit K k l d into
empty and vague. Then the spirits came in natural feanues such as rivers, k. even closer contact with the Knma
to guide us, protect us,and challenge us. rocks. and ~ h t s NormnU~ dormant, World, opening a gate inwhat w u h t
We learned many things from the spirits:
.
to be knownuthekndofBhcL9md.
how to live in harmony with nature, how I l i a dis~mtalso enabled ihc forces of
to conduct our lives, and how to honor Entmpy to enter the world fmly dm+
drr L a d of Black Sand. Thir caused rtiC
37
np sptllits
In the Spirit World the spirits have a
humanoid appenmnce. Many resemble
intelligent animals that are capable of
takiag on humanoid form. Many differ-
ent spccicr ofanimalspirits exist. as many
as there PIC different types of animals.
Thcv PIC orcanired&M tribal line with
a l e spim Wmlb
The thm spirits sat down. looked folklore contain plenty of excellentstories MirChievous Spisits Cennin spirits
moumfi~flyi t the withered gas around and arc igood soum of inspiration. delight in causing mircbicf. Theac can be
rhun and tenraudy tried some. As spirits hive their origins outside of an) O f the following typCS O f Sp&hS. YOU
Ztgatai s q u a d next to them. I the World Yurt they M not like creatures choose which. Thee spirits can do such
h o w you bop M new round here. So, normally encountered there. things as curdle milk by touch. cause
Mkome to the Brld nut. Theres ih Spell Immlmitia: All spirits ire wheels to come off wagurn, yuru to col-
thb@ WC mCd to SOK Out before WCgO c deep and cham spells. They
t n m ~ n to lapse, spook animals. warp roodcn
humanoid hunting. objects, such as born and mows, or caa
The big one stopped eating to look at minor curses that cause ichpneters hair
her. Wherrsthecnrr?W e a h v a p g ~ ~ 7 to fall out, his lloIc to gmw long, etc.
w h e r e with a cart. And wherrsa9llt Curies that sect characters can be hied
flomm, 1 like flowem. with+nmovc cum spell.
against spirits, as all spirits are allowed a
saving throw ys. these eL
2
l C to negate the
&ccts. For example, a saving throw is
succnsful, P spirit ,may p w through a
ANiMEd Spilpb
orclnar:4
-
+
41
R'
wraiths. etc. The more Hit ice the evil
spirit has, the tougher its fo wets are.
Evil spirits with 23 HD or more are
mental planes.
Altboughneua41,:nsRusapspirpbsus
W..pod-.nl,ur,&*iau,gj& u1p#ae spin&s
always spelkasters. Powerful evil spiriu gjwd.wrn-m,dai, w.b&These powerful evil beings arc the spirits
with 30 HD or more may have both cleri- gm& a n & e : i ! w c . t L r b . r r i t described in the Companion Set, pages
cal and magic-user powers. narunmPpialrrthatt~ar((CUJunrcl if 37 and 38: the druj. the odic, and the
Some evil spirits ( 1 0 % ) are able to mistreated. If mnted',with mpm they twenanr. They are imbued with h e same
cause disease by touch as the 2nd-level may help achiracter P they have complete malignant unlife force th$t enables the
clerical cause disease spell. This they may knowledge of the area around them (up to undead to &. Undead spirits wander
do even when they are non-material. 100 yards) and are able to alter it in certain the world in search ofvictims and we only
Chaotic NPC shamans are able to sum- ways. A water spirit can alter the c o of ~ very n d y found in the Spirit World.
mon evil spirits instead of animal spirits. its home, making a river or stream flow They are the only spirits affected by the
along a new course. A tree spirit can part cleric's ability to turn undead.
42
This section gives details of animals some ofthe tribes ofom chit live on and ld6/1,d6; Save P1; ML 11; AL N.
found in the Ethengu Khanates. The ammdtheScaofGinss. R+ to c o m m d s at the riders
major use for most of these &mala is to Equestrian skill +2.
provide statiacica for shapechanged sha- Gabil:AC 9; HD I; MV60(20): #AT 1
mma (see Shamans in the P h v bite; Dam 1; Snre NM; ML 4; IM 2; AL SupabLi&.WrHoae: AC7;HD!3r
Guide). The following M references for N:XP 5. These mall rodents MIHKNr- MV 240 (80): #AT 2 hoover + 1 bimi
thoae shpmpniscic animala d e d e d in nal and have excellent night vision. Their- Dam ld6/ld6/ld4: Save FJ; ML 114.a
other D O gsme products, together N. ~nponds(O CMarmadS i t CLW: rider,
with scptinia for n m animals. Equestrian skill + 3. It can llro cuty out
kSee B26
tems it can cpny Inits mouth.
See X46
~AC7;HDl;MV450(15O);#AT
2 claws, 1 bite; rrPm ld2/ldZ/ld4; Save
NM; ML 8; Int 2; AL N;XP 10. Eagks
have excellent visi- and ate rarely w-
prixd. They EM fly gent &UICCS with-
out w. Flying eagles can swoop into
che attack with their d.ns,receiving a
+ 2 bonus to hit and inflicting double
damage. This counts only fof the fmt Dba A C f : W1+1;
a n d . and the beak attack is uaaf&cted. Nv 120 (#o; #AT
Id4ShePt;MLeE bk:See B39
F.Loll: AC 8; HD ld6 hp; MV 480 crto(tillisMtswl.
(160); #AT 2 daws, 1 bite; Dam 1/11 8 .
49
The Bthengar campaign is suitable for In this campaign Moglai Khan is seck- tribcdwill be greatly midin n u m b .
~ fo~
Ethcngar player c b ~ l n c t eand Out- ing to consolidate his powq by incrwing Advennucrs can be in+d in fur-
siders. The two types of player characters the Keshak to a 2.000-strong force and by thering thc Pirm d t h Goldcn
~ K ~ M by
can even adventure together, but Outsid- reducing the power of the tribal Khnns. gatbering information to prow rhc p # t
CIS have to be introduced into the CM- When he has achieved fhis he will sum- of wiwc Np6,in eppturing QI killing
paign. Before looking at how this can be mon a council of the tribal Khans and the offending m, or m n helping
done, an overview of the types of cam. their orkhans and put into motioo his them to gain &ir objectives.
paigns that can be run will be useful. Depending on what level the pcI.p~c
when the rebellions begin, they can ptc
np Putuae on a wriety ofroles: from leading units of
oftoe IcnaNates Conquers the World" (page 45).
Over the coursc of this campaign, th
horse warriors to entering the Spirit
Worldorld.to gain evidence and allies against
Moglai Khan is preparing for war-a war treachery of Om. Baa Khan, Kndan
Khan (alia Jaku the Render), and Oktpi
Khan will come to light. They could SUC- large patt y nmp.isn,
plansof Mod xhrm CUI b e a kdrk8
**
warfare is not to play a
'YIB
can even begin with the
This is the best campaign Jetting for Bpde the aggressors. They
and Erpcn I d chnmcrcn, and is thc m e Broken Ian& to deal
inWhkhtUCsetthcminisnmppign"Inthe who occasiondy
Service ofthe Golden Khan" and the vari- is a safe option. as
ous adventure outlines. This campaign is only option. The steppes then become regards starting a war, as f& other
opcnas~hatmayoccur.Anydthe the scene of intertribal rivalries as old nations are likely to be alarmed (md
cnmpaien ouclincs pracnacd later M be hatreds come to the fore. 'I& campaign thedore take any action against tl .
RUI as patt dthL campaign; it will be more could end with Moglai Khan in a stronger Golden Khan). In fnct if F&g& can get
enjoyable ifat least two ofthem are used at p i t i o n . greatly weakened, or m n over- the humanoids to look l i i the aggrcs-
one time or another. thmwn. At the very h t , one or wo SOK, SO much the better.
44
45
+%. - - . ; . -
46
".
3
4-5
6
7 e clan i k & s its number of animnb
8
9-10
Injurtiee: The Khan or hir adviroh
11-12 d u c e the clan's livestock in the follow.
13 .ng spring causing a loss of status.
14 Injustice Khan: The Khan visits the clan and is
15 KhM mpreased. He increases the clan's live-
16 Man-eater status next spring.
17 Monster ter: A man-eater of some t
18-20 spirit
ion, etc.) stalks the clan. It re
IhentBqdudom %QfzStnnUifthe.pc docs nOS.:.i.~
vme.
A -'.'(@.. ~ ~
etc.) ravages the clrh, LuIhg ralmdr and
4s
me
Hear and obey, or be destroyed, they erupu, one of the riders alwaysgallopsoff
mean it (ana they,have the Keshak to to tell the next detachment of riders or htfNGiNq COUM
back them up). Similarly the statement, rep the adventurers presence to the Of GOlbeN I<OaN
In the name of Kadan Khm, you shall camp. Then two of the guards act as the to MFe
leave this land means if you dont get groupswcort, while the rest resume their
out well get the tribe and drive you out. pard. Bcfokmnning any advmture that brings
Suitable responses to such demands Pailure to answer promptly resub in your players into the Court of the Golden
include. I hear w d obey or The two of the guard6 riding off in two d&-
Khans word is law. ent directions to avoid spells and missiles.
These statements+e it dear that no Once out of range they head for the near-
alternatives nre offered. When dtema- ea d e d m e n t of guards to gather rein-
tivcs M available, they arc phrased in a f0rC-t~. Two guards M sent from
less aggressive manner: The shaman each detachment to gather more guards
Kaunchi requests your company tu his and clan warriors, and to spread rhe word
yurt. Characters may freely refuse such a &out the adventumr presence. In Iesa c w s for loy of impromptu. role-
request as here is no violence implied. tbpn an how there EM easily be over a playing fun.In order to get the best from
Its up to them whether they go or not. hundhnl boric warriors on the miboelk this location. you must bring it alive for
When speaking to a superior it is usual adventurm. your players. They must get the fm1 of
to lay it on thick. Oh. Mighty Khan, Back at th2-inain action, the other the place. and its,upto you to present it
.,--A.
your humble servant requests that you guards fire and then retreat. firing PI they as a vibrant. interesting melting pot, full
take pity on her foolish brother. Plepx, go. In this kind of situation, smart adven- of opportunities-both g d and bad.
spare his worrhless life. The ability to turers either throw their weapons dorm The Court ofthe Golden Khan is a city
play up to the pride of other characters is and start groveling or beating a h t y that moves four times a year. Outsiders
a vital one for surviving in the Khanates. retreat. Following the guards will m l t will notice how every structure is made to
in the adventurers being surrounded by fold up, no matter how big it is.
49
sneak out to attack Yakka camps, and orcs lack of hones and the sire of tl
then reucacback into their tunnels. trolls is itremendous giveaway.
The Tanpt OW PIC d i e d to Moehd- The Tanguts arc standard aword-and-
Khan of Ydlar Orkia in the Broken bow-fodder om. They use guerilla tlnics
Lands (see GAZ IO). Moghul-Khan pays to hit and run.
the Tanguts P miserly amount to attack
Yakka camps and drive off as much live-
stock as they can. The Tanguts think they
g ~a tgood deal pc they get to eat as many
Ethengnn, horses, and yaks as they can
:--an importam consideration when
you have 40 ravenour uolls to feed.
So far, they have been able to avoid
kcmion by being carcfulromake it look
like they are raiders from the Broken
Lands. The Yakkas are unaware t
h e
live on top of the OKS tunnel syra~..
Moghul-Khan (see GAZ 10) often uses
the tunnels for his forays into the Khan- s ire slowly building their courage up
ates, where he stalks members of the ,. .
Numbers:400 orcs and loo giant boars
,
YalrLa tribe or causes mischief. The Sliktors are able to mount 100 of
Recently Moghul-Khan has told the their warriors on giant boars. These
Tangun to dress up as Tnijits by covering The Sliktor O W lead a precarious exist- troop -ed with bows and tight lac
their heads and faces with cloths. While mce io a series of caves that border the Ethengm. The other 300 & ,
this has fooled the Tangut OW into think- edge of the Land of Black Sand. From m e d with h.
ing its i good idea, the Y a k h arc here they watch events on the steppes
unlikclytofaUforsuchasimpk.rw.Thc with interest while they slowly s t p ~ e .
The loation of the Court will have an involves tbc PCs in one +his un leasant chances prs that if you enjoy younclf~u,
influence on the my the place feols. as
will the sewn. In spring and autumn,
.J
pranks. All thesr, characters (M morel) will your players.,
are detailed in the I(hahs dnd Charac- Rememk.that the L fvll of
the Court will be surrounded by the ters smion.
pretty meadows of the Sea of plowers,
with heady rcc~lllblowing on the bmze
The characters could snu8$le acw a
spies from.vndous places. The
could get involved in uacking oqe
full-scalefaht-whose side do thoymke? They could,be mistaken for!rpia #e+
e.
mingling with the rather Ius pleasant Do they report it to the Kerhok? selves. They could be *d.p !ot ,&
odors ofthe Court. In rummer. the Court ThC:chmctcd p a i o ~ ~ i c f s money to become, spies by a GJ.stri
is surrounded by the sparkling waten of ham ionp-term implications agent. Ethengarcharactenntr unlikq4y,,to
chngon-Nah, with the cries of the many with uibcs. The Court ofthe Golden Khqir accept such an offer, but if some of your
water fowl mixing with the sounds 4 is a place to keep your wia about you. 5 pC4Yers have Oupider drurten, th&
response a u l d bc dfirent. Characters
5
flowing water. In winter. snow lies thidj There are many places to whirl away
on the ground. and most oiithe chaw. the evenings in a gambling and drinking
ten time will be spen hddling insih yurt-with good possibilities for a bar-
%
YUW, forming friends ips or makin&
enemies.
m m brawl, Ethenw style. Take one
yurt, m e d hot-headed horse warriors
%y to mnh the @e feel lively-it i Add a few confused Black Mamess
he capital of a gmu Mtion in the throa of druoLur dwawm,
rfmassive politid change. md Rlix it up! This is,an infrequent went .that plagues
Marongers w t a n t l y ride in and odt The Court is always full of proud kse the steppes near the L&d of Black S a d ,
of the Court?Who knows what near they warriors looking to prove t h e n h s c l ~ p t l Full details of the wind may be foundin
carry? Some&ng new and strZ@e may the Ethengar love of competition rnapss the Box of Rain adventup. ,
lie around nrrq.t*rarp*A Bnkbmon sits that dl SOWof challenges could be
crm-kgged, bn h tmce; characters thrown at your players. T h m may r s g a Skill8
find themselves from a simple wrestling match to a ft&
i
. No one wants to scak mock battle (with blunted but still detailing The Players Guide includes a Raion
the various skillsPvdzbk to
whos going to dangerous weapons). Many Kha
change you back? Drunken dwarves, including the Khan of Khans. arran Ethengar characters. There is no r h o n
looking for a tight, are common around such matches for their own amusement, why Outsider characters could nor be
their e n c l q e . Drinking competitions putting up rich rewards for the wimrs. ihllotted
. . some of thex skills. but .make
are a favoritqdwmen pursuit. Other competitions could include home sure that no ,Outsiders have a skill that
To avoid the Court becoming just a set racing, archery shoots, or hunts where the theiiould never have develwud ,outside
of proxaic descriptions, you should get winner is the one who brings down the of &e Ethengar Khanates 7e.g.. Hm
the characters involved in a few disputes. most-. Thrrfisnrclioussidetothese Building).
Theres nothingiike a few minor enemies matches, for they serve to show who are Somerimes you should make skill
to liven things up. t h most skillful warriors. Those WKO cb&b for your players. This is to p m n r
Possibilities a l o q thex lines include prove themselves in competition may be thugaining information by default. An
flaring tribal rivaltics or offending a offered employment in the service of I) example of this t&~siNation is when a
hakomon or cleric. Ohrsiders may forget Khan. Thue competitions are a good way player uses the Lkrecr Deception skilt. If
an important piece of %quette, earning of getting some rivalries going-not all the player makes the check. succeeds. and
the hatred of almost anywe. The p i - Ethengars are good losers! is told that no dcceptim is taking place.
bilities for miJundemnding and strife The Spirit World also has a part to play then they h h a cmainfact. ,Ifyoumake
are endless. Once your players have m the life of the Court. Shamans are cow the roll and tell them that thy have
picked up a few enemies they will Mwav atantly traveling to and from it, and detected nu dccepuon. they dont lriron
be on their guard. for revenge can br sometimes spirits follow them back. A . if .it is because there is redly 110 d e .
. .
swift and unpleasant in the COUKof the mtlchoanu .animal spirit could bux -cion, or merely because they haw Mkd
Golden Khan, havoc. Imagine a gerbil spirit gnawing to discover it. The Instinct, Ourdoor
The Court has several characters who through the pole of a yurt in which the Steafrb, Dcrcive. and Gain mtrr skills
are ready made for giving your players a characters are involved in working out shouid also be rolled by the DM m mast
hard time: Hupti, Master of Hounds, some important deal. The wnquences cases. Whenever you arc in any doubc
might accidentally release a few of her of a really evil spirit wandering about roll the check yourself.
savage dogs. The characters might find could be even worse. A spirit could
themselves on the wrong side of one of impersonate a character and insult a
Chibaks curses. Or perhaps Sabak Khan-bad news! Have fun and the
51
54
adventurerssuccumb to the drug, the' The Glantrian mage lacks a weather- His spcll book contains the above *US
jiu will steal the box and head back to complexion. Even though he stays plus an additional two 1st.kvcl splk. He
Taijit lands. in the background the adventurers may carries mhakomon si61rrob,each of
In any event. by the end of the encoun- notice this. Have each player roll two which contlies one 1st-level spell and OM
fer the adventurers should have discov- Intelligence checks for h i s character. The 2nd-level spell.
ered that thex uc Taijit warriors and a Glantrian's odd complexion is noticed if
Glantrian mage. They should also keep anychamctcrissucceufulo
or mlaim the box. *The Glantrian uses-mag
Hone Brands: The adventurers may be but be oes not look like
,'
tw many footprints and animal drop- Karv is dressed in Ethengar costume and
pings for it to be only a few hours old u kecps in the background until a fight
the Taijits claim. breaks out. He looks like an Ethengar but
speaks with a very noticeable accent.
IN toe Sewice
In the Service of the Golden Khan is a will train them and use them as our tools. be carrying substantial amounts of booty.
mini-campaign outline for characters In time we will have Oktais head and the Information available from prisoners
serving the Golden Khan. It may follow Tiijits will cease to bother us. includes the following:
the events in Box of Rain and estab- * 20 Tnijits crossed the border and they
l i e s the adventurers as agents in the The Agcnta Ace Gathard: Moglai Khans hit a Yakka clan camp.
service of the Golden Khan. plan requim a group of followers to serve * These ten warriors wqe looking for
During the course of the campaign the rhe Golden Khan in a variety of roles. more Yakkas to kill.
adventurers slowly uncover the various TheK3gents can be either Outsiders or * The other Taijit warriors have crodsed
schemes of Oktai Khan (see The Bibes). Ed-Agnn. Ifthcy MOutsiders, M Mpc or the river with most of the Yakka clans
As the adventurers gain more informa- +per character bra& is ppsisaba to w d wealth and cattle.
tion, Oktai Khan becomes aware of tb with them. The adventure Welcome to * It is the second raid they have been
threat they pace to him and attempe to the Land of h e Ethengars provides a Nit. on& week.
dispose of them. At the end oft& d n i - ab& StDning point for Outsiders. * The g d s are in retaliation for Yakka
campaign Oktai Khans guilt rill be Bthengat player chamten are KCtuit- raids.
proven. The Golden Klmn WU than cd aOnr those at the Court. They can be Y!
replace him with a loyd Khm. from my tribe k n q n to be loyal to the ff the adwntuiq fail to pick up this intor-
To really bring the e ~ l p r i g tolife
n you Golden Khan. marion, give them asLniIarencounter later
need to fill in the dcailr o f t b dwmre Akmad explaim to thr adventurers on in the mission, ofhave them encounter
and tailor it to p.atrq#&pt e b W t u s . that he has a special mission for them to a wounded Y&a waripr who gasps out the
Intersperse the dvt2iaPaw bere perform. They ate to journey to the lands above with his dying Wth.
with unrelated r&cnaurs to bnak up of the Yakkas and observe cvenk*&ng .mC Attacked Camp: Shortly after the
the linear asprrpMthc campaign and to the border of the Streel River. &ove encounter, the adventurers
provide changes 4 - pnd setting. The There have been a number of b o c k enrwnter the scene of the Taijit raid. A
campaign s d ilkifold slowly as the clashes there between the Taijit and drq camp is littered with dead bodies,
adventurers gdn in experience levels. Yakka tribes. The adventurers are to mainly the old and childrep. The camps
report on any border clashes that o c c u warriors are not here, althbugh they will
A PniVaW AUbieNCQ They are to report back in three weeks. return shortly. The bodies pll hive arrow
To mist them in their mission, the wounds. but the arrorg have been
Chagatai Khan nodded. It is so, Great adventurers are given a Silver Dragon kunoved.
Khan of Khans, my people are frequently Tablet. This identifies them as agents of evil spirit has animakd the bodies.
attacked by the scum of the Broken the Golden Khan. With the tablet they It is a relatively weak spirit. but it has the
Lands. But, I wspect, they are directed by will be treated with courtesy and respect. ability to animate dead bodies with its
the Khan of the Taiiits. His hand is bur it gives them no other powers. touch. The spirit watches from the chief
behind it. In this and subsequent briefings. yqrtbnd appears u a young girl. It wid
Moglai Khan leaned forward, a smile Akmad provider only basic information. cry put in the hopes of luring the adven-
playing at the corners of his mouth. There will bt no mention chat OkUi w s into the yurt. It then directs the
Your accusations lack proof. I can do Khan is under suspicion. fbc advenruren zombies to attack. The spirit rushes up to
nothing over mere accusations. I require are left to find out what rhy can. a spellcaster, appauently seeking protcc-
more evidence. You may go. cion, and attacks.
Chagatai Khan bowed low and walked
from the pavilion. Akmad Ibn Yusefs me *nwsr.-q .F$.,
The Yakkaa Arrive As the adventurers
the last zombie, the
The advenrurcn mvcl 10 Y.U. luds. urn. Grief stricken and
a
eyes narrowed to slits. It is the wolf
accusing the hyena. Chagatai Khpn is no6 Shonly &et croasisf the Strcet RiVn, a Imki~Forblood, the Yakkas dont both-
without his own wrongdoings. Stil!, I b spotted herding etkcusing the adventurers of attacking
believe him, Moglai. Oktai Khan has toward ofthe ad rs. Theshrq T@t their clan. They just attack.
been acting strange lately. You would do raiders who haw c k d the border. lhry Only by showing them the Silver
well to watch him. The recent reports of attempt to encklc rkc a d v m t ~ ~ mfir-r. Dragon Tablet can a fight be avoided.
Taijit warriors accompanying Glantrian ing as they do so. The adventurers may The adventurers are now taken to Cha-
mages is most disturbing. Perhaps. you decide IO fight. flee, or hold up the Silver gatai Khans camp. ff the adventurers
should send some brataks to his camp? Dragon Tablet. defeat the horse warriors, IN them wan-
No. Oktai is too shrewd to fall for Holding up the tablet results in the der around for a while and then be hit by
that. Hed only feed them to the crows. Taijits bearing a hasty retreat. Any fight a larger force of Yakkas-the kind of
We need to gather our information should be tough. but not too tough. Any numbers that make anything but surren.
slowly. Assemble a group of agents. You slain or captured Taijits are discovered to der look suicidal should do the trick. By
* Some of Chagatai Kh
Iruardc are wounded. k
wounds came from P skiknish
humanoids.
The adventurers can continue their border in the morning. Uiska can supply through Yugawk lands and M eroftcd
investigations at the Tnijit and Yugicais the following information: by the Kcshak. These border c d n g s
camps. The Yugacais do not suspect the * Oktai Khan is a troubled man who is pass without incident. You can have the
Taijits, but the adventurers can discover not sleeping very well. When she met adventururs C K O ~a f o r Fiao over the
that the Glantrians only Seem to expect him, he sermed very distant and nervous. border, or simply In them know rhrc the
them when the two tribes M together. He left shortly before the adventurers border uossingr are aow succearful.
Taijits involved in the hunt are innocent, UfiVCd.
they were given their instructions by * enthe three days she has been at the
Oktai Khan who had pressing matters w p &em have been lots ofpcq4qom-
* Qktai I&~s fear and h a d rnm
elsewhere to attend to. ing and going.
ted m d the adventurers. He
~
61
INlt)QmhXQf*-maN
would be disastrous for the Golden mistle. Hulny L$bpn has ?&en d
Khnn'sPlPnrb no one dares cauntcnasnd 4,s ode-.
*.AM maka it cleat h a t &PIo i o Having lit& choice. the sxiwmfcrs
succeed in stopping Hulagw lcbpn or die hurry noah' IP cu& up with Hulagu
wins. Khanbeforchiriad;lorarrat.landshimto
To give aurborky to thek dclllonds: A&? attack the Heldanncrs.
mad gives the advcnnurrs a Gold Dngon The Border: Smoke rises from the
Bbk.While this dacs MLP
HulpBu Khm, it shows &at
ih the Golden W s cslcrm.
& the tibltt back when the
f e m e with Hu
.
~~
.
diMirrec - , I ,,
. ~ ,
61
tnaJlltspdirow.m,
hard to the Imppaffpls then. k r -
a gend aa I
mearmy h r k ~ r ~ n d i on
erewpsnowa
ack across the Broken
I was thvlLful h a
nied by 100 Ethengar
way no more of thesc monsters of the
itcppcs would interfere with us. They let
m e go at the Rockhome bordtr and told
me to tell +e world that a new Khan was
attacked Hayavik. S ew h&i+. &&
strong wds, the f o l l r d : M
tight. They repuked the W s
and were relieved to see that oac-
.&
the Ethengm had headed w., .:.3q,ns
All was well for seven yewn.-#ncm
w;t
me GOI~KNHORW-,
the Ethengars came back. They
been wring their time in tho*.-
wears. This time they came cquippd*
Roti %kaon the inqcemy giw dcge engines. Hayavik wps p o u n m
.ushir protarlonnl.opinanoh submission and the d c f e n d e a e , +
the m y ofthe oolden Khan: gates. That was a bad ,aipra.,
engars were mad. It turn$ op).ckc
. .
Ethengar horscmcnil They at &,.&est tai had been kilkd wh% UrrLiSl
them b. Never, in dl
9, have 1 face
T M j L d h q bit as
tala paint them.
You know the saga of Hayavid
Youve never been to the Heldum,Free-
a,
that I wan at the Cods of&$ki Khan. bolds? People up there have a healthy
Lord of the &pen for the E t h e n p . The memory of
9.
the Golden Khan
Stepper,and that I shoul&%@le in the Hayavik has recently come back to haunt
presence of the mighty Myopic h e m , but more of that later.
6~ 1h, it&waa~ obvioua to dt that ;iRItrim- . If you follow the overland Trade
~ u a b l y . foute from Freiburg in the Heldin
1,
. .(,
tb*o:
, ..
,
h r psliay, one that w Ah yes. iman after my own heart. 01 most royalty welcome d,
wcdcted to j u s a few tribes, Even the who seeks knowkdgc for its own d e . aadckcyfindthcKhan~moatint~ipg
ttibaKfppacdtodloglli were o f f e d his Life i t Court is P @ I w l n t round of mnvaraorionrlirt. In hir effacr mb6q
protcrrio& OIICr P period of &P yem, banquets and hunts. In ths t h o I WM hL peopleinto the d mworld, M&
Moghi nmmded in uniting all the tribes there, I enjoyed myself tremendously. has need of forcigrers. If you setwe Ah@
of the sreppes under his rule. Always be polite when dealing with lai Khnn nrU. then you will bc raudcd
Since Moglm CMK co power rhings these nomads, The E t b PIS detest
hwe bscn quia. During hb rim the rudeness. When meeting a K an for the
H d b u l i d i e h odpn awl. but
x
first time, it is customary to prostrate one-
wodingly. I
Thosc clans that brought back the the various tj,M so important PI they One of che Great Yhnr huts,
mosf in the autumn M given m ~ l eto allow mpniys to bc arranged berwen whichIw#mauJdBa~sfprdci.
lo& after in the coming year. Each clan tribes. In the old days, before Maglai m pating io,lastedforchrremoadu. At cbc
then takes its herds and snks out grazing the Great Khan, wiva would be seiaed end ofthi# rime, cha UQIWoaebbd
lands within the tribal areas. This sinm- from ofher tribes. swhamvaofa&ubam#~
tion emournges each clan to give its k, Women M held in high esteem and the wca t#tao B c a m w * I * s r ~
in order to profit next spring. M as hardy as the men. They too M with clunr., No w 4mtAdl
The c h uscd to follow the Wander- taught to ride and fight, and women war- the Great Khan bad a pru bar
ings of their h o r n . letting them go riors fighting alongside their men are not with his hmting lion. Thru a rbri.
where they want. This often led to CIMS unheard of. Some women become rhp. dou%terbcpnthafreMo6DtrbRkg
from dfierent tribes, or even from the mans or even hakomon. powuful users d yehibymrn inmsiag
same &be. battling over gmziqg lands. magic, not unlike the wizar& of our owg Icad?**dhmrclca
The Great Khan has decreed that each Ian&. lsolr*riththem!
tribe should keep to its o m ma: since The women nlso do most of the mad-
then the number of clashes has ing. as the men M too vioknt to be ab1 n-nam
decreased. but not stopped entirely.
There arc many Etbengars who belim
to handle the subtleties of bargaining.
The E t h a ~ do p ~not C M for their a m Egui$hweNt
that the best grazing lpnds should go to children. Thq uc fed scraps of food and astOMbylbgai!
the strongest. Unfortunately for I , Md e to sit fanhest from rL.fm in
the Great Khan bas proved the stmi . winter. A lot die this way. but it is the
M e r the f O g M born a d the year- Ethengars belief that those who m i v e
lings broken, the tribes meet together in M pmKssed of great constitution.
f P i at
~ which horses prcatadcd and deals Although most Ethengars do nm
m made.This usually happens in mid to wash with water. they ofien scrub thpnti
late summer, and mibc may attend as selves with p d s of folded goats lair
many as three or f a n fairs. while sitting in steam tents. In these hay
AummnJ ~ Q Bthe r e m of the dsnr throw water mer hot stones and b& in
to the tribrlxamp where tallies M taken the heat. While they do emerge ckanu; I
of births (h\*lul and animal) and of any do not recommend rht wthod of clean-
t r m gdscd through adventure or ing to anyone eke, as the usell within
trading. Eveqthing is given to the Khan these tents is WON than can be imagined!
who divides it up in the spring. Life for the Sthengats is not PU 6d- forelock grows down to our eyebrow,
males often marry more lowing and fahting. although whii the rest of our hair is kept rhon,
Ethcn$r
than one ern&. The first wife has sen. fi8hhtin lies at ,rhc bssc of their
l e M activities in s ow EBoy often
Our dQaehes are long and hang do-
ioricy over any subsequent wives. I t o a s d i m or lower. We scorn those who
believe this custom came about as a resub engage in mock combats in which the take no pride in their a p p c v u r t by let-
of the Ethengarsaulike nature. The way warriors line up and attack each otha ting their hair and beards grow.
the males h m di&cnt tribes used to using blunt weapons. Sometimes them Dresstooissimplc.OCrcre~rad
slaughter each other mb bound to &ea fights turn nasty and people die, but thk cap with a large, turned-- brim Iscold
the ratio of mplcs to femdes. is all accepted ps pan of the fun. weather we pull thir down to kcp w
In kt,evidence can d l be snn to They also hold wrcscliing, archery, and wium. Our clothes ue pnccial,dcsi&d
support rht view. When thefather din, horse-riding contests. They play a game toke(p.atrheeold. Inrinaarcwac
the eldest son is expected to mnny all of called polo where the object is to strike 8 two +one turned inm that th4utb
his fathers Wna with the exception dhir ball into the opposing sides goal. They gaa to w under-. thc aha
mother.She is taken into his household play this on horseback and use a woodc~ turned o u l w d to keep tbc snm .ad
and given the st^" befitting her role. hpraw*rqbitrbobou, windfromus. I n r h n a d m r r u w c u
Similarly. if one of his brothers dies, he i They rlso bve to bunt wing hawks
~
lcathcrDmtotuaderorudothc$.
expected to marry nll of his bmthers and dogs to chase and bring down prey. TkequipmcMofthenniaiscu-
wives. If he faits to do so,he loses respect On special occasions they hold a great ricd always. We have alight ..c,ntilefor
and honor, which can m l t in him being hunt that they organize like a nrilicary ShnrpeniDe ~ a r r o w swaxfor
, owbow-
banished by the tribe. campaign. The army auemblcr and strings. a I u o far captukg en&, a
Marriage within the same clan is not drives every animal before it. At night, coil ofropc, aa awl. r &and thd,
allowed. Its ntso frequently discoum strict discipline is maintaind. with sen- a m k i n g pot, acup. and mhthabot-
within the same tribe as well. Thats w h y uies nnd pawor& being d.
6
des. E v q morning we fill one bottle though we arc many. Chat leaders aignal serves MqlSi Khw will ever be a slave.
with dried milk curd and water. As we us by t h a e IIKPN.and this enables us to This is because we arc superior to dl other
ride this b churned into yoghun, which mt instantly. races. Those who oppose our Great Khan,
we eat. The 0 t h ~ botde C&CS our kur- Our Great Khan has studied the ways whether Ethenga or Outsider, shall be
miss. We place dried meat under our sad- of the ouoidcrs and hns c d units of killed unless a use can k found for&.
dles, so that it may be tenderized by the heavy cawlry, Thac are selected for their Those who we spare and enslave arc most
weight ofour bodies. Ewe need to move strength and carry lances as well as h. otcen &en, women, and childrm.
quickly. we can live on blood from our These lances ye rpcELl, h they have The penalty for major crimes, such as
hones. This we d e in small quantities so hooks to pull a rider from hic hone hone stealing,-n. murder, and&
as not to weaken our mounts. aspointa to kill with. The heavy ca obeying the orders of a superiur. is death
At the age of four we arc given our have horn armor and wear lamellar by being d d e d to p k s with a d.
fim bow and arrows. These we keapwith -, vhich is made from thin fmgcr- The blood of an Ethnrgnr of rorpl blood
us always. We carry it in a l e a t h a r c t b n t wide plates of metal that are bound canna be spilled, so punishment for
hangs from our hip. No Eth.olpraniOr together by leather thongs. These PIC pol- them is therefore in the form ofnnngu-
goes anywhere without i$ar. TMs L a ished and made into suits. They give lation wi& r k suing, or by bciig
powerful weapon made &om bau and p o d protection and make our heavy wrapped in clitmltcct and b e a m with
wood. Although s d b dum the$- ddershd to kill, olu Khmspys chi, is sticks until dead, a by being poiroaed.
bow used by some Ouaidcn, it hu the pad as h gives us sbak poscncial. Minor offenqs include stealing
same strength and-. A Iifespcnt in I have Seen them in action in the war another Ethengars pc$sessions, fail
the addle e-m-rht ~s~rarbou oc games and they are powerful at breaking properly look after lhmock causi
well on a chargi C M the enemy, but I shall may ihone a h c r foring to a hone, failin
on foot. Every 01M as I prefer the old ways. equipment in the field.
how to shoot # bow- the back of his &e order to do so is givca
horse. This is irglrrrraas it enables us to CniMe aNb than ones share of 1oot:kting in a dir-
kill our em& awa though we mreat ODUKCOUS manner to asmpcrior, being
before them. PUNiSr)MeNt unruly. and being drunk while on cam-
All our bamcarc well trained. We as told by Subatai the b r a d : paign. A hll list may be found in the
need only cnlt and they come to us. Hasak. Generally, any behavior that
In comb* our hones fight, kicking Crime is virtually unheard of among the rcs_ults in harm to the others of the
with their hooves and biting with their people of the Sea of the Grw. AM our EthenZpr nation is fmwtm&upon.
teeth. We wield swords and spem in close wealth belongs to the Great Khan, and F&d minor crimes. Y &rhinal shall
combat, bur only after we have cxhaudted only a fool would steal from the Khan. As remivt 1,7,17,27, or 37 mkesofa cane
our supplies ofrrrows. we can only_mkewi$imuswhat we can car- upon &e bare batk. In I*lusual circum-
As a warriw people we M always ry, it is pointTZ4TsteZany more. stance the punishment may be contin-
I have traveled in the ed the
-
ready for war. *en we advance, our ued up to 107 strokes, depending on the
forces split up in& argams. Messengers Outsiders, and I know what all town and number of offenses the +mind has com-
from each argam ar& contact with other city dwellers will do to gnin wealth. Liv- mitted. (Game Nk:kyoke 1 hp of
p % ~ 1 sThis
. lets us m g e freely, but also iiig in those conditions makes them dis- damage.)
lets us move as one. lb hundred riders honest.and so a complicated legal system Guilt shall b, proven by wicncam
always travel ahead of ow main force, b rquired. As an honat people, we h o s e honesspas Ethengars is unqua-
and two hundred on each h n k . When Ethengars have no use for involved sys- tioned. A priest of Tubak, Immonal of
we encounter an enemy, the argams form rems stuffed full of legal nonsense, nor of Law, shall preside over the COUK and nury
together into a dagam of one hundred learned men and women who live only to out any necessary rituals to determine the
wwriors. These then form into a mingam interpret laws. truth of the matter. The priest will then
of one thousand warriors. This way we set the sentence according to che crime.
can strike quickly and we always know Those who have behaved v q badly will
where our enemies are. receive harsh punishments. If they die
Before a bade we sing and play musi- others. Our Great Khan knows all chis, during their punishment then it is a sian
d instruments so that the enemy knows and he has had the laws of ntbak the Law. that they did not deserve to lis
we have no fear. When the great naccaras giver written down in the Hasak.
(drums)arc sounded we know it is time to The Hasak is a great work, as is fitting
attack. By listening to the drums and by for a book holding the codes of the Gold-
watching the movemenu of the war ban- en Khan. It states that no Ethengar who
ners, we are able to act as one, m n
g i w (o sa rL. (pepa k d r r ) d , k
IC*. tb hpdd Gutpd. :,AdrLnn
commander of 100 Knhak rcEei*a a tab
kt of gdd.,.nd the W e r of 1.000 is
givcnaphtkum:rrbia,Theitactudd
ue is & W E iapamnct, but 1 m you
would like:to k n o w . & t ' C r h istuonh.
The ,$wr i8jserrk-Wgold nnp, &e
gold'is worth 1,000 gold tangs, and the
platinum is worth 1,000 gold tangru
When the Great Khan bostows tablets,
he also gives gifts of fine armor. precious
gems, pearls, horses,, and sometimes
weapons of magical power.
.1 "The Khan's advisors and officials
I '
receive tablets bearing a dragon upon
them. There tablets are also given to
favored Outsiders so that all may know
thnthcy*lmdsr8theCirencm
ranion; . , . . .
"Each tablet EUricr'w&it i
A silver tablet is a &ofreapem MtbC
. .
The clouds in the sky and the rain? ly quickly. But when I climb onto this some of their followers deny the powers
You dont see how they can form inside of chest and drop the feather from up near of the spirits and of other Immortals.
a prt no matter how big it is? You ever the roof, see how much longer it takes to There are even those who deny the
been in a pit full of Ethengarswhile they reach the ground. Thats why the snow existence of the World Yurt! How can this
shelter from a summer dust storm? You stays around for a long time in winter. be? I know not. I have spoken to some of
have, good. Well think about it. It gets lbbak orders the world. He deals with these people and they babble on about
pretty sweaty in there, and all that sweat Law and keeps things ticking over. Just the Prime Plane, a planet floating in
condenses on the walls and drips down like in a n y don, ~ M W ~ O has
F to make space, about myriads of different planes:
from the top. Just like rain,and if people surethrc dtin@gctdoacohdmc. OI else Attoplanes, hntop~anes,Deciplanes,
.tart smoking in there it soon gets cloudy lifcasweknowitnpukifrllv~~ and other strange sounding places. They
oo!Now theres a lot of people, animals, The wind? Thats cledps doing. In so caught up in rambling metaphysics
m d monsters in the World Yurt. ph.t t thcy lose sight pf the ground beneath
makes for an awful lot of sweat. ntrcrw in dw&rEm and the $cy above their heads.
a few fires and all those r-*fi* Oe&e Sao of Grnas we do not wasc
hakomons toss around, md ~QUVC got ow tiRc inmrmingless speculation. Thc
plenty of clouds floating up ncurhe roof. Wb&Xamioasitis,andthcSpirit World
The sun? w h o Lighrs the sun? Ah, 1: lcsva the dogr open, udrt.rs)pe ywr is over it. m n d it, and within it.
see what you m w &ad gucsCiaq. decping furs, puts gerbilsin pur kpwr, W w &*.Just as a prt can con-
Thats Tubak the Lmgb!ers
Yamuga deals with &I &af
Tub& gives& to ~ lk t He CPI-
blows smoke in your face, and
PdY
takes delight in seeing you s et Well,
thats what Cretia does.
& p ~ p c o p l sthe
&<rSmp-*
, World Yurt con-
ad the f o l h e n of
lrsaffak As a child may have
ries the lamp d* (1111.cBI1the sky each He blows the clouds around, Jlrowp d r c r m s d ~ f i r l r i kdrting a g h t the
dayandlightsrlrmtklbofhemoonso dust in your face in summer, and w k i p 4of 8 yWt,EO t a n tkc inhabitants of
that we may Ms~r way at night. But the blizzards up in winter. Every now pwl Jc Ww4 klrn ~IUWW their own drruns,
ubak is not ~hwmtdto gu squander- again he gets sand from the Land of BW w h i k f d & p t w d thuabere PIC many
ng good yak grrpsc. He makes only 12 Sand and scattersit around so that people ~ A k b u e h r r e c b c a c n o n e s but.
,noon candle a )rear, and he makes them in go mad. He poisons your animals so they we know there me mmymorc.
such a way &at they bum slowly at first, die. He sends us trials and tribulations, The Y k i he A I - W m , the Knm-
thats why the moon is quite small when he but life would be dull without him. meikas a d T h y d a ~have their
first lights it. Then it bums quicker and we Cretia is part of our lives, the Mischief chulebsr, rht nonhareo hive Odin,
get a good glw from it. Then it starts tn Maker and the Great Destroyer. His ways Thor,L0ki,dFmyn, cbdwnrvu honor
burn down until it finally disappears. are both subtle and crude, as befits one KagyY, md the ~ T C haw S Ilsundal.
Thats when Tubak makes a new candle to whose aim is to bring Chaos. That arc many olhcr faiths and
belie$, J1 pur of cbc World hrt. We
1st for the next 28 days. Thats why that
e
What&s putside ofthe World Yurt?
3
time is d c d thehew moon. Thrt uo,cl&u& to yywcr, for plawm&~aboveaUthcOth-
But making candles is not all lbbak itLeheY$acldoftheSpiritsnad rgit. CD, bdi,*rrpcLaCour way of life. No
does. He has to d e sure the seasons its delight in mckery. Who can say one u ~ l cm y dss. The Ylari fail to see
change regularly or things will go wrong. b t what has been experienced in the that AI-Kalimis only OM of the many ser-
Why do the seasons occur?Well, just like v ~ t s d P h e J He . WPI only one
we have to open our yurts every now and amwg many who joined the I d s
then to air them, Tub& has IO open the sa W he cosmos could continue to
l a p of the World Yurt or else well suffo- very di&rent rh.e.out wta h eit b aqwxtdenrichusall.
ate on all that sweat and smoke. So every ~ w i n t c r , r i l h ~ f i l ~ c b a s h u r d rmGlanuians are fools to forbid the
winter he opens the flap to let the old a& &me whin mist olwwing nbioa. m p -hip of the Imm~rtalsand to place
out and the new air in. In the winter this spirits mide thm-roclss arr4l&&td, their faith sokly in the hands ofthcir sor.
means 911 the snow gets blown in from Otkm rn auc*altrkkand dmcivo,while cercrs. Do I not sit down with derics of
outside. It whizzes around the top of the some take ddigtbc in nnrking all who Tub& and Cretia without denying the
prt just like it does in here when the enter. Many spirits also inhabit theeWorld &tence of their IIIUXIOK~~S? Therefore
door gets left open. Then it falls onto the Yurt where they serve the Immortals or we w e p t and glory in the existence of
ground. Bccauae were dealing in cosmic themselves. muay.Immortals, for the World XIKis
scales, it takes longer for it to fall in the Other Immortals?Yes. They exist and bi,enough to accommodate them all!
World hrt than it does in here. they all hive their part to play in the
Look, see~his feather. When I drop it scheme of things. Many Immortals are
from my hand it lands on the ground fair- honored throughout the World Yurt,
Want to play an Ethengar character? It's a good idea to confer with your DM
Then you'll need to decide which type of and the other players before settling on
character you are going to play. An your finalchoice. By doing ao you'll avoid
Ethengar charactercan be a horse d o r , forming an adventuring parq that is
a bra& (thief). ahakmon (magic-user), composed entirely of one character dasa.
a deric, or a shaman. I f p i b l e , aim to create a party with at e:osoon
step48 C
OfdKSe, howlanrrionfomrhcbulLof least one member of each character class sfills
Erheagaxsccicty, as bdits such amilitPrisric %i+&:itiThis will ensure thar the party is
people. These Mthe honemcn who folkw well-balanced and able to take on a wide There are many rkills available a4
the herds and form the hordcb intines (d w g e of adventures. ! Etheagar character clasror. Sce the
war. Highly mined and prc&icnt, hr 'i@amcter SLilla" section (page 25) far
warriom M aforce to be rcckod.rwdt.
They Mabletofircthcirbownqdywell
L-anacten CneatioN -'
tiwetail##
10
"To be a warrior of the Ethengars is to At 4th-level or higher. a horse warrior Khan. There are no thicoor.io.the&ip-
YNC your clan, tribe, and Khan. We are who has performed mll is givcn the ates. but there are saw of u+
first and foremost rvpniors of our dam- oppomanify'tobecome an akan and lead similar to the thieves of other lands: We
the hunters who bring in game and who an argam. A hone wlnior is naobliged M bra&: dK spies and ngents of our
fight the warriors of orher clam tor graz- to accept and can i d continue as a Khans. We are able to disguise ourselve
ing land. All Etheugur arc also pprt of normal horse warrior. kt 8th kvcl or so that we can *Iter the hnds of other
the might of our tribal horde." higher a hone wamor m y be elevated IO tribes and the lands of the Otki4ets
the ranks of a dakan and command a undettcted. There we gather the idor.
The horse warriors of the Ethengars have degom: L group of 100 warriors. mation that our,Khuuneed toplan mili-
the same hit dice, experience table, and A charmer who reaches loth is tary emplighc:
saving throws as standnrd fighters. eligible to become an orkhan: a leader of ' "We are upined in steal&, %bight of
a horde. As this position is usually taken Mn&and we know how t6SlayYrehcmy
'
HakOMONS sigils to be able to memorize the spells * Cannot intentionally touch another
(Maciic-Usens) contained in them. person.
Hakomons are treated with respect and * Must always fast for one day out of
as told by Sabak the hakomon: fear. Their magical powers make them every three.
formidable opponents, but also the kind * Must remain silent for one day every
The fornures of the tribes ebb and flow of allies the Khans like to have. week, but may cast spells.
around me. The tribes follow the horse, Hakomons live outside of the clan and * Must always remain standing except
warring with reach other for the best tribal structure, often as itinerant wan- when sleeping.
lands. But I know that this is not the true derem who perform magic in r e m n for * Must always WCN a certain color.
way of the world. The true way lies in food and occasionally protection. * Must always set aside a portion of
meditation and in magical power. Is that Player character hakomons will bc rood for the spirits.
not the way of the Immortals and thc from this group. Other hakomons livL * May not ride a home.
spirits? This is the way to twe greefness solitary lives, subsisting on what they can * May not drink milk.
and strength. find to eat. Solitary hnkomons may be * May not enter a YUK.
I seck the path of power; to do so I persuaded to join an expeditbn. but are
renounced my tribe and clan to become more likely to start roving spells at any Violating a taboo can have a wide range
an outcast. 1 live upon the Sea of G w , one who disturbs their meditations. of effects, depending on the magnitude
eating what I find. but ofien fasting to Hakornons often adventure to find of the violation and the number of times
cleanre my body. My power comes, from new spells and magical items. While it has been violated. The DM decides
the great magical cncrt+s that w e d doing so they will join with other what the M c t effects are. The followinp
this world. By living P( one with the Ethengarcharacters, often becoming firm are some possible effects.
world, I am able to draw upon these ener- friends with them. While they are free of
gies to create magic. the tribal ties that affect the actions of * Lose half of total hit points.
To many I am a creature to be feared, other character clwes. hakomons of Iaw- * Strength ot another ability score
abhorred, but also mpccted. Respected? ful or neutral alignments will not betray reduced to 3.
Yes, for my powers M formidable and their friends and so tend to to serve tribal * Lose the ability to cast certain
barely understood by the wanderers of interests. Hakomons will sometimes seek spellrall spells of OM level or spells of a
the Sea of Grw.Even tribeless, I am of service with a Khan. In return they expect number of levels (e.g., 1st. to 3rd-level
great use to the Khans of this land. to be supplied with aid in magical spells; 4th- to 6th-lCvel s~cIIs; 7th- t C
My powers make me of value in their research and access to any sigil scrolls that 9th-level 1~~11s).
wars and petty squabbles. They seek to the Khans followers may find. * Unable bo cas spells that cause harm
buy my aid with gifts of gold and jewels. I Upon reaching 10th level, hakomons to living creatures (e,g., magic missile,
serve them not for these things, but to may attract ld4 pupils. These are all 1st fireball, ice stOrm/wall, ea.).
hone my powers. for it is only possible to level and they serve a hakomon faithfully * Unable to C M speHr that affect other
become more powerful by delighting in until they reach half of the hakomons people (e.g., cham person, polymorph
their use. level. They then leave to seek their own other, invisibilirv, ESI! etc.).
path, but new 1st-levelhakomons can be
Hakomons have the same armor and found to replace t h w that leave. To remove the effects of a broken taboo. a
weapon restrictions, saving throws, and Taboos: Hakomons are subject to vari- hakomon must spend at least one whole
level progression tables as standard ous taboos that set them apart from other day in meditation. In the case of repeated
D&D game magic-users. They gain characters. First-level hakomons have one violations of taboos, or a situation in
ld4 + 1 hit points per level and 1 hit taboo and gain additional taboos every which a number of taboos have been bro-
point per level from 10th on. six levels. Some possible taboos are listed ken, a whole week may be required.
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 CleRiCS
books. Instead of having a spell book, a with the DMs consent.
hakomon has a number of scrolls and Clerics in the Khanates have the same
items inscribed with rigils. Each sigil con. * Forbidden to eat meat. armor and weapon restrictions, saving
tains the information required to cast a * Cannot enter water. throws, experience point tables, and spell
spell. In order to draw on this power to * Forbidden to cut fingernails. lists as standard DkD game clerics.
cast spells, a hakomon must be rested * Forbidden to cut hair. They are an integral part of Ethengar
after a nights sleep and then spend an * Can only eat birds, or insects, or society. Responsible for honoring all the
hour in meditation. After an hour the small mammals. Immortals, they serve one Immortal in
hakomon need only briefly look at the * Forbidden to drink alcohol. particular. This is usually either Yamuga
the yurt Dweller, lbbak the Lawgiver, o PCMt The caster must be abk to understand the
Cretia the Lord of Chaos, but they may (6th-level clerical spell) creatures answers for this spell to wort.
also serve Immortals from other lands. It h g e : 1Ofeet
is not unheard of for a cleric to be a fol- Duration: 12 hours Crctia, lord of C h
lower of Kazgar the Immortal of the Effect: One creature per levei As the MiJchid Maker and the Great
dwarves, or of Ilsundal of the elves. With this s p J l the cleric is able to mag- Destroyer, Cretia plays an important pan
While followers of these Immortals are ically create a feast that will feed as many in the lives of the Ethengus. His cleric$
rare, the Ethengats belids encompw all people the cleric has IWCL of ~ e r i - are found throughout the Khanates caq-
the ImmOrtdS, viewing them as part of ence. An extensive menu is available ing trouble and mischief. They see them-
the cosmic whole. Clerics who worshir including (but not limited to) scuffed selves as entertainers who prevent life
foreign Immortals arc viewed with suspi gerbils, mast dogs. pheasants, goat roast. from becoming too static and boring.
cion, however, as their loyalty to thi fox and wolf fricnssee, camel pie, r m Cretia is often worshiped before a bade
Ethengat nation is always in doubt. mutton, beef, and goat, a wide variety gf as the Immortal of War;in this role he
On the Sea of Grnss thew arc no per- cheeses. and marcs milk, camels milk, aids the -gars in defeating apd
manent temples. Clerics honor the dogs milk, gerbils milk. cows milk and destr*:&u enemies.
Immortals using small portable shrines sheeps milk. Cl&: acics
that they carry with them on their rravels. The few ha magical properties that
These shrines are M up in the clerics occur once it has be- consumed. All par.
yum. tnnsformingdrua into temples. ticipantsarehealedof2-7 pointsofdam.
age and M cured of all dixues. For the
following 12 hours they receive the bene-
n e IMMOI~@~S fits of a double suength bless spell: a + 2
%IllUpcheWDWdkC 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 lbb& the Lawgiver
Yurt would wear out. They have a felt and
cloth model of Yamuga in their yurts. To ntbak 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 %ti-
model with a piece of fatty meat before cian, the teacher of the Ethengus mili-
they begin to eat. They also sprinkle some tary tactics. As such he is perceived as the
food outside i3r the spirits. lmmorrd of Warfare, bur not of War, the
Cleries: Lawfuls and Neutmls. role of destroyer being left to Cretin.
Special A b i l i h Clerics of Yamuga Tubak orders the pttm of warfare, but
haw access to the mnew spell (see follow- Cretia watches over che W e .
ing) and to the produce fur spell (same as The Ethengus bum incense to Tub&
the 2nd-level druid spell) as part of their and look to him m give them widom and
1st-level spells. They bay also cast the long life.
6th-level &asr spell (see following). wnie: Lawfuls
SpccialAbilitia: Claics oflbbak have use this spell to overturn yurts, carts, and
Renew access to the shaman spell cotbmnad similar structures. It does not affect stone
(1st-level clerical spell) word at 1st levd and to the 4th-loel or wooden buildings.
Range: Touch dencr lie spell (see following). They may
Duration: Permanent use a sword in combrt. lic
Effect: One item (4th-level derid spell)
This spells enables a cleric to repair one Detect lie Range: 0 (caster only)
damaged item. Rips in fabrics, smashed (4th-level clerical spell) Duration: 1 turn
pots, broken arrows, blades, poles, etc.. Range: 30fm Effect: Enables the cleric to lie withour
are made whole. At loth level the cleric is Duration: 1 mrn detection.
capable of repairing broken magical Effect: One creature
i Kaunchi, a shaman, introduces us metal armor or use shields. They may we score and euffers a slight disability. Tht
I to the ways of the spirits: swords in combat. lost point may be restored by the pmncc
Spirit Guider: Every shaman has a spir- of the spirit guide, but the disability
The World Yurt was made by the it guide that is determinedduring charac. remains.
Immortals. That is obvious, for how else tercreation. either by random roll,player
could it have come to be? The Immortals choice, or by the DM tUipning it to your W R d DLpbiticl
haw many f o m a n d all are mighty. We, character. The spirit guide is an animal 1 ~c thinor&l*,
the people of the Sea of Grass, know that spirit from b5& Wodd that usually ruingyPrms0rkgS
only by honoring the Immortals and the r d e c about Che.&un& mn-in 2 Int: drooliog, nwc picking.
spirits who serve them can we expect to thc drum, drumstick. trinkets, pouches, moronic cackle, ctc.
..
live the way the Great Ones intended! wc. A spirit guide can only be seen by the 3 WM brsah. innrltiag, stub-
Clerics of other lands are not shaman. It provider the shaman with : : _,, born. e a .
their belick Their knowledge of the Spirit World, spell abil- Der: twisted hands, legs,
ities, and chc ability torccofhu maw
terializad gids (os 1. Spidt
Lore check).
W~slsnsexp&we an illnus d e n
thG& spMt guide & s t r w s h s i q ,. piedwdwoiac. pimpks, &ge
.
t
7 owl
M,:
: .
when is the b c s t 7 f i e is to make and 8 .
break camp, to w h of natural disasters, 9 ., .ebil
and to determine the best time for orga- 10 Fdcbn
nizing hunts and to qake war. We are 11 Tiger , . ,
,
also the memory of our people, the story.
tellers who relate the d& of the Great
12, , cot,.. !
, ~ , ., ,.
+ 1 h
j
I4
15
2 1 - - -
19.. 2;420,oeO. 8 8 7 7 7 6. 6
30E 2i5.304odB , 8 8 8 7 6
3 l . P 2,6Ao.W 8 8 8 . 8 7 6
31 * ' ~ 3 ; 7 1 t ) , W c9~ 8 '8 8 8 7 - 7
33" 2,860,000 , 4 9 8 8 8 8 7
34 * 2,976.000 9. 9 9 , 8 8 B 8
35,' 3#380.008.. 9.:9 9 9 9 8 8
36.9 .3,.190,000- 9 P 9 9 .9 , 9 9
9 Cwnieution d j u no longer
SlraMWW
This rpcll k similar to thc 2nd-level oppormnity to affect chc ouyasg dan%
magic-user &IiaviaMity q p t that fate, or even f d to livc to see it come
thc recipient k only invisible,to spirits. about. Stupidity and rruh actiqp, bay
caused the death of more than me,&.
Silent M& acta k d to be Gmt Kbon!
Range: ,Touch qo b t e r may haw plorr,rhoD one
DurPtbn: 6tuqls fate at any time.
Ii&ct: Enables &nt MovuMnt
This spell lets any character, Move Summon Had
Silently and Hide iqShadovq as a bmtak Range: 6miln
of the w e level. ,If cnsf on a Dutntion: 6wns
iacrCavr the brads Move Sil .@ffccts: Calk r i o d animal herd
Hide in SIlpdowI scores b x With rhia spell the shaman can aun-
inon any animal herd within range. Only
normal, nonmagical animds MIffmed.
i
slunmmk*crAniprnlspiria
Range: 12D
Duration: $turns
Effect: Summons 3 lesser animal spirits
D10 With this spell a ah~mufcan
1 A g q Wc,I@ ahead of you.
T
thrce lesscr spirits whose t d Hit ice k
equal to or less than half of the rhrmrdr
2 ,Grcer~@ne shall, come, your levd(nxrad up&The spirits gnnblothe
3
way.
&A . ,. .
awaits you:
shmtrob animal h w i t & - a
&manoid form. The m e spirits M
4 Evil scheqs shall be your undo-
,
&mmoned each time this spell.&cm.
ing. Caating multiple summon spell5
Humiliating defeat lies ahead of nends the duration ofthe oripinal SDCU:
you.
Precious jewels shall be ypur
undoing. j
7 The powedul shall pr&t you, a
8 Asuaqerbringsyou~fac
Qne.
9 A m g c r threatens ill for yw;
10 The world tics at your feet, apM
how you tread.
The DM should use he above d e ,9
the basis for an adventure or a s e u a of
adventures in which the characters fDtF is
played out. Fate should not be rigid and
unyielding; a character should have the
IS
r.
Cotart of ihe Golden Khan. As the Gold- make the E,thenpn+m strong.
en Khan is a Murkit, this tribe is the most
dul and enjoys the best gmitig and E l o i t ~ ~
b:
unung lands.
The cutrent situation BntuKhpn
Obrintive Featurc: . F r i d attom
, I I r
The Murkis uc the ruling trik of the lull the miroundingcounuier into a state The Bortaka ue wary of rhe Kim,bw
Ethengus. Moglai Khan is Khvl of the tribe of false security. no serious clashes have c&umd+sioeethe
and ialso theGolden Khan of lll the tribes. RdacioM with Other Tribes: All other Kiyats swore alkgiance to the Golden
T k y inhabit the rich grpsJlanb dthe scad tribes are currently loyal to the Golden Khan. Many B o n a k v c d e r theraselvsr
Flowers and the lands lying dong the bark Khan; only the Khan of the Uighurs has to be supenoc fo the Kiyata nnd pc1 so in
of the Sueel River. AI other tribes pay trib- voiced his disapproval of the Golden the presence of m y Kiyat.
Ute to the Golden Khan, making it possible Khans seeming reluctance to lead an Barn Khan counsels caution and has
for the Court ofthe Golden Khan to lead a attack on the Heldann Freeholds to the more than once spoken out against the
relatively d e d life. north. The other tribes have benefited Uighurs d e s k to attack the Heldann
a0
Y
Y
when a clan hu W e n imo disf.vcn. the nasty jobs: preparing IlK ded for rheir
C ~ M will split up into its family units, lur rim, e l m i up rfier tennsdfari-
%
cuhfamilytakipgitsshnnofthehuds
and datively forming new clans. ThL
enables the clans to fprtber .ad
v&, kcc ing cam dcta of honc
dung an$ other d d r o p p i r y ,
di ping and filling the 1 . k @t+.
e
make the most of the a z k lands ?nlulg4ereaocaqhopclcsc. A w-
r gcnuntioms. clans will plso
~ t c e four U t C r h t h i s a c e i o t p * ~
S m d W groups, each family valiaadyand g i v a g o o d ~ d r c s c c f
Yuoatais n way. 6
well oI1 the SPNI dthc clfl&yl may
of a clan is the eldest itinthecycsof&e .
Khan: TcmurKhan arho a i m his name to the dan. bE+g: %r clan i reputation
Distinctive Pcature: Saddles lined niok mcani that wen wry closely related clans foc mt making the most of the Khan's
wolf SLin; large gold m-ring~ vu :
rill have ditTerent names. thouah their P
clan heads may be brothers. ymuMtotheKhnn
~
/,
Despised: fife is hard for your clan. cause the Khan to disown you.
d share a common ancestor and who The Khan ofyour uibe is fat* &ad
unvcl togetbe#follaing their herds. with your clan's performance @ receqt
WaIfaK and niding can reduce clan years. Each spring he gives very IMt in clam Nawes
size dramaticdl In good yean clan sizes the way of gcada to your c h , and what Pick a name from the list of names or
tend to be fairIy large, as a number of he does give u urudy ofpoor quality .ad
T
page 31 for the head of the clan. This
, families can live quite h pily off the unlikely to last the ycnr. name is the name by which the clan is
produce of the herds. In ad yeus, or In camp, your clan gets all the redly
28
known. For a m p l e +the Clan Temur of Hakomon Snrting Equipment Short ( + 1) Medium (0) Long (-1)
the Yakku. A ruling clan's name is the Hnkomons ue of 70 140 210
name of the tribal Khan.
clans and receive none of rhe clan's Ethengar archers carry IWO t y es of
wealth. They have either a nag or no arrows: the momki, a tight arrow for wc
C h N mano '
at long range and medium range, and thc
n e mm of your dpn takadi, a heavy arm for &OK range.
quipment you haw In all, 60 arrows are usually d. 30
your adventuring career. of each kind in two quivers, sus nded
equipment of hone warriors, from a belt at the hip or attach& rhe
ics, and shamans is shown on the nbl- saddle. In some cases, an archer may carry
bClOW. xtra quiver of arrows (30).
: + 2 to hit at aU
Starting Equipment Table
status an only be fired
Despised 1 MB, W , age.
In addition to the
Cbanacton Sldlls
beneath that line. Record on the line the Lifestyle Skills follows. All Ethengu I c. successfulcheck m e w that NPCI who p n -
number of stming skill choices your cham- ters have these skills. cdydon'tlikaaomething, suchasfighting
ter received. Chernccers who wbh to improve their (most craven Outaiden who are farmers or
Below the line, write down your cham- knowledge of any aspect of their lifestyle aithns). M forced into doing what w b t
fer's skills. Record the name of the skill, the may chooscto use one of their skill poinu to you want then to do.
abbreviation of the ability the skill is based do so. The area chosen then becomes a skill This skill works best against Outsiders
on, any permanent modifier you have with M automatic + 1 bonus. and non-fighter types. NPC adventwen
obtained for the skill by devoting extra skill Example: Tomi wbhe IO become an and other tighter-type NPCs (gunrdr.
choices to it, and the current skill roll you expert yurt builder. He therefore spends thugs, bouncers, ea.) may ignore a aaccen-
have with the skill. one of his skill points Md gains the h a ful w ofrhic skill i f h y succeedon a b v -
Example: Yesugai. a horse warrior of the Building skill at + 1. If he likes, he could cry check.
Murkittribe(Stt17.Int 13, Wis7,Dex13,
Con 12. Cha 9 ) is beginning his dventur-
spend additional skill points and increase
his skill still further.
.- A mcceahl we of thb sw1
gksdmacter a + 1 bonus to his Wresting
ing career. His Intelligence of 13 gets him The following list shows which ability Rating as ddmed in the D&Wgame Corn-
one extra skill. After he determines his afore the character checks against when panion Rules. Higher skill scores give high
skills on the Training Background a b l e using the skill to perform a difficult task: bonuscs,soachprpcrerwith' ling + I
and selects his bonus skill, his sheet looks Animal Husbandry (Int or Wis) would receive a *2 bonus. an m.
like this: Fife & i l k (Int or Wm)
Number of Skill Obices: 5
Equestrian (Dex)! :r9
-- N- (1601WW) ,.
Survival-steppes only (Int or WI '
Ilutelliseruce Skll1s
~ ~~ ~
-
Terrorize (Str): -W Drive Cart (Dcx) Acting The ability to pretend to be wmc-
Acrobatics (b) 13 ! Make Yurt or Cart (Dnr) " . one else or to show false+motions. Success.
h c e (Dnr) 4-., ful UM of this skill enabh a chuPcter to tell
Sing (Cha) ,*,:t3';
2,,
lies over a period of tit$
...
,,.,. ,
, Uchcmv: The abili b recognize and
8ldl1 DeSCRimONS
Following arc the skills particularly I-
While skills repreant specialized abilities prim or usdul in a Ethengar campaigc
or areas of knowledge, they do not cover all listed according to the ability KOIC they at ard spellcasting.Includes knowing magid
aspects of lik in the Ethengar Khanates. based on. This is not a complete list of hn a a Prime Plane and
Their life w nompds has given the possible skills. You may suggest other skills e u3ji of Immortal
Ethengm an instinctive ability to carry out to y o u DM, and he may have other skills beinm.
the dapto-dq tasks of their lives. All for you to choosc from. ~CicntH L t q : De* knowkdge of
Ethcngars know how to make a yurt or a Doeot overlook the possibility of esren- igu history. GcnenLLnovledge ofthe
cart, they are knovledgeablc in animal hus- t i d y ucelar,but entertaining skills. Skills hi5tory of the nations $%e Outsiders and
bandry and how to navigate across the can be ureful to characters 6x in-rssion honhuman race^.
steppes using the a n or the stars. They cld problem-solving, but a skill doesn't have to Artillery: Your character understands
also fmd sufficient food to keep themrclvei be uscful to be desirable-it can just be and knows how to opente artillery pieces.
alive when away from their herds. In short 'un. Don't hesitate to ask your DM for I A successful check gives a + 2 to hit with
they know how to survive on the steppes. kill that might not be very urdul, buc such weapons.
In most situations it can be assumed that +hkh peifectly fits the personality you'v- Boa*. The ability to handle mall
Ethengar characters carry out tasks related imagined for yow character. boats and barges. A h include f a g
to their lifestyle with no problems. h a - skills. Note that simple tasksMperformed
sionally, you might want to judgt how well StIIeNab SkIlls nudcnlly with this skill; check only in
a character performs certain actions, mcb u 'emsor unusual Situations.
determininghow well he drives a cart unda b i d e : The knowledge and experience of Diiguk The ability to make onnclf
difficult situations. If M), a character may heavy lifting and hard labor. Your chanute look like someone else. A succearful Dis-
roll against his ability score to determine h h o w tQ*t gmup of bbofen d guise check by your character is required
how well he does. To determine how knowl- slaves to make thdr &rts most effective. for each character or group of chsnxters
edgeable a chsnxter is about a certnin He understand the usc of simple machinery that the disguise must fool.
aspect of the Ethengar lifestyle, a roll like wedges, pulleys, and levers. Your char- The roll is modified according to the
against Intelligence or Wisdom may be acter gains a + 2 bonus to Strength checks viewer's Wisdom bonus or penalty. There-
called for. When constructing a yurt or a for difficult tasks like bending bors or fore a character with a high Wisdom afore
cart, a roll against Dexterity may determine smashimp through doon and walls. has a better chance of penetrating a dis-
how well it is constructed. A full list ofthese Tarmile: A talent for bullying people guise.
into doing what you want them to do. A
-bukry.
skdh with mqic, and a very basic
Cbanacten Skills
:-M
CUISC.
your C ~ P I W ~ Cinstinctive&
knows the best course of action,to follow !o
~
-~
Cwamcfmt Blpflls
Rouyu:The ability to make bows a d m d leap distances of up to 10 feet, CnantsMa Skills
arrows. increased by 10 feet with a running start.
Dumount Rid= Enables a character to Mountaineering: The ability to climb Bargaim A successful check enables a char-
dismount an opponent. A character can mountains using yurt pegs and ropes as acter to get the best deal avaiIa+le for
avoid being dismounted by making a m c - climbing aids. This skill is practiced by goods. services, or information. If tyo char-
cesshrl Equestrian check. A dismounted brat& in the mountains of Rockhome. It acters with this skill bargain against each
rider suffers ld6 points of damage from is only available to brataka of the Murkit, other, whoever makes the best roll wins.
the fall. The difference between the levels Kiyat; and Ypkkn tribes. The DM may give bonuses or penalties to
of the two characters is used as a modifier ow&r stealth: abili&~co~.
-move either chlnxter to d e n the diflidtics in
the bargain to be made.
~~I~~
~ ~ ~~~
when attempting to dismount an enemy outdools using the best cover avdabb. A
~~~
and avoid being dismounted. succersful check reduces your characters Dcccive: The ability to persuade a listen-
For example, a 2nd-level charactu is eh~~cofbeingspottcdby50%. YourDM erof the sincerity of what is said, despite the
attempting to dismount a 10th-level rider. will decide on the base chance of his being fact that the speaker is lying through his
The skill check is therefore made wirh a -8 spotted. Brat& may use this skill to Sucasafvl
penalty to the attackers Dexterity. If it enhance their Hide in Shadows and Move believe an
were the other way around, the lOth-levcl Silently abilities while outdoors. r to accept a m,isleading
fighter would receive a +8 bonus. Quick Dmw: The ability to nofch and st and sincere. Failure
This skill also enables your &rai& to tircanarro~witlra+2.~nustoInitiative. indicates that-the character stumbles over
pull a stationary home to the W n d on a Rapid P@%A succnsfvl chsk enabks a the words or sounds unconvincing.
successful check. The rider &I$ ld6 character to fire a bow twice instead of This skill wiU not rrmd up to the applica-
points of damage - unless he h e e d s in a once. Each shot is made with a penalty.of - tion of a de& lie sprU.
Dex check. 3 to hit. The first arrow is fired according Gain amt:The ability to gsio the m s t
ES~PDC Artint: Your & ~ h ~ t eh rd a to which side wins initiative, the second
chanccof gettin# loor *hen tied up. A arrows is always fired at the end o$ *e
successful check s- your character round.
managed to get rid d h i s p e s . The basic Riding Momtcr: A character with this
skill is effective against rope restraints. still is able to control and ride a s p q f u
Higher skill lcvels are needed to tackle M type of monster. Skill checks are required
escape from iron shackles, etc. to control the monster in dangerous situn-
Equatrian: With this ability Ethengats tions and if it gets hit in combat. Failure
are able to tight, fire missiles, and cast results in the monster running amok until
spells without needing to make a skill brought under control(check et& round).
check. Weapon Mastery: This enables a charac-
Skill checks arc required in the following ter to become skilled with a weapon; as
circumstances: to call a horse to its rider, to described in the DkDmMaster NICS under
use t k horse lbield by hanging wet
the side of th% rse, to jump over an
obstacle, and to avoid being dismounted. *enrotviig bming. A succ&l &&means
If a check is failed then a horse does not your DM will inmase .puicharmers
MWCI a call, but m a y continue to be chances of winning m a reasonable way.
d l e d each round: a rider iumoini an L d a s b i p swcrdul w of thia skill
adds,a +1 b o g t o the m o d of any Npc(
under the chnnctcrscontrol. It m y nL0 be
used to convince other NPCs to foUw the
characters commands.
parunde: The ability to prove your rin-
4 d i k y to hPc listeners. This ski11 canm be
used to deceive a listener; tho spenkcr must
always believe the truth of what he says.
If the NFC ia hostile, or has a reaaon to
distnut the speaker. the DM may asacss
penaltics of -1 to -8 to &e spcnkcrs Int.
Storyteller: The abilky to captivate an
Initiative in hitid-to-hand combat. length d h i performrnce tozemver. audience when telling stories. It is also an
Jump: The gucceoful IMC of this skill ability of the tribal shamans versed in
enables a $harmer to kap m r obrm*r Ethengnr history.
Each Ethengar character starts with two huuga: Gain Trust (Cha). Spuit,Lore Navigation
mandatory character class skills, plus an Mid Nonhuman Cultum
additional two skills &wen from either kbh:Codes of Law nnd Justice (Wis), Read/ Write Language
the specialty skills of the character class, Detect Deception (Wis) Signaling
or from the general skill list (those skills Survival (outside the srcppa)
that any character may have). Specialty skills: Ancient History (Int),
Detect Deception (Wis), Gain Trust Wisdom
HOW Wannion (Chs), Natunl Healing (Wis). Nature Animal Ttaining
Lore (Wis), Nonhumkn Cultures (Int). Bravery
Mandatory &: Equestrian (Dm) and
Terrorize (Su) Persuade (Chi) codes of Law and Jwtice
Danger Sense
Specialty &: Acrobatics (Dex), Artil- SnaMaN Falconry
lery (Int), Bowyer (Dm), Dismount Rider Mandatory &: Spirit Lore (Wis) and Fit Aid
(Dm), Fighting Instinct (Dex), Leader- Storyteller (Cha) Grovel
ship (Cha). Outdoor Stealth (Dex). Mysticisn
Quick Draw (k), Rapid Fie (Dex), S p i k y skills: Ancient History (Int),
Siege Craft (Int), Tactics (Int), Tracking Natural Healing (Wis). Nature Lore Dexteriq
( W (Wis), Persuade (Cha), Spirit Plane Alertncu
Geography (Wis) Armorer
Equestrian
qeNeMl81dllS Jump
Mandatory PLillr: Equestrian (Dex) and Riding Monster
Dicguise (Int) (Any Character) Weapon Mpsvry
spciplclr drilb: Acrobatics (Dex), Acting Strength connitutim
( W , Artillery (Int). Bargain (Cha). hvyer Muxle Drinking
(ax). Diunount Rider (Dex).Escape Art. Wrestling Endurance
kt (Dm), Gain Trust (Cha), Fighting
Insinct (Dac),Know Market Value (Int), lntclligence ClllrisIllS
Lip Repding (Int), Mountaineering (Dex), Boating Bargain
Quick Draw (Der),Rapid F k (Dm), Per- , Know Market Value Deceive
suade (Cha), Ihrking (Int) Mapping Gambling
Mimicrv Storpteller
HakOMON
Maadatory *ills: ReadlWrite Language
(Int) and Sigil Lore (Int)
spceipltll skills: Alchemy (Int), Alternate
Magics (Int), Magical Engineering (Im).
Planar Geography (Int)
CIeRiC
Mandatory *ills: Honor Immortal (W,
and Mysticism (Wis)
Choose lmmonnl d.
Your DM may
rule that you cannot play a cleric of Cre-
tip, as they are rabid chaotics with strong
anti-social tendencies.
Cmin: Deceive (Cha), Detect Deceptic
Wis)
ao
Many of you may soon switch to the Clams: In the D&D game, elves, Opposes the Sphere of Thought.
ADVANCED DUNGEONS & dwarves, and halflings are actual charac- Time: Usually related to neutral
DRAGONS@2nd Edition Game. For your fer classes. In the D&D game, e f v c r k - beings, cleric types, or the element of
convmimcC, we include this &n to hclp respond to AD&D game elven water. Opposes the Sphere of Matter.
you uy this Golnmr in your A D 8 0 fighterlmages. D&D game dwuvcs. ahd Thought: Usually related to any align-
game campaign. changes in the mas halflings become AD&D game fighten. ments, thief types, or the clement of air.
game have been taken into pccount hat. At high levels, D&D game demi-humans Opposes the Sphere of Energy.
The differences between the D&D@ use .atrack ranks. Ignore these in the Entropy: Not related to anything
and the AD&D games are small enough AD&D game. Human fighters .and except destruction, it opposes all other
so that the adaptation should not be thieves are not changed when converting spheres. It corresponds to the AD&D
much of a problem. However, for t h o r of to the AD&D game. Magic-usersbecomt game lower planes.
you who are not familiar at all wi& thc mages in the AD&D game, while clerks Morale: Whenever NPCs or monsters
D&D game, there are a few detdsnhnt eith& remain clerics or become priests of run into difficulties, especially during
need to be c l d i e d . For simplicity. ropia specific mythoi, depending on the DMs combat, there is a possibility that they
appear in alphabetical orda. AD&D game world. surrender or flee. Use the AD&D 2nd
One thing to keep is mind u chat Coins (cn):The cn abbreviation stands Edition game morale system instead.
AD&D game charmcm pn riightly &re ofweight. Fifty cn Monsters: Some monsters mentioned
tougher at low level, but 4 2 0 game n the AD&D game. in this supplemat do not exist in the
characters can deliva much more damage Dominions: These are lands under AD&D game. Simply replace them witb
character's rule, like the AD&D,gamc another appropriate creature. Keep an
baronies. Rulers receive taxes from inhab. eye on play balance: differences in HD
itants as well u income from 'natural and special abilities may occur at times.
resources and services. D&D gwre calling for a d j u s m t s .
the same lev& af experience in the two dominion populations grow an a-e
15% minus IdlOpeoplepermonth. The
Movement (m Movement ratesin
games, up tob&$4. Beyond 14th level,
assume that tve D&D game levels equal growth tops out at ld5% minus 5d10 in feerlround.
one level in the AD&D 2nd Edition game people once population density reaches Converting fmtn Fhc D&D game, 100'1
(round up). Using this, a 36th-levelD&D or exceeds 50 people per square mile, turn equals 10 fononfor the AD&D 2nd
game fighter becomes 20th-level in the Encumbrance: See "Coins." Edition game.~t
ADkD game. Equipment: The terminology in the Ranges: All 4ismnces are expressed in
Gazetteer nations can be set up in oth- D&D game is very similar to that in the feet, rather thsn inches.
er game worlh, such as those described in AD&D game. Equipment cost, encum- Rounds: BQundsand turns are used the
the FORGOTTEN REALMS'" Campaign brance, damage in combat, and AC pro- same way in both games. A D&D game
Set, or the WORLD OF GREYHAWK" tection are slightly different. but not round equals ten seconds. while a N m
Fantasy Game Setting. This offers inter- enough to be worth discussing. Use the equals 60 rourdr-.for simplicity uae the
esting alternative developments to AD&D game statistics. AD&D game cquiwlents.
regions not yet chirrted, enabling you to Experience: Total accumulated experi- Sple: Some D ~ I Dgame spells haw
continue your campaign without having ence for characters is different between slightly different names than their
to switch to the other game. the two games, but again, not enough to AD&D game counterparts. Simply use
Some of the more po~srfulshamans of have a substantial effect on play. Every. what comes closest. Modify the numbcr
Ethengar are capable of entering the body understands the difference between of memorized spells listed for spellcasters
Ethereal plane and reaching other a 1st-level magic-user and a 15th-level to match the AD&D game rules.
worlds. Most often, shamans are attuned wizard . . . we hope! W Machine: This is a mass combat
to places like the Plain of Horses in the Immortals: These are equivalent to the system developed in the D&D game. We
Forgotten Realms region of Kara-Tur. or AD&D game deities. Immortals often a d suggest using the BATTLESYSTEM"
the Tiger Nomads in Greyhawk Visitors NPCs who reached kvd 36 and 'm. Fantasy Combat Supplement, which
accompanying or sent by a shaman usu- pleted a heroic qdest of some sort. works for both game systems.
ally seem to phase out of an animal when Immortals belong to various "spheres," Weapon Mastcry: Ignore weapon mas-
entering the other world. such as: tery and replace with the AD&D game's
Alignments: D&D game characters Matter: Usually related to lawful weapon specialization.
have only three alignments-Lawful, beings, fighter types, or the earth ele- Wiccas: These are spellcuring mon-
Neutral, or Chaotic. In the AD&D game, ment. Opposes the Sphere of Time. sters. The AD&D 2nd Edition game ham
assign Good, Evil, or Neutral align- Energy: Usually related to chaos, dles each spellcasting monster sepnratelf
ments, depending on the context. magic-users. or the element of fire. in the Monstrous Compendium.
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