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Dungeons & Dragons Gazetteer Roleplaying

DnD Gaz KW Ethengar

Dungeons and Dragons – Mystara

Gazetteer #12 – The Known World – Ethengar Khanattes

(Also known as The Golden Khan of Ethengar)

Source: The Golden Khan of Ethengar (0e-gaz-12)

This is the twelfth of the Gazetteers written in the Know World setting of Mystara.

This region is based around the horse lords of the steppes and follows along a lifestyle based on the Mongol Horde of Asia and Europe.

I have them as descendants of the Element of Earth and linked to the spiritual aspect of the world around them.

Ethengar is a vast grassy plain, offering little protection from either the bitter winds of winter or the blistering sun of summer. This rough land test the people who live on it every day, and those who survive that test grow strong and hardy. It is a land of warrior horsemen as fierce and deadly as they are skilled.​

Once a multitude of warring tribes, the people of Ethengar have united under the banner of a single leader, The Golden Khan.​

Ethengar Khanates Character Options

Clan Status 

Not all clans are equal in the eyes of the Khan and other clans. To find out about the status of your clan ask your DM. Hakomon (Arcane casters) characters need not roll on this table: their status depends on other factors. 

  • Despised: Life is hard for your clan. The Khan of your tribe is far from pleased with your clan’s performance in recent years. Each spring he gives very little in the way of goods to your clan, and what he does give is usually of poor quality and unlikely to last the year. 
    • In camp, your clan gets all the really nasty jobs: preparing the dead for their last rites, clearing up after feasts and festivals, keeping the camp clean of horse dung and other animal droppings, and digging and filling the latrine pits. 
    • Things are not entirely hopeless. A character from this social position who performs valiantly and gives good service will reflect well on the status of the clan and may improve it in the eyes of the Khan. 
    • Clan: 1 Family, -2 Mod to Ethengarian Cha social skills
    • Starting Equipment: 1 nag, bow, lasso, hand axe
  • Struggling: Your clan has a reputation for not making the most of the Khan’s property. 
    • The clan usually returns to the Khan most of what was given to it in the spring. Some years it increases the wealth of the Khan, but most years it struggles to maintain it. Even though it’s a precarious existence, no major disasters have brought the Khan’s disfavour upon your clan. 
    • Clan: 1d4 Families, -1 Mod to Ethengarian Cha social skills
    • Starting Equipment: 1 normal light war horse, 2 poor horses, bow, lasso, sword, hand axe, leather armour 
  • Comfortable: Your clan is neither wealthy nor poor. The Khan provides sufficient wealth each year to maintain the clan and with proper care of the animals, the clan may even better its position in the following spring. 
    • Clan: 2d4 Families, +0 Mod to Ethengarian Cha social skills
    • Starting Equipment: 3 normal light war horses, bow, lasso, sword t, hand axe, spear, leather armour  
  • Respected: The clan does well in animal breeding and makes the most of the Khan’s wealth. It is therefore favoured by the Khan and has gained the respect of other clans. 
    • Clan: 2d6 Families, +1 Mod to Ethengarian Cha social skills
    • Starting Equipment: 4 normal light war horses, bow, lasso, sword, hand axe, spear, chain mail armour
  • Honoured: The Khan honours your clan by bestowing great gifts on it each spring. 
    • By increasing the size of its herds and wealth, your clan has earned the Khan’s favour. It is likely that a member of the Khan’s family has married into yours, increasing its standing within the tribe. 
    • Clan: 2d6 Families, +2 Mod to Ethengarian Cha social skills
    • Starting Equipment: 3 normal light war horses, 1 superior light war horse, bow, sword, hand axe, lance, chain mail armour  
  • Ruling: You are a member of the Khan’s own clan, although not a member of his immediate family. All other clans show their respect to you by bowing in your presence and obeying your wishes. Abuse of your power is, however, not wise as the Khan expects members of his own clan to set an example for the other clans. 
    • The majority of your actions must be geared toward bettering the position and status of the tribe. Failure to do so will cause the Khan to disown you. 
    • Clan: 1d4+2 Families, +3 Mod to Ethengarian Cha social skills
    • Starting Equipment: 4 superior light war horses, 1 superb horse, bow (20% chance of being a +1 weapon), sword, hand axe, lance, lamellar armour

Ethengar in the Known World

Ethengar in the Known World

Ethengar is south of the Heldannic Freeholds, West of the Northern Reaches, north of Darokin, Broken Lands and Rockhome and east of Glantri.

Dwarf:
Craftbound (Skarrad Clan) – Teachers and crafters.
Stonebound (Skrklist Clan) – maintaining an embassy.
Stonebound (Torkrest Clan) – teaching art of war.

Human:
Ethengar – base race of the region.

Locations of Note
The Clans (330,000 members)

Bortaks (Nothern) – 41,250 (Runic Eye Horde 1052 warriors)

Kaeruts – 41,250 (Death’s Rider Horde 1052 warriors)

Kiyats – 41,250 (Giant Killer Horde 1052)

Murkits (Ruling) – 41,250 (Bloody Horde and Keshak Horde 2,104 warriors)
– Locations: Chagon-Nah, Xantha, Waystations x5, Unnamed

Taijits – 41,250 (Skull Crusher horde 1052 warriors)
– Locations: Bargha

Uighurs – 41,250 (Bone Cruncher Horde 1052 warriors)
– Locations: 4 waystations, unnamed

Yakkas – 41,250 (Spear Catcher Horde 1052)
– Locations: 10 Waystations

Yugatais – 41,250 (Plains Rider Horde 1052)

Lands of the Black Sands
World Mountain: This place is avoided by all those who don’t have a strong connection to the spirit worlds.

The Ethengar Khanates
Section of Notes Still Under Construction

Clan migrations – Each of the clans have a migratory pattern, and we would define which of the clans are Earth Genasi, Human and Goblinoid.

Heldannic Knights – Just what is the Heldann Freeholds and why do they have a major role in the ongoing campaign, with the no quarter given or taken fighting for pure survival that occurs between the clan and the knights.

Glantrian bounties – The reasons why the Ethengarians hate the Glantrian wizards, and why they have a bounty on every wizards head. This leads back to the Lands of Black Sands and the Black Mountain story.

Groups:
– Bloodseekers
– Bratak Schools
> The Brass Dragons (Warlocks)
> The Bronze Dragons (Druids)
> The Copper Dragons (Rogues)
> The Silver Dragons (Bards)
> The Gold Dragons (Sorcerers)
– Brotherhood of Dwarven Artisans (Dwarves)
– Brothers of the Bolt (Dwarves)

Humanoid Hordes
– Gostai Goblins
– Hooplak Hobgoblins
– Tangut Orcs

Dragonborn:
Copper – found near the south eastern hills.
Gold – found near the lakes.

Genasi:
Earth – found among the Ethengar people.

Monstrous:
Goblin (Gostai Clan) – nomadic wolf riders of the steppes
Orc (Tagnut and Silktor Clans) – tba

Wrath of the Immortals Timeline

Phase One (Levels 1-5)

AC 1000 (Level 1)
  • TimelineAC 1000Ethengar
  • Still to be Edited
    • (GAZ12) Welcome to the Lands of the Ethengar. Visitors to these lands have a different experience to those who grew up here.
    • <-> (GAZ12) In the Service of the Golden Khan. A group of outcasts are assigned to one of the children of the great khan as her escort and bodyguards as she explores the world around her for the first time.
    • <-> (GAZ12) Arriving at the Court. Awards for service to the Khan, and secret missions are called to be done.
    • (GAZ12) Year of the Tiger – The current spirit totem is the tiger.
AC 1001
  • TimelineAC 1001Ethengar
  • Still to be Edited
    • <-> (GAZ12) A Private Audience – a group has received a private audience with the Great Khan for services rendered, with gifts provided.
    • (GAZ12) Year of the Hare – The current spirit totem is the hare.
AC 1002 (Level 3)
  • TimelineAC 1002Ethengar
  • Still to be Edited
    • (GAZ12) Box of Rain – A water spirit is needed at Chagon-Nah, and a quester is sent out.
    • (GAZ12) Year of the Dragon – The current spirit totem is the dragon.
AC 1003 (Level 4)
  • TimelineAC 1003Ethengar
    • Mystery of the Iceshield Orcs – They are leaving their home mountains of Makkres Mountains located in Vestland (Northern Reaches) in a mass migration, but no one knows why. Investigators are sent to find our why.
    • Mystery of the Travelling Dragonborn – Part 1 – Travelling from Darokin City in three caravans. On headed North, though Ethengar and into the Heldannic Territories. One Headed South, into the Five Shires, through Karameikos, then Thyatis and up the coast of Ylaruam and the Northern Reaches before reaching the Norwold Region. The Last caravan headed east into Ylaruam, then up into Rockhome and out into the Northern Reaches before making it unto the Norwold Region.
  • Still to be Edited
    • (GAZ12) Moglai Khan Bides his Time – The lands a plentiful, and no great threat appears. He sends family to investigate the bordering lands.
    • (GAZ12) Year of the Serpent – The current spirit totem is the serpent.
    • Giant Migration – The giants are migrating to the eastern end of Darokin, southern and eastern Rockhome, western Northern Reaches, eastern Karameikos, and western Ylaruam.
AC 1004 (Level 5)
  • TimelineAC 1005Ethengar
  • Still to be Edited
    • (GAZ12) The No-War Option – The Great Khan disperses his people and tells them to prepare for another time.
    • (GAZ12) The Yakka Lands – Time to talk to the various Khan’s.
    • (GAZ12) Year of the Horse – The current spirit totem is the horse.

Phase Two (Levels 6-10)

AC 1005 (Level 6)
  • TimelineAC 1005Ethengar
  • Still to be Edited
    • (GAZ12) Goblin Migration – They are all moving west towards the Broken Lands. All the goblinoid and orc Khans are gathering to discuss the Great Khan’s proposal.
    • (GAZ12) Year of the Sheep – The current spirit totem is the sheep.
AC 1006 (Level 7)
  • TimelineAC 1006Ethengar
  • Still to be Edited
    • (GAZ12) The Gostai Hunt – A group of tribesmen try and drive the Gostai into Glantri.
    • (GAZ12) The Spirit World – Questions need to be answered, the great spirits need to be contacted.
    • (GAZ12) Year of the Ape – The current spirit totem is the ape.
AC 1007 (Level 8)
  • TimelineAC 1007Ethengar
    • The Day Magic Died – The gods stopped answering the prayers of the faithful. All the clans gather with the Great Khan at the edge of the black desert.
  • Still to be Edited
    • (GAZ12) The Glantrian Campaign – The Glantrian start to harass the Khans people.
    • (GAZ12) The Ten Thousand Fists – Members of the Khan’s intelligence group are disappearing when entering Glantri, those behind it need to be dealt with.
    • (GAZ12) Year of the Fowl – The current spirit totem is the fowl.
    • Wrath of the Immortals – Heldanners Attack – Heldannic Knights launch an attack on the Ethengarian clans. (Event J – Fall 1004)
AC 1008 (Level 9)
  • TimelineAC 1008Ethengar
  • Still to be Edited
    • GAZ12 – Revenge – Oktai Khan turns against the heroes of the Steppes.
    • GAZ12 – Rescue – The Brothers of the Bolt are captured in Glantri and need assistance
    • GAZ12 – Year of the Dog – The current spirit totem is the dog
AC 1009 (Level 10)
  • TimelineAC 1009Ethengar
  • Still to be Edited
    • GAZ12 – Trouble in the North – One of the Khan’s Clans is preparing to go North and punish the clerics of the Heldannic Freeholds.
    • GAZ12 – Undead – The dead tribes of Maghur and Hajik begin to rise again.
    • GAZ12 – Year of the Pig – The current spirit totem is the pig.

Notes of the Gazetteer Mini Campaign

This mini campaign was never played by my group as they wanted to get stuck into the storyline.

Update: After skipping this with my main group, I have started a campaign on another night and we are traversing the areas in the steppes and around it.

I have incorporated elements from Princes of the Apocalypse, Curse of Strahd and Tales from the Yawning Portal into the storyline and my players are using the downtime rules for advancement. So far they are most of a way through the first game year.

The setup

Six players, each having backgrounds that fitted into the setting or changing the setting slightly to allow for the backgrounds to work.
Language: Characters gain Ethengarian as an bonus language. When assigning Common to the character sheet, this becomes a choice of either Thyatian or Alphatian.
Starting location: The camp of the Great Khan, so all characters need to be on good terms with the people of Ethengar.
Clan Status: there is a random roll to determine your status in the clans and what that means. This is for characters that are local to this region.

Notable changes to the setting:

  • Black Mountain – A place of death for the dead, where worlds collide and portals are made
  • Glantri bounties – A head worth more to others, why announcing your origin can be very bad indeed.
  • Genasi of the Steppes – The people of the earth, and why they have settled into this area.
  • The red skulls are known Ethengarian approved spell caster locations.

Content Updates

  • 2021-10-25 – Added in AC 1008 and AC 1009 with a timeline layout cleanup.
  • 2020-10-02 – Into details added from Realm Works transfer.
  • 2020-08-23 – Timeline cleanup.
  • 2020-08-06 – Added in Timeline for AC 1007.
  • 2020-04-16 – Structure and move Ethengarian Pantheon to their own page.
  • 2020-03-03 – Added in Timeline for AC 1006.
  • 2020-02-18 – Added in Timeline for AC 1005.
  • 2020-01-14 – Added in Timeline for AC 1004.
  • 2019-12-31 – Added in Timeline for AC 1003.
  • 2019-12-24 – Added in Timeline for AC 1002.
  • 2019-12-17 – Added in Timeline for AC 1001.
  • 2019-12-13 – Added in clan status and setup information.
  • 2019-12-11 – Added in Timeline for AC 1000.
  • 2019-11-28 – Adding in the missing races and religion.
Ethengar
D&D Gazetteer

Mystara setting

The Known World Region: Alfheim, Atruaghin Clans, Broken Lands, Darokin, Ethengar, Five Shires, Glantri, Ierendi, Karameikos, Minrothad, Northern Reaches, Rockhome, Shadowlands, Ylaruam

Other Places of Note: Alphatia and Thyatis, Norwold Region, Thunder Rift

Hollow World

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

WRATH: Campaign, Design

Game ManagementAnnotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience

Class Builds – Artificer – Artillerist (Tinkerkin), Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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