Friday, May 10, 2024

Friday Encounter: The Genie's Lamp

Of all the D&D horror stories out there, I'm sure that a solid chunk of them (if we filter out the ones that involve the words "it's what my character would do," anyway) involve the wish spell. The fun thing about such a spell is that it can do anything. It's a feature that truly shows the infinite potential of a TRPG if what a player can do with it is only limited by their imagination, and encourages the sort of creative thinking and problem solving that make TRPGs truly shine for me. The downside of wish is that giving a player access to infinite potential is very easy to abuse...unless the DM decides to have some fun with it, anyway.

Here's an encounter that plays on an old trope to get players thinking of how well they use their wishes. Perhaps it's a bit trite. Practically everyone has seen a genie someone had to throttle in a bottle, right? (Is my theater kid self showing?) But the reason cliches like this exist is because there's something about them that appeals to us, and a lot of them could very easily make for some fun scenarios at the table. Part of what appealed to me about D&D growing up was the idea of stepping into the same kinds of stories I loved and getting to make the decisions for the protagonist(s), and I think there's something to be said about presenting players with recognizable scenarios that have been the plot of many a TV episode or thought experiment to see how they would approach them.

The Genie's Lamp

This encounter can be used anywhere. It could be in a dungeon, in the wilderness, after defeating a major opponent, or perhaps even in a town. It doesn't even have to be in Quel'Ahma (or wherever genies come from in your setting); captive genies fetch a high price on the black market, and the sorcerers who control them may spread far and wide. Whatever the case may be, the PCs should come across a brass lamp carved with elaborate designs - it might be abandoned, pawned off at a market, or looted off a defeated foe.

If the lamp is rubbed, a cascade of sparkling smoke pours from the spout - and from that smoke manifests Tahir Avram Majdi abd al-Malik, a noble djinn who has been held prisoner in the lamp for centuries, bound under the spell of a cruel magician who wished to harness the genie's powers for his own gain. Recognizing the PCs are unfamiliar to him, Tahir introduces himself and expresses his gratitude for being freed from his prison. As is customary among his people, he agrees to grant them a taste of his power as a reward for their generosity, promising three wishes, with no rules or restrictions applying (other than that they cannot wish for more wishes), before he returns to the flying city of Tasshen.

The twist is that the long years of confinement and servitude have caused Tahir to grow resentful of all mortals, and he sees the PCs as no different than the wizard who bound him in the first place. He still offers his services to them - it's tradition, after all - but secretly, he only intends to pay lip service to the idea. In reality, Tahir wants revenge, and he will go through whatever means necessary to twist the PCs' wishes against them, in a scheme to teach them that they cannot hope to control such great and powerful entities and get away unscathed.

Whatever the PCs wish for, Tahir will execute it in way that will harm, inconvenience, or negatively impact them the most while still falling under the parameters of what they wished for. He will never refuse a wish or produce something other than what was wished for, but his definition of "what was wished for" is a broad one, and he weighs his interpretation heavily against the PCs. Use your judgment on how to best twist a wish. For instance, if a PC wishes for a magical sword, Tahir will give them one that is cursed (it's still magical; they never asked for a good enchantment). If they wish for an adversary to be dead, Tahir might ensure that their death creates a power vacuum that an even greater foe could occupy - or even turn that enemy undead, but still very much active and against the party, and quite possibly stronger than before!

If the PCs call Tahir out on his tricks, he will not lie or make excuses, simply pointing out that he still gave the PCs what they wished for. If they attempt to harm him, he will jump back into the lamp and hide there, refusing to emerge until it is rubbed when the PCs have no harmful intentions. If the PCs try to get rid of the lamp, it will keep mysteriously turning up in their possession, though Tahir himself will never appear unless summoned by rubbing the lamp.

This is, effectively, a way to challenge the PCs into thinking creatively to try to outsmart the genie. They might twist their wishes to be as specific as possible, for instance - though Tahir will still try to find whatever loopholes he can. A truly creative PC might be able to weaponize Tahir's wishes into creating cataclysms that will be as harmful to enemies as they are to the party themselves!

Once three wishes have been made, Tahir keeps to his word and vanishes off to Tasshen, glad to finally be rid of those pesky mortals. The lamp then becomes an ordinary lamp, worth 80 GP.

Thursday, May 9, 2024

The Elemental Faith

Elementalism is, of course, not the only religion practiced in Quel'Ahma. There are populations of Pantheonists there, and temples to the gods can be found in many major cities, often catering to foreign visitors (and consequently most prominent in Al-Riyah). There are even some people, often in remote or tribal regions, with customs comparable to the Old Faith. And Quel'Ahma is also home to the mystic traditions of the Covered Path, a philosophy dedicated to the pursuit of transcendence from earthly concerns. But it is Elementalism that comprises the Quel'Ahman state religion, underpinning much of Quel'Ahman society and informing and legitimizing the caste structure of its society, and it is certainly the path practiced by the majority of its citizens.

Elementalism is quite different than other religions, especially those of the north. The faithful do not direct their worship to any sort of entities, such as gods, spirits, or ancestors, but to the cosmos itself.  The pursuit of Elementalism is not to serve the whims of higher beings. It is to live in harmony with the elements, and to strive toward achieving the perfect balance of the elements within one's being, as much as is possible for one to do in their station in life. Elementalism does not assert the gods do not exist (given all the miracles they have performed, that would be a foolish assumption) - rather, it cites that even the gods are prone to the vanities of mortals, and thus are not worthy of worship no matter how powerful they are. It contends that gods are not above the fabric of the universe, but a part of it, and just as subordinate to it as mortals are.

In the pursuit of perfection, the Elemental Faith is characterized by logic and rational thought. Its tenants are outlined in the Four Books of the Elements, a collection of holy texts and observations by generations of holy men, which describe the nature of the elements, their role in making up the universe, and how they influence life, as well as how their balance affects both individuals and the world. The elements are each associated with all things in life - the cardinal directions, personality traits, the bodily humors, and so on - and this tradition has influenced alchemy and science, as Elementalism encourages one to understand the natural world in order to best live with it and understand how to master it. Quel'Ahman society is in itself an attempt to create the perfect order in accordance with Elementalist teachings, as is reflected by the privilege given to genies and genasi for their perceived greater purity, and how the four emirates are laid out to correspond to the four elements, organized spatially according to what the Four Books hold to be in proper balance.

However, there is plenty of room for interpretation. The Four Books of the Elements are comprised mostly of anecdotes, parables, and philosophic musings, sometimes even apparently contradicting one another, and with little effort to explain themselves. Some anecdotes are older than others, and some come from sources believed less reputable than others, but they are included within the body of the text nonetheless. It is thus up to the individual to interpret the texts and what they mean, and to determine how perfection can be achieved with the information they impart. Many scholars in Quel'Ahma study the texts obsessively and debate their meaning, and it is an important task of the genasi elite to interpret the Books and judge how they may be used to apply policy - something that has, in the past, sparked wars over differing interpretations.

Elementalist places of worship are built around examples of the elements. Though some have drawn parallels between Elementalism and the worship of sacred sites found in some Old Faith traditions, Elementalists do not truly worship examples of the elements so much as they worship the elements themselves. A specific rock or a holy fire are only parts of the great cosmic forces that compose the universe, and when Elementalists venerate such things, they do so as extensions of the greater elements, standing in for something much bigger and harder to comprehend - at least to outsiders. That said, these objects are valued for their purity, and to move or handle them requires complex rituals to ensure this purity is not disturbed. Each temple venerates a specific element, according to the direction in which it is placed, and where it is located. Thus, temples west of Tasshen, including those in Al-Riyah, worship the wind. These elements must be kept pure, and great measures are taken in order to do so.

A typical wind temple contains a sanctum that is kept open to the sky, placed to the west and faced by worshipers when addressing their prayers, but this sanctum may only be entered by members of a priestly class to keep the wind as pure of other elements as possible, and those who face it must veil their faces and wash their hands and feet so they do not contaminate the air with the impurities of their sweat or breath. When it rains (rare in Quel'Ahma, but it still happens), the opening of this sanctum must be covered with a cloth so that the air is not polluted by rainwater, and this cloth may never be used twice to prevent any lingering residues of past rains from entering the site.

Because Elementalists worship no gods, they are not granted powers through prayer. In the Lunar Lands, most clerics actually learn their spells through study in a temple rather than direct divine intervention, and Elementalists also observe traditions of magical training so that their priests are better equipped to understand the cosmos. Use a Way of the Four Elements Monk to represent the average adventuring Elementalist priest. A Pyromancy Sorcerer could also represent a priest dedicated to fire.

Monday, May 6, 2024

The Castes of Quel'Ahma

Social stratification in Quel'Ahma is set up according to a caste system that reflects how closely one can trace their lineage to the great genies - the more genie blood one has in their veins, the more power they hold in society.

Since time immemorial, the genies have held sway over the Quel'Ahman desert. These magical beings command great power, and they embody the four elements that shaped Quel'Ahma and all other lands, which caused them to come to be seen as emissaries of the cosmic forces and being in some way closer to perfection. But in ancient times, the genies grew content in the power and respect they were afforded - and they saw fit to exert it. They amassed vast harems of humans in an attempt to spread their noble lineage, or merely to slake their baser desires (for even if the genies were more perfect beings, they were just as vulnerable to mortal temptations). Their children were the genasi - those of mixed genie and mortal blood.

As time went on, the population of genasi increased more and more, and the genies began to fear that they were diluting their issue too thoroughly with mortal stock - that the genasi had tarnished the perfection of the genies by mixing it with the follies of mankind. To that end, the genies issued an edict that has been law in Quel'Ahma ever since - the formation of the three castes.

Humans make up the lowest caste of Quel'Ahman society, and are the most numerous in number. They are the common people - the laborers, farmers, soldiers, and slaves. Under the philosophy of Elementalism, it is believed that all earthly creatures, including humans, are composed of all four elements in equal parts - but for this reason, each individual element is impure, making it harder for that being to attain true perfection (humans are believed, under Elementalism, to still be capable of perfecting their beings, but it is harder for them to do so compared to genasi or genies. They are encouraged to strive toward being as perfect as they can be). As the genies care not to risk their magnificent immortal existences in the toils and trifles of everyday life, it is the humans who are tasked with all the dirty work they wish not to sully their hands with. One does not see an almighty djinn engaging in hard labor, after all.

This does not mean that humans in Quel'Ahma are doomed to a life of squalor and poverty. It is, in fact, quite possible for humans to attain wealth and influence, and some of the finest scholars and the most well-traveled merchants have been of human stock. But their lives are fleeting and their powers diminished compared to their masters, giving them less opportunity for advancement, and they are not often trusted with more important positions.

Sample NPC: Mahmoud ibn Yusha is a trader in Hajar, a nexus of several important caravan routes that pass through Al-Riyah. As the city is a cosmopolitan one, with many travelers from foreign ports passing through, he has made great business buying and selling goods from many lands, and he is keen to flaunt his wealth in treasures from foreign lands, trimming his turban with furs from the north and his robes in silks from the City-States, among other things. He is regarded as somewhat of an eccentric; some of his peers argue that he has grown too much like the Northerners he deals with, and has taken to a love of gambling and strong drink. However, he uses his connections well, and has befriended several merchants and their entourages, making him privy to all sorts of information that passes through the city and beyond.

The Genasi - those who can trace their heritage back to mixed mortal and genie parentage -  make up the middle caste of Quel'Ahman society. Though they were descended from the mingling of great and lesser beings, their population grew so great as to earn them recognition as a separate caste, and now it is expected that genasi marry and associate with other genasi to avoid diluting their genie blood any further with that of mere mortals. If mortals are composed of the four elements in equal parts, then the genasi have a greater percentage of one element compared to the others, granting them longer lives and greater attunement to magic - they are thus seen as being closer to the pure, unrefined form of their respective element, but not attaining the purity of a true genie. They can still grow old and die, and their powers are diminished compared to their forefathers, but humans still treat them with awe and respect - if not fear. Generally, genasi of a given type are more commonly found in the emirate corresponding to their element, but exceptions occur, be they well-traveled merchants or simply well-connected officials.

Genasi are the executive class of Quel'Ahma. They are clerks, government officials, and merchant-princes, often overseeing particular towns or businesses for the benefit of their genie masters. Often born into wealth and privilege, the average genasi can expect to not have to deal with the back-breaking manual labor of humans, but they cannot afford the idle luxuries of a true genie either - rather, it is they who must manage the humans on behalf of the genies, to ensure that everything proceeds under the auspices of order. Still, their long lives and relative freedom warrants them plenty of time to themselves, and many are philosophers and scholars, turning their attention to decoding the mysteries of the universe while their underlings take care of the hard labor.

Sample NPC: Zakariah al-Diklah bin Eli al-Su'ud is the administrator of the town of Mesenshah, and an envoy to the Emir who ensures that his word is carried out. He is a loyal servant to the Emir and respects his judgments, but is not without ambition - he has led an initiative to open up relations with the outside world, in particular sending more envoys to Wulin in the hopes of strengthening trade with the far-off land. However, he will not hesitate to back off if convinced that doing so is in the Emir's wishes. When dealing with others, he is strict and businesslike - he finds it unbecoming of a noble genasi like him to be tied up with mistakes and unprofessionalism.

The Genies - djinn, efreet, marids, and dao - are the ruling class of Quel'Ahma. They are immortal beings of the elements, composed of their respective element in its purest and unmixed form, and are thus seen as models of elemental perfection that mortals must strive toward in all regards possible. As beings of great magic, they command power over even the wisest of genasi, and they have lived long enough to master untold knowledge. It is no surprise, then, that genies are treated with awe and reverence, in a matter some foreigners have compared to living gods.

Quel'Ahma is divided into four emirates, and the Emir who rules over each one is a genie with power over the corresponding element. Those these spirits keep the company of genasi courtiers and whatever human envoys are lucky enough to be granted access to their marvelous palaces, they socialize with their own kind, usually comprised of their extended families, which can grow quite large and house many generations beneath one roof. As can be expected, this puts aspirants for the throne (though genies are immortal, they often grow bored of ruling for too long and choose a successor before abdicating) in close contact with one another - and this can cause palaces to turn into hotbeds of intrigue as competing factions jostle with one another for their place in line. The homeland of the genies is the holy city of Tasshen - the dwelling place of the Sultan of all Quel'Ahma, and a flying city that soars above the clouds. No mortal has ever laid eyes upon it, and any who set foot in it would be summarily disintegrated.

Despite the importance of their positions, the genies of Quel'Ahma tend not to be active rulers. They are content to live in splendor and opulence, spending their immortal existences in the pursuit of decadence. After all, they have genasi to worry about the complicated business for them. This hands-off approach to ruling does, however, mean they can easily be swayed by ambitious viziers who tell them what they want to hear while furthering their own schemes, and there have been many times where the disgruntled populace rose up against their genie masters who spent their taxes on their own dalliances - though the power that the genies wield is an effective deterrant to unrest.

Ironically, as creatures of magic, genies may possess great power, but power can be worked on them as well. With the right spells and rituals, it is possible for a genie to be bound into a physical object, such as a lamp or ring, and forced to work its powers for the benefit of its captor - even if that captor is a mere mortal. Much like fairies or demons, they are creatures of their word, and if outwitted they have no choice but to serve those who gained power over them. Of course, binding a genie in such a way is a grave offense and a symbol of insubordination in Quel'Ahma, but it is one way in which mortals have fought back against their masters. If a genie is freed from such imprisonment, it is customary for them to reward their gracious rescuers with three wishes.

Sample NPC: Najii Rafiq Itamar al-Gefen ibn Mahir Amjad is the Emir of Al-Riyah. A powerful djinn known for his skill in magic and his ability to see into the future, he is well respected by his people, who view him as the embodiment of the wind itself. As such, no one dares offend him, lest he call storms against them and strand their ships. Despite such a fearsome reputation, though, the Emir is a jolly soul who spends much of his time drinking, feasting, and laughing in the company of his court. He's quite laid-back and takes little seriously; compared to other genies, he is unusually lenient with letting strangers into his court, and has been known to entertain noted guests with grand spectacles if they are present in the area, merely to enjoy their company. He leaves much of the heavy lifting to his courtiers and officials, allowing himself to enjoy such luxuries, but he is as mercurial as the wind, and it would be unwise to believe that he would not pose a threat if offended.

Note that foreigners - be they those from outside Quel'Ahma, Caravan People, or citizens of the independent cities not under the sway of the Sultan - are not considered to be part of any castes, not even that of humans. This allows them to enjoy more mobility and opportunity than may be limited to human Quel'Ahmans, but also means they cannot depend on the genasi or genies to protect them if they fall back to their authority. 

Saturday, May 4, 2024

Emirate of the Winds

Furthest to the south, beyond the City-States, beyond Taldameer and Golnir and the Cloudbreaker Mountains, lay the great deserts of Quel'Ahma. Some say it was an ancient battle between gods that scorched the land and reduced it to waste - but whatever the case might be, the hills descend into a great sea of sand that stretches as far as the eye can see, so vast and barren that not even the Caravan People have charted it all. At the heart of the desert, nothing grows. The sun itself is enough to kill a man in the heat of the day, and at night, the cold winds can chill travelers to the bone. Water is scarce, and the bones of entire caravans lay buried beneath the sands.

And yet, Quel'Ahma is one of the wealthiest and most esteemed of all the lands. Its people are a proud folk, known throughout the world as learned scholars and philosophers who devote their lives to mastering the knowledge of the world. They control trade routes across the Great South Sea, supplying silks, spices, incense, and gold through the City-States and beyond, and their reach even goes as far as the distant lands of eastern Wulin - their merchant dynasties know the routes to get there, and that is a secret they will protect with their lives.

To those of the north, the Quel'Ahmans are an inscrutable people. They know no gods - instead, their worship is directed toward the land itself, paying homage to the four elements. Yet they do not worship natural forces through spirits and shamans in the same way as followers of the Old Faith. Their religion is based on a complex and codified system of logic that aims to understand the natural world and live in balance with it, as the mysterious cosmic forces that move the universe intend. The Quel'Ahmans regard Northerners as foolish, superstitious barbarians who know not the finer things in life, though they are still happy to trade with them.

Quel'Ahma is ruled by the genies - beings of magic shaped by and with power over the elements. The land is divided into four emirates, each corresponding to an element and a cardinal direction. To the west is Al-Riyah, the Emirate of the Winds, which encompasses much of Quel'Ahma's coastline along the Great South Sea, and as such is perhaps the most settled of the Quel'Ahman lands.

Whether it is due to its position on the coast, or the highlands that follow the shoreline, Al-Riyah is blessed with a relatively mild climate, making it the center of Quel'Ahman agriculture. Its settlements hug the coast, with great cities supplied by the trade winds across the sea and the fertile fields fed by the rivers that run down from the hills. It is also among the most cosmopolitan regions of Quel'Ahma - owing to its status as a hotbed of trade, many travelers and merchants have made their homes in the Western Emirate, and this has given rise to thriving foreign quarters in its cities today. Though xenophobia still exists, northerners in Al-Riyah perhaps have the best chance of making their fortune among the traders that ply the coast.

But that is not to say the Emirate of the Winds is a paradise on earth. Within the cities of the Emirate, intrigue prevails. With wealth comes power, and with power comes ambition. Some cities have broken away from the rule of the genies, some even managing to carve out kingdoms of their own, and the dynasties that rule over lucrative trade routes compete fiercely with one another for influence. Beyond the fertile coast, the desert is still a harsh mistress. And even older things lay buried beneath the sands - things perhaps better forgotten...

Friday, May 3, 2024

Friday Encounter: Caravan Holdup

Here's an encounter to put a (hopefully) refreshing spin on a tried-and-true formula. How many times have you had an encounter where the PCs find a caravan overturned, massacred, and looted by orcs, with or without the orcs still present? It's a classic for a reason - it provides opportunities for combat, treasure, and intrigue all in one package, with further leads that the party can pursue if they wish. I suspect that's why this scenario gets used as frequently as it does. But what if the PCs came upon such a scene while the caravan was being robbed?

The Encounter

This encounter is best suited while the PCs are traveling on a road. Up ahead, they see a horse-drawn wagon laden with barrels, crates, and sacks, stopped in the middle of the path. Four orcs (or, alternatively, human bandits, or any other sort of enemy you wish to use - it works for any number of scenarios) are gathered in front of the path, blocking the cart from moving any further. A fifth orc - Hokluk, the leader of the band - is standing off to the side, holding a terrified-looking merchant, Henrik Stolt, up by his collar and pinning his back up against a tree. Hokluk's warband ambushed Henrik's caravan as it passed through, accosting the merchant and demanding he turn over the shipment in exchange for safe passage.

Luckily, or perhaps unluckily, this happened mere moments before the PCs arrived on the scene, and they manage to catch Hokluk in the middle of his "negotiations" with the caravan. At the sight of unfamiliar faces approaching, both take note. Henrik is relieved to know that his life may be saved by a stroke of fate - Hokluk suspects that he might be able to get even more out of the deal, now!

At the sight of the PCs, Hokluk draws a notched sword from his belt and holds it to Henrik's neck, threatening that if the PCs draw weapons, he will slit the man's throat without a moment's hesitation. He will, however, agree to let the merchant go if they hand over any valuables they might be carrying. Henrik pleads weakly for them to follow the orc's demands - he's too fearful for his life to want to risk more trouble. Of course, the PCs might have other ideas.

It is possible that the PCs will want to negotiate for Henrik's freedom. In this case, use your judgment. I can't anticipate what solutions your table might come up with. The orcs are motivated mainly by greed, and will accept anything they believe to be equal or greater than the value of a wealthy merchant's wares (about 1000 GP) to be enough to let Henrik and his merchandise go unmolested. If the PCs give less than that, they will still let him go, but will make off with his wagon and horse, intending to eat the beast and use the wealth for their own purposes. Alternatively, a DC 17 Persuasion check (or Deception, depending on the argument) might be effective at getting Hokluk to reconsider his warband's course of action. The PCs might, for example, be able to suggest alternative means to gain wealth, or they may be able to convince the orc to a duel in order to determine the merchant's fate.

If the PCs react with open hostilities, Hokluk slits Henrik's throat, killing him instantly. His four spear-orcs will charge the PCs, while he hangs back ready to take the place of any who are wounded or flee. At the same time, three more orcs that were hiding behind the cart clamor on top of it and fire on the PCs from above. The cart is a terrain feature with the Climbable, Concealing, Total Cover, High Ground, Impassible, and Ledge tags. The orcs will fight until half of them are slain or until Hokluk dies, after which they must all make a DC 10 Wisdom saving throw at the beginning of each of their turns or flee.

Further Developments

Naturally, where the PCs go next with this encounter depends heavily on the outcome of it. If Henrik survives the ordeal, he will thank the PCs and promise to reward them - but his ability to do that might be called into question! If he still has his cart, he will request the PCs accompany him to his destination, upon which he will pay each of them 200 GP once he sells off his wares.

If Henrik survived but the orcs stole his cart, he will lament its loss, but is thankful to be alive and insists not to worry too much about it. He will, however, be on his feet in the middle of hostile and unfamiliar territory, and requests the PCs follow him back home. In either case, Henrik may become an NPC contact you can reuse in later adventures, or as someone the PCs can choose to seek out on their own.

If Henrik was killed but the PCs managed to recover his cart, they will find a map guiding them to the town he intended to sell his wares at - which is surely still expecting the shipment. If they go there, they may be able to turn a profit for the goods - but it is also possible someone will recognize that someone who is not Henrik is driving his cart, and believe it is the PCs who robbed him! In any of these scenarios, you may wish to throw in additional encounters along the way while the PCs are escorting the merchant, his cart, or both.

Another way to build off this encounter is to look into why the orcs were so determined to rob the caravan in the first place. Is it truly a matter of mere greed - or does something even more ferocious threaten them, forcing them to gather tribute (or the funds necessary to protect themselves)?

Thursday, May 2, 2024

Ukiah Hex Map

Due to the sheer vastness of Ukiah, this map only covers one area of the region, centering around the Marches. Each hex equals twelve miles. For the most part I'm inclined to agree with Mythlands about three-mile hexes, but there was no way to do some of the maps I've been doing without them being unfeasibly large. As such, this map is not intended to be comprehensive, and it can be assumed that each hex contains at least one point of interest, whether shown on the map or not.

Click here to enlarge

Monday, April 29, 2024

The Great Khan

On his ascension to power, Kostten Khan had a lot to prove. He was only the second man to rule over a united Ukiah - until his father's unification wars, each of the Khans governed only the tribe or tribes under their banner, and warred with each other as much as against outside forces. But the Great Khan was not merely a political position, but a matter of great cosmic importance - at least if you asked the Ukians.

An old prophecy foretold that a great leader would arise at a time of strife and chaos for Ukiah, uniting the myriad clans beneath his sword, and crushing the enemies of the people - a great leader who possessed the strength of ten men, with the blood of the north wind in his veins. When Jahken Khan began to expand his reach, many believed that he was this prophecized leader. He was a valiant warrior and a force to be reckoned with on the battlefield, both as a commander and as a combatant, and he was recognized from birth as having the talents of a shaman, who were said to be "born of the winds" in some Ukian dialects. As he began to rally more tribes to his side, and launched the greatest raid against the Vardessians in recorded history, it only seemed more and more likely that he was the chosen one the prophecy spoke of - which, in turn, led to other chieftains pledging their allegiance to him, finding it wise not to go against the cosmic order.

There was only one problem. Jahken Khan died of a fever three years ago, with the Vardessians and Kvessians still very much unexpelled from the traditional boundaries of Ukiah.

If Jahkhen Khan could not fulfil the feats spoken in the prophecy, then he surely could not have been the chosen one it spoke of. Many Ukians reevaluated the prophecy. Some maintained that the magnitude of Jahken Khan's raid surely qualified for "crushing the enemies of Ukiah," and that the prophecy did not say that they would not strike back. Others argued if Ukiah had really been at enough of a time of crisis before the Great Khan's rise to power in order for his ascension to fulfil it in the first place. However, in the last few years, the prevailing theory has become that Jahken Khan was not the chosen one at all - his son, Kottsen Khan, is.

When Kottsen Khan arrived in his father's camp asserting his rightful claim to the position, many were skeptical. He had not grown up with the Ukians - in fact, his musclebound frame and red beard betrayed his origins as a half-Northman, fathered illegitimately by the Great Khan in a border raid and raised as a member of the Forevik tribe. However, he had discovered his heritage in the yurt of the shamaness Sagka, who took the young man in when he was lost during a hunt and recognized in a vision that he was the Great Khan's progeny. So too, she recognized his great strength and strategic mind, and believed that he was surely the prophecized chosen one. The two of them made the journey to the camp, and there, under Sagka's advice, he demanded that the clan recognize him as the rightful Great Khan of Ukiah.

This, predictably, did not sit well with the reigning Khan, Jahken Khan's legitimate son Mavdnos Khan. But, undeterred, Kottsen challenged him to a duel - and, as the story goes, slew him in a single stroke. Whether by the right of his victory or because such a show of prowess made enough of a case for his claims, Kottsen was granted the position of Khan, and from there began his aims of living up to and exceeding his father's legacy.


Of all the Khans of Ukiah today, Kottsen Khan undoubtedly commands the greatest army, and his influence reaches the furthest. In order to house his soldiers, his many wives, and their families, his camp is a veritable city of yurts, with as many winding streets between districts of tents as may be found in more settled lands, and is surrounded by a great wall where his soldiers may watch from towers to warn of any who come near. So too, there are several longhouses devoted to holding the Great Khan's vast wealth, where fabulous riches may be found - closely guarded, of course. Kottsen Khan's own yurt dominates the horizon, a great red-canopied tent flanked by fluttering banners that can be loaded onto a wagon and pulled by oxen during migrations, and with enough room inside to house all the delegates from the many tribes allied with his own whom he holds court with (even some elvish, orcish, and Kvessian and Vardessian ambassadors are among this court, though they know better than to attract his ire). From his throne, Kottsen Khan sends orders to his allies all across Ukiah, directing their movements and raids, and Sagka stays close at his side to provide counsel and to consult the spirits for their tidings; there is no matter she does not weigh in on. The Khan is a passionate man who has taken his newfound rule to heart, and devotes his loyalties to the Ukian people, vowing to unite them against foreign invasions that threaten their livelihood. Though he has not openly declared war on the forces of Kvesland and Vardessy, many believe it will only be a matter of time.

However, Kottsen Khan's reign over Ukiah is not absolute. He is a very powerful warlord, but far from the only one. Some Khans maintain that his claims to being the chosen one are the blasphemous blatherings of a fool, crafted to grant himself legitimacy and power, and that Sagka is little more than a puppet master feeding him the right things to say in order to advance his causes, and consequently her own. Perhaps, one day, that too shall spark war. But for now, the Great Khan is content to lie in wait, gathering influence and amassing his strength until the time to strike is at hand.