Tengri-Uul and the grass sea Nomads

Introduction

High above the endless golden waves of the Grass Sea (Ötgön Tal), where the wind bends the tall stalks like an ever-shifting tide, drifts Tengri-Uul, the Sky Mountain. A floating city unlike any other in Tymora, it is neither bound by land nor limited by borders, moving ceaselessly under the guidance of the Tengrikhan, the noble lords of the sky, and pulled across the land by colossal herd-beasts tended by the Salhichin, the People of the Wind.

Below, the Salhichin ride alongside their vast herds in the Möngke Süü, the Eternal Shadow of Tengri-Uul. Ever watchful for the Khar Angir, the pack-hunting raptor beasts of the tall grass, and the feared Dal Mörgöl, the raiders of the Grass Sea, they rely on the Talyn Bökh, their fierce raptor-mounted cavalry, to patrol migration routes, ensuring the safety of their herds and securing the lifeblood of Tengri-Uul.

Above them, in gleaming spires, the Tengrikhan elite rule over the moving kingdom. Removed from the toil of the plains, they live in luxury and power, their soaring palaces connected by bridges of enchanted stone, their defenses maintained by black-winged pegasi riders from the Tengriin Tsergüül, the caverns beneath the floating island.

Together, they form the greatest trading force on the continent, traveling from inland settlements to distant ports, bringing wealth, knowledge, and influence wherever their city roams. Yet beneath the grandeur, tensions rise—between sky and land, rulers and herders, those who control wealth and those who ensure survival.

  • According to Dworn history, Tengri-Uul has existed since time immemorial, drifting silently across the horizon, carried by unseen winds. Yet, the Dworn, ever practical and grounded, saw no value in exploring what could not be claimed. For centuries, Tengri-Uul remained a mystery, its purpose unknown, until humanity's curiosity led them to pursue it.

    The First Karns and the Leap of Faith

    The earliest Tengrikhan, then known simply as Karns, were bold explorers, driven by curiosity, ambition, and sheer recklessness. A mix of willpower and sheer luck led them to attempt what no Dworn had ever bothered to do, to reach the drifting island above.

    At the time, Tengri-Uul was floating near the Ironcrag Mountains, moving slowly but steadily along unseen wind currents. With rudimentary air magic, the Karns managed to push the island closer to the cliffs, bringing it within reach. What happened next would go down in history as one of the most daring acts of early humanity.

    With no guarantee that the island could support their weight, nor any certainty that it would not tip and bob like a piece of wood on water, the first Karns took a leap of faith.

    One by one, they hurled themselves from the rocky cliffs onto the floating island below, unsure if they would land on solid ground or plummet to their deaths. To their greatest surprise, Tengri-Uul did not so much as dip under their weight. It remained firm, stable, and unshaken, as though it had always been meant to support life.

    Through trial and error, the early settlers of Tengri-Uul came to a stunning realization, the island did not float randomly nor respond to weight as they had expected. Instead, it maintained a constant height above sea level, as if bound to the very world itself by unseen forces.

    The Storm That Set the Island Free

    For a time, the first Karns remained near the Ironcrags, exploring their newfound home. However, the location posed limitations, the mountainous terrain meant the island had nowhere to go, rendering it of little strategic or practical value. The floating city might have remained a curiosity, an abandoned experiment, if not for what came next.

    From the Plain of Bones, a storm of unprecedented size erupted, unlike anything recorded before or since. This was no ordinary tempest, it was a force of nature imbued with arcane fury, a maelstrom of wind and energy that swept across the land, uprooting trees, shattering stone, and sending shockwaves through the mountains.

    Caught in the storm’s grip, Tengri-Uul was torn from its resting place, the Karns clinging desperately to whatever they could find as the island was hurled across the sky. The storm carried them far beyond the mountains, flinging them out over the Grass Sea, where the winds finally relented, leaving them adrift over the endless golden plains.

    It was here, in the open skies of the Ötgön Tal, that Tengri-Uul found its true home.

    A Kingdom in Motion

    Now free from the mountain chains that once confined it, Tengri-Uul began to move with the winds, drifting steadily across the Grass Sea. Over time, the Karns mastered the art of guiding the island’s path, learning to influence its course with air magic and natural wind currents.

    But it was not enough simply to drift, the island needed a purpose, a means of sustaining its people. As luck would have it, below them lay the Salhichin, the herders of the great beasts of the grass sea, a people as nomadic as the island itself.

    A bargain was struck between the sky and the land, the Salhichin would become the lifeblood of Tengri-Uul, tending to the herds that kept the floating city moving. In exchange, the Tengrikhan would offer protection, trade, and guidance. Over generations, the bond between island and steppe became unbreakable, and the kingdom in the sky grew into the great moving empire it is today.

    The Movement of Tengri-Uul

    In the earliest days of its discovery, Tengri-Uul drifted aimlessly, carried by the ever-changing wind currents. When the skies were calm, the island hung motionless, waiting for the next breeze to stir it to life. But when tempests raged, it became a wild, untamed force, flung violently through the sky with no direction or control.

    To truly harness the power of the island, the first Karns and the Salhichin had to find a way to stabilize its course, to ensure Tengri-Uul did not simply wander the skies, but instead moved with purpose across the Ötgön Tal.

    The Great Tethers – Anchoring the Sky to the Land

    Through years of trial and hardship, a solution was devised: Tether the floating island to the very beasts that roamed the Grass Sea below. The great herd-beasts, the Dalbukh, Mörögnüher, and Büregüher, became the foundation of the island’s movement.

    The Three Great Tethers

    At three strategic points along the island’s edge, massive tethering stations were constructed, each one securing a vast chain of herd-beasts, binding Tengri-Uul to the land below.

    Originally fashioned from woven rope, these tethers proved vulnerable and easily cut by raiders, frayed by time, or snapped by panicked herds. Over time, they were replaced with runed iron chains, forged by the finest smiths and strengthened with enchantments to resist both sabotage and the fury of storms. These chains stretch from the floating island down into the herds below, binding the sky to the land and allowing controlled movement across the Ötgön Tal.

    Each tether is anchored to a massive Dalbukh, which serves as the lead beast of each migration chain, guiding the course of Tengri-Uul. The Mörögnüher act as wind-sensing scouts, while the Büregüher are deployed when extra force is needed to redirect the island’s path. The tethered beasts are never static, to prevent exhaustion and overwork, they are constantly rotated out with fresh herd-beasts from the great migrations that follow in the island’s eternal shadow.

    Salhichin herders oversee the care, replacement, and health of the tethered animals. A specialized beastmaster caste, known as the Tenger Chagnuud (Sky-Herders), is responsible for ensuring that the right beasts are tethered at the right time, selecting the strongest and most reliable leaders to take the burden of the pull.

    Though the herd-beasts are the primary source of movement, air magic is still used to make the journey smoother and more controlled. Wind-callers stationed at the tethering sites subtly influence air currents, reducing drag and turbulence. During strong storms, protective enchantments are activated to prevent the chains from snapping and to ensure Tengri-Uul does not veer off course.

    The Everlasting March

    With the three great tethers in place, Tengri-Uul moves with purpose, no longer at the mercy of the winds but instead flowing with the great rhythms of the Grass Sea. It is said among the Salhichin that the island is now a part of the herds themselves, not merely floating above them, but moving as one with them, a kingdom bound to the eternal migration of the steppe.

    Though the tethering system is strong, time-tested, and reinforced with both magic and steel, it is not without its vulnerabilities. Over the generations, various threats have tested the resilience of the tethers and the skill of those who maintain them.

    Dal Mörgöl Infiltrations

    The Grass Sea raiders have long sought ways to breach Tengri-Uul’s defenses, not by cutting it loose, but by using the very tethers as pathways into the city. Their strategy is twofold, first, a coordinated strike disrupts the tethered herds, forcing the Salhichin herders and Tenger Chagnuud into a frantic effort to restore order. While the city's attention is focused downward, small teams of climbers try to scale the enchanted chains, make their ascent, inching their way from the herds below to the floating city above.

    But the Dal Mörgöl do not act alone. Hidden cults within Tengri-Uul, secretive groups long opposed to the rule of the Tengrikhan, wait in the shadows, ready to strike from within. These factions, composed of discontented Salhichin, outcast nobles, and radical mystics, believe that the Tengrikhan’s rule is corrupt, and that the city should belong to the strong, not the privileged. When the climbers reach the city, these hidden cults move into action, assassinating key figures, sowing confusion, and attempting to seize control before the Sky Riders can react.

    Stampedes & Predators

    The tethered herds are in constant danger from raptor attacks and natural calamities. Packs of Khar Angir, the velociraptor-like predators of the tall grass, often target the tethered beasts, sensing their vulnerability. If a lead Dalbukh panics and breaks free, the entire tethering system can be thrown into disarray, forcing the Tenger Chagnuud to intervene before the floating city veers off course.

    Wild Storms & Wind Shear

    While Tengri-Uul no longer drifts aimlessly, it is still heavily influenced by the elements. Sudden tempests rolling over the grass sea have been known to lash the great chains, causing them to twist and snap like whips, injuring both beasts and their handlers. In extreme cases, entire sections of the tethered herds have been lost, crushed by the heavy chains landing on them from above or trampled in the chaos.

    Sabotage & Internal Strife

    Not all dangers come from external enemies. Within the ranks of Tengri-Uul’s own people, there have been discontented factions, whether dissident Salhichin yearning for independence or Skyborne nobles vying for power, who have deliberately damaged the tethers in moments of political upheaval. Some seek to cut the city free entirely, while others use minor sabotage to force a change in course, ensuring Tengri-Uul travels to more favorable trading grounds.

    Each time disaster threatens, it is up to the Tenger Chagnuud, the beastmasters and sky-herders, to restore order, secure the panicked herds, and repair the tethers before Tengri-Uul is lost to the sky forever.

  • Tengri-Uul is more than just a floating city, it is a kingdom in motion, a marketplace in the sky, and a hub of commerce and diplomacy. Unlike static capitals or walled trading posts, Tengri-Uul moves from settlement to settlement, traveling between inland strongholds, nomadic encampments, and distant coastal ports, bringing with it rare goods, knowledge, and influence. It is the beating heart of trade across the Ötgön Tal, offering merchants and rulers alike the opportunity to buy, sell, and forge alliances, if they can pay the price.

    The Goods of Tengri-Uul

    The city thrives on both the rare and valuable resources found nowhere else in Tymora and its ability to transport both nobles and dignitaries or vast amounts of goods across the land with relative ease and security.

    Some of its most sought-after exports are:

    Khökhzurkh (Sky-Iron) –The floating ore, lighter than steel yet unbreakable,it can only be found on Tengri Uul and is jealously hoarded by the Tengrikhan. Shipbuilders from Highwall in Valdenor are its biggest buyers, willing to pay fortunes for even a small shipment.

    Exotic Herd-Beasts –The Dalbukh, Mörögnüher, and Büregüher, bred and tamed by the Salhichin, are prized across the continent for their strength, endurance, and adaptability.

    Enchanted Wind-Silk –Harvested from rare sky cocoons found on Tengri-Uul, this fabric is light as mist but as strong as chainmail. Nobles and mages alike seek it for robes, banners, and airship sails.

    It also transports traders and trade goods from the coastal ports to the inland cities of the ironcrag mountains and other cities and settlements Merchants from every kingdom flock to Tengri-Uul, seeking fortune and opportunity. For some, it is a land of prosperity, where rare goods fetch outrageous prices and lucrative deals are struck in the great market halls.

    But with commerce comes corruption. Smugglers, counterfeiters, and spies lurk among the traders, seeking to infiltrate the markets and manipulate Tengri-Uul’s wealth for their own ends. Merchants from rival kingdoms, especially those from Highwall, Starhaven, and the Free Ports, use their access to undermine the Tengrikhan’s authority, gathering intelligence, sowing discord, and even influencing trade routes to weaken their enemies. The market is a battlefield, and every trade agreement is a skirmish.

    Though Tengri-Uul rules the skies, it cannot survive without the land below. The Salhichin herds provide food and transport, but without water, the city would wither and die. On the island its self there are plenty of reserves of water with vast wells and storage. However getting that water to the beasts below effectively has always proved a challenge. One that is simplified by just accessing water on the ground.

    The Oasis Tribes, scattered across the Ötgön Tal, control the rare freshwater springs that serve as Tengri-Uul’s rest stops. While some have become loyal allies, others see the Tengrikhan as parasites, offering water only in exchange for tribute, gold, or rare goods.

    In times of drought, some Oasis Tribes band together to deny Tengri-Uul access to water, using it as a weapon to force negotiations on their terms. Others ally with the Dal Mörgöl, providing safe haven to raiders in exchange for plundered supplies. Every stop at an oasis is a delicate balance of diplomacy, trade, and veiled threats.

  • As the Tengrikhan expanded their rule over Tengri-Uul, carving palaces and fortresses into the floating rock, they uncovered something extraordinary—a rare metal unlike any found elsewhere in Tymora. Known as Khökhzurkh (Sky-Iron), this remarkable ore is as strong as steel yet incredibly light, appearing almost weightless when struck by the wind. Its discovery transformed Tengri-Uul from a floating trade empire into the most sought-after source of materials in the world. Weapons, armor, and structures forged from Khökhzurkh are exceptionally durable while remaining significantly lighter than traditional metals, making them invaluable to the warriors of Tengri-Uul. The Tengriin Tengrüüdi, the elite pegasi-riding warriors, wield spears and blades of this metal, allowing them to strike with deadly precision without compromising speed or maneuverability.

    More than just a weapon, Khökhzurkh has had a profound effect on airship construction, revolutionizing the way ships are built. A small amount incorporated into an airship’s frame drastically reduces its weight, allowing for larger, faster, and more resilient vessels. The shipwrights of Highwall in Valdenor, the foremost airship builders in Tymora, are the largest buyers of Khökhzurkh, offering immense wealth in trade for even a single shipment. This near-exclusive access has given Valdenor’s skyfleet an unmatched advantage, making them dominant in both aerial warfare and commerce. Due to its strategic importance, the Tengrikhan maintain strict control over the supply of Khökhzurkh, ensuring that only a limited amount leaves Tengri-Uul. Unauthorized trade is punishable by death, as the ruling elite fear that should their greatest resource fall into the hands of rivals or would-be conquerors, the balance of power across Tymora could shift dramatically.

    With such a valuable resource comes inevitable danger. Smugglers, spies, and raiders are in a constant struggle to seize shipments of Khökhzurkh or uncover the secrets of its refinement. Dal Mörgöl raiders have attempted to intercept ore-laden caravans in the Grass Sea, hoping to sell the metal to the highest bidder, while merchants from Highwall embed spies within Tengri-Uul’s trade networks, seeking to locate the hidden mines. Some whisper that cultists within the city itself seek to claim the mines, believing that control of Khökhzurkh would grant them dominion over the entire floating empire. Yet, the greatest threat does not come from theft but from deception. As demand for Khökhzurkh surged, so too did efforts to forge imitations. In the shadowy corners of black markets, deep within hidden alchemical laboratories, and among factions vying for power, a new deception emerged—False Sky-Iron, also called Gilded Wind.

    A group of rogue alchemists and metallurgists, many of them exiled scholars from Valdenor, have developed a way to mimic the properties of Khökhzurkh. At first glance, their counterfeit ore appears identical to the real thing—lightweight, stronger than common steel, and seemingly buoyant. However, only a trained eye or a skilled artificer can detect its flaws. Unlike genuine Sky-Iron, the imitation is prone to fracturing under extreme stress, making airships built with it dangerously unstable. Though it may float slightly, it lacks true weightlessness, reducing its effectiveness in airship construction. Additionally, the alchemically treated ore does not conduct enchantments properly, causing weapons and armor forged from it to lose their potency over time. Despite these flaws, counterfeit Sky-Iron has flooded the black markets, with merchants knowingly or unknowingly passing it off as the real thing.

    The deception has already begun to undermine Tengri-Uul’s dominance. Shipbuilders in Highwall have grown suspicious, questioning the reliability of recent shipments, and rumors of failed test flights due to weakened ore have begun to spread. Some Tengrikhan merchants, driven by greed or ignorance, have started mixing counterfeit ore into their real shipments, threatening the city’s most valuable export. Sky-pirates and smugglers have turned the trade of False Sky-Iron into a lucrative business, selling inferior weapons and materials to unsuspecting buyers, while Dal Mörgöl raiders, believing they have acquired genuine Khökhzurkh, have stockpiled counterfeit metal without realizing its diminished power. The threat is more than just economic—if False Sky-Iron continues to circulate, it could destroy Tengri-Uul’s monopoly on the skies.

    To combat the growing crisis, the Tengrikhan have established the Eye of the Wind, a specialized division of master artisans and sky-traders trained to detect forgeries and eliminate illicit trade routes. Any merchant caught dealing in False Sky-Iron, whether knowingly or not, faces severe punishment—public disgrace, exile, or worse. To protect their monopoly, all authentic Khökhzurkh is now marked with arcane etchings, only visible under specific enchanted light, making it far more difficult to pass off forgeries. Meanwhile, the Alchemists of the Gilded Wind, the masterminds behind the counterfeit trade, have become high-value targets, with bounties placed on their heads. Both the Tenger Chagnuud and Tengrikhan spies are actively hunting them across the trade routes, seeking to root out their hidden forges before the deception threatens the floating city’s control over the skies.

    Despite these efforts, the forgers grow bolder, and their methods improve. Some suspect that traitors within Tengri-Uul itself may be aiding them—rogue Tengrikhan nobles or exiled scholars with grudges against the ruling elite. The battle between genuine and counterfeit Sky-Iron is not just about trade, but about power. If the Alchemists of the Gilded Wind succeed in perfecting their imitation, the Tengrikhan's monopoly over the skies could collapse, shaking the very foundation of Tengri-Uul’s dominion over Tymora.

  • Dalbukh – The Behemoth Walkers

    The Dalbukh are the largest creatures of the Grass Sea, colossal, long-legged, slow-moving grazers that act as both beasts of burden and mobile homes for the Salhichin. They stand over 20 meters tall, with broad, humped backs covered in a thick, shaggy hide that protects them from predators and the elements. Their heads are long and wedge-shaped, with large, sweeping tusks that they use to help push the tall grass towards their enormously long tounge.

    The Salhichin use Dalbukh as moving settlements, constructing wooden platforms, tents, and even small structures atop their broad backs. These mobile shelters, known as Chödör-Khot, provide a safe vantage point from predators and a stable home for the nomads as they move with the herds. The oldest Dalbukh often serve as ancestral platforms, housing generations of families who never set foot on the ground except during major gatherings or rites of passage.

    Despite their immense size, Dalbukh are gentle, slow-moving creatures, but when provoked, they can trample entire raptor packs underfoot. Though mainly used for transportation and shelter, when one grows too old or weak, its meat is harvested in a sacred ritual, feeding entire clans for weeks.

    Mörögnüher – The Wind-Runners

    Unlike the lumbering Dalbukh, the Mörögnüher are built for speed, standing 6 to 8 meters tall with long, powerful legs and a lightweight frame. They resemble a cross between an antelope and an ostrich, with a deep chest, long, muscular necks, and a sleek, feathered crest running down their spines. Their keen eyesight and acute sense of wind currents make them the natural scouts of the herds, alerting the Salhichin to approaching danger. Mörögnüher are the primary steeds of the Salhichin, valued for their speed, endurance, and agility. Unlike raptor mounts, which require constant training and control, a Mörögnüher can run tirelessly for days, making them the preferred choice for long-distance travel. They are also capable of leaping great distances, their powerful legs allowing them to vault over rivers, ravines, and predator-infested zones.

    When tethered to Tengri-Uul, the lead Mörögnüher serve as wind-sensing guides, helping to steer the floating city toward favorable air currents. If they sense an oncoming storm, the herds shift course, altering the island’s trajectory. While rarely used for food, elderly or injured Mörögnüher are sometimes slaughtered for their lean, flavorful meat.

    Büregüher – The Towering Titans

    Among the beasts of burden, the Büregüher hold a unique role as heavy lifters and enforcers within the herds. These massive, four-legged beasts stand 12 to 15 meters tall, with thick, armored hides covered in bony protrusions that deter predators. Their long, sinuous necks end in a broad, flat head, and they possess powerful, crushing jaws capable of snapping tree trunks and defending against Khar Angir raptor packs.

    Büregüher are used to redirect Tengri-Uul’s course when additional force is needed. Their immense strength allows them to dig their feet into the earth and pull against the tethers, ensuring the city follows the intended path. Their role as beast of burden and defense makes them indispensable to the Salhichin, and many clans paint sacred markings on their armored hides, believing them to be blessed protectors of the migration.

    Though their meat is tough and difficult to prepare, older Büregüher that can no longer work are culled, their thick bones used to carve tools, weapons, and ceremonial artifacts.

  • Örnashuud – The Plains Beasts

    The Örnashuud are the most common food source for the Salhichin, similar in size to large buffalo, standing 2 to 3 meters at the shoulder. They have broad, muscular bodies, covered in short, bristly fur, and possess two large, curved horns that they use to fend off smaller predators. Despite their bulk, they are agile and adaptable, thriving in the unforgiving conditions of the Grass Sea.

    Örnashuud are herded alongside the larger beasts, their meat and hides supplying daily sustenance, clothing, and materials for the Salhichin. They are also used as sacrificial animals in major Tengri-Uul ceremonies, where their blood is offered to the spirits of the land and sky in exchange for good fortune.

    Khölshuud – The Lowland Burrowers

    Unlike the large, roaming Örnashuud, the Khölshuud are smaller, burrowing creatures, resembling a hybrid of a wild boar and an armadillo. Their thick, plated hides protect them from raptor attacks, and their powerful digging claws allow them to burrow beneath the surface to escape danger. Though not as commonly herded, Khölshuud are an essential part of Salhichin diet, often hunted in the wild or raised in small enclosures near settlements. Their fatty meat and nutrient-rich organs are highly prized, and their hides are used to make reinforced armor for warriors.

    The relationship between the Salhichin and the great beasts of the Grass Sea is one of balance and respect. Each creature serves a role, whether as labor, transport, shelter, or sustenance, and their continued survival is vital to the way of life of the nomads. The Tengrikhan may rule from above, but without the herds below, neither the Salhichin nor Tengri-Uul itself could survive.

  • The Khar Angir, or Black Fangs, are the apex predators of the Ötgön Tal, striking terror into both herds and herders alike. Unlike the towering beasts they prey upon, the Khar Angir move unseen beneath the cover of the tall grass, their lean, muscular bodies built for speed and ambush tactics. Standing no taller than a Salhichin’s shoulder, they are low, sleek, and nearly invisible until they spring into action, tearing through the grass like a living storm.

    Despite their individual size, the Khar Angir’s true strength lies in numbers. They hunt in large, coordinated packs, working together to isolate and take down even the largest beasts of burden. A single pack may range from twenty to fifty raptors, each one capable of bringing down a man on its own but relying on sheer overwhelming force to bring down a Dalbukh or Büregüher.

    The Silent Approach – The Art of the Hunt

    The Salhichin are constantly wary of the Khar Angir, not by sight, but by sound and movement. From their high vantage points atop their herds, lookouts watch for subtle shifts in the grass, patterns that betray a mass of bodies weaving through the endless fields. The grass ripples unnaturally, bending where there is no wind, forming unnerving waves that roll toward the herds.

    More chilling than the sight, however, is the sound. The Khar Angir do not roar or bellow like lesser predators, instead, they click and chirp, their guttural calls like the rustling of leaves, barely distinguishable from the whispers of the wind. A lone scout raptor will call once, a sharp, clicking trill, signaling to the pack that a herd has been spotted. Moments later, dozens of voices respond in kind, the chorus of death growing louder as the attack begins.

    When they strike, they do so with brutal precision, using their razor-sharp claws to latch onto a beast’s flanks while others leap for the throat or underbelly. Even a creature as massive as a Dalbukh can be brought down in minutes once it stumbles and the pack piles onto it in a frenzy.

    Tactics and Pack Structure

    The Khar Angir are not mindless killers, they are clever and calculating, working with a level of coordination rarely seen in beasts. Each pack is led by a dominant matriarch, the largest and strongest of the group, who dictates when and where they hunt. The older, more experienced raptors act as flankers, spreading out to encircle the herd, while the younger and more reckless members serve as chasers, forcing prey to flee in a direction chosen by the matriarch.

    Unlike lone predators that test the weak, the Khar Angir do not settle for an easy meal, they aim to cripple a herd, to cause panic and disorder, making it easier to pick off multiple beasts rather than a single kill. If the herd begins to stampede, the raptors will ride the chaos, darting between the fleeing beasts, severing tendons, and driving their prey into exhaustion.

    Once a pack grows too large, it will split, with a few females leading a breakaway group to establish a new hunting ground. This constant expansion and division is what makes the Khar Angir so widespread and dangerous, as every region of the Grass Sea harbors at least one well-established pack.

    Salhichin Defenses – The Watchers and the Wardens

    Though the Khar Angir are a constant threat, the Salhichin have developed methods to combat them over generations. Lookouts stationed on the backs of Dalbukh and Büregüher are the first line of defense, using horn calls and signal flags to alert the herders below. The Talyn Bökh, the raptor-mounted cavalry of the plains, are the primary hunters of the Khar Angir, using their own trained raptors to counter the wild packs. These elite riders work in tight formations, striking at the pack’s matriarch first, knowing that without leadership, the rest will scatter.

    However, despite the best defenses, no settlement, no herd, and no caravan can ever truly be safe from the shadowed menace of the Grass Sea. The Khar Angir have roamed these lands longer than the Salhichin themselves, and no matter how many are slain, more are always waiting in the tall grass, clicking, watching, and waiting for the perfect moment to strike.

    The Taming of Raptors – The Talyn Bökh and Their Bonded Beasts

    The Talyn Bökh, the Steppe Wardens, are the elite raptor-mounted cavalry of the Salhichin, revered as guardians of the herds and protectors of the migration paths. Unlike the wild Khar Angir, which roam the Ötgön Tal in deadly packs, the raptors ridden by the Talyn Bökh are trained from hatchlings, forging a deep bond between rider and beast that lasts a lifetime. The process of taming these creatures is dangerous, requiring strength, patience, and an unbreakable will. To the Salhichin, riding a raptor is more than a skill, it is a sacred duty, and only the most skilled and fearless riders can claim the title of Talyn Bökh.

    Not all raptors can be tamed. Unlike horses or Mörögnüher, raptors are intelligent, independent, and naturally resistant to domestication. To find those worthy of training, the Salhichin must steal hatchlings from wild Khar Angir nests, a dangerous undertaking known as the Chasuun Yavakh, or Trial of the Hunt.

    This ritual is reserved for young warriors seeking to join the Talyn Bökh. They must venture alone into the wild, track a Khar Angir pack to its nesting ground, and steal a hatchling without being detected. If the pack discovers them, survival is unlikely, and many aspirants never return. Those who succeed bring back one or two hatchlings, marking the start of an arduous training process.

    Some Salhichin clans, wary of dwindling raptor populations, have established breeding enclosures, where captured raptors are raised in captivity. However, these raptors are often seen as less fierce, and traditionalists among the Talyn Bökh argue that only a raptor taken from the wild has the true spirit of the steppe.

    A newly taken hatchling is not immediately broken like a horse, it must first be bound to its rider through weeks of feeding, trust-building, and dominance rituals. Raptors are fiercely territorial and view humans as either prey or rivals, making early training a battle of wills. A young raptor must recognize its rider as the dominant force, or it will never accept the saddle.

    At first, the hatchlings are fed by hand, ensuring they associate their rider with protection and sustenance. The Talyn Bökh spend countless hours with their raptors, speaking to them, mimicking their pack calls, and reinforcing their bond through controlled interactions. At a certain age, the hatchling will begin to test its rider, lunging, snapping, and attempting to assert dominance. This is where many aspiring riders fail, if they show fear or hesitate, the raptor will never submit.

    The final stage of taming is the Tösgooch Urdakh, or First Mounting. The rider must climb onto the raptor’s back for the first time without being thrown off. Raptors do not accept riders easily, and the first few attempts are often violent, with broken bones and bruises common among trainees. Only when a raptor accepts its rider without resistance is it truly tamed, and the bond between the two is considered unbreakable.

    Training for Battle – The Deadliest Cavalry on the Steppe

    Once tamed, the raptors are trained for speed, maneuverability, and combat. Unlike traditional cavalry, which relies on mass charges, the Talyn Bökh fight in loose, fast-moving formations, striking in surgical raids before retreating into the grass. Raptors are far more agile than any horse, able to leap over obstacles, climb rocky outcrops, and weave between herd beasts with ease.

    In battle, a Talyn Bökh and their raptor fight as one mind, their movements perfectly synchronized. The Talyn Bökh do not wear heavy armor, favoring light, flowing garments that allow for rapid movement. Their weapons are designed for quick, devastating strikes, including:

    Curved Steppe Blades –Designed for slashing attacks while riding at high speeds.

    Barbed Spears –Thrown from a distance to cripple enemy mounts or impale fleeing foes.

    Recurve Bows –Raptors are fast enough to keep pace with a fleeing target, allowing the rider to fire arrows mid-gallop with deadly accuracy.

    When engaging the wild Khar Angir packs, the Talyn Bökh use tactics learned from their own raptors, they circle their prey, isolate the weak, and strike with coordinated precision.

    The Bond of Rider and Raptor – A Warrior’s Death

    The relationship between a Talyn Bökh and their raptor is not one of master and servant, but of equal warriors bound by blood and battle. If a Talyn Bökh falls in combat, their raptor will often refuse to be ridden by another, either escaping into the wild or fighting to the death beside their fallen rider. For this reason, many Salhichin warriors bury their raptors alongside them, believing their spirits will ride together in the afterlife.

    For a raptor to outlive its rider is considered a tragedy, as it means the warrior died before their time. Some old raptors, when their riders pass, wander away from the herds, returning to the wild to live out their final days. Others, unable to live without their bonded human, refuse to eat, dying at their rider’s grave.

    Only the strongest warriors of the Salhichin earn the right to ride a raptor, and the bond between them is forged through pain, trust, and years of battle. The Talyn Bökh are not just cavalry, they are the embodiment of the hunter’s spirit, and to ride with them is to be feared across the Grass Sea.

  • Among the many wonders of Tengri-Uul, none are as feared and revered as the black-winged pegasi, known to the Salhichin as Har Süüld ("Black Tails"). These creatures are not simply beasts of war, they are symbols of the sky itself, living embodiments of freedom, power, and untamed winds. Residing in the Tengriin Tsergüül, the vast caverns beneath the floating city, the Har Süüld are both sacred mounts and deadly weapons, ridden only by the Tengriin Tengrüüdi, the elite Sky Riders of Tengri-Uul.

    Unlike their gentle white-winged cousins of other lands, the black pegasi are fiercely independent, difficult to tame, and completely unwilling to serve those they deem unworthy. Even among the Tengrikhan nobility, not all who seek to ride a Har Süüld will succeed, these creatures choose their riders, not the other way.

    The Har Süüld are larger, stronger, and more aggressive than common pegasi. They stand a full head taller than the strongest warhorse, with sleek, muscular bodies built for endurance. Their coal-black wings, spanning up to seven meters, are thicker and more angular than those of lesser pegasi, allowing them to navigate the turbulent skies above the Grass Sea with unmatched agility.

    Their manes and tails are often long and braided, flowing like storm clouds in the wind, and their eyes glow with an eerie silver light at night, leading some to believe they are descended from celestial beings. Unlike most winged creatures, their feathers absorb light, making them nearly invisible against the night sky, an advantage the Tengriin Tengrüüdi use to great effect when striking from above.

    What makes the Har Süüld truly unique, however, is their ability to manipulate air currents. Though not magical in the traditional sense, these creatures possess an innate connection to the wind, allowing them to ride storms, detect changes in the atmosphere, and move with a precision no mortal rider could ever hope to command on their own.

    The Bond of Rider and Pegasus – A Trial of Worth

    A Har Süüld cannot be tamed in the same way as horses or raptors, they are not trained, they are earned. Each pegasus chooses a rider, and once bonded, the connection lasts for life. The process of selection is ritualistic and brutal, and only the most skilled warriors of the Tengrikhan are even allowed to attempt it.

    The rite of choosing, known as the Süüldiin Sorilt (Trial of the Black Tail), takes place within the caverns of the Tengriin Tsergüül. Aspiring riders must descend into the darkness alone, where the pegasi roost in perpetual twilight, their silver eyes watching from the shadows. The warrior may not bring weapons, only a single rope and their wits.

    The test is simple but unforgiving: stand among the Har Süüld and wait. Some pegasi will ignore the intruder entirely, while others will test them, snapping at their arms, buffeting them with their wings, or simply driving them out. Many warriors leave the cavern bloodied and broken, rejected by the herd.

    But if one of the Har Süüld steps forward and lowers its head, the rider must act instantly, leaping onto its back. The moment this happens, the pegasus takes flight, rising through the caverns at incredible speed, bursting into the open air over Tengri-Uul.

    This is the final test,the rider must hold on, guiding the wild creature through a skyward ascent, enduring the sheer force of the wind and the pegasus’ attempts to throw them off. Many fall to their deaths in this moment, failing to prove themselves. But those who succeed return as Tengriin Tengrüüdi, the Sky Riders of Tengri-Uul, forever bonded to their steed.

    The Sky Riders of Tengri-Uul – Masters of Aerial Combat

    Those who succeed in bonding with a Har Süüld become part of the Tengriin Tengrüüdi, the deadliest aerial warriors in Tymora. Unlike traditional cavalry or archers, the Sky Riders rely on speed, surprise, and pinpoint strikes to devastate their enemies.

    Armed with light recurve bows, barbed lances, and enchanted javelins, they are trained to strike enemy leaders, supply lines, and siege engines, crippling their foes before they ever reach the battlefield. Their black-winged pegasi allow them to move unseen at night, striking from the darkness before vanishing into the clouds.

    During battle, a Sky Rider and their pegasus move as one, navigating the skies with effortless precision. The Har Süüld respond not just to reins or leg commands but to subtle shifts in body weight, allowing their riders to fight while barely needing to guide them. Some say the bond between a rider and their mount is so strong that they can sense each other’s thoughts, though whether this is true or simply legend is unknown.

    The Sky Riders are also responsible for defending Tengri-Uul itself, patrolling the airspace around the floating city and responding to threats from raiders, rival nations, or rogue airships. They are the first and last line of defense, and an attack on Tengri-Uul is not taken lightly, when the Sky Riders descend, they bring death with them.

    Legends and Myths – The Celestial Origins of the Har Süüld

    The Har Süüld are deeply ingrained in Tengrikhan mythology, with many believing they are not natural creatures, but the descendants of celestial beings. Some say they were once the storm steeds of an ancient sky god, cast down to Tymora for their arrogance, cursed to roam the mortal world until they found warriors worthy of carrying them back into the heavens.

    Others claim that Tengri-Uul itself was once carried by a great herd of black-winged pegasi, who guided it across the sky before the herd-beasts of the Grass Sea took their place. Even today, the pegasi never leave the floating island, remaining bound to it as if by fate.

    Among the Salhichin, there is a legend of the First Sky Rider, a warrior who bonded with a Har Süüld unlike any before, a pegasus with silver wings, said to have led the Tengrikhan to their rule over the skies. It is said that when Tengri-Uul faces its greatest peril, this winged steed will return, bringing with it a rider who will change the fate of the floating kingdom forever.

    The Har Süüld are more than mere mounts, they are brothers and sisters of the sky, warriors in their own right. They cannot be bought, bred, or broken, only earned through skill and respect. If a Sky Rider falls in battle, their pegasus will often return to the Tengriin Tsergüül, mourning their loss, never to accept another rider. Some, consumed by grief, plunge into the clouds below, vanishing into the storm-winds, as if seeking to reunite with their fallen partner beyond the veil of the world.

    For those who ride the Har Süüld, the sky is not a battlefield, it is home. The wind is their ally, and the heavens their hunting ground. To be a Sky Rider is to be untouchable, unstoppable, and unseen, striking from the clouds before vanishing like a shadow. And for those below, watching the sky, there is only one certainty, when the black wings descend, death follows.

  • Büregüher – Towering, armored herd beasts that provide raw strength for tethering Tengri-Uul’s movement.

    Chödör-Khot – Wooden platforms and tents built on the backs of Dalbukh, used as mobile homes by the Salhichin.

    Dal Mörgöl – Ruthless raiders of the Grass Sea, composed of outcasts, warlords, and exiled warriors who survive through plunder.

    Dalbukh – Giant, slow-moving herd beasts used by the Salhichin as mobile settlements and living platforms.

    Gilded Wind – A counterfeit version of Sky-Iron, used by smugglers and black-market traders.

    Har Süüld – "Black Tails," the legendary black-winged pegasi of Tengri-Uul, ridden by the elite Sky Riders.

    Ikh Salhi – "Great Wind," the oral laws of the Salhichin that dictate honor, duty, and survival.

    Khar Angir – "Black Fangs," deadly raptor packs that hunt in coordinated groups, threatening herds and travelers.

    Khölshuud – Small, burrowing animals similar to armadillos, valued for their meat and armor-like hides.

    Khökh Salhi – The "Great Wind," the sacred force that guides the Salhichin, embodying movement, fate, and balance.

    Khökh Tengrist – The "Blue Sky," a spiritual force revered by the Tengrikhan, representing divine rule and destiny.

    Khökhzurkh – "Sky-Iron," a rare, lightweight yet unbreakable metal found only on Tengri-Uul, vital for airship construction.

    Möngke Süü – The "Eternal Shadow," referring to the land directly beneath Tengri-Uul, where the Salhichin migrate with their herds.

    Mörögnüher – Fast, ostrich-like herd beasts used as scouts and steeds for long-distance travel.

    Örnashuud – Large buffalo-like creatures, the primary livestock of the Salhichin.

    Ötgön Tal – The "Grass Sea," a vast expanse of golden plains where the Salhichin and their herds roam.

    Salhichin – The "People of the Wind," nomadic herders and warriors who live beneath Tengri-Uul and tend to the great herds.

    Talyn Bökh – The elite raptor-mounted cavalry of the Salhichin, tasked with defending the migration routes.

    Tenger Chagnuud – "Sky-Herders," the specialized Salhichin beastmasters responsible for managing the tethers.

    Tengri-Uul – The "Sky Mountain," a floating city that moves across the Grass Sea, guided by magic and tethered herd-beasts.

    Tengriin Khural – The ruling Sky Council of Tengri-Uul, composed of powerful noble families who govern the floating city.

    Tengriin Tengrüüdi – The elite Sky Riders of Tengri-Uul, warriors who bond with the Har Süüld pegasi.

    Tengriin Tsergüül – The caverns beneath Tengri-Uul where the Har Süüld pegasi are raised and trained.

    Tengrikhan – The noble rulers of Tengri-Uul, who govern from the floating city and control trade, politics, and the military.

The People of Tengri-Uul

  • The Tengrikhan, the ruling class of Tengri-Uul, see themselves as the divinely chosen masters of the sky, elevated above the land-bound people of the Ötgön Tal. From their palaces of enchanted stone and wind-carved terraces, they dictate the fate of the floating city, controlling trade, diplomacy, and military affairs with the confidence of those who believe they were born to rule.

    While they are respected and feared, they are also isolated, living in luxury high above the toil of the herders and warriors below. Some among them are visionaries, seeking to expand Tengri-Uul’s influence across Tymora, while others are ruthless schemers, maneuvering for power within the Tengriin Khural (Sky Council). Beneath their elegant words and carefully measured gestures, the Tengrikhan are constantly locked in quiet conflict, vying for dominance over the city and its vast wealth.

    Attire of the Sky Lords

    The Tengrikhan dress in extravagant, flowing garments, designed to catch the wind as they walk the open-air bridges of Tengri-Uul. Their clothing is crafted from lightweight, enchanted silks, woven with golden threads that shimmer in the sunlight. Many garments are embroidered with symbols of the sky and wind, representing their connection to the heavens.

    Favoring flowing, layered robes known as the Robes of the Windborn, which are designed to billow elegantly with every movement, emphasizing their connection to the air. These robes are secured by broad, jeweled belts, each intricately crafted to display the wealth and lineage of the wearer. High-ranking members of the Tengriin Khural, the ruling council, distinguish themselves with Storm-Cloaks, lined with woven cloud-silk, a rare material harvested from sky cocoons that shimmers like mist in the morning sun. The quality and length of these cloaks serve as a visual marker of power and prestige within Tengri-Uul’s strict hierarchy. During formal occasions, many nobles don Celestial Masks, exquisitely crafted from polished silver or enchanted obsidian, engraved with symbols of the sun, moons, and stars. These masks reinforce their ancestral ties to the sky, embodying the belief that the Tengrikhan are not merely rulers, but stewards of the heavens. Further solidifying their dominance over Tengri-Uul’s most coveted resource, they adorn themselves with rings, necklaces, and hair ornaments forged from Khökhzurkh (Sky-Iron), ensuring that wherever they go, all are reminded of their unbreakable grip over the floating city and its wealth.

    While they favor beauty and refinement, they are not without practicality. The Tengriin Tengrüüdi, the elite pegasus-riding warriors of the nobility, wear lightweight lamellar armor, forged from Sky-Iron to provide protection without sacrificing speed.

    Culture and Society

    The Tengrikhan’s culture is steeped in tradition, built on ancient rituals, noble rivalries, and a deep reverence for the sky. They believe that their ancestors were the first to claim the floating city, chosen by fate to rule from the heavens.

    The Tengriin Khural (Sky Council) – The Rulers of Tengri-Uul

    At the heart of their rule is the Tengriin Khural, a governing body composed of the most powerful noble families. Each family controls a sector of the city, overseeing trade, military affairs, diplomacy, and the management of the great tethers that bind Tengri-Uul to the herds below.

    While the Tengrikhan present a united front, in truth, the Tengriin Khural is a battlefield, where houses constantly vie for influence and control. Political alliances are forged and broken like shifting winds, and rival families engage in elaborate power struggles, using trade agreements, assassinations, and marriages as their weapons.

    Beliefs and Spirituality

    The Tengrikhan revere Khökh Tengrist, the Blue Sky, believing that the heavens watch over them, guiding the path of Tengri-Uul. While they acknowledge the gods worshipped by the Salhichin and Oasis Tribes, they see themselves as separate, elevated above the faiths of those below.

    Celestial Worship and the Winds of Fate

    The celestial bodies—the sun, moons, and stars—are sacred to the Tengrikhan, as they believe these entities influence the movement of Tengri-Uul and the destiny of its people.

    • The Sun (Auralis) – Represents order, rulership, and divine right, often associated with the Sky Council’s authority.

    • The Three Moons – Each moon is linked to different aspects of fate and magic, consulted by scholars and seers for guidance.

    • The Eternal Wind – A philosophical belief that Tengri-Uul must always move forward, never stopping, never stagnating. To stop is to invite doom.

    Many Tengrikhan nobles consult wind-priests, who study the patterns of storms and air currents, interpreting them as omens of prosperity or disaster. Some believe that should the wind ever abandon Tengri-Uul, it would signal the end of their rule.

    The Tension Between Sky and Land

    Though the Tengrikhan control the floating city, their power is not absolute. The Salhichin and Oasis Tribes are vital to Tengri-Uul’s survival, yet they are also the greatest source of unrest.

    • The Salhichin Resentment – The herders below see the Tengrikhan as parasites, profiting from their labor while contributing nothing to the survival of the herds. Some whisper of rebellion, believing the floating city has grown too detached from the realities of the land.

    • The Oasis Tribes’ Leverage – The Oasis Tribes control Tengri-Uul’s access to fresh water, making them both allies and potential enemies. When relations are strong, the Oasis Tribes facilitate trade, but when tensions rise, they restrict water access, forcing the Tengrikhan into uneasy negotiations.

    • The Dal Mörgöl Threat – The Skyborne nobility see the Dal Mörgöl as nothing more than raiders and outlaws, yet some suspect that hidden factions within the city itself support their cause, waiting for a chance to overthrow the Sky Council and seize control of Tengri-Uul.

    Despite these tensions, the Tengrikhan remain steadfast in their belief that they alone are destined to rule, their wings ever unfurled, their eyes always on the horizon.

  • The Salhichin, or People of the Wind, are the nomadic herders and warriors of the Grass Sea, living beneath the eternal shadow of Tengri-Uul. They are the lifeblood of the floating city, tending to the great herds that pull it across the plains, ensuring its movement and survival. Without them, Tengri-Uul would be nothing more than a drifting island, lost to the whims of the wind.

    For generations, the Salhichin have lived in harmony with the land, moving with the seasons and the migration of the herds, their existence intertwined with the Dalbukh, Mörögnüher, and Büregüher that sustain their people. They are fiercely independent, deeply spiritual, and bound by tradition, holding fast to the laws of the steppe even as tensions with the Tengrikhan grow.

    Though they provide the means for Tengri-Uul’s movement, the Salhichin are not its masters, a fact that many among them resent. The Tengrikhan rule from above, living in luxury, while the Salhichin toil in the dust and wind below. This has led to generations of unrest, with whispers of rebellion growing louder with each passing year.

    Clothing and Appearance

    The Salhichin dress for survival, their garments designed to protect against the harsh elements of the Ötgön Tal. Their loose, flowing robes are made from woven herd-beast wool and light wind-silk, allowing them to move freely while shielding themselves from the relentless sun, dust, and cold winds of the plains.

    The Salhichin dress with both practicality and symbolism, their attire reflecting the harsh realities of life on the Grass Sea. They often wear layered veils and scarves, known as Wind-Wraps, which protect them from dust storms and the scorching sun, while also concealing their expressions from outsiders. These veils serve an additional purpose in battle, making it difficult for enemies to read their movements or anticipate their attacks.

    Though primarily herders, the Salhichin are also warriors, and many wear lamellar armor reinforced with raptor-hide, offering both flexibility and protection without restricting their speed or agility. Unlike the Tengrikhan, who favor gold and jewels, the Salhichin adorn themselves with carved bone, and polished stones, each piece a testament to their bond with the land and the beasts they tend. These adornments serve as personal totems, marking their connection to the steppe rather than the wealth of Tengri-Uul.

    Unlike the Tengrikhan, whose elegance is meant to impress and intimidate, the Salhichin dress with purpose, their attire reflecting the unforgiving world in which they live.

    Culture and Traditions

    At the heart of Salhichin society is the belief that the land and sky are one, and that all things must remain in balance. While the Tengrikhan believe they rule the heavens, the Salhichin see themselves as the rightful stewards of the land, protecting the great herds that make life possible.

    The Salhichin do not see themselves as owners of the great beasts, instead, they are caretakers, ensuring the herds are strong and the migration remains unbroken. Every clan has its own section of the herds, but no beast truly belongs to any one person, they are shared among the people, just as the land itself is.

    To disrupt the herds is to disrupt the world. A Salhichin who fails to protect their herd is seen as cursed, unworthy of the land, and cast out to wander the Grass Sea alone.

    The Law of the Wind

    Salhichin laws are not written, but spoken, passed down from elders to warriors, from warriors to children. Known as the Ikh Salhi ("Great Wind"), these laws dictate how one must live, fight, and treat the land. Some of the most sacred laws include:

    • The Strong Protect the Weak – A warrior who fails to defend their people is no warrior at all.

    • The Wind Guides Us, Not Walls – To settle permanently is to die—one must always move with the herds.

    • Honor is Carried in the Blood – A family’s reputation is not measured in gold, but in deeds.

    While the Tengrikhan rule by decree, the Salhichin govern by respect, a leader who loses the trust of their people is abandoned, left to wander the steppe until they prove their worth once more.

    The Salhichin as Warriors – Masters of the Land

    The Salhichin are a people forged by the unforgiving Ötgön Tal, where survival demands strength, endurance, and resilience. Tending to the colossal herd-beasts that pull Tengri-Uul requires not just skill but raw physical power. They must be strong enough to guide the beasts, swift enough to avoid their crushing steps, and enduring enough to travel for days without rest. Over generations, this way of life has shaped them into taller, broader, and more physically imposing figures than many of the more civilized races of Tymora. Even their children are taught to lash tethers, haul supplies, and ride through the shifting grasses, building a natural toughness that few outsiders can match.

    This strength is not just for herding but for defense. The raptors of the plains and the raiders of the Dal Mörgöl are constant threats, and a Salhichin warrior can wrestle a beast into submission or break a man’s bones with a single blow. Their powerful frames and hardened endurance make them formidable in combat, able to strike harder and withstand wounds that would cripple lesser warriors. While the nobles of Tengri-Uul may see them as crude and unrefined, none would dare challenge a Salhichin in a test of strength, for they are not just warriors of the land but masters of the beasts that move the very sky itself.

    The Talyn Bökh, the elite raptor cavalry, are feared across the plains, their trained Khar Angir able to run circles around traditional cavalry. Unlike horses, raptors can leap, climb, and dart between herd beasts, making the Talyn Bökh unmatched in skirmish warfare.

    The Faith of the Salhichin – The Wind, the Land, and the Eternal Cycle

    The Salhichin do not follow gods of stone temples and written laws their faith is as vast and shifting as the Grass Sea itself. They believe in the eternal balance between wind and earth, movement and stillness, life and death, seeing themselves as a part of an unbroken cycle that governs all things. Their religion is a blend of ancestor reverence, elemental worship, and deep-rooted animism, where the spirits of the steppe, sky, and beasts guide them through life.

    Khökh Salhi – The Great Wind

    At the heart of their belief is Khökh Salhi, the Great Wind, the unseen force that shapes the land, moves the herds, and whispers the fate of all who live upon the steppe. The wind is sacred, it carries messages from the ancestors, warns of danger, and guides the herds and riders across the endless plains. To the Salhichin, a life spent in one place is unnatural, one must follow the wind, never settle, never stagnate.

    When the winds are strong, it is said the ancestors are restless, urging the Salhichin forward. When the air is still, it is a sign of death, misfortune, or coming hardship. Before every journey, battle, or great decision, the elders and wind-seers listen to the whispers of Khökh Salhi, interpreting its direction, force, and tone as omens of what is to come.

    The Spirits of the Steppe

    The Salhichin do not worship gods in the way that the Tengrikhan or the people of Valdenor do. Instead, they believe in spirits that inhabit every part of the world, from the tall grass to the stars above. Some spirits are benevolent, watching over the herds and hunters, while others are vengeful, punishing those who disrupt the balance.

    • The Great Beasts – The Dalbukh, Mörögnüher, and Büregüher are not just herd animals, they are sacred, believed to be the living children of the steppe itself. To mistreat a herd-beast is to invite the wrath of the land, while a well-tended beast will guide its rider even in the darkest storms.

    • The Black-Winged Watchers – The pegasi of Tengri-Uul are viewed with equal parts reverence and suspicion. Some believe they are the steeds of ancient spirits, while others say they were once winged demons, tamed by the Tengrikhan but never truly loyal.

    • The Khar Angir – The Shadow Hunters – The raptors of the plains are both feared and respected, seen as manifestations of death itself. To be hunted by a raptor pack is a sign that one’s time has come, while a warrior who tames a raptor is seen as having mastered fate itself.

    Each clan or family has its own guardian spirit, a protective force that watches over them, guiding them in dreams, wind patterns, and the movements of the stars.

    Ancestors and the Voices of the Wind

    The dead are never truly gone in Salhichin belief. Their spirits ride the winds, whispering through the tall grass and shifting dunes, guiding their descendants. The greatest warriors and leaders become eternal wind-riders, their souls carried across the steppe forever, watching over their people.

    When a Salhichin dies, their body is returned to the land, placed upon a high place where the wind may carry their spirit away. Their bones are often carved into jewelry or tools, a way for the living to keep the wisdom of their ancestors close. It is believed that if one listens carefully to the night winds, the voices of the elders and fallen warriors can still be heard, offering guidance and warning to those wise enough to listen.

    Rites and Rituals

    • The Wind-Binding – Before a warrior rides into battle, they stand atop a herd-beast, letting the wind wrap around them. If the wind is gentle, it is a sign of victory. If it is harsh, it is a warning to be cautious. If no wind blows, it is an omen that the warrior will not return.

    • The Bone Offering – Before a great journey, warriors and herders leave small carved bones, inscribed with prayers and markings, in the roots of ancient grasses or along migration paths, asking the spirits of the land to guide them.

    • The Naming of the Herds – Every great beast is given a name and blessing, passed down from one generation to the next. It is said that a named beast will always find its way home, while an unnamed beast is doomed to wander lost forever.

    The Conflict with the Tengrikhan’s Faith

    The Salhichin faith is fundamentally at odds with the Tengrikhan’s celestial worship. The Tengrikhan believe in divine rulers chosen by the heavens, while the Salhichin believe the sky and land belong to all. To the Salhichin, the Tengrikhan’s belief in rulers ordained by fate is a lie meant to justify their control over the herders and the Grass Sea.

    Many among the Salhichin whisper that the Tengrikhan do not truly listen to the wind, that their floating city is an abomination, cut off from the spirits of the land. Some Salhichin seers even claim that one day, Khökh Salhi will rise in fury and tear Tengri-Uul from the sky, returning it to the steppe where it belongs.

    For now, the Salhichin keep their faith to themselves, performing their rites in secret, their whispers carried only by the wind. But in their hearts, many believe that Tengri-Uul will not fly forever, and when it falls, the Salhichin will be waiting to reclaim the life it stole

    Tensions with the Tengrikhan – The Sky’s Burden, the Land’s Price

    The Salhichin and the Tengrikhan are bound together, yet their relationship is fragile. The Tengrikhan need the Salhichin, but they do not respect them—to the Sky Lords, the herders are mere servants, useful only for tending the beasts that keep Tengri-Uul moving.

    Among the Salhichin, resentment has been growing. Many believe that Tengri-Uul has become too greedy, its nobles demanding too much while offering too little in return. The herders toil beneath the Möngke Süü (Eternal Shadow) of the floating city, knowing that without them, the Tengrikhan would fall from the sky.

    Some Salhichin leaders whisper of rebellion, of cutting the tethers and forcing the Tengrikhan to live on the land like the rest of them. Others warn that to destroy the floating city is to doom all of them, for if Tengri-Uul ceases to move, the balance of the Grass Sea will be broken forever.

    For now, the Salhichin remain loyal, but loyalty is not eternal, the wind changes, and so too may the fate of Tengri-Uul.

  • The Oasis Tribes are permanent settlements of Salhichin who have chosen to guard and maintain the rare freshwater springs scattered across the Ötgön Tal. Unlike their nomadic kin, who roam with the great herds, the Oasis Tribes have rooted themselves in the land, building fortified encampments and stone-walled villages around the oases. They see themselves as stewards of the waters, tending to the sacred springs and ensuring that neither overuse nor neglect leads to their destruction. Without them, the Grass Sea would be a true wasteland, and few living things could survive its endless expanse.

    As the gatekeepers of life, the Oasis Tribes hold immense influence over the movement of Tengri-Uul and its people. Every trading caravan, migrating herd, and Tengrikhan envoy depends on their willingness to share water, and they do not give it freely. Some tribes remain loyal to the Tengrikhan, exchanging water and supplies for trade, protection, and diplomatic ties, while others see the floating city as a parasite that takes without giving back. In times of drought or political unrest, they have been known to restrict access, using their control over water as a bargaining tool to extract favors, trade rights, or even hostages.

    The Oasis Tribes are not defenseless, nor are they passive. They train skilled warriors, hardened by generations of defending their precious springs from raiders, rival clans, and desperate outcasts. Many ride Mörögnüher the swiftest of the herd-beasts, allowing them to patrol their lands with speed. Unlike the Talyn Bökh, who fight from the saddle of trained raptors, the Oasis warriors favor ambush tactics, fortified defenses, and the use of terrain to wear down their enemies.

    Despite their power, the Oasis Tribes walk a delicate balance. If they hoard their water too greedily, they risk angering the Tengrikhan and the Salhichin, who may try to take the oases by force. But if they give too freely, they weaken their own people and risk depleting their lifeblood. Every drop of water they share is measured, every alliance they forge is calculated, for they know that in the endless sea of grass, water is not just survival, it is power, it is wealth, and it is worth killing for.

  • The Dal Mörgöl, known as the Raiders of the Grass Sea, are a feared and ruthless faction of outcasts, warlords, and exiles who thrive on violence, plunder, and rebellion. They strike from the tall grass, appearing like ghosts before vanishing back into the wilderness, their attacks swift, brutal, and relentless. Unlike the Salhichin, who live by the laws of the steppe, the Dal Mörgöl follow no code but strength, taking what they desire by force and leaving only ashes in their wake.

    Once, many of the Dal Mörgöl were Salhichin themselves, warriors and herders who had turned against their people. Some were cast out for breaking steppe law, while others were born into exile, raised in the wilds where the grass grows tall and the law holds no weight. Among them are rogue Oasis Tribes, deserters from Tengri-Uul, and mercenaries from distant lands, all drawn together under the banner of chaos and conquest. To the Tengrikhan, they are barbarians and savages, unworthy of diplomacy. To the Salhichin, they are traitors to the land. 

    To the Oasis Tribes, the Dal Mörgöl are both a necessary evil and a lingering curse, sometimes trading partners, other times ruthless invaders. The raiders bring stolen goods and exotic beasts, offering favors and alliances in exchange for food, water, or shelter. Yet, just as often, they turn on those who aid them, plundering supplies, enslaving warriors, and burning villages when it suits them. The Oasis Tribes must always tread carefully, for alliances with the Dal Mörgöl are as unpredictable as the lighting storms that light up the grass sea, and a friend one season may be a warlord’s prey the next.

    But to the Dal Mörgöl themselves, they are not mere raiders or criminals, they are the true heirs of the Grass Sea, the storm that will sweep away the weak and claim what should have never belonged to the Tengrikhan or the Salhichin. They see Tengri-Uul as a floating prison, ruled by soft-handed nobles who have forgotten the true law of the steppe. They believe the Salhichin have become shackled to the herds, serving beasts instead of ruling as warriors. To them, the future of the Grass Sea does not belong to those who cling to the past, it belongs to those strong enough to take it by force. They see every raid, every battle, and every conquest as one step closer to tearing down the old world and forging a new one, one where only the strong decide who rules and who kneels.

  • Though deeply tied to the Ötgön Tal, the Salhichin have always been a people of movement and change, never bound by borders or walls. Some have left the steppe by choice, seeking fortune, knowledge, or adventure, while others have been driven from their homelands by forces beyond their control. With the Plain of Bones stirring, more Salhichin than ever before are venturing into foreign lands, their departures whispered about in hushed tones. Though few openly speak of it, many believe their people are fleeing something unseen, reading omens in the wind that urge them to seek safer lands, new allies, or lost knowledge before it is too late.

    For some, this journey is persona, a warrior proving their worth in distant battles, a merchant establishing trade routes, or a seer seeking wisdom in foreign temples. Others travel with purpose, sent by the Tengrikhan to gather knowledge, search for forgotten relics, or uncover ancient defenses that might shield Tengri-Uul from an unknown fate. Whether mercenary, trader, or exile, all Salhichin carry a lingering unease, as if the winds of their homeland have shifted, whispering that the steppe is no longer as it was, that something is coming, and they must be prepared.

    Mercenaries and Warriors-for-Hire

    The Salhichin are famed warriors, their Talyn Bökh raptor riders feared for their speed, precision, and brutal efficiency. Across Tymora, they serve as mercenaries, skirmishers, and shock cavalry, their deadly mounts and knowledge of open-field tactics making them highly sought after in times of war.

    In Valdenor, Salhichin warriors have been recruited into noble houses and city militias, particularly in Driftmire, where their beast-handling skills are invaluable to sea captains and monster hunters. In the Free Cities, some have formed mercenary companies, commanding high prices for their unique combat style. Yet, many do not fight simply for gold. Some believe that war and bloodshed forge strength, and that to survive what is to come, the Salhichin must become stronger than ever before.

    Traders, Caravaners, and Smugglers

    Though the Tengrikhan control the great floating trade empire, many Salhichin and Oasis Tribespeople have carved out their own trade routes, using their knowledge of the land to guide merchants through dangerous terrain.

    In Highwall, the Salhichin serve as guides for sky-traders, helping airship captains navigate the unpredictable winds of the steppe. In the Free Cities, Oasis traders bring rare steppe herbs, enchanted fabrics, and medicinal supplies, their goods highly sought after in markets bustling with foreign merchants.

    Others turn to smuggling, using their intimate knowledge of hidden paths to move contraband, fugitives, and stolen artifacts across borders, slipping through the cracks of civilization like whispers on the wind. Some traders move simply to build wealth, while others are gathering resources for their people, ensuring that if disaster strikes their homeland, the Salhichin will not be left defenseless.

    Wanderers, Seers, and Exiles

    For some Salhichin, exile is not a choice, but a fate imposed upon them. Whether branded traitors, accused criminals, or outcasts, they are forced to roam foreign lands, their names lost to the winds of the steppe. Others leave by divine calling, drawn by visions, prophecies, or whispers on the wind that lead them far from home.

    Wind-Seers are respected as oracles and mystics, sought after by kings and scholars for their knowledge of fate, omens, and hidden truths. Some find refuge among scholars, while others are hunted by those who fear their prophecies.

    Steppe Exiles, those who have broken the laws of their people, often become sellswords, bounty hunters, or desperate thieves, surviving in harsh lands far from their homeland. Some Salhichin have been captured or enslaved, their strength and endurance making them prized laborers, gladiators, and warriors in foreign lands. Yet many escape, determined to return home or take vengeance on those who wronged them.

    A People Scattered, but Not Broken

    As more Salhichin leave the steppe, their presence in foreign lands is growing. Some have begun forming new settlements, small nomadic encampments where they rebuild their traditions away from the looming threat. Others see the world beyond the Grass Sea as an opportunity, seeking allies, knowledge, and strength to one day reclaim what was lost.

    Yet, no matter how far they travel, one truth remains, the wind still calls them home. And many believe that, in time, the scattered Salhichin will return, not as wanderers, but as conquerors.

    Salhichin players may choose only from the Barbarian, Savage Archer, or Shaman classes, reflecting their rugged, nomadic lifestyle and deep connection to the land.