Tengri-Uul

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The Sky Mountain and the Peoples of the Grass Sea

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 Tengri-Kharn, 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 Tengri-Kharn 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 defences 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, travelling 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.

Origins of Tengri-Uul: The Sky Mountain’s Awakening

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 Tengri-Kharn, 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 realisation, 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 Tengri-Kharn 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 stabilise 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 specialised 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 defences, 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, making 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 Tengri-Kharn, wait in the shadows, ready to strike from within. These factions, composed of discontented Salhichin, outcast nobles, and radical mystics, believe that the Tengri-Kharn’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 and 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 and 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 and 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 favourable 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: The Moving Trade Empire

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, travelling 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 Tengri-Kharn. Shipbuilders from Highwall in Valendor 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 Tengri-Kharn’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 itself 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 Tengri-Kharn 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.

Khökhzurkh – The Sky-Iron of Tengri-Uul

Discovery and the Sky-Iron Trade

As the Tengri-Kharn 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, armour, 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 manoeuvrability.

More than just a weapon, Khökhzurkh has had a profound effect on airship construction, revolutionising 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 Valendor, 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 Valendor’s skyfleet an unmatched advantage, making them dominant in both aerial warfare and commerce. Due to its strategic importance, the Tengri-Kharn maintain strict control over the supply of Khökhzurkh, ensuring that only a limited amount leaves Tengri-Uul. Unauthorised 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.

False Sky-Iron – The Gilded Wind

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 Valendor, 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 armour 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 rumours of failed test flights due to weakened ore have begun to spread. Some Tengri-Kharn 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 realising 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.

The Eye of the Wind

To combat the growing crisis, the Tengri-Kharn have established the Eye of the Wind, a specialised 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 Tengri-Kharn 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 Tengri-Kharn 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 Tengri-Kharn’s monopoly over the skies could collapse, shaking the very foundation of Tengri-Uul’s dominion over Tymora.

The Great Herd-Beasts

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 metres 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 tongue.

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 metres 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 favourable 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, flavourful 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 metres tall, with thick, armoured 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 beasts of burden and defence makes them indispensable to the Salhichin, and many clans paint sacred markings on their armoured 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 artefacts.

The Beasts of Sustenance

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 metres 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 the 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 armour 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 labour, transport, shelter, or sustenance, and their continued survival is vital to the way of life of the nomads. The Tengri-Kharn may rule from above, but without the herds below, neither the Salhichin nor Tengri-Uul itself could survive.

Khar Angir – The Raptor Packs of the Grass Sea

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, signalling 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 harbours at least one well-established pack.

Salhichin Defences – 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 defence, 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 defences, 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 Dal Mörgöl – Raiders of the Grass Sea

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 Tengri-Kharn, 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 favours 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 lightning 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 Tengri-Kharn 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.

Glossary

  • Büregüher – Towering, armoured 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 honour, duty, and survival.
  • Khar Angir – “Black Fangs,” deadly raptor packs that hunt in coordinated groups, threatening herds and travellers.
  • Khölshuud – Small, burrowing animals similar to armadillos, valued for their meat and armour-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 Tengri-Kharn, 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 specialised 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.
  • Tengri-Kharn – The noble rulers of Tengri-Uul, who govern from the floating city and control trade, politics, and the military.

Where To Next?

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