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THE HORDE
by Edward Bonny, Brian Cortijo, Richard Farrese, and László Á. Koller • illustrated by Ramon Perez, Eric Dechamps and Chuck Lukacs
Yamun Khahan united the barbarian
tribes of the Endless Waste, massing a
great army that spread east and west, threat-
ening the more civilized nations of Kara-Tur
and eastern Faerûn. Conquering or laying
waste to whole regions, only the death of the
Horde’s leader at the hands of King Azoun
IV of Cormyr finally brought an end to the
barbarians’ Realms-shaking invasion.
The Endless Waste has never been a peace-
ful region. Ages ago, a series of conqueror-
nations invaded, seeking to bring the dispa-
rate human tribes under their yoke. Each of
these empires fell in time, leaving the native
horse nomads of the steppes to resume their
simple lives of wandering and infighting. No
matter what force united them, the barbar-
ians always—eventually—broke into their
constituent tribes, continuing as they had
for centuries.
Even this truth is changing. Since the
defeat of Yamun Khahan’s great horde more
than a decade ago, the tribes of the Horde-
lands are again stirring. Perhaps it is time for
another great war. Perhaps ancient enmities
are risings. Or perhaps the horse-warriors of
the steppes have grown tired of living in the
shadow of their “civilized” neighbors.
A great many changes have taken place in
the Endless Waste since the death of Yamun
Khahan, some of which would frighten
those in more civilized lands—were they
close enough to see them. A new nation
rises from the remains of the Tuigan Horde.
Dark secrets of ancient empires come to
light, luring the adventurous and the fool-
ish with promises of powerful magic ripe
for plunder. New wealth and trade flour-
ishes again on the revitalized Golden Way,
linking merchants and adventurers from
far-flung kingdoms to the east and west.
The strange lands of the Endless Waste
beckon to native and outsider alike with the
lure of wealth, power, and forgotten ancient
magic waiting to be discovered.
Revealed here are the mysteries of the
Hordelands: its peoples, locales, and magical
secrets hidden in the remains of long-fallen
empires and fresh battlefields. You can find
more details on the Hordelands in Dragon
#349, available at paizo.com/dragon .
The Tuigan
The Tuigan, also known as the Horselords, are
the nomadic, warlike people of the Endless
Waste. Until recently, they have long been seen
as a barbaric race scarcely above goblinkind
and other crude humanoids. The Tuigan, how-
ever, are more than a simple, barbaric peo-
ple. Their military prowess has shown them
to be a formidable force when unified. They
breed horses, raise goats, and farm the dif-
ficult steppes, trading with their Raumviran
and Semphari neighbors. Geographic barriers
and a propensity for warfare and raiding over
trade almost ensures that the Tuigan will not
expand outside their native steppes.
Tuigan History: Some 10,000 years ago
(around –8900 dr), the first tribes came from
the east to settle the Endless Waste. For nearly
two thousand years, the barbarians thrived as
herdsmen of horses and goats. In –7100 dr
they fell under the yoke of the mighty Imas-
kar empire, which demanded tribute in the
form of horses and slaves. The Imaskari saw
great potential in the Tuigan and taught them
their language as well as the art of warfare,
employing Tuigan cavalry in their armies
until the empire fell in –2,488 dr.
A number of lesser empires followed,
holding sway over the region but leaving no
permanent mark upon the Tuigan people.
Around –900 dr, the rising Raumathar king-
dom subjugated those Tuigan dwelling in the
northern Endless Waste. Three hundred years
PEOPLES OF THE
HORDELANDS
Two human races dominate the Endless
Waste. The largest group, numbering about
100,000, are the nomadic Tuigan people who
roam throughout the steppes. Far fewer in
number are the Raumvira (less than 15,000),
proud civilized descendents of the Raumath-
ari Empire who dwell around the Lake of
Mists in small towns and villages. Both the
Tuigan and the Raumvira can serve as excel-
lent character races given their predomi-
nance in the region.
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DRAGON 349 Supplement
Dragon #349 Supplement © 2006 Wizards of the Coast, Inc.
Permission to photocopy for personal use only. All rights reserved.
BARBARIANS OF THE ENDLESS WASTE
F ifteen years ago, the charismatic
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later, eastern kinsmen of the Tuigan from the
Plain of Horses stormed across the Endless
Waste in an attempt to push the Raumathari
out of the steppes. Their efforts failed but
they returned in –150 dr to drive out the
survivors of the cataclysm that destroyed the
Raumathari empire.
For more than 1,500 years, the Tuigan
were left on their own—until around 1335
dr, when a powerful young khan named
Yamun brutally put forth the idea of a uni-
fied people of the steppes. In less than 25
years, Yamun’s concerted efforts united
the barbarians of the Endless Waste, so
much so that all the tribes are now widely
known as Tuigan. Backed by his people
and their military might, Yamun Khahan
began a campaign of conquest, easily over-
running the kingdoms of Semphar, Khaz-
ari, Shou Lung, and Rashemen. Fearful
kingdoms from lands west of the Endless
Waste banded together to field an army
in Thesk to stop the rampaging barbar-
ians. The alliance’s efforts in 1360 dr pre-
vailed and the king of Cormyr, Azoun IV,
slew Yamun Khahan in combat. With the
death of their great khahan, the
Horde army disbanded and the
Tuigan people once again reverted to their
traditional nomadic ways.
Within the past few years, Huba-
dai Khahan, son of Yamun Khahan,
has sought to unite the Tuigan
again, although his methods
differ from his father. Hubadai
called for a true Tuigan kingdom,
the result being the promising young
nation of Yaïmmunahar. The Naican,
Oigur, and Commani tribes support
Hubadai’s efforts and are eagerly mak-
ing the transition to civilization. The
other Tuigan tribes of the Endless
Waste have rejected the new nation, an
act that has caused deadly skirmishes as
Yaïmmunahar forges ahead.
Outlook: Tuigan are accustomed to hard-
ship and share a strong appreciation for
individuals who dedicate themselves to
family, a tribe, or a cause. The tribes of the
Endless Waste cling to warlike traditions
and values that o�en lead to intertribal
warfare. Tribal conflict primarily results
from dishonorable acts that demand ruth-
less and frequently bloody retribution.
Despite this troublesome
aspect, the Tuigan are
united in the single
belief that they are
Axe of the Horse Lord
The axe of the horse lord is perhaps the
mightiest weapon forged by the wise-
men of the steppes.
Description: This battleaxe
has a broad, serrated blade of
bright steel. The blade’s sharp
teeth never need sharpening
and the horse-riding nomads
who cra� these weapons claim
the jet-wood handles are unbreak-
able. Although the axe bears no dis-
tinguishing runes or other arcane markings,
the tightly wound leather wrapping the
handle cannot be mistaken.
Activation: This weapon always func-
tions as a +3 icy burst battleaxe. Riding a horse
activates its extra damage ability. You may use
the mount ability once per day as a full-round
action by calling its name aloud three times.
Effect: An axe of the horse lord is a +3
icy burst battleaxe. It deals additional dam-
age whenever you wield it while riding a
horse. When you use it from horseback,
the weapon deals 2d8+3 points of damage
and has a x3 critical hit modifier.
In addition, once per day as a full-round
action, you may call upon a magical war-
horse who is absolutely loyal to the axe and its
wielder. The warhorse has the same stats as
the special mount of a 10th-level paladin (but
its alignment always matches that of the axe’s
wielder). The warhorse has a unique name you
must use to summon it. This mount imme-
diately appears adjacent to you and remains
for up to 20 hours. You may dismiss it at any
time as a free action, but if you do you cannot
conjure it again until the next day.
The warhorse is the same creature each
time you summon it. Every time you call the
warhorse, it appears at full health, regardless
of any damage it might have taken previ-
ously. The warhorse also appears wearing or
carrying any gear it had when it was last dis-
missed. Calling the axe’s warhorse is a con-
juration (calling) effect. Should the warhorse
die, it and any gear it had immediately drops
to the ground and cannot be summoned
again for one week. During this week, the
axe of the horse lord is reduced to a simple +1
battleaxe with no other special properties.
Aura/Caster Level: Moderate conjura-
tion/evocation; CL 10th.
Construction: Requires Craft Magical
Arms and Armor, chill metal or ice storm, sum-
mon monster III, 54,310 gp, 3,932 XP, 98 days.
Weight: 6 lb.
Price: 98,310 gp.
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DRAGON 349 Supplement
Dragon #349 Supplement © 2006 Wizards of the Coast, Inc.
Permission to photocopy for personal use only. All rights reserved.
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superior to the civilized realms around
them. They hold fast to the notion that
so-called civilized people are cunning,
treacherous, and untrustworthy folk, more
likely to try and take the steppes a piece
at a time rather than attempt an honest,
direct war of conquest.
Ironically, this deeply held belief is now
applied by some Tuigan to Yaïmmunahar.
In the wake of that nation’s founding, the
majority of tribes have decided to reject
Hubadai’s new kingdom. Some tribes even
call for Yaïmmunahar’s destruction, while
others adopt the hopeful attitude that the
kingdom will likely fall apart. Traditional
nomads see Yaïmmunahar as a corrupt
outside influence that must ultimately fail
so that all the Tuigan can return to their
proper ancestral ways. More progressive
Tuigan view Yaïmmunahar as the natu-
ral conclusion of the inspired vision that
Yamun Khahan put forth during the Horde
War. The new realm will not only serve to
rally the Tuigan, it will also point the way
to their future greatness.
Despite these strongly held views about
Yaïmmunahar, and other “foreign” nations,
the Tuigan have benefited greatly from
dwelling on the crossroads of vastly dif-
ferent eastern and western civilizations.
Fedor’s Lance
This burgundy-colored lance bestows
uncanny might to anyone who wields
it from horseback.
Lore: Fedor the Mighty was among
the most venerated figures of the
ancient barbarians. While little is
known of his personal life, history
remembers him as one of the most
gi�ed horsemen who ever lived.
Indeed, this warrior led his tribe
in countless battles. Fedor greatly
contributed to the survival of his
tribe as well as the remarkable
reputation of its fierce mounted
warriors, whom many today call
horse lords. Fedor’s most remark-
able accomplishments—a hand-
ful of weapons and trinkets he
fashioned with strong materi-
als and ancient magic—were
inspired by the battlefield.
Description: This simple-
looking lance is made of oak.
Stained burgundy and having
a wide grip covered in woven
black leather, Fedor’s lance
stretches approximately 14-feet
long. Its sturdily-constructed
length tappers from a broad
end down to a tip as fine
as a splinter, but the
weapon’s head is
nevertheless sharp
enough to pierce
any foe.
Activation: Fedor’s
lance’s special ability activates
when you use the weapon
from horseback and attack a
mounted foe.
Effect: Fedor’s lance is a +1 lance .
Whenever you make a mounted charge
attack with Fedor’s lance and hit a mounted
foe, you can make a free bull rush attempt
as part of your attack. You gain a +8 bonus
on the opposed Strength check. If your
bull rush attempt succeeds, your target is
dismounted and falls prone (in addition to
taking normal damage from the attack). His
mount remains in place and is unaffected.
Aura/Caster Level: Moderate transmuta-
tion; CL 8th.
Construction: Requires Cra� Magical
Arms and Armor, bull’s strength, 4,310 gp,
332 XP, 8 days.
Weight: 10 lb.
Price: 8,310 gp.
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DRAGON 349 Supplement
Dragon #349 Supplement © 2006 Wizards of the Coast, Inc.
Permission to photocopy for personal use only. All rights reserved.
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TRIBAL NAMES
Among the Tuigan, names are a point of honor that bring fame and luck to individuals and
their families. Many Tuigan are commonly named a�er their great heroes. Surnames are
rarely used except for noble families. Khans use the name of their ordu as a surname;
Khahans simply use “Khahan.”
Fedor’s Shield
This beautiful and sur-
prisingly light large
shield grants sta-
bility to anyone
who carries it.
Lore: Few of
the shields
fashioned by
Fedor remain,
and those origi-
nal items frequently
sell for as much as four
times their actual value as
magic items when sold to collectors. Weap-
onsmiths and armorers long ago uncov-
ered how to make copies of Fedor’s famous
shield, and these copies are not uncom-
mon—especially on the high plains.
Description: This simple-looking round
burgundy-colored shield bears a large
white star emblazed upon it. A battered
metal disk in the center of the star rein-
forces the lightwood shield. Although sim-
ple in its design, a closer look at Fedor’s
shield reveals its masterwork quality as well
as its remarkable lightness. The scent of
freshly cut lightwood also lingers around
the item, regardless of its age.
Activation: This shield’s special abilities
are always active as long as you wield it.
Effect: Fedor’s shield is a +2 heavy wooden
shield of bashing, but the item only weights
2 pounds and confers no armor check pen-
alty. Furthermore, if you have heavy shield
proficiency, you gain a +4 bonus on checks
made to resist being bull rushed or tripped
whenever you wield Fedor’s shield .
Aura/Caster Level: Moderate transmuta-
tion; CL 8th.
Construction: Requires Craft Magic
Arms and Armor, bull’s strength, levitate,
8,157 gp, 646 XP, 16 days.
Weight: 2 lb.
Price: 16,157 gp.
Male Names
Baga
Chanar
Donozar
Hisir
Jeorug
Marash
Ond
Kaland
Shanim
Torgon
Yitrik
Female Names
Ayana
Bayalun
Chuyb
Dapik
Eke
Heyen
Ongir
Pekal
Razari
Sirya
Yoltil
Surnames
Chogar
Hojar
Irdi
Jonkai
Kantayan
Kadun
Pyar
Rukku
Shinar
Tak
Yok
Centuries of trade with far away places have
opened their eyes to the various ways that
other peoples live, as well as the material
luxuries they enjoy.
Characters: The vast majority of Tuigan
characters are fighters or barbarians, with
rangers and clerics taking up most of the
remainder. Very few belong to arcane spell-
casting classes, although bards play impor-
tant roles as lorekeepers and mystical enter-
tainers. Intolerance for thievery and a gen-
eral lack of refined social graces make rogues
scarce in Tuigan society. Until recently, pala-
dins and druids were unknown, but this is
changing as an influx of deities from the
western kingdoms alters traditional ideas
about worship and introduce the barbarians
to all manner of new gods.
Society: The Tuigan follow a strict, if
informal, hierarchical social structure. Each
nomadic clan is led by a khan responsible
for keeping the peace, providing adequate
defense, and ensuring that the needs of the
clan are met. Children learn to ride horses
shortly a�er they can walk. Women are tra-
ditionally the keepers of all things spiritual,
while the men are considered the purveyors
of battle and tasks that promote or support
warfare, although both genders are com-
petent with both horse and bow. Progres-
sive Tuigans challenge these traditions by
choosing to live as they see fit, which has
led to an increase of women taking up war-
rior roles.
Honor and respect in Tuigan society are
earned through displays of strength, bat-
tle prowess, and horsemanship. Respect is
accorded to all persons unless they prove
they deserve otherwise. A Tuigan noble’s
social status is reflected in the size of one’s
tent and the health and size of one’s horse
herd. Another mark of a powerful man or
woman in Tuigan society is the number of
spouses kept. Displays of fear, uncertainty in
the face of crisis, or sloth cause great loss of
respect, and can be good enough reasons to
depose an existing khan.
Most Tuigan dead are burned in funeral
pyres. Those who die in battle are buried in
decorated hillside tombs that include prayers
and supplication to the elemental gods, par-
ticularly the deity of air who claims worthy
souls for the skies.
Language and Literacy: All Tuigan tribes
speak the Tuigan language, descended
from Roushoum, the tongue of Imaskar,
the first empire that subjugated the tribes
of the Endless Waste. The various dialects
of the language are mutually understand-
able among proficient speakers and many
tribesfolk speak at least two dialects.
Literacy is almost unheard of among
the Tuigan, as the written word is seen
as having little purpose. The Tuigan of
the barbarian kingdom of Yaïmmunahar,
however, are working to change this per-
ception as they build their new realm and
have need of a writing system. Tuigan is
the official language of Yaïmmunahar,
and while the language uses the Thorass
alphabet (adopted over years of intercepted
trade from the west), the khahan plans to
adopt Roushoum as the language for state
records once enough of his scribes have
learned the Imaskari alphabet in which the
tongue is written.
Appearance: Most Tuigan have yellow-
ish-bronze skin, stand up to 6 feet tall,
and weigh 170 pounds. Typically, they have
raven black hair and broad, flat facial fea-
tures. Men keep their hair short or shaved
bald and wear their facial hair in long
moustaches and short beards. Women
typically wear long braided hair in pub-
lic—only letting family members see their
hair unbraided.
Arms and Equipment: A typical Tuigan
warrior armors himself with banded mail,
leather armor, or scale mail, with a wooden
shield. For weapons, they typically bear com-
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DRAGON 349 Supplement
Dragon #349 Supplement © 2006 Wizards of the Coast, Inc.
Permission to photocopy for personal use only. All rights reserved.
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The Yunïchaar
An elite army answerable solely to the khahan, the yunïchaar has its roots in an age-old bar-
barian practice of kidnapping an enemies’ young and raising them as fierce, loyal warriors.
Yaïmmunahar maintains the largest yunïchaar in the Hordelands, numbering well over 10,000
strong. Most of these soldiers are humans of Shou, Raumviran, Rashemi, and Mulan descent.
Orcs, gnolls, gnomes, and a handful of giant-kin round out this well-equipped, well-trained
fighting force. Other yunïchaar armies serve the Fankiang and Zamogedi tribes.
In keeping with his ambitious agenda to adopt the ways of Faerûn’s western kingdoms, Huba-
dai officially ended the practice of yunïchaar kidnapping—an act that does not sit well with his
more tradition-minded, warlike khans. That the khahan’s yunïchaar forces still number more
than 10,000 despite ten years of steady attrition has led some to think that Hubadai maintains
secret yunïchaar training camps somewhere in his new realm.
spells, but who had otherwise dwindled in
number so as to be just one of many bar-
barian tribes in the region. Over the course
of the next two centuries, the Raumvirans
gradually conquered much of the Endless
Waste, while the Nars extended their rule
south and west along the shores of the East-
ing Reach. By –900 dr, the Raumvirans had
established the empire of Raumathar, with
its capitol at Winterkeep, stretching from
the northern tip of Lake Ashane to the west-
ern shore of the Great Ice Sea and from Sos-
sal to the Lake of Mists.
Frequent conflict with Narfell, a neighbor-
ing empire of demon-summoners, eventually
led to the destruction of Raumathar. In –150
dr, the summoning of numerous powerful
monsters and minor deities consumed both
empires in a great conflagration. The remain-
ing Raumvirans descended into barbarism,
although Raumviran civilization survives in
Almorel and Drubiev—thanks primarily to
ongoing trade with the dwarves of Siremun
and the steady trickle of trade that passed
along the Golden Way.
In the years that followed the conquests
of the Horde, a surge in trade has brought
both wealth and a flowering of Raumviran
culture among its populace. Once again
traders are crossing the Endless Waste in
large numbers, bringing gold, knowledge,
and magic lore. New Raumviran villages are
springing up around the southern shores
of the Lake of Mists. Almorel and Drubiev
are flourishing, all of which encourages the
Raumvirans to rediscover and develop their
ancient heritage.
Outlook: Raumvirans view life as series
of challenges to be overcome. Respect and
status must be earned, and, as such, never
squandered foolishly. They believe strongly
in the inevitability of life balancing out over
time. Those who seek glory inevitably court
disaster, while those who fail miserably will
invariably rise to succeed.
Characters: Raumvirans have a long-
standing warrior tradition, dating back
to before their fall into barbarism. Rang-
ers, fighters, and warriors play prominent
roles in Raumviran society. Barbarians are
not unknown, but uncommon, appearing
far from settled areas in the steppes along
the Golden Way. Raumvirans accord arcane
spellcasters great respect, particularly con-
jurers, sorcerers, and practitioners of battle
magic. Clerics, druids, paladins, and monks
are rare, as Raumvirans have no strong tradi-
tion of organized religion beyond the vener-
ation of elemental powers. Rogues are fairly
posite shortbows, daggers, and long swords.
Mounted warriors o�en wield lances.
Magic and Magic Lore: The Tuigan peo-
ple hold interesting spellcasting traditions.
Bards are by far the most common arcane
spellcasters, although barbarous sorcerers are
accepted once they prove their worth to the
tribe. Wizards, unless trained in a far-off land,
are completely unknown. Clerics are more
common than druids, but adepts are almost
ubiquitous, working and praying alongside
clerics as well as acting on their own among
the many smaller Tuigan tent villages.
Deities: Until recently, the Tuigans ven-
erated two elemental lords. Teylas, Lord
of the Sky and Storms—in fact a mascu-
line aspect of Akadi, the elemental god-
dess of air—was first and foremost of
the Tuigan gods. He is both feared and
respected. Tuigans believe that pleasing
Teylas through proper prayer and sacri-
fice guarantees rain, protection from ill-
spirits, and good luck. The second deity is
Etugen, a feminine aspect of Grumbar, the
elemental deity of earth. She provides the
Tuigan with abundant hunts and is asked
to guard the Tuigan’s most trusted and
valuable companion—the horse.
With the founding of Yaïmmunahar,
Hubadai has decided to embrace many
outside ways, including foreign gods. The
result has been a slow incursion of dei-
ties new to the Endless Waste. The Red
Knight, the militant goddess of strategy,
has become a favorite in Yaïmmunahar,
and is worshiped by Hubadai and by those
in his armies.
Relations: The Tuigan of the northern
steppes have good, if somewhat formal,
relations with the other peoples of the End-
less Waste. They typically trade horses and
furs in return for worked metals, armor
and weapons. The tribes of the central and
southern steppes are prone to raiding dur-
ing tough times, making for strained rela-
tions with all neighboring kingdoms.
The Raumviran
Appearing as the opposite of their Tuigan
neighbors, the Raumvirans are peaceable
human merchants settled around the Lake
of Mists who trace their ancestry back to
the ancient magical empire of Raumathar.
Although Raumviran culture has dimin-
ished greatly since Raumathar’s fall, a
handful of Raumvirans seek to preserve the
ancient arts of Raumathari battlemages and
Raumviran conjurers. Once common in the
lands west and south of the Endless Waste,
the Raumvirans are much reduced in popu-
lation today.
Raumvirans regard the accomplishments
and excesses of their Raumathari ancestors
with a mixture of pride and humility. They
have seen the folly of excessive ambition and
experienced the centuries of slow decline
that inexorably follow the collapse of an over-
reaching empire.
Most Raumvirans are content with their
current lives. They suffered little in the Horde
War and continue to profit from the steady
flow of trade along the Golden Way. Some
Raumvirans retain their ancestors’ hunger
for adventure and mastery over magic, and
these few are the ones most o�en encoun-
tered outside the Lake of Mists region.
History: The fall of Imaskar in –2488 dr
caused great tumult throughout eastern
Faerûn and the Endless Waste that divide
the western realms from the kingdoms of
Kara-Tur. The Raumvirans, a tribe native to
the Lake of Mists region and known for its
skill in summoning magic and mastery of
forging steel, had long served as proxies for
the Imaskari, keeping the scattered tribes
of the Endless Waste in check. The collapse
of the Imaskari Empire le� the Raumvi-
rans dangerously exposed to the wrath of
the other tribes, forcing them to withdraw
north and west.
A thousand years later, the Raumvirans
remained fierce warriors who retained the
arts of forging steel and casting summoning
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Dragon #349 Supplement © 2006 Wizards of the Coast, Inc.
Permission to photocopy for personal use only. All rights reserved.
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