The Widow Harun
The Ordu of Stedd Khan
An Inventory of Horses, Livestock, Followers, Cohorts and Miscellaneous Common Property
Composition of the Ordu as of Firstday, 1 Eleasias 1427
The ordu of Stedd Khan consists of himself (the Khan); his sister Kerri (who is treated as a Khatun since the Khan has no wife – yet); his cohort Lavinia; his companion and mentor Balud; and the following others.
20 humans, of whom:
Sample Werewolf: N Medium Half-Tuigan Human male or female; skills add Craft (pick one: Wool, Leather, Armor, Weapons or Bows) 5, Ride 8, Handle Animal 3; feats add Saddleback (Player’s Guide to Faerun); abilities Int 13; languages Common, Tuigan, Shaaran; alphabet Dethek. Home Region: The Hordelands. Deity: Teylas or Etugen. Personal equipment: Dagger (a tool, not a weapon), two Lhesperan horses with bit, bridle, and military saddles, one hunting dog, 100 Shaar rings (value 300 GP), 75 Durpari dinars (value 75 GP), artisan’s tools and a share of one yurt.
10 are Arkaiuns, runaway slaves from the Crinti-owned horse ranches in the northern border march of Dambrath, mounted warriors in the nomadic tradition (Fighter 1). Half are archers while half are lancers.
Sample Archer: N Medium Arkaiun Human Female Fighter 1; HD 1; HP 12; init 3; speed 30 or 70 (mounted); BAB 1; grapple 3; AC 17 (touch 13, flatfooted 14); saves Fort 4, Ref 3, Will 2; abilities Dex 17, Wis 14, Str 15, Cha 10, Int 13, Con 14; skills Craft (pick one: Wool, Leather, Armor, Weapons or Bows) 5, Handle Animal 4 (6 with mounts), Profession (Herdsman) 6, Ride 9; feats Mounted Combat, Mounted Archery, Improved Mounted Archery, Saddleback (Player’s Guide to Faerun); languages Common, Dambrathan and one other; alphabet Dethek. Home Region: Dambrath. Deity: Malar or Tempus (traditional Arkaiun gods), or Teylas or Etugen (nomad gods). Personal equipment: Chain shirt, composite shortbow with 2 quivers, scimitar, dagger (a tool, not a weapon), two Dambraai horses with bit, bridle, and military saddles, 3 doses Drow poison, one hunting dog, 15 Dambrathan pearls (value 15 GP), artisan’s tools and a share of one yurt. Attacks: shortbow 4 (1d6 plus poison, crit 20/x3) or scimitar 3 (1d6+2, crit 18-20/x2, +1 from horseback). Special Abilities: Can shoot well while galloping (see feats).
Sample Lancer: N Medium Arkaiun Human Male Fighter 1; HD 1; HP 12; init 3; speed 30 or 70 (mounted); BAB 1; grapple 3; AC 19 (touch 13, flatfooted 16); saves Fort 4, Ref 3, Will 2; abilities Dex 17, Wis 14, Str 15, Cha 10, Int 13, Con 14; skills Craft (pick one: Wool, Leather, Armor, Weapons or Bows) 5, Handle Animal 4 (6 with mounts), Profession (Herdsman) 6, Ride 9; feats Mounted Combat, Ride-by Attack, Spirited Charge, Saddleback (Player’s Guide to Faerun); languages Common, Dambrathan and one other; alphabet Dethek. Home Region: Dambrath. Deity: Malar or Tempus (traditional Arkaiun gods), or Teylas or Etugen (nomad gods). Personal equipment: Chain shirt, heavy steel shield, lance, composite shortbow with 2 quivers, scimitar, dagger (a tool, not a weapon), two Dambraai horses with bit, bridle, and military saddles, 2 doses Drow poison, one hunting dog, 60 Dambrathan pearls (value 60 GP), artisan’s tools and a share of one yurt. Attacks: lance charge 6 (3d8 plus 9, crit 20/x3) or shortbow 4 (1d6 plus poison, crit 20/x3) or scimitar 3 (1d6+2, crit 18-20/x2, +1 from horseback).
The 20 humans live as 10 families, and their number does not include the babies and children (of all ages) they bring with them. Every year, a few more individuals will become ‘adults’ (approx. 15 years old). There will be a 20% annual rate of population increase for these and any other followers who join the ordu in the future (they have large families). Five of the families consist of two Werewolves as husband and wife; the other five are marriages in which the husband is a lancer and his wife is an archer.
The Ordu’s Property and Way of Life
Each family is a household that lives in its own yurt. The monk, who is called a ‘Lama’ and highly respected by everyone, lives in his own yurt, and the druids often stay with him though they technically live in the open, so the ordu consists of eleven yurts total.
The Werewolves come from a nomadic tradition, and even the Arkaiuns are independent-minded ranch-hands used to rough living. With the exception of the Lama, therefore, every yurt is a self-contained household with its own livestock, horses, and dogs. The ordu owns one hundred mounts in a common herd, all of which are Steppe horses (including 20 stallions), and a common herd of over a thousand miscellaneous livestock including one thousand sheep (including 200 rams), two hundred goats (including 40 billy goats) and one hundred oxen (including 20 bulls). In addition to these, every family owns a pair of herding dogs, and every adult owns a pair of mounts. The Arkaiuns ride Dambraai horses, while the werewolves prefer Lhesperans. Personal mounts are gelded stallions which can’t be used for breeding.
Every man and woman has their own equipment, much of which they have made themselves. Every individual has one maxed-out Craft skill, with which they make items for trade while the Khan and the Noyan are adventuring. The traditional crafts most often practiced are Woolen Goods, Leather Goods, Armor, Weapons, and Bows. Food comes from the livestock (everyone helps) and the nearby forests (most of them hunt and gather periodically, and the druids know things like herbs and such). Water comes from the streams in the canyons. The only one without the skills to survive by himself is the Gezerite Lama, and he is well-provided with offerings from all the other families on a regular basis.
Herding and crafting are their basic daily activities. Their monthly income from trade is dependent on whether the Khan can establish and maintain safe trade routes in the region and good relations with trade partners nearby. If so, half of their monthly income is given to the Khan (some of which is expected to be redistributed in the forms of gifts and equipment). The druids and the monk, being higher level, produce more lucrative trade goods, perhaps even minor magical items such as scrolls. The ordu may also fight or raid, but this risks their death, which makes it harder to attract additional followers. The ordu is fully capable of defending itself from wild animals, most monsters, and the occasional small raiding party, but may be used as an offensive weapon at the pleasure of the Khan.
How the Ordu Produces Wealth
Once the Khan establishes trade routes, the ordu will automatically begin to export its products without further supervision.
The breeding of horses is a traditional and profitable activity. A single stallion used only for stud (as opposed to a pack mount, or one used primarily for battle) can service a maximum of 120 mares in a year, or ten per month, or 4 per week. When horses from different breeds are bred, compare their breed rank. The offspring is 75% likely to be the lesser breed and 25% likely to be the most valuable breed. As per the Monster Manual, most horses are full grown and trained for war or racing in three years. Each mare will have one offspring at a time. Every three years, therefore, the ordu adds a number of horses to the herd that is equal to the number of mares in production. Of these, three quarters are the lesser breed.
The Khan then decides to whom they will be sold, and must establish that trade route either personally (by going on an adventure) or off-camera. Once trade has been established, the ordu will continue periodically driving the herd to market without any supervision necessary from the Khan. The Khan’s money will be available from the ordu at a certain interval that he chooses. If the Khan doesn’t want to wait three years, he can take the three-year profit and divide it by three to get an annual payoff, or divide it by 6 or 12 to get paid every six months or every three months, and so on. Mounts and pack animals cannot also be used for stud, and the Khan must present himself physically at the ordu in order to get paid (unless he has established agents in other places, who can extend him credit and get reimbursed later, off camera).
From their own horse herd the ordu will produce 80 foals every three years at 70 GP each, or 5600 GP, which is 155 GP per month. From the sheep they will produce 800 every year at 2 GP each, or 1600 GP, which is 133 GP per month. From the goats they will produce 160 every year at 1 GP each, or 160 GP, which is 13 GP per month. From the oxen they will produce 80 every three years at 15 GP each, or 1200 GP, which is 33 GP per month. This gives a total of 334 GP per month from the sale of livestock. With the exception of Tennai, Trigaki and Ursa, each adult also practices one of five traditional Craft skills, with a modifier of 5. By taking 10 every week they can achieve a maximum check result of 15. By working at general tasks against a DC of 15, therefore, each man can produce crafts valued at 225 SP per week (15×15), which is 90 GP per month. This gives a total of 1800 GP per month for all twenty followers. Of this, two-fifths comes from the manufacture of armor and weapons, which require an input of raw materials (wool, leather and bows do not, because the nomads have access to these materials from the herds and the forests). Thus, 720 GP of this profit is dependent on the input of 240 GP in raw materials. This initial sum will have to be donated by Stedd Khan; in subsequent months, expenses can be deducted from profits. The new total is therefore 1560 GP per month.
With the exception of Tennai, Trigaki and Ursa (who keep their money), the ordu earns 1894 GP per month in common cash. By using the same rules above, Tennai earns 160 GP per month for personal use from his Craft (Woodcarving) skill (which does not require the input of raw materials), Trigaki earns 77 GP per month for personal use from his Craft (Glassmaking) skill (which requires the input of raw materials), and Ursa earns 77 GP per month from her Craft (Alchemy) skill (which also requires the input of raw materials). Alternatively, Ursa can forgo the monthly payout and instead put the 77 GP value toward the creation of one or more specific items. For their first months’ expenses, as above, Stedd Khan must provide 76 GP.
Stedd Khan is entitled to half these profits. To summarize, therefore, he must provide a one-time payment of 316 GP in order to realize a monthly payoff of 1104 GP. The ordu then keeps 947 GP per month, while Tennai keeps 80 GP per month and Trigaki and Ursa each keep 38 GP per month. Followers spend this money first on updating equipment, then potentially on other projects of importance to them.|each |total |monthly| Starting 1st of Eleasias 1427
80 Steppe Horses |70 |560 |155|
800 Sheep |2 |1600 |133|
160 Goats |1 |160 |13|
80 Oxen |15 |1200 |33|
20 Craft skill (15×15) |1800 minus 240 materials|
Monk/Druids |314 minus 76 materials|
Sub Total |2448 / 2 = 1224 minus 316 = 908 (Khan)
|2448 / 2 = 1224 (Ordu)
Hardwood Trees |64 (first thinning in 10 years)|1st of Eleasias 1437
|194 (second thinning in 13 years)|1st of Eleasias 1440
Sub Total |972 in 10 years| (Khan)|1st of Eleasias 1437
|1102 in 13 years| (Khan)|1st of Eleasias 1440
|1288 in 10 years| (Ordu)|1st of Eleasias 1437
|1418 in 13 years| (Ordu)|1st of Eleasias 1440
20 Acre Orchard |(fruits/nuts in 7 years)| (unknown)|1st of Eleasias 1434
Total |?| (Khan)| ?| (Ordu)
The Khan’s Personal Horse Herd
The Khan’s horse herd, which is used for breeding mounts for sale in the region, is as follows after the first three years.
The most valuable breeders are:
Glouris, a pedigreed Dambraai stallion, the foal of Deathchaser, a famous racer of Dambrath
Shiek of Shieks, a Raurin stallion once owned by Batu, which came second in the championship race at Shaarmid in DR 1427.
The remaining stallions include:
The mares of the herd are:
This does not include the 82 Dambraai foals that the Khan intends to drive to market. From the sale of these he can expect maximum proceeds of 147,600 Dinars sometime in the year DR 1430, assuming all goes well. After that the Khan should standardize the size and composition of his herds in order to begin realizing a regular monthly payoff from sales, with the minimum of bookkeeping.
Other Property and Projects
Other common property of the ordu includes twenty acres of orchards that have been planted in two canyon bottoms where there are streams that can be used for irrigation. This orchard land, which will enter production sometime around DR 1437, includes both the citrus trees abundant in the nearby Luirwood as well as a variety of warm-climate fruits and nuts familiar to Shaaran and Gezerite people.
The Raptorans have planned a cliff dwelling redoubt in the traditional style of their species, based loosely on the ruins of the ancient city of Pelevaran in The Shaar, to be cited deep inside one of the winding canyons that lead south from Shabab. Construction of this fortification will begin once appropriate magic or workmen of a suitable skill level are available. The Lama has planned a series of waterworks on the dry hilltops above the site, based on those that protect Shabab from flash floods and provide irrigation to its fields on the canyon bottoms. These also await construction.
The Khan’s Leadership Score
Stedd Khan’s current Leadership score with respect to his cohort is 12 (Cha mod 3 plus CL 8 plus great renown 2 plus special power 1 minus animal companion 2). With respect to followers it is 15 (Cha mod 3 plus CL 8 plus great renown 2 plus special power 1 plus stronghold 2 minus nomadism 1). These scores can be increased by qualifying for some of the additional modifiers presented in Power of Faerun p. 85, in the chapter on ‘Frontier’ leaders. When such a threshold is reached, Stedd Khan makes a Leadership check to attract an additional number of followers of any desired type, according to the rules presented in the chapter on ‘How to Rule’. For example, say that Stedd Khan completes an adventure where he works closely with a new Shaaran tribe. At the end, if his power has increased, he can make a Leadership check to attract some new followers from that tribe, or even a specific NPC he met.
Using the Ordu as an Affiliation (Optional)
If desired, the ordu may constitute an affiliation (see the ‘Affiliations’ chapter in the PHB 2) with Stedd Khan as its leader and the rest as members. The affiliation rules have been changed as follows: each member of the ordu may choose the ordu as a free affiliation, which does not count as their primary. Thus, a character may have two affiliations (the ordu and one other) without suffering the usual -10 penalty to his affiliation score. A third affiliation counts as a secondary, with the usual penalty.
The Ordu of Stedd Khan
Social affiliation (Tribe)
Violence Modifier 1
Espionage Modifier 0
Negotiation Modifier 0
Affiliation Score Modifiers (Bonuses)
Expertise and Power (plus 1 per two character levels)
Charisma 13 or higher (plus 1)
BAB 5 or higher (plus 1)
BAB 10 or higher (plus 2)
5 or more ranks in a traditional Craft skill (plus 1)
10 or more ranks in a traditional Craft skill (plus 2)
Wealth (plus 1 per 20,000 GP net worth)
Cash donations (plus 1 per 10,000 GP)
Defeating a Drow or Crinti of a CR equal to or greater than your CL (plus 1/4 the enemy’s CR)
Affiliation Score Modifiers (Penalties)
Has died (minus 4 each time)
Has been undead (minus 6 each time)
Fails in combat (minus 2 each time)
Fails in combat with a Drow or Crinti (minus 4 each time)
Benefits of Membership (Score 11 and up)
Plus 2 on Ride, Handle Animal and Profession (Herdsman) checks in home region
Plus 2 on all Craft checks when working alongside other members
Spellcasting available at three-quarters cost from other members and the members of ONE allied affiliation (choice is permanent)
Requisition one 1st level potion or scroll per month at no charge
Safe conduct (travel with no encounter chance) through home region and ONE allied affiliation’s territory (choice is permanent)
Must donate 5% of treasure
Drow and Crinti receive plus 1 damage against members
Benefits of Membership (Score 21 and up)
All the above plus:
Spellcasting available at two-thirds cost from other members and the members of ONE allied affiliation (choice is permanent, can be different from the first one)
Plus 1 to attack rolls vs. Drow and Crinti
10% discount on XP cost when crafting items
Use the Gather Information skill on anything or anyone in the home region, Dambrath, Luiren, the Shabab monastery, or the Hyena tribe lands in The Shaar without leaving home
Gain a single-use Word of Recall charm, CL equal to the affiliation’s scale, destination your headquarters
All the above plus:
Must donate 10% of treasure (this replaces the previous requirement)
Once per month, make an Appraise check DC 20; failure means you have bungled a trade and lost 1000 GP plus 1 point of your affiliation score
Benefits of Membership (Score 30 and up)
All the above plus:
The ordu has erected a monument to their Khan, in the form of a sacred pile of stones on a hilltop bedecked with prayer flags. When dealing with those who have seen it, treat your Leadership score, Diplomacy checks and Intimidate checks as 2 higher.
Personal honor guard of 2d6 appropriate creatures
You may form a friendship with the head of ONE allied affiliation (choice is permanent, may be different from previous ones)
You may gain audience with the head of ONE rival (but not enemy) affiliation once every three months (choice is permanent)
6th level bard shadows your every move, recording your great deeds as an epic poem
All the above plus:
Assassins! Make a DC 15 Fortitude save once per month or die
Make DC 20 Appraise check once per month or lose 1 capital
How the Ordu Improves
Obviously the Khan, his cohort(s) and any higher-level followers can gain levels in the usual way, by adventuring during play. However, the first-level followers can also gain levels at the discretion of the DM, in one of two ways. First, if the ordu is involved in a fight, and the DM intends to resolve it either during play or off-camera using actual combat, then those specific individuals or units which became involved in the battle should receive XP for it. Second, any time the ordu makes a Violence check according to the affiliation rules presented above, the specific individuals or units used to provide the violence should receive XP for it. In addition to the obvious value of leveling followers, the XP they gain might be useful in itself. For example, if a follower has the ability to make magic items, it will be necessary to level that person occasionally in order to provide them with sufficient disposable XP for crafting.
The ordu of Stedd Khan was founded in 1427 after the Khan and his sister led Balud and several dozen Shaaran and Tuigan bandits on a daring exploit deep into the northern border march of Dambrath. Their target was an isolated ranch where the pedigreed Dambraai racer named Glouris was being trained at the Queen’s command. Glouris is the foal of Deathchaser, the greatest racehorse in the modern history of The Shining South.
The raiders seized Glouris and a large herd of other Dambraai and freed many Arkaiun slaves before vanishing into The Luirwood, where all attempts at pursuit by the Crinti were foiled by the terrain and the local Halflings, the druid circle led by Nola Treesong. Nola granted the raiders the right to stay in the area, intending that the presence of the Khan and his people should be a buffer to prevent any encroachment by settled peoples into the rich forests on the borders of Luiren.
Today the Khan’s ordu occupies the plains, forests and canyons below The Toadsquat Mountains at the pleasure of the druids. There the nomads breed horses and pursue their traditional crafts while the Khan and his Noyan keep a wary eye on Dambrath and seek allies and trading partners in the region.