“But even for me, I tell you,
Death and the strong force of fate are waiting.
There will come a dawn or sunset or high noon
When a man will take my life in battle too--
flinging a spear perhaps
Or whipping a deadly arrow off his bow.”
― Homer, The Iliad
Tang. Hero? Villain? Barbarian? Warrior? Mercenary?
Bandit? Opportunist?
All these are true. And not. That makes Tang one of the
most enigmatic characters in all the Flanaess.
You might consider him a Baklunish Genghis Khan; but in
that regard, you would be wrong. Tang cared nothing for conquest.
Horrific? Hardly.
So who was Tang?
Tang was a nomad of the Dry Steppes.
The canyon you have entered is rugged going, but
certainly no worse than the sea of sand you have left behind. Wild as the area
might be, it is not deserted. Ahead, a lone sentry looks down on you from his
perch atop a bluff. The figure seems to be a human dressed in a turban and a
flowing robe. He carries a bow, but does not seem hostile. He regards you
calmly, then gives a friendly wave, though you note that he maintains a firm
grip on his weapon. From somewhere in the rocks below, you can hear another
man's voice asking the sentry what he sees. The shout brings forth a bleating
from an unseen herd of goats. [R7P
(The Rod of Seven Parts, Book 2) – 4]
Dry Steppes: West of the Crystalmist
Mountains and the Ulsprue is an endless prairie called the Dry Steppes. The
area was once fertile and blessed with abundant water, a veritable garden for
the ancient Baklunish padishahs and sultans. The Invoked Devastation ruined the
beauty of this land at the end of the Suel Baklunish War one thousand years
ago, and destroyed the empire that existed here. The nature of the steppe
changes toward the central region, becoming more pleasant and rich. Large
hordes of nomads, herd animals, and centaurs roam the area, migrating north in
summer and returning south with the rains of winter. Little rain falls here,
and rivers and lakes are few. [L
GG –
154]
The Steppes' northernmost extent, the Plains of the
Paynims, is unoccupied during much of the hot summer: the nomadic residents are
poorly armored but highly mobile and fierce. Baklunish nomads breed beautiful
horses famed for speed and endurance. [PGTG – 6]
Only a small portion of the rolling plains inhabited
by nomadic Baklunish tribes falls within the Flanaess. The [part] which is on
our portion of the continent is sometimes nearly empty of human life, and at
other times it is reported to swarm with horsemen. These nomads evidently move
out of the Dry Steppes region when summer makes the area an arid waste, and
return there in the rainy season. [Gold Box – 31]
The vast stretches of prairie north of the Sulhaut
Mountains and west of the Crystalmists are known as the Dry Steppes. Rivers and
oases here are scarcer even than the meager rainfall. […] It is said that the
central part of these steppes is still pleasant and rich, and many Balkunish
nomads roam there still. The so-called Horse Barbarians who roam the northern
Dry Steppes are fine riders and warriors, employing composite bows, light
lances, and a variety of scimitarlike weapons.
There are, of course, many legends of ruins and buried
cities which have great wealth and wonders that survived the Devastation, but
the nature of this terrain is such that few seek them. Most noted are the tales
of the Stone Circles on the shore of Lake Udrukankar, reputedly sacred to the
people of the lands and said to hold powerful magic and deep latent evil
within. [FtAA – 61-62]
One might say that it is a land of savages. In that, one
would be wrong.
Those who dwell upon the Steppes would say otherwise, that
they are very civilized. Is not the Rite of Hospitality among their greatest
beliefs? Do they not offer the water of life to those whom ask? Do they not
serve bread and sweetmeats to their guests? And tea? And kumiss? And the
pleasure of their company? Does not Ceremony suffuse their very lives? Prayer
is a devotion; indeed, it is an obligation, morning and afternoon and evening.
And are they not free, freer in fact than the infidels to the east? They are
free to look to the horizon, and not only wonder what might lie there, but to
crest that hill, and the next on the furthest horizon not yet spied.
And are those hills not beautiful?
For part of the year, the valley is lush and green,
making it a prime choice for travelers seeking good grazing for their mounts.
The rest of the year, it is so hot and dry that caravans usually bypass it. [R7P – 3]
And do those restless souls not raise opulent yurts and
walls alongside oasis, where the “civilized,” “settled” man might trade with
them in comfort?
The dusty trail leading up the bluff broadens into a
path covered in crushed marble that crunches under your feet. The outer wall,
which has seen better days, is doubly high where the path passes through,
forming a rounded arch over a gate made of horizontal iron bars and heavy,
vertical timbers. The gateway is large enough for two or three mounted men to
ride through at once. One of the gate's two halves is slightly ajar, but it
slams shut with a creak and a thud as you approach. There doesn't seem to be
anyone around. Perhaps a freak gust of wind closed the gate; there does seem to
be a pretty good breeze blowing. Or perhaps it was your own footfalls that set
the gate to swinging. [R7P – 5]
There seems to be some sort of patio or arcade in the
corner of the building you are approaching. You catch a whiff of sulphurous
smoke in the air, along with a more resinous scent that stings your nostrils.
Upon a brief study of the shadowy interior, you conclude that it must be a
smith's shop. There is an anvil and a forge with a fire roaring inside. Three
outrageously dressed humanoids squat on the floor, looking quite out of place. They
quickly spring to their feet and swagger to the edge of the arcade. All three
creatures wear bright green turbans and loose robes with flowing sleeves—one
caftan is orange, one red, and one has red and blue stripes. The robes are
sooty and threadbare, and their open collars reveal sunken, hairless chests
with mottled gray skin. Slits in the back of each creature's robes accommodate
a pair of small, leathery wings. The creatures have enormous, pointed ears and
long, hooked noses. One of them bows with a flourish. "Welcome, travelers, to the province's only
haunted caravanserai." The other two nod in agreement. "Say, is that
a dagger in your armor or are you just glad to be here?" The joke causes
the speaker's two companions to giggle. "Don't worry, the only spirits you
have to worry about, other than the ones they serve in the dining hall, are the
ones that glow in the dark. Yep, those are mean!"
Just at that moment, two faintly glowing figures rise
from the forge. They are vaguely humanoid, but look to be composed of dancing
flames. The creatures, who have been nodding, glance behind them and give
startled gasps. [R7P – 7-8]
And do they not keep the alive memory of their past
grandeur and folly to ward against its return?
Many nomadic Baklunish
clans in the Dry Steppes are dervishes, devotees of mystical religious
practices who defend their lands and beliefs by strength of arms. Their most
powerful leader is called the Mahdi of the Steppes, a prophet and warrior.
Dervishes in this region celebrate his divine insight, and others are well
advised to do likewise if they wish to have the goodwill of these fanatics.
Many nomads meet at the Stone Circles of Tovag Baragu (see Udrukankar, Lake). [LGG - 154]
The nearest settlement to Tovag Baragu is a very large
community of dervishes sworn to protect it from foreign meddlers. The human and
centaur tribes of the Dry Steppes will be generally of a similar if less
radical outlook, and will do what they can to discourage adventurers from
approaching the spot. They will certainly not serve as guides (except possibly
in the cases of some individual members of the tribe who are unscrupulous). [GA – 99]
More than one scholar has remarked that whereas the
destruction wrought by the Bakluni mages on the Suelites has been the longer
lasting, having persisted to the present day as the Sea of Dust, the Invoked
Devastation which the Suloise first unleashed against the Bakluni must have
been the more thorough. Even a thousand years later, ruins of Suel cities may
be found in the desolate Sea of Dust, whereas the Dry Steppes, which are far
more habitable, seem to contain no remnants of the Bakluni cities at all. A
notable exception is 'Ibvag Baragu, known in the East as the Stone Circles.
This large feature still stands near the salt lake of Udrukankar at the edge of
the Flanaess. [GA – 98,99]
There are few remnants there, despite the Devastation. Most
are ruins, a few, where the Devastation meets those lands spared to the north,
are inhabited; but theirs is a punitive existence, unlike those steppes and
plains of the nomads, that drift as far north as Zeif.
These plains were Tang’s. Windswept, its grasses an ever-flowing
golden sea. Hooves thunder upon it, as do storms that roll overhead. The
eternal celestial dome glitters there, too. Such things formed Tang. They
weaned him.
He sailed that golden sea, as all his people did, their
caravans their caravels. But he was also a prince to his people. Tang knew all
the luxuries his people could bestow upon their leaders: fine silks, embroidered
pillows, figs and dates, and the whirling dance of veiled women.
Leaders of the royal rank are known as Tarkhan,
Padishah or Kha Khan. [WoGG, Gold Box - 31]
Ever restless, even for a nomad, Tang turned his back on his
legacy, preferring the road and an uncertain future to the grandeur afforded
him. He was drawn to next horizon, lured further still by the next venture. Of
course, one might say that he was born to such a life.
The Paynims preferred to dwell in tents and to carry
their belongings with them as they moved. [LGG - 83]
He crossed the Dry Steppes, unto Urr, unto Ket; where his
bow and his sword were first used against one, the latter, and then the former.
This too was known to him.
The western states such as Ket, Tusmit, and Ekbir will
often employ forces of mercenary Paynim nomads against each other or other
marauding nomads. [Gold Box – 31]
They were always willing to share their lifestyle with
their neighbors, so they gladly raided and plundered not only their fellow
nomads, but also those unfortunates living in the reemerging cities.
Unfortunately, it would seem that the sedentary folk failed to understand that
a thing is yours only as long as you can keep it, and fiercely resisted the
nomad's forays. [LGG – 83]
All the while, the high mountains called, and before too long,
the prince found himself among the infidels of Bissel. From there, he migrated
ever east, for the narrow valleys were not to his liking. A tarkhan desired the
open sky, and planes of undulating grass, as much a sea as any of water.
New lands spilled out before him. Treed lands. Wet lands.
Never had he see so many rivers and waters. So much water had made the people
there fat. And sedentary. He found little glory among the Bisselites and the
Furyondians. They covered their noses with perfume in his presence, called him
savage, and dirty, and uncivilized. Laughed upon hearing that he refused to
sleep in the dusty tombs they quacked within. What did those arrogant, haughty
fools know, anyway? Had he not supped with the princes of the plains? Had he
not drunk tea with shahs and caliphs and sheiks? Had they not brought him
gifts? Those fools weighed their horses down in the same metal they too wore.
It slowed them. It rattled their every step. They even waved brightly coloured
pennants to declare their very presence to their enemies.
So, I’ll ask
again. Who was Tang?
A prince. A
nomad. A wanderer. A soldier of fortune. Above all, he was an adventurer.
Horrific? I
suppose that remains to be seen.
Prince of the Clan-Dry Steppes
AC 6 (padded armor, shield, and dexterity bonus); MV 12”
; F 12; hp 80; #AT 3/2; Dmg by weapon type; Str 16, Int 12, Wis 8, Dex 15, Con
16, Cha 13; THACO 10; AL CN
[GA - 47 ]
Padded armour? Yes, padded armour. Light. Flexible. Light
enough so as to allow his horse fleet foot. Speed would be his armour. And
warmth against a northern wind that might turn chain link to ice.
Paynim warriors are lightly armored, the weight and
confinement of metallic armor being more of a burden than a blessing in the
heat of the day, but they are supremely mobile. Perhaps one quarter of the
Paynims ply the light lance, as well as the mace or flail. The rest wield
scimitars, and short, horned bows. Most are willing to serve as mercenaries for
short periods, though the dervishes of the Dry Steppes and the lands
surrounding Lake Udrukankar will normally go to war only under the leadership
of their clergy, or for causes they see as righteous. [LGG – 83]
Tang is skilled in the use of the knife, spear, hand
axe, scimitar, short bow, horseman’s flail, spiked buckler, light lance,
dagger, and javelin. He has the barbaric skills of his people: cliff climbing,
hiding in natural surroundings, surprise, back protection, leaping and
springing, illusion and magic detection, leadership, survival, first aid,
outdoor craft, tracking, animal handling, horsemanship, long distance
signalling, and yurt construction. He does not like magic, and uses no magic
weapons, considering them unworthy of a true Tarkhan.
Tang is still, for all his residence among civilized
folk, a barbarian, and he holds fast to the tenets of his people, particularly
their tradition of the vendetta. Despite his alignment, if he has sworn enmity
toward someone, he will do anything in his power to bring them woe. Tang is a
short, bandy-legged man with a round, flat face, snub nose, black hair streaked
with gray, and black slanted eyes. [GA
– 47,48]
Let’s begin at the beginning again, shall we?
Tang the Horrific, tarkhan of the Purple Eagle Tribe,
was born in a yurt on the Dry Steppes. He had a normal Dry Steppes boyhood,
learning to ride at a very early age, shooting the bow, hunting, and raiding
neighboring tribes. Unlike other nomad boys, young Tang was restless. He wanted
to see the wonders of the rest of Oerth, if only to inspire his people to
descend on the sedentary peoples and conquer them. His father, the Khakhan of
their tribe, gave his son his blessing, allowing him to spend time traveling
among the nations of settled folk. He gave his son a one-man yurt and a
bactrian camel, as well as a string of strong nomad ponies. Since then, Tang the Horrific (a nickname given him by
the first civilized folk he met) has roamed over Oerth, making a living as a
mercenary. He still refuses to live indoors, pitching his yurt where he can. He
has served many masters, both good and evil. For a while, the young nomad was
in charge of training the cavalry of several of the local lords of the Shield
Lands, as well as serving masters in places as varied as Iuz, the Great
Kingdom, Greyhawk, Furyondy, and Tenh. When he was “between jobs,” he would
accompany bands of bold adventurers on raids. [GA – 47]
Tang the Horrific is unmarried, since he does not
consider “civilized” girls to be proper company for a Tarkhan of the Purple
Eagle Clan. He has become very good at repairing his yurt, and makes excellent
kumiss (fermented milk). He is always glad to see fellow nomads, and will
cheerfully sit up till the wee hours talking shop with them, arguing about what
kind of bow is best, or discussing horseflesh, or comparing methods of hunting. [GA - 48]
Tang did not remain in Furyondy long. They did not know
his worth.
He has a few barbarian quirks and taboos: He does not
willingly sleep anywhere but in a yurt, tent, or the open; and if he is forced
to spend the night indoors, he feels trapped, and will often have terrifying
nightmares. He also is forbidden by a personal taboo to ride anything but a
horse or a camel. Donkeys, elephants, vehicles, and other modes of travel are
forbidden to him. [GA - 48]
But the Old One did. The Old One never once called him a
savage. And the Old One promised him great wealth and even greater glory. So, Tang
fought for the Old One, against those very same fools who could more keep up
with Tang’s ponies than they could keep silent as they glistened in the sun.
Hang on. Let’s pause. Tang worked for Iuz? How could Tang
possibly serve one such as Iuz?
Because Iuz paid well with promises and flattery. And
because Iuz hid his true nature for quite some time.
When Iuz the Old came to power in the Northern Reaches
of Furyondy, [he] claimed the territory between the Wolf Nomads and the Rovers
of the Barrens, and sought with his nonhuman armies to bring the nomads under
his sway. To them, he was yet another enemy, but one whose evil far surpassed
any they had known before. They learned to avoid his lands east of the Black
Water, though never forgetting their honored dead in the Howling Hills. Iuz
menaced the nomads for a generation, but with his imprisonment, they returned
to their former ways, battling the Rovers once more on the Dulsi plain. [LGG
– 134]
[Iuz] flourished until 505 CY, when he appeared to
vanish from Oerth. In truth, Iuz was imprisoned beneath Castle Greyhawk by the
Mad Archmage Zagig Yragerne, former lord mayor of Greyhawk. In Iuz's absence,
orc tribes and disloyal former subjects squabbled for control of his lands,
allowing the forces of weal to rest for a time. [LGG – 14,15]
The disappearance of Iuz from his land in 505 CY
allowed the Rovers to resume their raids against not only the Wolf Nomads, but
northern Furyondy as well. However, in the absence of Iuz rose the evil Horned
Society, whom the Rovers fought at the great Battle of Opicm River (515 CY).
The Rovers were sorely defeated there by the Society and forces still loyal to
Iuz; despite later alliances with elves of the Fellreev, centaurs, and the Wolf
Nomads, they began a decline that continued for many decades. [LGG – 95]
Decades passed. The Horned Society waxed in Iuz’s
absence. And then, in 570 CY….
Iuz returned to the north in the years prior to the
Greyhawk Wars, and after a period of rebuilding, he attacked his neighbors once
again. His first major offensive against the Wolf Nomads was a siege of Eru
Tovar. The tarkhan himself led two full tumans of nomads against Iuz, breaking
the siege and trapping the Old One's northern army at the great north bend of
the Black Water River. The Battle of Black Water Bend, as it was called, was a
great victory for the Wolf Nomads, though Iuz continued to make progress in the
Howling Hills. [LGG – 134]
When did Tang “serve” The Old One? Who can say? It’s not
like the cambion, or Tang for that matter, kept meticulous records. But there
were whispers among the Shieldlanders and Furyondians of eastern horseman
raiding their borders from whence the nomads had not since the Old One’s
return. The Shield Lands and the Furyondians were no strangers to raids by
nomads, so Tang and his horseman were likely passed off as just that. The
nomads were not particular who they raided. Even if their preference was the
Horned Society and Iuz.
[The Rovers] had some success against the Horned
Society in 580, taking part of the northern frontier, but the gains did not
last. The Greyhawk Wars brought them to the verge of annihilation; demons of
Iuz stalked the plains, and wicked human mercenaries hunted Rovers for bounty.
Though Iuz was soon bereft of his demonic servants, bandits remained a threat
to the Rovers. However, the Rovers also gained a new ally: Tang the Horrific. [LGG
– 95]
It was then that Iuz desired that he be rid of the Rovers
once and for all. He summoned Tang and commanded him to do as he was bid: End
the Rovers. To their last. Women. Children. Until the Rovers were but a memory.
Tang’s obsessive hatred of Iuz is unusual for him,
since he is usually friendly and easy going. His hatred of Iuz started while
Tang was serving as a mercenary commander of Iuz’s cavalry. With his contempt
for “civilized” folk, Tang didn’t much mind riding with Iuz’s horsemen against
the settled folk. When Iuz wanted to send him and his command against the
Rovers of the Barrens, though, Tang rebelled. There was too much resemblance
between the Rovers and his own people, and he couldn’t bring himself to
slaughter people so like his own. Iuz sent orders to arrest the young nomad,
but Tang managed to persuade his command of cavalry to slaughter the
messengers, and he defected with his cavalry to the Wolf Nomads.
The young nomad’s impertinence in refusing to be
arrested sent Iuz into a raving fury. He has not stopped searching for Tang,
and if he were to be brought before Iuz, the nomad could expect no mercy. Iuz
had planned to use the cavalry Tang was training against the nomadic peoples on
his northern borders, and seeing the nomads strengthened by his own men enraged
him. [GA - 48]
Tang left Iuz under a great cloud, and he is consumed
with insane hatred for Iuz. He has sworn a vendetta against Iuz, and will
attack any evil humanoid he sees, believing it to be an agent of Iuz. If any
one asks him what he most wants to do, he launches into hours of talk about how
he would like to bring in a huge horde of his people, along with the Rovers of
the Barrens and the Tiger and Wolf Nomads as allies, to lay Iuz’s entire
kingdom to waste and kill every creature in it. He pores over his maps, and if
he can find a way, he will go back to his homeland to summon a barbarian horde
of his own folk, to lay Iuz in ruins. [GA - 48]
Until then, Tang did as he would. Much like Iuz, he
plotted. He schemed.
Currently, Tang is between jobs, and is living on his
savings. His yurt is pitched in the Shield Lands, and he soon expects some
local lord, dissatisfied with the state of his light cavalry, to contact him to
arrange for training. Meanwhile, he relaxes in the way he loves best, riding
his pony, practicing his archery and scimitar work, and learning new woodslore.
[…]
He is almost always smiling, and is very friendly with
anybody who he knows is not evil, or connected with Iuz or his evil allies. He
owns many maps of Oerth, and pores over them frequently, trying to figure out
how a barbarian horde of Dry Steppes nomads could travel to Iuz without having
to traverse so much hostile territory in-between. He can read, and speaks
several languages fluently. [GA -
47,48]
Tang was not
between jobs for long. The Shieldlanders had use of his skill. Were they aware
that Tang had once raided their borders? Unlikely. But even if they were, the
wisdom of “the enemy of my enemy” would most certainly have applied
then. One of the most
peculiar counteroffensives apparently began in the Shield Lands when a unit of
cavalry mercenaries employed by a Shield Lands’ lord managed to escape the
armies of Iuz. This cavalry was led by a renegade Dry Steppes nomad warrior
named Tang the Horrific, who was probably the finest mercenary in the area at
the time.
According to
unreliable folktales about him, Tang led a fighting retreat north to the Icy Sea,
then crossed west to the lands of the Wolf Barbarians. There, in the winter of
586-587 CY, Tang summoned a war council and told the tribal khans that the time
was at hand to deal Iuz a telling blow. Upon learning that the ancient burial
caves of the Wolf Nomads (Wegwiur) lay within Iuz's main homeland, Tang
proposed that an army be raised to go to these caves and recover the ancient
bodies and relics for reburial in safer regions.
The Wolf Nomads were reportedly astonished at the
audacity, courage, and natural charisma of this fellow nomad. The council and
the tarkhan himself agreed to the attack immediately, perhaps sensing the
importance of this moment in history. In the late spring of 587 CY, the
Wegwiur's Relentless Horde rode from Eru-Tovar, and attacked the unsuspecting
orcs of the Howling Hills, driving than back in chaos from the Wegwiur Thralls
caverns and surrounding area. Shamans, carefully removed the bodies of their
forefathers and packed the caves' many treasures, whiIe Tang and Tarkhan Bargru
hounded the humanoids of this miserable land. Two days later, a retreat was
called and the cavalry force returned home in triumph. By chance, this attack
came just before the Shield Lands assault began to the south, and Iuz's
attention was thus diverted from the important action at Critwall. Iuz lost no
land in the fighting, but his orcs suffered many casualties and a stupendous
loss of face in the eyes of Iuz and the Wegwiur, who thereafter raided the
border more frequently. Tang and a small force of cavalry were last seen riding
into the Lands of Iuz, leading an advancing orc army away from the retreating
Wegwiur. [TAB - 21-23]
Tang was very pleased to find himself among the Wolves.
He understood such people. And they understood him. After so many months of
plotting and scheming among the “settled,” Tang finally found himself among
people who were all too eager to strike against the Old One.
Following the wars, the Wolf Nomads were incited to
attack Iuz in the Howling Hills by a mercenary Paynim named Tang the Horrific.
Appearing before a gathering of tribal khans, the charismatic Tang stirred even
the aging tarkhan with his words, and a horde was gathered to invade the
territory of Iuz. The victory was by no means as decisive as the Battle of
Black Water Bend, nearly a decade earlier, but many of Iuz's nonhuman troops
were slain in the invasion. Tang was separated from the horde, fleeing eastward
through the Land of Iuz and beyond. The Wolf Nomads returned home to the
steppes and continue to raid the realm of Iuz with newfound daring and
boldness. [LGG - 134]
It was then that Tang was reunited with the Rovers. He
decided that if he could not return to his homeland to raise his Relentless
Horde, he would mold one from those peoples he had at hand.
Tang is an excellent general, in the nomad style, and
is accustomed to commanding all types of troops. Iuz is correct in feeling that
he poses a threat, for if he manages to bring a horde of his people to Iuz,
along with the northern nomads, there would be little that could stand against
him except the cities, which would starve without supplies. [GA – 48]
A former servant of Iuz and now the demigod's
implacable foe, Tang had escaped with a small band of cavalry after a daring
raid into the Howling Hills with the Wolf Nomads. Crossing the open plain to
the Fellreev, Tang and his mercenary band encountered small groups of Rovers,
gathering them at the village of Sable Watch. With their aid, together with
Wardogs from the Forlorn Forest and beyond, he successfully attacked Iuzite
forces in the Barrens, eventually capturing the fort of Hornduran. Most of the
Rovers were still without mounts, so Tang made a fateful decision to raid into
Stonehold for horses.
The town of Vlekstaad was chosen as the target of the
Rovers' nighttime strike. With most Fists either in Tenh or fighting the Suel
in eastern Stonehold, Vlekstaad had almost no able soldiers in residence. Such
defenses as they had were quickly penetrated, thanks to the Wardogs' amazing
stealth. The stables of Vlekstaad provided a trove of horseflesh, but escaping
with them proved more difficult than Tang had anticipated. He and his
companions were trapped by a patrol of Fists and forced to battle for their
lives. The expedition might have been lost there had not a young Wardog,
Nakanwa Daychaser (CG male human Rgr8), led his own band of warriors on Tang's
trail. Trapped between the two forces of Rovers, the Fists were slaughtered,
but Tang was mortally wounded. Nakanwa quickly assumed control of the surviving
Rovers, ordering them to seize everything of value in the town, including its
citizens. The remains of the town were set ablaze, becoming the funeral pyre of
Tang the Horrific. [LGG – 95]
While Tang and his forces were successful in the
sacking and raising of Vlekstaad, He was mortally wounded in the battle.
According to the Rovers, Tang's body was placed on a pyre in the center of the
city when the whole place was set ablaze. What the Rovers didn't realize was
that Tang's ceremonially wrapped body had been switched by a spy of Iuz before
the city was burned, and taken to the Old One's domain. Knowing of Tang's displeasure of being indoors, and
the doctrine of his people to either burn or leave the bodies of the dead for
scavengers, Iuz chose to bury him instead in a tomb as his final and
everlasting punishment. [A Horror Resurgent, by William Henry Dvorsak]
So, was Tang
horrific? Hardly.
Capricious?
Maybe.
Honourable?
Surely. It’s just that his definition of such was very different from yours.
“You should not honor men more than truth.”
― Plato
One must always give credit where credit is due. This piece is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable.
Special
thanks to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable
research tool.
The Art:
Illustrations from The Rod of Seven Parts, Book 2, 1996
Sources:
1015
World of Greyhawk Boxed Set, 1983
2023
Greyhawk Adventures Hardback, 1988
1064
From the Ashes Boxed Set, 1992
9577
The Adventure Begins, 1998
9578
Player’s Guide to Greyhawk, 1998
11742
Gazetteer, 2000
11743
Living Greyhawk Gazetteer, 2000
The
Rod of Seven Parts, 1996
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A
Horror Resurgent, by William Henry Dvorsak, 2015
Tomb of Zhang the Horrific, by William Henry Dvorsak, 2021
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The map of Anna B. Meyer
I enjoyed this immensely! I've always been a fan of Tang and felt he was underused after GA. Seeing all the references laid out, no maybe Tang did have an epic storyline. Albeit one that ran in the background and did not affect the Flanaess at large. At least he was a thorn in Iuz's side, which is more than most named NPCs can claim to their fame!
ReplyDeleteI'm positive if the folk of Ull had known Tang's exploits they'd have joined his cause. A cousin tribesman and strong warlord.
Hi David, love your work! It is awesome. I was hoping to reboot the under unloved Rovers and Tang and this is inspirational.
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