Tuesday, August 19, 2025

Kara-Tur - Part 6 - Laothan: The Kingdom Under Shadow

 

Then and Now

Laothan was once a lush, monsoon-fed realm of terraced rice fields, jungle hills, and bamboo villages. Its people, the Seng, were known for their artistry, silverwork, festivals, and devotion to the Path of Enlightenment—especially the Ku Nien school of monks who taught balance and discipline. Power was divided among Seng princes of the Thok dynasty, each tied to local traditions and monasteries.

Now, the kingdom is a stage for the Psycho Army, ruled by Madam Bao (M. Bao) and her criminal empire. The capital of Cheinang blazes with neon light and martial pageantry; temples ring with distorted chants; villagers toil to feed Bao’s armies while her clones stalk the land. Yet beneath the surface, the Seng resist. Priests, farmers, and wandering kenku scholars form a patchwork underground rebellion, seeking outside aid.

The Present Kingdom - Bao’s Rule

Government

Bao dismantled the Thok dynasty, replacing nobles with her psycho generals and clone-doubles. Local governors are puppets—sometimes literally mind-controlled.

Military

Orc “Zhu Bajie” battalions form the rank-and-file, Minotaur enclaves act as overseers and enforcers, and kenku raids are deployed as precision strikes or terror campaigns.

Spectacle

Massive concerts and tournaments keep the populace cowed and distracted, serving as both propaganda and psychic indoctrination.

Madam Bao, Psycho Idol and Tyrant of Laothan



Titles

            The Eternal General

            The Idol of Pain and Grace

            The Crimson Queen of Laothan

Role in the World

M. Bao is the supreme commander of the Psycho Army, ruler of Laothan, and global crime figure. Her presence dominates every concert, every battle, and every whispered tale of corruption. To her followers, she is the future empress of all Kara-Tur. To her enemies, she is a nightmare that refuses to die.

Yet even her identity is a puzzle. Some say she is a single woman who has extended her life with forbidden rituals. Others insist she is just the strongest of her own clones, and the “original” Bao is long dead.

Three Contradictory Origins

1. The Fallen Seng Princess

Bao was born as Bao Lian, youngest daughter of the Thok dynasty of Laothan. A prodigy in music and martial arts, she was said to be “chosen by the spirits.” But when her family sought to marry her into Shou Lung politics, she fled. Bitter at being treated as a pawn, she embraced dark teachers who promised her the strength to rule by her own will.

                     Evidence: Rebels whisper that old records show a Princess Bao Lian vanished around the time the Psycho Army rose. Bao’s intimate knowledge of Seng culture supports this.

                     Contradiction: Surviving Thok family members insist Bao is not their kin — and her ruthless personality bears no resemblance to the compassionate girl remembered in songs.

2. The Clone Who Survived

Bao is said to be one of her own magical clones — a prototype created in secret decades ago. Where other clones serve as disposable pawns, this Bao learned to kill her “sisters” and ascend. She believes herself the truest Bao, the perfected one, destined to command all others.

                     Evidence: Some rebels claim they’ve seen her “die” only to return stronger within days. Scholars note her tattoos match those of her clone assassins.

                     Contradiction: If she is a clone, who created the original? And why does this Bao seem to possess memories stretching back before the clone program even began?

3. The Imaskari Shade

Arcane historians whisper that Bao is not a woman at all, but a possession spirit awakened when she unearthed the Imaskari gate beneath Cheinang. This Bao may be the echo of a long-dead Imaskari psychic, who fused with a host body to walk again. The Psycho Army’s obsession with gates, clones, and psychic domination may all be shadows of ancient Imaskari sorcery.

                     Evidence: Bao demonstrates knowledge of ancient glyphs and rituals no living Shou or Seng sage has mastered.

                     Contradiction: Her distinctly modern charisma and obsession with concerts and performance are far removed from Imaskari traditions. Unless… the spirit is adapting to the modern world.

Appearance & Persona

                     Always appears in brilliant crimson and gold, adorned with psychic tattoos.

                     Switches seamlessly between idol-like charisma (singing, speeches, promises of unity) and tyrannical fury (telekinetic strikes, clone assassins, public executions).

                     Every concert or tournament is half-propaganda, half-ritual. Bao believes performance is power.

Powers & Abilities

                     Psychic Idolry: Her voice carries enchantments — enthralling crowds, amplifying morale, or breaking wills.

                     Clone Dominion: Can command her clones telepathically across distances.

                     Martial Arts Mastery: Combines flowing, dance-like combat with bursts of psycho energy (light, sound, telekinetic force).

                     Concert Finale: When pressed in battle, Bao unleashes a destructive psychic crescendo that devastates allies and enemies alike.

How to Use Bao in a Campaign

                     Recurring Villain: Thanks to clones and contradictory origins, Bao always returns. Players may never know if they’ve killed the Bao or just a Bao.

                     Faction Anchor: She embodies the Psycho Army — flashy, ruthless, manipulative. Any Psycho Army arc circles back to her.

                     Mystery Arc: PCs can chase her origins: Was she the fallen princess? The surviving clone? The Imaskari echo? Or something else entirely? Each truth leads to different endgame revelations.

 DM Tip:

When players ask, “Is this the real Bao?” — smile, shrug, and let them argue. Bao thrives in contradiction. Defeating her body may be possible, but defeating her myth is another matter.

The Four Generals of the Psycho Army

1. General Zhu Tán, the Glutton of Xiang Vale

                     Vice: Gluttony (consumption, indulgence, waste)

                     Location: Xiang Vale (the terraced rice fields of Laothan)

                     Species: Orc Warlord (Zhu Bajie archetype)

                     Role: Overseer of Laothan’s farmlands, and quartermaster of the Psycho Army.

                     Personality: Boisterous, crude, but shrewd. He feasts in excess while peasants starve, demanding tribute in both food and flesh. His orcs eat like kings while the Seng farmers scrape by.

Abilities:

·                Devouring Strike: On a critical hit, regains HP equal to damage dealt.

·                Belly Bellow (Recharge 5–6): Thunderous roar that knocks foes prone in 30 ft.

·                Feast of Strength: Can consume food/drink mid-battle to gain rage-like benefits.

Adventure Hook: Peasants whisper of hidden granaries stocked for Bao’s armies. PCs must infiltrate Zhu Tán’s fortress, where he throws a feast in his own honor — one where captives may be on the menu.

2. Mistress Koryu, the Jade Serpent of Wa

                     Vice: Greed (avarice, hoarding, manipulation)

                     Location: Wa Isles (she controls a Psycho Army smuggling network through Wa’s ports)

                     Species: Kenku Mystic & Smuggler Queen

                     Role: Overseer of the Psycho Army’s smuggling and artifact theft operations.

                     Personality: Elegant, sly, obsessed with rare magical items. She surrounds herself with jade idols and enchanted trinkets, caring little for loyalty but everything for acquisition.

Abilities:

·                Mimic’s Curse: Forces targets to repeat an action (PC wastes their next turn copying what they just did).

·                Treasure Binding: Once per rest, can bind a weapon or item with jade chains, disabling it.

·                Murder’s Flight: Summons a swarm of kenku raiders to harry enemies.

Adventure Hook: PCs are hired to retrieve a sacred relic stolen by Koryu. To do so, they must infiltrate her jade-cargo flotilla, where she hosts gladiatorial fights inside opulent smuggler ships.

3. Commander Baruun, the Iron Ox of T’u Lung

                     Vice: Wrath (violence, domination, brute force)

                     Location: T’u Lung frontier city of Baruunhold (his personal stronghold)

                     Species: Minotaur General

                     Role: Military enforcer, Bao’s sledgehammer. Keeps her operations in T’u Lung “in line” through fear.

                     Personality: Stubborn, proud, family-driven. He despises weakness and believes Bao saved his clan from extinction. Unlike other generals, he is respected by his troops — his wrath is reserved for outsiders.

Abilities:

·                Stampeding Charge: Tramples enemies in a 20 ft. line.

·                Wrath Aura: While bloodied, allies within 30 ft. gain advantage on attack rolls.

·                Iron Ox Guard: Can negate one attack per round by sheer force of will.

Adventure Hook: A rebel uprising in T’u Lung begs for help. To topple Baruun, PCs must navigate both his iron-walled fortress and his devoted minotaur clan, who would die for him.

4. Madam Crimson, the Songstress of Shou Lung

                     Vice: Lust (charisma, temptation, psychic enthrallment)

                     Location: Shou Lung metropole of Dao Ting (where she runs Bao’s propaganda empire)

                     Species: Human Warlock/Bard (patron: Bao herself)

                     Role: Overseer of propaganda, indoctrination, and “Psycho Concerts.”

                     Personality: Sultry, commanding, a siren cloaked in red silks. Where Bao is idolized as divine, Crimson is her herald, spreading her cult across Shou Lung with forbidden concerts.

Abilities:

·                Crimson Performance (Recharge 5–6): Enthralls up to 3 enemies; DC 16 WIS save or they lose their next turn dancing/weeping in adoration.

·                Echoed Harmony: Can double-cast enchantment spells if an ally sings with her.

·                Song of Despair: Once per long rest, all enemies within 60 ft. must save or suffer disadvantage on all attack rolls for 1 minute.

Adventure Hook: PCs are sent to stop Crimson’s concert tour, but her enthralled audiences protect her fanatically. Killing her could make the PCs enemies of an entire Shou Lung district.

The Four Vices and their Spread

                     Gluttony (Zhu Tán): Laothan’s food & supply lines.

                     Greed (Koryu): Wa’s trade networks.

                     Wrath (Baruun): T’u Lung’s military frontier.

                     Lust (Crimson): Shou Lung’s propaganda machine.

Together, they project Bao’s reach outside Laothan and make her empire feel continent-spanning, like Street Fighter’s international bosses.

The Psycho Gate of Laothan

Origin

During their rise, Bao’s Psycho Army unearthed a forgotten Imaskari gate in a ruined jungle temple near Cheinang. Instead of turning it over to sages, Bao’s mystics appropriated and retrofitted it, dragging the entire structure back to Laothan’s capital and embedding it into her palace complex beneath the Grand Auditorium of Echoes.

Bao’s clones now guard it as zealously as her own life. She calls it the Psycho Gate, but the Seng rebellion whispers that it is the Screaming Door — for those who vanish through it sometimes return changed, tattooed with runes of control.

Function

                     Primary Use: Instantaneous troop redeployment and smuggling of contraband.

                     Secondary Use: “Escape hatch” for Bao clones and generals if a cell is compromised.

                     Special Feature: Bao’s mystics have modified the gate so that it resonates with psychic frequencies. A Bao clone can attune in minutes, allowing her to “broadcast” her presence into a distant cell — even across continents.

                     Drawback: The gate is unstable. Each jump leaves a psychic “echo” in the area — nightmares, whispered voices, faint illusions — which can be detected by those sensitive to magic.

Strategic Impact

The Psycho Army can now:

1.                  Strike Anywhere. A cell can appear overnight in Wa, Kozakura, or even Calimshan, as if conjured from nothing.

2.                  Rapid Reinforcement. Bao can flood a local front with orc battalions before rivals can respond.

3.                  Artifact Smuggling. Exotic magical materials (dragon bones, jade, Netherese relics) vanish into Laothan’s vaults in days.

4.                  Clone Deployment. If a Bao is killed in Baldur’s Gate, another steps through the gate in days, claiming continuity of presence.

Adventure Hooks

1.                  Gate Residue. PCs encounter a village plagued by nightmares. Investigation reveals it sits on the site of a Psycho Gate “drop,” and the villagers are unknowingly enthralled.

2.                  The Broken Link. Rebels sabotage a gate anchor, forcing a trapped Psycho Army general to bargain with the PCs for survival.

3.                  Hijack the Gate. The PCs can seize a Psycho Army front — only to find the gate activating, spewing reinforcements in waves.

4.                  Gate War. Other factions (Zhentarim, Red Wizards, even Shou Lung) have learned Bao possesses an Imaskari gate. Everyone wants it destroyed, stolen, or seized.

5.                  The Clone Shortcut. PCs realize Bao’s clones don’t just “grow” in Laothan — they’re being beamed in through the gate. To end her cycle, they must destroy or seal it.

Visuals

The gate sits like a colossal circular frame of green-black stone, studded with sigils that pulse with neon-pink psychic light. Surrounding the gate are rows of chanting kenku mystics and drums beating in sync with Bao’s performances, powering each jump with psychic resonance. Every activation feels less like teleportation and more like a concert crescendo, blinding lights and thunderous bass rattling the earth.

DM Tip:

This turns the Psycho Army from “local villains” into a global faction. They can plausibly show up in any adventure because the gate lets them. But it also gives PCs a tangible win condition: cutting them off from the Imaskari gate disrupts their ability to project power, forcing Bao to overextend.

Psycho Army Master Table (d20)

1.           A traveling martial tournament arrives in town, secretly led by a Bao clone who is recruiting fighters for cloning experiments. When a PC’s ally is kidnapped, the PCs must intervene—only to find the real Bao clone wasn’t even present.

2.           A concert hall performance enthralls a whole city. The show is run by a kenku mystic, and its purpose is to expand Bao’s propaganda network. The local clergy beg the PCs for aid, but the event is broadcast magically across the region, making failure public.

3.           A temple masquerading as Ku Nien monastery is controlled by a fallen monk, working to corrupt local nobles into Bao’s doctrine. When a caravan tied to the PCs is seized, they must decide if they fight openly—or respect rebel wishes to strike quietly.

4.           An underground fight club is run by a minotaur enforcer testing a new cloning technique. A rival syndicate hires the PCs to interfere, but every fighter is being grown into a duplicate of Bao’s enforcers.

5.           A gambling den / teahouse acts as a front for an orc warlord Zhu, extorting townsfolk while smuggling a powerful artifact back to Laothan. When the Psycho Army extorts the PCs’ resting town, they discover locals welcome Bao as “protection.”

6.           A black-market shrine appears, offering magical tattoos run by a kenku mystic, but in truth it’s a method to assassinate rival leaders by marking them. A PC’s patron becomes a target, and the PCs must fight through Bao’s assassins in public view.

7.           A foreign guild house is quietly overtaken by a Bao clone to establish a permanent training facility. The PCs stumble on it when a caravan they rely on is sabotaged—but if they strike too hard, the Bao clone simply reappears days later.

8.           A circus troupe arrives, run by a fallen monk, hiding a smuggling network of enchanted reagents. When a friend of the PCs vanishes, they find him as part of the circus show—and the rebels warn them to stay hidden until the right signal.

9.           An academy / dojo is secretly taken over by a minotaur overseer, who is teaching Bao’s Psycho Arts to local youths. When the PCs’ strongest member is challenged publicly, it sparks a region-wide spectacle of honor and shame.

10.        A neon arena in a border city is operated by a Bao clone, staging fights to recruit mercenaries. The PCs get involved when a local gang interferes with their mission—but discover the gang is already half-cloned.

11.        A hidden monastery becomes the site of a Psycho Army lab, run by a kenku mystic, seeking to harness dragon bone as a resource. A PC’s ally is kidnapped here, but the dragon spirit itself is awakening in rage.

12.        A concert-festival rolls into a rural province under an orc warlord Zhu, who uses it to test new enthrallment magics. When the local clergy plead for aid, the PCs find that half the villagers want the festival to continue.

13.        A smuggling caravan is co-opted by a fallen monk, trafficking spirit-water to clone vaults. When the PCs’ allies vanish mid-journey, they must raid the caravan—only to discover each barrel contains an embryonic clone.

14.        A shrine in a fishing town is controlled by a kenku mystic, who uses it to replace town leaders with clones. When a PC’s mentor is replaced, they must uncover the conspiracy—only to find the rebels want to keep the fake leader alive.

15.        A foreign arena tournament is staged by a Bao clone, its true aim to assassinate a rival syndicate leader. The PCs stumble in when they’re mistaken as Bao’s challengers—and discover they’re now on every wanted poster in the region.

16.        A neon teahouse casino springs up in a frontier city, run by a minotaur enforcer, aiming to corrupt officials. When the PCs’ caravan contact is killed, they must investigate—but the town guard is already in Bao’s pocket.

17.        A puppet monastery broadcasts sermons under a fallen monk, preaching Psycho Arts as enlightenment. Its true goal is to turn recruits into sleeper assassins. The PCs are drawn in when one of their allies receives such training—and begins turning on them.

18.        A kenku-run circus tears through the countryside, teaching mimicry while smuggling jade artifacts to Bao’s clone vaults. A festival in town is corrupted, and the PCs are hired to help—but the kenku performers also offer forbidden techniques.

19.        A Psycho Army dojo is uncovered in a port city, run by an orc warlord Zhu, aiming to train orcs into disciplined battalions. The PCs intervene when locals beg for aid—but find the “rebels” are actually Psycho double-agents.

20.        A “Bao” clone establishes a festival of lanterns in a rural valley, promising prosperity. In truth, she is collecting souls through enchanted lanterns. When the rebels ask the PCs to help covertly, Bao makes it a grand spectacle broadcast across Kara-Tur.

The People’s Resistance

Hidden Temples: Ku Nien monks shelter fugitives, disguising their chants as harmless prayers while secretly spreading counter-charms to Bao’s music.

Festival Subversion: Seng festivals survive underground, their fireworks and lanterns used as signals for rebels.

Insurgent Networks: Farmers and artisans smuggle weapons in rice sacks, silver jewelry carries coded symbols, and even wandering entertainers pass secret messages.

The rebellion lacks unity. Some want the Thok dynasty restored, others envision a free republic, while some radicals whisper of expelling all outsiders. What they agree on: they cannot face Bao alone.

Key Locations

Cheinang, Capital of Masks

A clash of styles: bamboo houses and stilted temples stand in the shadow of neon auditoriums and clone barracks.

The Grand Auditorium of Echoes dominates the skyline. Beneath it lies the Clone Vaults, where assassins are grown.

Plot Hook: PCs are sent to find a missing monk leader rumored to be imprisoned as part of Bao’s next “performance.”

The Terraced Fields of Xiang Vale

Rice paddies climb the hills in breathtaking steps, but Psycho Army orcs now oversee them. Rebellious farmers poison irrigation canals or vanish into jungle shrines.

Plot Hook: The PCs must smuggle out a coded harvest tally that reveals where Bao is funneling resources.

The Ox-Head Enclave of Daluang

A Minotaur-run fortress town on Laothan’s border. Many minotaur families support Bao out of loyalty—but others secretly despise her.

Plot Hook: PCs must broker an alliance with a minotaur clan chief torn between protecting his people and overthrowing Bao’s grip.

The Hidden Shrine of Ku Nien

A ruined monastery repurposed as a rebel stronghold. By day, it looks like an abandoned ruin; by night, the hidden courtyards fill with insurgents.

Plot Hook: PCs must defend the shrine during a kenku raid—uncovering that some kenku secretly fight for the rebellion too.

The Shadow Market of Chei Lao

Once a simple village market, now a criminal hub controlled by Bao’s lieutenants. Every transaction is watched, but the rebellion has infiltrated its stalls.

Plot Hook: PCs can buy rare information or weapons here—but must survive the attention of Bao’s agents.

Adventure Hooks in Occupied Laothan

The Double King

Rebels claim the true heir of the Thok dynasty lives, but Bao has replaced him with a clone. PCs must determine which is real.

The Song War

Bao’s psychic concerts enthrall entire towns. The Ku Nien monks have devised counter-hymns—but need daring adventurers to carry them into enemy territory.

The Orc Uprising

Some Zhu Bajie orc battalions plan to defect. Bao has sent clones to purge them. PCs must protect or recruit them before they’re crushed.

Kenku Paradox

A flock of kenku offers mystical training in exchange for sabotaging Bao’s propaganda networks. But some rebels don’t trust kenku duplicity.

Festival of Lanterns

The Seng light lanterns each year for the spirits of their ancestors. This year, the rebellion will use the festival to launch an uprising—if Bao doesn’t extinguish it first.

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