
Khartsgai Tribe
Soar the skies!
Mothership Kheree houses the Khartsgai Tribe, a Steppe Tribe based on an Airship, offered as a "hearth and family to those that have none".The Airship is set to land every last Sunday of the month.
Situated in: Lich - Empyreum - Ward 10 - Plot 51.

Travel Path

Winds of Aldenard - Route 1
Coerthas - Ishgard
Northern Empty - Old Sharlayan
Dravania - Idyllshire
La Noscea - Moraby Drydocks
Thanalan - Ul'dah
Black Shroud - Gridania
Gales of the Far East - Route 2
Coerthas - Ishgard
Ilsabard - Garlemald
Yanxia - Doma
Hingashi - Kugane
Thavnair - Radz-at-Han
Gyr Abania - Ala Mhigo

Mothership Kheree
Consisting of three floors, Mothership Kheree is divided to several sections, to serve the tribe members.OOC: This venue is available anytime, however you must be invited inside for unofficial open hours, as it is a house to all of the tribe members.
Hall of the Hawk is the mess hall of the tribe, serving both food and drinks to tribe members and guests on board.
Crow's Nest is a small lounge area for the tribe to chill outside their respective rooms.
Hammer of Bardam is the workshop of the tribe, and is the location where everything is crafted. The Namazu are employed by Galdan to craft whatever is necessary, and handle the brunt of the labor work.
Storm's Mettle is the fighting pit where the tribe members train and resolve arguments.
The Roost is the infirmary of the airship and is located right next to Storm's Mettle so fights can be treated immediately.
Azim's Arboretum is the indoor garden where food and vegetables are grown, featuring an indoor pond.
Wheel of Nhaama is the navigation deck, and is where the airship is being helmed. It features a glass wall to see the path.
Skybound Sundries on the front deck is where the tribe members sell their wares to the guests and local residents once the airship lands.
Tribe Members

Saikhan Khartsgai
Khatun of the tribe, Saikhan had the long dream of making her tribe, after her Sky Pirate crew disbanded and she longed for a home above the skies. Consulting Khans and Khatuns of existing Steppe tribes, she got to the conclusion of breaking all tradition and allowing all races to join Khartsgai. On the basis of 'Family and Hearth to those that have none', Saikhan is determined to keep Kheree floating above the skies as a home with no borders. Ever upbeat, she fills any missing role on board the ship, be it helming the ship, navigating or healing.

Galdan Khartsgai
Former traveling merchant and current Aeromancer in training, Galdan joined the airship as Saikhan's fiancee and was the main builder of the ship alongside Jeph, essentially commissioning to Saikhan as making her dream come true. With seven of his master crafter Namazu squadron on board, he commands them to handle the brunt work of the airship, while he himself both helps navigation and channels his Aeromancy to keep the airship hidden in the sky as a humble cloud. If none of these are possible, he himself helps Akitai with the monetary side, offering advice.

Akitai Himaa
Akitai, daughter of the steppe, raised by pirates of the Ruby Sea yet her days of pillage and robbery are long gone. Following her master's advice, she decided to join Saikhan's tribe and, in fact, was the first one to do so. She handles the financial side of things on the ship, as well as contacts with various underground groups in the Far East region.

Jepherson Freimann
Khartsgai Pilot and budding Engineer, Jepherson, answering the call once he'd had enough of the city life and its usual restrictions, he helped build the ship from scratch, planning its Magiteknical properties and filling its engineering needs, never once did he skip a beat to try his best to make the ship fly, and even after a few bumps and scratches that will totally buff out, his "Masterpiece" is finally floating like he wished it to, knowing this home, this time, could not be conquered quite so easily as the last.

Shard Malaguld
"I am a member of the Malaguld by blood, and a member of the Khartsgai by choice"
This is what you may often hear Shard say about who she is. Born in the Steppe, Shard had first grown up as a pugilist, before becoming a powerful thaumaturge thanks to a traveling mage and heading to Eorzea a year ago or two. While not as present on ship as other members due to her work and research, she will gladly put her book down to help whenever magic knowledge is needed, or that thunder is needed to strike down something.