Post by mark. Privacy Terms. Quick links. Atruaghin Clans Revised Weird red metals, dominions, immortals, hollow planets, invisible moons, and a lot of glorified magic zeppelins.

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Post by mark. Privacy Terms. Quick links. Atruaghin Clans Revised Weird red metals, dominions, immortals, hollow planets, invisible moons, and a lot of glorified magic zeppelins. It's all here. Having long been annoyed by the Atruaghin Clans Gazeteer, I've decided to start making an altered version of the place so it will please me more. Here's the first chunks. History: BC: A branch of the Azcans has survived the fall of Blackmoor and now huddles in caves inside the plateau which stands on what will eventually become the Atruaghin Clan lands.

He sacked the city of Chalcatzengo as his first great victory. His forces drive the farmers before them, westward, creating the Sindhi when they fuse with the Urduks to the west. He takes on the name Atruaghin. They find the Red Orcs too dangerous to mess with. Pressured by invaders, the Red Orcs push west. Atruaghin returns and leads his people in a revolt. He creates the modern Plateau. Atruaghin becomes an Immortal. The Clans defeat him and drive him out.

The war is brutal to both sides and a failure though many die. The Jaguar, Elk, and Turtle Clans take the brunt of the casualties.

In the aftermath, the three clans try to build cities for self-defense in the future. Trade with Nithia leads to advances but also corruption. This leads to clashes with the Children of the Horse. The Children of the Horse decide that the coastal clans have become corrupt and a war erupts, with the Children of the Bear aiding them.

The chaos and confusion on the coast enables them to conquer. The cities of the southern region are sacked and laid waste at first, but as population rises, new cities are built all over and large scale agriculture ensues; the Atruaghin Clans seem well on their way to become a typical tyrannical kingdom. From this point on, the Empire becomes increasingly decadent. He offers them help if they worship him. He now institutes the worship of himself and Atzanteotl and takes control of the entire southern region, enslaving the Children of the Elk.

The Children of the Turtle flee to the islands and manage to hold him off, led by Ahmanni Turtlerider. The Children of the Bear and the Children of the Horse reform themselves and return to the old ways, tearing down the cities which had been built on top of the steppe.

The Children of the Elk become slaves; the Children of the Turtle barely survive at sea. Portions of Eastern Sind fall into the hands of the Empire of the Jaguar. The Children of the Jaguar are corrupt and torn by internal problems, unable to exploit this.

Mahmatti Running Elk comes of age and is guided by the spirits to begin striking to end the Empire of the Jaguar. He leads a revolt and nature itself turns on the Children of the Jaguar, ruining their cities and agriculture. They collapse to a primitive state and the Children of the Elk move west, controlling the southwestern lands; they ally with the other clans against the Children of the Jaguar. They begin growing in numbers.

By this point, the Children of the Jaguar begin building cities again. Atruaghin clans hostilities. The disastrous defeat of Darokin in the s makes it easy to raid into Darokin; many clansmen develop a taste for plunder. A mysterious storm turns back a probe against the Children of the Turtle. He builds the city of Xochipala to rule his empire. Eventually, he is murdered by his Jaguar Clan concubine, Tamala.

His empire immediately collapses and his city is sacked. Others found a city the Clans call Tuapantec and try to hold to their traditional ways; the Children of the Horse trade them meat and hides and timber for metal goods and both groups flourish. They are unable to break into the upper lands. Your approach makes much more sense from an historical point of view - i. I'd also would have liked to do a revision of GAZ14 myself, but I've never seriously begun the project.

I also planned to have iron technology somewhat known to the clans not only to the Children of the Tiger , and to have some villages, or even towns, among the seminomadic tribes. Before the Great Merger in , the Umbarth house controlled the western city of Akesoli. Vickers took it upon himself to negotiate a peace between the two nations. The dispute was, fortunately, not major and Vickers got both sides to pull back their troops and talk out their problems.

At age 17 he was ambushed by members of the rival Wolf Clan, whom he subsequently killed. As a result of his actions, it was decided to exile Strom for six years.

The sentance prevented a clan war, but left Strom somewhat bitter. Strom journeyed to Thyatis to become a jeweler like his father So his father was a jeweler among the Atruaghins, another hint - together with the other two - that the pre-GAZ14 Clans were meant to be more united and at least a little more civilized than the later version. The most complete pre-GAZ14 description of the Atruaghin Clans is that found in X10 and it partly counters what TM2 says : From X10 — Red Arrow, Black Shield , page 12 These grassy plateau, forest, and hilly regions are inhabited by herders, hunters, and fishermen who live in small villages.

The Atruaghin Clans ignore, insofar as possible, the events of the outside world. They worship their own gods, keep their own customs, and are suspicious of strangers. All the villagers claim to be descended from the ancient hero Atruaghin. If threatened by war, they unite temporarily under an elected leader. Think of an Indian chief who has spent his life fighting for his tribe on the great plains of the American west.

The clan shaman a th level cleric is also powerful in the affairs of the clan. These leaders, although not schooled in the ways of civilization, are intelligent and wise. They expect to be treated with respect, and expect the PCs to follow clan customs while present.

Use American Indian customs as a guide to handling relations with the Atruaghin Clans. Where can I buy one? Here's more: The Children of the Horse In Brief: The Children of the Horse are intelligent, adaptable nomads and farmers; they proudly hold to their traditional way of life—men hunt on the plains and women farm in the forest, living apart in summer and coming together in winter.

They are divided into Ithan, societies which fulfill the major social functions; upon coming of age you join one; upon becoming an elder, you move to a higher one. They combine the technologies of the cultures around them with their own traditions to enhance them.

They speak three languages: the common language of the Atruaghin, the secret language of their Ithan, and a hand code used for silent communication in war. They see themselves as the rightful leaders of the Children of Atruaghin but their leadership has not always been very WISE.

Lifestyle: The Children of the Horse mix slash-and-burn agriculture with nomadic hunting of the bison who dwell on the plateau. Men spend the summer season out on the plains, hunting the bison and preserving the meat with the aid of the spirits and by smoking and drying it and salting it. Meanwhile the women and children burn a chunk of the forest and use the ashes as fertilizer and grow crops—corn, beans, and squash for themselves, oats and barley to feed their horses in the winter.

In winter, the groups live together in the villages in the forest. These villages copy the methods of the Children of the Elk, using hides and stick frames to make longhouses. Every few years, the village moves when the land gives out and then the land is allowed to regrow.

An important part of the work of the women is appeasing the forest spirits so they won't strike out when chunks of the forest is burned; female shamani deal with forest spirits, men with those of the herds and the plains. The Children of the Horse see women as better attuned to the spirits than men. The Children of the Horse use metal but can't really make it; they trade timber, art, hides, meat, and crops for metal tools and other useful things with the Darokinians and Sindhi.

And with the Children of the Bear. They normally don't wear metal armor because it is too hot, but most tribes have some for raids off the plateau. They are, however, somewhat adept with wood and very adept at turning animal bits into useful things.

Their tents are made of animal hide with a wooden or bone frame. Ithan: Once a child turns 14, he or she joins a Mepet Ithan, an Ithan for the young adults. Ithan perform specific social functions — taking care of the longhouses, weaving, growing food, scouting, trade, flushing out game, etc.

Each has its own language, not a full blown one but a set of special words and phrases used for recognition and private basic communication. Each also has its own religious rites. Those who reach the age of 42 join a Manoc Ithan, who perform leadership functions, governing the community.

Men's Manoc Ithan lead the hunting and war; Women's Manoc Ithan govern the villages and forest activities. Everyone marries someone from another Ithan; you cannot join the same Ithan as either of your parents. When members of different tribes meet, they are housed by members of the same Ithan they belong to.

The Children of the Horse believe that Tahkati Stormtamer himself created this system to ensure ties of unity between the tribes of the Children of the Horse. Love, Marriage, and Gender: The Children of the Horse have arranged marriages; you must marry someone from a different Ithan than your own AND a different one than either of your parents.

The four parents of the two kids arrange the marriage; once you are 21, you can be wed. You then make your own small longhouse in the village. Unmarried adults stay in their Ithan's longhouse in the village.


The Piazza

The book was written by William W. Connors , and was published in Cover art is by Clyde Caldwell , with interior illustrations by Stephen Fabian. The publication consists of two booklets, a fold-out map and a cardboard cover. The second page booklet "Referee's Guide" is for the DM. Connors , with a cover by Clyde Caldwell and interior illustrations by Stephen Fabian , and was published by TSR in as a page booklet, a page booklet with a large color map and an outer folder.


The Atruaghin Clans

You have my sympathies. I, too, lost most of my gaming collection in a fire in my home. And replacing it is more than a little difficult. I have a little trouble working Native Americans into my old world empires campaign concept. Maybe it's just me, but it's easier for me to envision my medieval fantasy pc's visiting Arabia or the Mongol steppes than to be chatting with Apache warriors. I agree that this gaz appeared padded.


From the ashes of an ancient culture of proud warriors rises a race of people unlike any other in the Known World. Long ago, the power of Blackmoor all but destroyed the mighty Azcans. Some of them, the bravest of the brave, sought refuge under the shadow of a great plateau. For decades, they struggled to preserve their lives and their culture. Now, centuries later, their secrets are revealed. From the buffalo hunting Horse Clans and the whaling Turtle Clans to the pueblo dwelling Children of the Bear and the evil Children of the Viper, five distinct Atruaghin Clan cultures are laid out in detail.

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