Dungeons and Dragons – Mystara
Gazetteer #14 – The Known World – The Atruaghin Clans
Source: The Atruaghin Clans (0e-gaz-14)
Based on the ideas of tribal life, having forsaken metals and their refinement, they have become a deeply spiritual people.
Constantly at war within their tribes, their clans and with the outside world, those who know their power fear the prophecy of all five tribes going to war together as one.
​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 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 Tiger.​
Atruaghin Clans Character Options
- Starting Languages: Common (Thyatian) and Atruaghin (Clan dialect)
- Religions of the Region – Atruaghin Pantheon
- Available Races: Human of Earth (Atruaghin)
- Available Classes:
- Barbarian – Path of the Ancestors, Path of the Storm Herald (Mountain), Path of the Totem Warrior (totem)
- Druid – Circle of the Moon, Circle of the Shepherd
- Fighter – Battle Master, Cavalier, Champion, Knight Surgeon
- Cleric – Domain of Earth
- Monk – Way of the Elements (Earth)
- Paladin – Oath of Conquest, Oath of the Radiance
- Ranger – Beast Master, Hidden Guardian
- Rogue – Scout
- Sorcerer – Draconic Bloodline (Green), Elemental Essense (Earth), Lycanthrope Bloodline
- Warlock – Pact of the Genie Lord (Earth)
- Wizard – Elementalist (Earth)
- Selecting a Totem – Nothing is more important to the Atruaghin Clans than the concept of totem spirits. They believe that each and every person is linked to an animal spirit and has within him both the strengths and weaknesses of that creature. Because of this, a character’s totem spirit is shown in his personality. This section provides guidelines for determining what type of totem spirit a character has. Once its general nature has been determined, it is up to the player to select the totem, subject to his Dungeon Master’s veto.
- Totem Type: Fish, Mollusk, Arachnid, Crustacean, Insect, Amphibian, Reptile, Avian, or Mammal
- Totem Ecology: Herbivore, Omnivore, Scavenger or Carnivore
- Family History – The Arruaghin Clans are a closely knit people. Perhaps more any other human society of the Known World, they identify with the community as a whole and think of themselves as part of a greater culture. This is not to say that individuals do not matter, merely that the social values of support to one’s family or friends and the importance of community spirit are often placed above a character’s own urge for self preservation. The average Atruaghin Clans character would gladly give up his own life to save his friends or family from hardship, let alone death. Because of this, it is important to know how extensive a character’s ties to his tribe are. The following tables are designed to determine just that.
- Starting Age – Before details about the character’s family can proceed, his or her starting age must be determined. Atruaghin children are pushed into the world at a younger age than they are in most other parts of the world, so all characters will begin play at the age of 12 plus the roll of 1d4.
- Parentage – All of the Atruaghin Clans keep careful track of a person’s ancestry. In some tribes, inheritance and lineage is traced through the mother’s side while in others the father is the important factor. Further, extended families are not uncommon. For the purposes of character generation, we will not worry about aunts, uncles, and the like, although individual players and Dungeon Masters are encouraged to work out as detailed a family tree as they like. It is not unusual for an Atruaghin character to be able to trace his family tree back many generations. In fact, some can plot their ancestry right back to the time of Atruaghin himself. Regardless of such considerations, the following chart is used to determine if a character’s parents and grandparents are still alive. To use the Parent Status Table on the next page, roll percentile dice six times (once for each of a character’s parents and grandparents) and record the results. When checking parents, add the character’s age to the number rolled. When checking for grandparents, add twice the character’s age. If desired, checks can also be made for each of a character’s great-grandparents (eight in number) by adding three times the character’s age.
- 01 to 75 – Alive, in good health
- 76 to 90 – Alive, in poor health
- over 91 – No longer alive
- Siblings – Once the extent of a character’s family has been determined, it is important to note the age and sex of each of the children so that the character can know where he Stands. Atruaghin characters are expected to show their older siblings great respect and to act as role-models for their younger brothers and sisters. The sex of a sibling is easy enough to determine; the player simply rolls a die (of any type). If the roll is even, the sibling is male. If the roll is odd, the sibling is female. To determine the age of a sibling, begin by rolling a six-sided die. If the roll is low (1, 2, or 3 }, the sibling is younger. If the roll is high (4 , 5, or 6) the sibling is older. To determine the exact age of the sibling, roll 1d4 and add (if older) or subtract (if younger) the result from the character’s age. For each older or younger sibling after the first, add an additional +1 to the die roll. Thus, if a character has three younger brothers, the age for the first is based on a 1d4 roll, the second on 1d4+1, and the third on 1d4+2. If two or more siblings are of the same age they may {5% chance) be twins, otherwise one or more of them may be adopted or they may have been born, as the saying goes, “nine months and ten minutes apart.” Roll percentile dice on the following table to determine if he or she is still alive. There are no modifiers to the roll.
- 01 to 75 – Alive, in good health
- 76 to 90 – Alive, in poor health
- over 91 – No longer alive
Atruaghin Clans in the Known World

The Atruaghin Clans are located to the south and west of Darokin and to the north of Ierendi and lastly the east of Sind.
Human:
– Atruaghin – each of the tribes are based on this race of humans.
Locations of Note
Atruaghin Palace: A holy site set between the children of the Turtle and children of the Tiger clans.
(Tales of the Yawning Portal – The Hidden Shrine of Tamoachan)
Using tribe generation rules from Gaz12 substituting appropriate animals where necessary.
Children of the Bear
Children of the Bear – These barbarians exist on the plateau overlooking Darokin.
- Population: 45,000 members
- Armies: Two War Parties (662 members in each party)
- Ruling Families (46 families)
- Bear Clan Tribes (6,428 members per tribe)
- Coyote Tribe
- Eagle Tribe
- Falcon Tribe
- Hawk Tribe
- Mountain Goat Tribe
- Mountain Lion Tribe
- Rattlesnake Tribe
Coyote Tribe
N small city
Corruption +1; Crime -2; Law +3; Lore +0; Productivity +2; Society +5
Qualities (4) Fortified, Insular, Pious, Superstitious
Danger +5
DEMOGRAPHICS
Government Council
Population 7,500 (7,000 Human (Atruaghin), 500 others including Dogfolk (Khenra) and Bearfolk) – 165warriors
Coyote Tribe (7,500 members / 220 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family
4 – Family
5 – Family
6 – Family – Dogfolk (Khenra)
7 – Family – Bearfolk
MARKETPLACE
Spellcasting 6th
Common Items 4d4; Uncommon Items 2d4; Rare Items 1d6-1
Eagle Tribe
N small city
Corruption +1; Crime -2; Law +3; Lore +0; Productivity +2; Society +5
Qualities (4) Fortified, Insular, Pious, Superstitious
Danger +5
DEMOGRAPHICS
Government Council
Population 7,500 (7,000 Human (Atruaghin), 500 others including Aven (Hawk) and Bearfolk) – 165 warriors0Eagle Tribe (7,500 members / 220 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family
4 – Family
5 – Family
6 – Family – Aven (Hawk)
7 – Family – Bearfolk
MARKETPLACE
Spellcasting 6th
Common Items 4d4; Uncommon Items 2d4; Rare Items 1d6-1
Falcon Tribe
N small city
Corruption +1; Crime -2; Law +3; Lore +0; Productivity +2; Society +5
Qualities (4) Fortified, Insular, Pious, Superstitious
Danger +5
DEMOGRAPHICS
Government Council
Population 7,500 (7,000 Human (Atruaghin), 500 others including Aven (Hawk) and Bearfolk) – 165 warriors
Hawk Tribe (7,500 members / 220 warriors)
1 – Family – Human (Atruaghin)
2 – Family – Aven (Hawk)
3 – Family – Bearfolk
MARKETPLACE
Spellcasting 6th
Common Items 4d4; Uncommon Items 2d4; Rare Items 1d6-1
Hawk Tribe
N small city
Corruption +1; Crime -2; Law +3; Lore +0; Productivity +2; Society +5
Qualities (4) Fortified, Insular, Pious, Superstitious
Danger +5
DEMOGRAPHICS
Government Council
Population 7,500 (7,000 Human (Atruaghin), 500 others Aven (Hawk) and Bearfolk) – 165 warriors
Hawk Tribe (7,500 members / 220 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family – Aven (Hawk)
4 – Family – Bearfolk
MARKETPLACE
Spellcasting 6th
Common Items 4d4; Uncommon Items 2d4; Rare Items 1d6-1
Mountain Goat Tribe
N small city
Corruption +1; Crime -2; Law +3; Lore +0; Productivity +2; Society +5
Qualities (4) Fortified, Insular, Pious, Superstitious
Danger +5
DEMOGRAPHICS
Government Council
Population 7,500 (7,000 Human (Atruaghin), 500 others including Minotaurs (Ramfolk) and Bearfolk) – 165 warriors
Mountain Goat Tribe (7,500 members / 220 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family
4 – Family
5 – Family
6 – Family
7 – Family
8 – Family
9 – Family
10 – Family
11 – Family – Minotaur (Ramfolk)
12 – Family – Bearfolk
MARKETPLACE
Spellcasting 6th
Common Items 4d4; Uncommon Items 2d4; Rare Items 1d6-1
Mountain Lion Tribe
N small city
Corruption +1; Crime -2; Law +3; Lore +0; Productivity +2; Society +5
Qualities (4) Fortified, Insular, Pious, Superstitious
Danger +5
DEMOGRAPHICS
Government Council
Population 7,500 (7,000 Human (Atruaghin), 500 others including Catfolk and Bearfolk) – 330 warriors
Mountain Lion Tribe (7,500 members / 220 warriors)
Ruling tribe members (90 members – 60 adults 30 children)
1 – Family – Human (Atruaghin) (Grandparents 2, Parents 5, Unattached Adults 3, Children 8) 18 members
2 – Family (Grandparents 4, Parents 5, Unattached Adults 2, Children 5) 16 members
3 – Family (Grandparents 6, Parents 5, Unattached Adults 3, Children 5) 19 members
4 – Family – Catfolk (Grandparents 4, Parents 5, Unattached Adults 1, Children 10) 20 members
5 – Family – Bearfolk (Grandparents 2, Parents 3, Unattached Adults 2, Children 10) 17 members
MARKETPLACE
Spellcasting 6th
Common Items 4d4; Uncommon Items 2d4; Rare Items 1d6-1
Rattlesnake Tribe
N small city
Corruption +1; Crime -2; Law +3; Lore +0; Productivity +2; Society +5
Qualities (4) Fortified, Insular, Pious, Superstitious
Danger +5
DEMOGRAPHICS
Government Council
Population 7,500 (7,000 Human (Atruaghin), 500 others including Serpentfolk (Naga) and Bearfolk) – 165 warriors
Rattlesnake Tribe (7,500 members / 220 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family
4 – Family
5 – Family
6 – Family
7 – Family – Serpentfolk (Naga)
8 – Family – Bearfolk
MARKETPLACE
Spellcasting 6th
Common Items 4d4; Uncommon Items 2d4; Rare Items 1d6-1
Bear War-Party x2
Commander: General (F10)
Deputy Commander: Colonel (F8)
Regiment 1 (160 troops) F2 cavalry, shortbow, spear, warhorse, (4) Sergeants F3, (1) Captain F4
Regiment 2 (160 troops) F2 cavalry, shortbow, spear, warhorse, (4) Sergeants F3, (1) Captain F4
Regiment 3 (160 troops) F2 cavalry, shortbow, spear, warhorse, (4) Sergeants F3, (1) Captain F4
Regiment 4 (160 troops) F2 cavalry, shortbow, spear, warhorse, (4) Sergeants F3, (1) Captain F4
Children of the Elk
Children of the Elk – These barbarians exist on the plateau surrounded by all the other tribes. Known for their Elk and Giant Elk which they use as mounts and companions.
- Population: 30,000 members
- Armies: Two War Parties (662 members in each party)
- Ruling Families (50 families)
- Elk Clan Tribes (6,250 members in each tribe)
- Badger Tribe
- Beaver Tribe
- Bobcat Tribe
- Deer Tribe
- Owl Tribe
- Racoon Tribe
- Squirrel Tribe
- Trout Tribe
Badger Tribe
N large town
Corruption +0; Crime -3; Law +1; Lore -1; Productivity +0; Society +3
Qualities (3) Insular, Pious, Superstitious
Danger +0
DEMOGRAPHICS
Government Council
Population 3,750 (3,250 Human (Atruaghin), 500 others including Ratfolk and Minotaurs (Elkfolk)) – 165 warriors
Badger Tribe (3,750 members / 165 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family
4 – Family – Ratfolk
5 – Family – Minotaur (Elkfolk)
MARKETPLACE
Spellcasting 4th
Common Items 2d4; Uncommon Items 1d6-1; Rare Items 1d3-1
Beaver Tribe
N large town
Corruption +0; Crime -3; Law +1; Lore -1; Productivity +0; Society +3
Qualities (3) Insular, Pious, Superstitious
Danger +0
DEMOGRAPHICS
Government Council
Population 3,750 (3,250 Human (Atruaghin), 500 others including Ratfolk and Minotaurs (Elkfolk)) – 165 warriors
Beaver Tribe (3,750 members / 165 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family
4 – Family
5 – Family
6 – Family
7 – Family
8 – Family – Ratfolk
9 – Family – Minotaur (Elkfolk)
MARKETPLACE
Spellcasting 4th
Common Items 2d4; Uncommon Items 1d6-1; Rare Items 1d3-1
Bobcat Tribe
N large town
Corruption +0; Crime -3; Law +1; Lore -1; Productivity +0; Society +3
Qualities (3) Insular, Pious, Superstitious
Danger +0
DEMOGRAPHICS
Government Council
Population 3,750 (3,250 Human (Atruaghin), 500 others including Catfolk and Minotaurs (Elkfolk)) – 165 warriors
Bobcat Tribe (3,750 members / 165 warriors)
1 – Family – Human (Atruaghin)
2 – Family – Catfolk
3 – Family – Minotaur (Elkfolk)
MARKETPLACE
Spellcasting 4th
Common Items 2d4; Uncommon Items 1d6-1; Rare Items 1d3-1
Deer Tribe
N large town
Corruption +0; Crime -3; Law +1; Lore -1; Productivity +0; Society +3
Qualities (3) Insular, Pious, Superstitious
Danger +0
DEMOGRAPHICS
Government Council
Population 3,750 (3,250 Human (Atruaghin), 500 others including Minotaurs (Elkfolk)) – 165 warriors
Deer Tribe (3,750 members / 165 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family
4 – Family
5 – Family
6 – Family
7 – Family
8 – Family
9 – Family
10 – Family – Minotaurs (Elkfolk)
MARKETPLACE
Spellcasting 4th
Common Items 2d4; Uncommon Items 1d6-1; Rare Items 1d3-1
Owl Tribe
N large town
Corruption +0; Crime -3; Law +1; Lore -1; Productivity +0; Society +3
Qualities (3) Insular, Pious, Superstitious
Danger +0
DEMOGRAPHICS
Government Council
Population 3,750 (3,250 Human (Atruaghin), 500 others including Aven (Hawk) and Minotaurs (Elkfolk)) – 165 warriors
Owl Tribe (3,750 members / 165 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family
4 – Family
5 – Family
6 – Family – Aven (Hawk)
7 – Family – Minotuars (Elkfolk)
MARKETPLACE
Spellcasting 4th
Common Items 2d4; Uncommon Items 1d6-1; Rare Items 1d3-1
Racoon Tribe
N large town
Corruption +0; Crime -3; Law +1; Lore -1; Productivity +0; Society +3
Qualities (3) Insular, Pious, Superstitious
Danger +0
DEMOGRAPHICS
Government Council
Population 3,750 (3,250 Human (Atruaghin), 500 others including Ratfolk and Minotaurs (Elkfolk)) – 165 warriors
Racoon Tribe (3,750 members / 165 warriors)
1 – Family – Human (Atruaghin)
2 – Family – Ratfolk
3 – Family – Minotaurs (Elkfolk)
MARKETPLACE
Spellcasting 4th
Common Items 2d4; Uncommon Items 1d6-1; Rare Items 1d3-1
Squirrel Tribe
N large town
Corruption +0; Crime -3; Law +1; Lore -1; Productivity +0; Society +3
Qualities (3) Insular, Pious, Superstitious
Danger +0
DEMOGRAPHICS
Government Council
Population 3,750 (3,250 Human (Atruaghin), 500 others including Ratfolk and Minotaurs (Elkfolk)) – 165 warriors
Squirrel Tribe (3,750 members / 165 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family
4 – Family
5 – Family – Ratfolk
6 – Family – Minotaur (Elkfolk)
MARKETPLACE
Spellcasting 4th
Common Items 2d4; Uncommon Items 1d6-1; Rare Items 1d3-1
Trout Tribe
N large town
Corruption +0; Crime -3; Law +1; Lore -1; Productivity +0; Society +3
Qualities (3) Insular, Pious, Superstitious
Danger +0
DEMOGRAPHICS
Government Council
Population 3,750 (3,250 Human (Atruaghin), 500 others including Merfolk (Green) and Minotaurs (Elkfolk)) – 165 warriors
Trout Tribe (3,750 members / 165 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family
4 – Family
5 – Family
6 – Family – Merfolk (Green)
7 – Family – Minotaur (Elkfolk)
MARKETPLACE
Spellcasting 4th
Common Items 2d4; Uncommon Items 1d6-1; Rare Items 1d3-1
Elk War-Party x2
Commander: General (F10)
Deputy Commander: Colonel (F8)
Regiment 1 (160 troops) F2 cavalry, shortbow, spear, elk, (4) Sergeants F3, (1) Captain F4
Regiment 2 (160 troops) F2 cavalry, shortbow, spear, elk, (4) Sergeants F3, (1) Captain F4
Regiment 3 (160 troops) F2 cavalry, shortbow, spear, elk, (4) Sergeants F3, (1) Captain F4
Regiment 4 (160 troops) F2 cavalry, shortbow, spear, elk, (4) Sergeants F3, (1) Captain F4
Children of the Horse
Children of the Horse – These barbarians exist on the plateau facing Sind and the desert nomads. All tribes include tba… (will be centaurs, but not there yet).
- Population: 70,000 member
- Armies: Two War Parties (662 members in each party)
- Ruling Families (33 Families)
- Horse Clan Tribes (17,500 members in each tribe)
- Buffalo Tribe
- Moose Tribe
- Wolf Tribe
- Salmon Tribe
- Dragon Clutches
- The Three Lake Clutch – group of gold dragonborn.
Buffalo Tribe
N large city
Corruption +2; Crime +1; Law +3; Lore -1; Productivity +5; Society +6
Qualities (5) Bountiful, Fecund, Insular, Pious, Superstitious
Danger +15
DEMOGRAPHICS
Government Council
Population 17,500 (17,000 Human (Atruaghin), 500 others including Minotaur (Bullfolk)) – 330 warriors
Buffalo Tribe (17,500 members/ 331 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family
4 – Family
5 – Family
6 – Family
7 – Family
8 – Family
9 – Family
10 – Family – Minotaur (Bullfolk)
11 – Family
MARKETPLACE
Spellcasting 6th
Common Items 4d4; Uncommon Items 2d4; Rare Items 1d6-1
Moose Tribe
N large city
Corruption +2; Crime +1; Law +3; Lore -1; Productivity +5; Society +6
Qualities (5) Bountiful, Fecund, Insular, Pious, Superstitious
Danger +15
DEMOGRAPHICS
Government Council
Population 17,500 (17,000 Human (Atruaghin), 500 others including Minotaur (Elkfolk)) – 330 warriors
Moose Tribe (17,500 members/ 331 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family
4 – Family
5 – Family
6 – Family
7 – Family
8 – Family
9 – Family
10 – Family – Minotaur (Elkfolk)
11 – Family
MARKETPLACE
Spellcasting 6th
Common Items 4d4; Uncommon Items 2d4; Rare Items 1d6-1
Salmon Tribe
N large city
Corruption +2; Crime +1; Law +3; Lore -1; Productivity +5; Society +6
Qualities (5) Bountiful, Fecund, Insular, Pious, Superstitious
Danger +15
DEMOGRAPHICS
Government Council
Population 17,500 (17,000 Human (Atruaghin), 500 others including Merfolk (Blue)) – 330 warriors
Salmon Tribe (17,500 members/ 331 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family
4 – Family
5 – Family
6 – Family
7 – Family – Merfolk (Blue)
8 – Family
MARKETPLACE
Spellcasting 6th
Common Items 4d4; Uncommon Items 2d4; Rare Items 1d6-1
Wolf Tribe
N large city
Corruption +2; Crime +1; Law +3; Lore -1; Productivity +5; Society +6
Qualities (5) Bountiful, Fecund, Insular, Pious, Superstitious
Danger +15
DEMOGRAPHICS
Government Council
Population 17,500 (17,000 Human (Atruaghin), 500 others including Dogfolk (Khenra)) – 330 warriors
Wolf Tribe (17,500 members/ 331 warriors)
1 – Family – Human (Atruaghin)
2 – Family – Dogfolk (Khenra)
3 – Family
MARKETPLACE
Spellcasting 6th
Common Items 4d4; Uncommon Items 2d4; Rare Items 1d6-1
Horse War-Party x2
Commander: General (F10)
Deputy Commander: Colonel (F8)
Regiment 1 (160 troops) F2 cavalry, shortbow, spear, warhorse, (4) Sergeants F3, (1) Captain F4
Regiment 2 (160 troops) F2 cavalry, shortbow, spear, warhorse, (4) Sergeants F3, (1) Captain F4
Regiment 3 (160 troops) F2 cavalry, shortbow, spear, warhorse, (4) Sergeants F3, (1) Captain F4
Regiment 4 (160 troops) F2 cavalry, shortbow, spear, warhorse, (4) Sergeants F3, (1) Captain F4
Children of the Tiger Clan
Children of the Tiger – These barbarians are on the coast and in the forests, at odds with the people of Darokin, and their fellow tribes. Why is another mystery for the players to discover. All tribes include Catfolk (which resemble tigers and known as Rakasta). Known as cannibals who grain strength from those they eat.
- Population: 60,000 members
- Armies: Two War Parties (662 members in each party)
- Ruling Families (61 Families)
- Tiger Clan Tribes (6,000 members in each tribe)
- Chameleon Tribe
- Cougar Tribe
- Jaguar Tribe
- Monkey Tribe
- Parrot Tribe
- Peacock Tribe
- Piranha Tribe
- Python Tribe
- Sloth Tribe
- Vampire Bat Tribe
- Dragon Clutches
- The Forest of Death Clutch – group of green dragonborn.
- The Narwal Cape Clutch – group of copper dragonborn.
Chameleon Tribe
N small city
Corruption +3; Crime -3; Law +3; Lore +0; Productivity +1; Society +2
Qualities (4) Cruel Yoke, Insular, Pious, Superstitious
Danger +5
DEMOGRAPHICS
Government Council
Population 6,000 (5,500 Human (Atruaghin), 500 others including Serpentfolk (Lizardfolk) and Catfolk) – 165 warriors
Chameleon Tribe (6,000 members / 132 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family
4 – Family
5 – Family
6 – Family
7 – Family
8 – Family – Serpentfolk (Lizardfolk)
9 – Family – Catfolk
MARKETPLACE
Spellcasting 6th
Common Items 4d4; Uncommon Items 2d4; Rare Items 1d6-1
Cougar Tribe
N small city
Corruption +3; Crime -3; Law +3; Lore +0; Productivity +1; Society +2
Qualities (4) Cruel Yoke, Insular, Pious, Superstitious
Danger +5
DEMOGRAPHICS
Government Council
Population 6,000 (5,500 Human (Atruaghin), 500 others including Catfolk) – 165 warriors
Cougar Tribe (6,000 members / 132 warriors)
1 – Family – Human (Atruaghin)
2 – Family – Catfolk
MARKETPLACE
Spellcasting 6th
Common Items 4d4; Uncommon Items 2d4; Rare Items 1d6-1
Jaguar Tribe
N small city
Corruption +3; Crime -3; Law +3; Lore +0; Productivity +1; Society +2
Qualities (4) Cruel Yoke, Insular, Pious, Superstitious
Danger +5
DEMOGRAPHICS
Government Council
Population 6,000 (5,500 Human (Atruaghin), 500 others including Catfolk) – 165 warriors
Jaguar Tribe (6,000 members / 132 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family
4 – Family – Catfolk
MARKETPLACE
Spellcasting 6th
Common Items 4d4; Uncommon Items 2d4; Rare Items 1d6-1
Monkey Tribe
N small city
Corruption +3; Crime -3; Law +3; Lore +0; Productivity +1; Society +2
Qualities (4) Cruel Yoke, Insular, Pious, Superstitious
Danger +5
DEMOGRAPHICS
Government Council
Population 6,000 (5,500 Human (Atruaghin), 500 others including Ratfolk (Monkey) and Catfolk) – 165 warriors
Monkey Tribe (6,000 members / 132 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family – Ratfolk (Monkey)
4 – Family – Catfolk
MARKETPLACE
Spellcasting 6th
Common Items 4d4; Uncommon Items 2d4; Rare Items 1d6-1
Parrot Tribe
N small city
Corruption +3; Crime -3; Law +3; Lore +0; Productivity +1; Society +2
Qualities (4) Cruel Yoke, Insular, Pious, Superstitious
Danger +5
DEMOGRAPHICS
Government Council
Population 6,000 (5,500 Human (Atruaghin), 500 others including Aven (Eagle) and Catfolk) – 165 warriors
Parrot Tribe (6,000 members / 132 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family
4 – Family
5 – Family – Aven (Eagle)
6 – Family – Catfolk
MARKETPLACE
Spellcasting 6th
Common Items 4d4; Uncommon Items 2d4; Rare Items 1d6-1
Peacock Tribe
N small city
Corruption +3; Crime -3; Law +3; Lore +0; Productivity +1; Society +2
Qualities (4) Cruel Yoke, Insular, Pious, Superstitious
Danger +5
DEMOGRAPHICS
Government Council
Population 6,000 (5,500 Human (Atruaghin), 500 others including Aven (Ibis) and catfolk) – 165 warriors
Peacock Tribe (6,000 members / 132 warriors)
1 – Family – Human (Atruaghin)
2 – Family – Aven (Ibis)
3 – Family – Catfolk
MARKETPLACE
Spellcasting 6th
Common Items 4d4; Uncommon Items 2d4; Rare Items 1d6-1
Piranha Tribe
N small city
Corruption +3; Crime -3; Law +3; Lore +0; Productivity +1; Society +2
Qualities (4) Cruel Yoke, Insular, Pious, Superstitious
Danger +5
DEMOGRAPHICS
Government Council
Population 6,000 (5,500 Human (Atruaghin), 500 others including Merfolk (Black) and Catfolk) – 165 warriors
Piranha Tribe (6,000 members / 132 warriors)
1 – Family – Human (Atruaghin)
2- Family – Merfolk (Black)
3 – Family – Catfolk
MARKETPLACE
Spellcasting 6th
Common Items 4d4; Uncommon Items 2d4; Rare Items 1d6-1
Python Tribe
N small city
Corruption +3; Crime -3; Law +3; Lore +0; Productivity +1; Society +2
Qualities (4) Cruel Yoke, Insular, Pious, Superstitious
Danger +5
DEMOGRAPHICS
Government Council
Population 6,000 (5,500 Human (Atruaghin), 500 others including Serpentfolk (Naga) and Catfolk) – 165 warriors
Python Tribe (6,000 members / 132 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family
4 – Family
5 – Family
6 – Family
7 – Family
8 – Family
9 – Family – Serpentfolk (Naga)
10 – Family – Catfolk
MARKETPLACE
Spellcasting 6th
Common Items 4d4; Uncommon Items 2d4; Rare Items 1d6-1
Sloth Tribe
N small city
Corruption +3; Crime -3; Law +3; Lore +0; Productivity +1; Society +2
Qualities (4) Cruel Yoke, Insular, Pious, Superstitious
Danger +5
DEMOGRAPHICS
Government Council
Population 6,000 (5,500 Human (Atruaghin), 500 others including Ratfolk (Sloth) and Catfolk) – 165 warriors
Sloth Tribe (6,000 members / 132 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family
4 – Family
5 – Family
6 – Family
7 – Family Ratfolk (Sloth)
8 – Family – Catfolk
MARKETPLACE
Spellcasting 6th
Common Items 4d4; Uncommon Items 2d4; Rare Items 1d6-1
Vampire Bat Tribe
N small city
Corruption +3; Crime -3; Law +3; Lore +0; Productivity +1; Society +2
Qualities (4) Cruel Yoke, Insular, Pious, Superstitious
Danger +5
DEMOGRAPHICS
Government Council
Population 6,000 (5,500 Human (Atruaghin), 500 others including Vampires and Catfolk) – 165 warriors
Vampire Bat Tribe (6,000 members / 132 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family
4 – Family
5 – Family
6 – Family
7 – Family
8 – Family
9 – Family
10 – Family
11 – Family – Vampire
12 – Family – Catfolk
MARKETPLACE
Spellcasting 6th
Common Items 4d4; Uncommon Items 2d4; Rare Items 1d6-1
Tiger War-Party x2
Commander: General (F10)
Deputy Commander: Colonel (F8)
Regiment 1 (160 troops) F2 cavalry, shortbow, spear, tiger, (4) Sergeants F3, (1) Captain F4
Regiment 2 (160 troops) F2 cavalry, shortbow, spear, tiger, (4) Sergeants F3, (1) Captain F4
Regiment 3 (160 troops) F2 cavalry, shortbow, spear, tiger, (4) Sergeants F3, (1) Captain F4
Regiment 4 (160 troops) F2 cavalry, shortbow, spear, tiger, (4) Sergeants F3, (1) Captain F4
Regiment 5 (160 troops) F2 cavalry, shortbow, spear, tiger, (4) Sergeants F3, (1) Captain F4
Children of the Turtle Clan
Children of the Turtle – These barbarians exist on the coast between the Sind nomads and the Children of the Tiger.
- Population: 25,000 members
- Armies: One War Party (662 members in each party)
- Ruling Families (22 Families)
- Turtle Tribes (5,000 members in each tribe)
- Halibut Tribe
- Pelican Tribe
- Sea Lion Tribe
- Sea Snake Tribe
- Shark Tribe
- Dragon Clutches
- The Bay of Whales Clutch – group of bronze dragonborn.
- The Singing Forest Clutch – group of green dragonborn.
Halibut Tribe
N large town
Corruption +0; Crime -3; Law +1; Lore -1; Productivity +0; Society +3
Qualities (3) Insular, Pious, Superstitious
Danger +0
DEMOGRAPHICS
Government Council
Population 3,750 (3,250 Human (Atruaghin), 500 others including Merfolk (Red) and Tortles) – 165 warriors
Halibut Tribe (5,000 members / 132 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family – Merfolk (Red)
4 – Family – Tortle
MARKETPLACE
Spellcasting 4th
Common Items 2d4; Uncommon Items 1d6-1; Rare Items 1d3-1
Pelican Tribe
N large town
Corruption +0; Crime -3; Law +1; Lore -1; Productivity +0; Society +3
Qualities (3) Insular, Pious, Superstitious
Danger +0
DEMOGRAPHICS
Government Council
Population 3,750 (3,250 Human (Atruaghin), 500 others including Aven (Ibis) and Tortles) – 165 warriors
Pelican Tribe (5,000 members / 132 warriors)
1 – Family – Human (Atruaghin)
2 – Family – Aven (Ibis)
3 – Family – Tortle
MARKETPLACE
Spellcasting 4th
Common Items 2d4; Uncommon Items 1d6-1; Rare Items 1d3-1
Sea Lion Tribe
N large town
Corruption +0; Crime -3; Law +1; Lore -1; Productivity +0; Society +3
Qualities (3) Insular, Pious, Superstitious
Danger +0
DEMOGRAPHICS
Government Council
Population 3,750 (3,250 Human (Atruaghin), 500 others including ratfolk (Sea Lion) and Tortles) – 165 warriors
Sea Lion Tribe (5,000 members / 132 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family
4 – Family – Ratfolk (Seal Lion)
5 – Family – Tortle
MARKETPLACE
Spellcasting 4th
Common Items 2d4; Uncommon Items 1d6-1; Rare Items 1d3-1
Sea Snake Tribe
N large town
Corruption +0; Crime -3; Law +1; Lore -1; Productivity +0; Society +3
Qualities (3) Insular, Pious, Superstitious
Danger +0
DEMOGRAPHICS
Government Council
Population 3,750 (3,250 Human (Atruaghin), 500 other including Serpentfolk (Naga) and Tortles) – 165 warriors
Sea Snake Tribe (5,000 members / 132 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family – Serpentfolk (Naga)
4 – Family – Tortle
MARKETPLACE
Spellcasting 4th
Common Items 2d4; Uncommon Items 1d6-1; Rare Items 1d3-1
Shark Tribe
N large town
Corruption +0; Crime -3; Law +1; Lore -1; Productivity +0; Society +3
Qualities (3) Insular, Pious, Superstitious
Danger +0
DEMOGRAPHICS
Government Council
Population 3,750 (3,250 Human (Atruaghin), 500 other including Merfolk (White) and Tortles) – 165 warriors
Shark Tribe (5,000 members / 132 warriors)
1 – Family – Human (Atruaghin)
2 – Family
3 – Family
4 – Family
5 – Family – Merfolk
6 – Family – Tortle
MARKETPLACE
Spellcasting 4th
Common Items 2d4; Uncommon Items 1d6-1; Rare Items 1d3-1
Turtle War-Party
Commander: General (F10)
Deputy Commander: Colonel (F8)
Regiment 1 (160 troops) F2 cavalry, shortbow, spear, warhorse, (4) Sergeants F3, (1) Captain F4
Regiment 2 (160 troops) F2 cavalry, shortbow, spear, warhorse, (4) Sergeants F3, (1) Captain F4
Regiment 3 (160 troops) F2 cavalry, shortbow, spear, warhorse, (4) Sergeants F3, (1) Captain F4
Regiment 4 (160 troops) F2 cavalry, shortbow, spear, warhorse, (4) Sergeants F3, (1) Captain F4
Regiment 5 (160 troops) F2 cavalry, shortbow, spear, warhorse, (4) Sergeants F3, (1) Captain F4

Section still under development
Bearfolk – main totem and found in the people of the Bear Clan.
Birdfolk: Aven – Eagle, Hawk and Ibis spread through the clans.
Catfolk – Found in the Bear, Elk and Tiger Clans
Dogfolk – In the Horse and Bear Clans.
Dragonborn – Bronze, Copper, Gold and Green found in the clans
Genasi: Earth – they can be found among the tribes.
Merfolk – spread through the clans.
Minotaur – Spread through the clans with various variants available.
Ratfolk – spread through the tribes with aspects of tribal totems to resembles things other than rats.
Serpentfolk: Lizardfolk – in the Tiger clan.
Serpentfolk: Naga – spread though the clans.
Tortles – found in the Turtle Clan.
Undead: Vampires – hidden in the children of the tiger.
Wrath of the Immortals Timeline
Phase One (Level 1-5)
AC 1000 (Tier 1 – Level 1)
Timeline – AC 1000 – Atruaghin Clans
Introduction to the Atruaghin Clans – The start of the campaign introducing the Clans, and character backstory.
Atruaghin Clans Ascension – The Horse Clan is taking on the Chameleon Tribe (Tiger Clan), Mountain Lion Tribe (Bear Clan), and the Pelican Tribe (Turtle Clan), Trout Tribe (Elk Clan)
Relic Hunter – Dragon Hatchery – Part One – The tribes and the border forts of Darokin are skirmishing. (Tyranny of Dragons)
Rumours Only
Mystery at Atruaghin’s Palace – A evil has entered into the ruins of the Palace of Atruaghin and a dream quest has been sent to members of the clans cleanse it.
Mystery of the Hidden Kingdom of Dragons – Dragonborn arrive – The first glimpses of Dragonborn on records are near the Wrymsteeth mountains, Atruaghin Clans, Karameikos and Ylaruam.
Still to be Edited
(mdt) The Spinner’s Hole – Subdue spiders so weavers can get their harvest.
AC 1001 (Tier 1 – Level 2)
Timeline – AC 1001 – Atruaghin Clans
Atruaghin Clans Ascension – The Elk Clan is taking on the Buffalo Tribe (Horse Clan), Cougar Tribe (Tiger Clan), Rattlesnake Tribe (Bear Clan), and the Sea Lion Tribe (Turtle Clan)
Rumour Only
Mystery at Atruaghin’s Palace – Tribesmen have been warned away from the region by omens and prophecy.
AC 1002 (Tier 1 – Level 3)
Timeline – AC 1002 – Atruaghin Clans
Atruaghin Clans Ascension – The Bear Clan is taking on the Badger Tribe (Elk Clan), Jaguar Tribe (Tiger Clan), Moose Tribe (Horse Clan), and the Sea Snake Tribe (Turtle Clan)
Rumours Only
Mystery at Atruaghin’s Palace – Tribesmen have been warned away from the region by omens and prophecy.
AC 1003 (Tier 1 – Level 4)
Timeline – AC 1003 – Atruaghin Clans
Atruaghin Clans Ascension – Tribal warfare between the Beaver Tribe (Elk Clan), Coyote Tribe (Bear Clan), Monkey Tribe (Tiger Clan), Salmon Tribe (Horse Clan), and the Shark Tribe (Turtle Clan)
Mystery at Atruaghin’s Palace – Tribesmen have been warned away from the region by omens and prophecy. A group of tribesmen return after partially stopping the great evil. (Tales from the Yawning Portal)
Still to be Edited
(mdt) The Pententieyrie – a holy place of the couatl.
AC 1004 (Tier 1 – Level 5)
Timeline – AC 1004 – Atruaghin Clans
Atruaghin Clans Ascension – The Turtle Clan is taking on the Bobcat Tribe (Elk Clan), Eagle Tribe (Bear Clan), Parrot Tribe (Tiger Clan), Wolf Tribe (Turtle Clan)
Rumour Only
Mystery of the Hidden Kingdom of Dragons – Dragon Settlements. First sightings of Hidden Dragon Settlements, with one located near the bay of Whales.
Phase Two (Levels 6-10)
AC 1005 (Tier 2 – Level 6)
Timeline – AC 1005 – Atruaghin Clans
Atruaghin Clans Ascension – The Horse Clan is taking on the Deer Tribe (Elk Clan), Falcon Tribe (Bear Clan), Halibut Tribe (Turtle Clan), Peacock Tribe (Tiger Clan)
AC 1006 (Tier 2 – Level 7)
Timeline – AC 1006 – Atruaghin Clans
Atruaghin Clans Ascension – Tribal warfare between the Buffalo Tribe (Horse Clan), Hawk Tribe (Bear Clan), Owl Tribe (Elk Clan), Pelican Tribe (Turtle Clan), Piranha Tribe (Tiger Clan)
AC 1007 (Tier 2 – Level 8)
Timeline – AC 1007 – Atruaghin Clans
Atruaghin Clans Ascension – Tribal warfare between the Moose Tribe (Horse), Mountain Goat Tribe (Bear Clan), Python Tribe (Tiger Clan), Racoon Tribe (Elk Clan), Sea Lion Tribe (Turtle Clan)
Rumour Only
The Day Magic Died – The spirits stopped talking, the clans call upon their greatest warriors to help discoverer what they have done to anger the gods.
AC 1008 (Tier 2 – Level 9)
Timeline – AC 1008 – Atruaghin Clans
Atruaghin Clans Ascension – Tribal warfare between the Mountain Lion Tribe (Bear Clan), Salmon Tribe (Horse Clan), Sea Snake Tribe (Turtle Clan), Sloth Tribe (Tiger Clan), Squirrel Tribe (Elk Clan)
Rumours Only
Desert Master conquers Sind – To the west of the Atruaghin Clans, news arrives of the kingdom of Sind has fallen to the Master of the Desert Nomads. (Spring Event – Wrath of the Immortals – N – The Master Seizes Sind)
AC 1009 (Tier 2 – Level 10)
Timeline – AC 1009 – Atruaghin Clans
Atruaghin Clans Ascension – Tribal warfare between the Rattlesnake Tribe (Bear Clan), Shark Tribe (Turtle Clan), Trout Tribe (Elk Clan), Vampire Bat Tribe (Tiger Clan), Wolf Tribe (Horse Clan)
Phase Three (Levels 11-15)
AC 1010 (Tier 3 – Level 11)
Timeline – AC 1010 – Atruaghin Clans
Atruaghin Clans Ascension – The clans unite for the first time in recorded history. They explode into the rest of the world. This event happens every 3960 years, this is the first time in history this has happened with the next expected at AC 4970.
Rumours Only
War of Darokin – Part 1 – War comes to Darokin as invaders swarm in from the west and push the republic to the left side of the lake. (Winter Event – Wrath of the Immortals – R – Nomads Invade Darokin)
AC 1011 (Tier 3 – Level 12)
AC 1012 (Tier 3 – Level 13)
AC 1013 (Tier 3 – Level 14)
AC 1014 (Tier 3 – Level 15)
Phase Four (Levels 16-20)
AC 1015 (Tier 4 – Level 16)
AC 1016 (Tier 4 – Level 17)
AC 1017 (Tier 4 – Level 18)
AC 1018 (Tier 4 – Level 19)
Timeline – AC 1018 – Atruaghin Clans
TBA
Content Updates
- 2022-01-15 – Added timeline for AC 1010 to 1018.
- 2021-10-25 – Update to the timeline section cleaning up the layout.
- 2021-02-28 – Adding in character option information.
- 2020-10-02 – Added in intro details from my Realm Works transfer.
- 2020-08-23 – Timeline cleanup.
- 2020-08-06 – Added in timeline to AC 1009.
- 2020-07-31 – Moved off the Mini Gaz campaign to Introduction to Atruaghin Clans.
- 2020-07-30 – Added Mystery of the Melpheggi Swamps.
- 2020-04-23 – Migration of content from my google site.
- 2020-04-17 – Structure.
- 2020-03-03 – Added in Timeline for AC 1006.
- 2020-02-18 – Added in Timeline for AC 1005.
- 2020-01-14 – Added in Timeline for AC 1004.
- 2019-12-31 – Added in Timeline for AC 1003.
- 2019-12-14 – Adding in Timeline for AC 1002.
- 2019-12-17 – Adding in Timeline for AC 1001.
- 2019-12-11 – Adding in Timeline for AC 1000.
- 2019-11-28 – Adding in the different tribes with animalistic races and religion to the clans.
D&D Gazetteer
The Known World Region: Alfheim, Atruaghin Clans, Broken Lands, Darokin, Ethengar, Five Shires, Glantri, Ierendi, Karameikos, Minrothad, Northern Reaches, Rockhome, Shadowlands, Ylaruam
Other Places of Note: Alphatia and Thyatis, Norwold Region, Thunder Rift
D&D 5E in Mystara
D&D Menu – Adventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Monsters, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery
Game Management – Annotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience
Class Builds –
Artificer – Bombardier (Tinkerkin),
Barbarian – Totem Warrior (Plamin, Camdu),
Bard – College of Valour (Sunfey),
Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey),
Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Lani), Weapons Master (Stonebound),
Monk – Way of the Elements (Tidal),
Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild),
Sorcerer – Wild Magic (Shadowfey),
Warlock – Celestial (Llewell),
Wizard – Bladesinger (Nerye),
Dragon – White (Calcryx).
Multiclass – Cleric/Wizard (Xhall), Rogue/Cleric (Dracnomir), Rogue/Sorcerer (Yodrey), Wizard/Rogue (Traladaran)
Floorplans – Thyatian
Session Recordings – Campaign Journals
Library of Books
B5, d20 System, Pathfinder, SW

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