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Atruaghinby Aleksei Andrievski
(Father of the Clans)
Greater Power of the Beastlands, LN/Hierarch of Matter, L
PORTFOLIO: Atruaghin Clans, "New Way" Azcans, longevity, safety
ALIASES: Atruatzin (Azca), Atrughanya (Sind)
DOMAIN: Beastlands/Krigala/Happy Hunting Grounds (Palace of Atruaghin)
DATE OF ASCENSION: 795 BC, although some debate that Atruaghin achieved Immortality much earlier
SPONSOR: Ka (most likely; though neither he nor Atruaghin have shed any light on the matter)
ALLIES: Ahmanni, Hattani, Mahmatti, Tahkati, Ka, Ixion
FOES: Atzanteotl, Danel
SYMBOL: Warbonnet and tomahawk
WAL: Any non-evil
Atruaghin is an interesting character. In 1500 BC, he was Atruatzin, king of the Azcans in the Hollow World. At that time, the evil Immortal Atzanteotl began corrupting the Azcans, and only Atruatzin resisted him. He was driven out with a band of followers and settled in the nearby fortress of Quauhnahuac. However, he was also driven out of there soon, and founded the city of Mictlan. In 1420 BC, the Schattenalfen discovered Mictlan and destroyed it, building the city of Aengmor upon its ruins. Atruatzin travelled underground, reaching the surface world in 1410 BC. By 1400 BC, he united the warring tribes that are descended from the Azcans and Oltecs and called himself Atruaghin.
By 1260 BC, Atruaghin's ageless nature became apparent. Some debate that he was already an Immortal by this time, though not knowing it yet. Atruaghin left the Clans to search for the cause of his eternal youth. He returned to the Clans in 800 BC, freeing them from the oppression of Red Orcs. In five years, he raised a grand plateau so that his people might live in safety, and finally joined the ranks of the Immortals.
CLERGY: Priests, shamani (GAZ14), rangers
CAL: LG, LN, NG, N, CG
WEAPONS: Any appropriate to Atruaghin Clans or Azcan culture
ARMOUR: Any appropriate to Atruaghin Clans or Azcan culture
MAJOR SPHERES: All, Animal, Creation, Divination, Elemental, Guardian, Healing, Plant, Protection, Sun, Weather
MINOR SPHERES: Law, Necromantic, Time
GRANTED POWERS: Turn Undead, can never be deceived even by magically disguised lies
BONUS PROFS: Herbalism
DOGMA: Atruaghin is not a very visible Immortal. He contents himself with quietly watching over his followers and only moves to protect them if they are seriously threatened. An important goal for him is the destruction of Atzanteotl and returning the Azcans back to their old Immortals. He is very subtle about it though, and Atzanteotl doesn't even suspect much yet.
DAY-TO-DAY ACTIVITIES: Atruaghin's priests are called Clanfathers. Both priests and shamani work as protectors of Atruaghin Clans, keepers of wisdom and knowledge, and advisers to tribal chieftains. Rangers learn the way of nature and teach it to other people; they also act as elite warriors in defence of the Clans. Priests of Atruaghin in Azca work quietly to oppose the ruling clergy of Atzanteotl and to sabotage its efforts. They also seek likely converts among the non-evil Azcans.
IMPORTANT CEREMONIES/HOLY DAYS: Eirmont 17th is the date of the destruction of Mictlan by the Schattenalfen. It is a day of sadness, quiet contemplation, and fasting. Followers of Atruaghin do not begin new ventures on this day, fearing that they will be cursed with bad luck.
MAJOR CENTRES OF WORSHIP: Atruaghin's major centre of worship is Atruaghin Clans, where he is followed by all clans except the Tiger Clan. From the Clans, his following has spread into Sind, where he is venerated by some people as the patron of longevity and safety. In the Hollow World Azca, Atruaghin is quietly gathering followers, but they are not yet nearly numerous enough to challenge the priesthood of Atzanteotl.
AFFILIATED ORDERS: Nature's Warriors is a group of rangers from the Bear and Elk Clans. The group acts as an elite fighting force whenever the Clans are threatened. They yearn for the day when they may lead the attack on Tiger Clan to show them the error of their ways.
PRIESTLY VESTMENTS: Atruaghin's clergy dresses in the traditional garments of whatever culture they are operating in. They customarily carry a tomahawk, and occasionally wear a warbonnet (though this practice is rare outside the Horse Clan).
ADVENTURING GARB: The clergy's adventuring grab doesn't differ from their normal one.
Natural Life (Alteration)
Components: V, S, M
Casting Time: 3t
Area of Effect: 1 creature
Saving Throw: None
This spell removes unnatural ageing that is caused by things such as a ghost's attack, casting certain spells, etc. It only removes one year per casting, and cannot actually make the target younger than it should be. The material component is a sacrifice of any goods worth not less than 1000 gp. The caster can choose to transfer the unnatural ageing to himself instead of the sacrifice. The spell cannot bring back creatures killed by ageing - they must be resurrected by other means first.