Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



Turtle Clan Expanded

by Håvard

Addendum 1: As I see them, the people of the Atruaghin Clans are not Native Americans, just like the people of the Northern Reaches are not Viking Age Scandinavians. This is a fantasy culture with some traits and ideas borrowed from the real world. Fantasy elements will be emphasised further in this expansion.

Addendum 2: When using elements of real world marginalised cultures, I do think it is important to show particular respect and care towards those real world groups providing inspiration. Whether I manage to show that respect will be up to the reader to judge. I hope the reader will note that it is not my intention to be disrespectful however. I also think erasing non-European influences from fantasy settings would be equally disrespectful, so here we are. Finally, I remind everyone that The Piazza is here for gaming, not politics. Anyone wishing to bring this discussion towards the side of politics would be encouraged to send me a PM. Lets keep this thread focused on the gaming side.

 
I am working on expanding the Turtle Clan, their history and game related options. A few things I am working on:

1) Complete overhaul of Atruaghin Clan character creation (TBD)
2) Revised options for Atruaghin Clan Clerics, Fighters and Rogues (TBD)
3) All Atruaghin Clan Humans have Spirit Guides that provide benefits at lower levels and may enable planar travel at higher level (TBD)
4) Atruaghin Characters do not build Stronholds, but have their own rules for forming their own tribes and gaining benefits and duties from this (TBD)

 
Further ideas:

Is this something you would like me to share more of? :)


Turtle Clan Character Generation.

Note: This replaces the character generation rules from Gaz14.

1) Generating Ability Scores. Generate ability scores as you would with any other Mystara character.
2) Spirit Guides: All Atruaghin Characters begin the game with a Spirit Guide. Use revised list for generating Spirit Guides (TBD)
3) Starting age: Atruaghin characters being play at 12+1d4 years or with the DM's approval, players may decide starting age.
4) Parents and Siblings. You may use the tables in the gazetteer, although the focus in this project will be more on the tribe as a whole.
5) Selecting a character class: The only available classes are Fighter, Thief, Cleric, Magic User and Shamani, in addition to other classes presented in this document. Demihumans are not native to the Atruaghin lands. The DM may also allow Tortles, Darfellans (TBD) and various Undersea races who sometimes visit the Turtle Clan and may live among them.
6) Illiteracy: Atruaghin character cannot read or write. They can learn to do so by spending 1 skill slot, either as starting characters or later. Note that this also means these characters cannot use clerical or magical scrolls. This includes Magic Users and Clerics from the Atruaghin Clans.
7) Atruaghin Characters receive 2 bonus skills determined by their Clan. According to the gazetteer the player is required to spend skill slots on these skills. In this version, these skills are granted free of charge.
8) Atraughin characters gain a +1 bonus to all attacks using cultural weapons (See Equipment chapter).
9) Atruaghin Thieves do not gain the Pick Pockets or Open Locks abilities.
10) Fighters and Clerics cannot use Chainmail or heavier armor.
11) Fighters, Thieves, Magic Users and Clerics use 1HD type higher than what is normal for their classes.

 
General Skills
Characters start with 4 general skills. In addition, Turtle Clan characters gain two free bonus skills from the following list:

Turtle Clan Equipment

WEAPONS

WEAPON DETAILS SOURCE
Turtle Clan Harpoon* 1d6 dmg. May be thrown 20/40/60 Gaz14
Whale Tooth Knife As dagger. Used by Turtle Clan Gaz14
Shark Tooth Arrows As Arrow. Used by Turtle Clan Gaz14
Bone/Stone dagger As Dagger Gaz14
Bone/Stone Hand axe As hand axe Gaz14

*=Alternately use Cab's Harpoon Weapon Mastery rules.

ARMOR AND ATTIRE

ITEM DESCRIPTION SOURCE
Turtle Clan West AC7 Gaz14
Turtle Clan Wooden Helmet +2 to morale Gaz14
War Paint 2nd Level Shamani Spell Gaz14

 
PRIMAL WEAPONS
Primal Weapons can be created by craftsmen from Shamanistic or Druidic cultures through the aid of Spirits. Knives (Stone or bone), clubs, javelins, spears, staves, shortbows, longbows, arrows (bone or stone heads),slings, bolas and blowguns can be turned into primal weapons. The DM may allow other non-metal weapons to be included. Primal Weapons can be created by non-spellcasters, but require rare materials like the teeth of unique animals and beasts, pearls or stones etc. They are considered non-magical and are not detected by detect magic spells. Two types exist: Lesser and Greater Primal Weapons. Greater Primal Weapons include components from beasts of 5HD+

Lesser Primal Weapons: These have the same effect as silver weapons
Greater Primal Weapons: These count as magical weapons in terms of being able to cause damage to certain creatures. In addition they cause damage of 1 die type greater than normal when used against creatures not wearing metal armor. 1d4 becomes 1d6 etc.

 
PRIMAL ARMOR
Primal Armor is similar to primal weapons and is typically made from furs, leathers etc and sometimes adorned with bones, pearls, stones etc. Most Primal Armors are treated as leather armor (AC7) with the following effects:

Lesser Primal Armor: These provide an additional +2 bonus to AC against animals and monsters using natural weapons.
Greater Primal armor: These provide an additional +5 AC bonus against animals and monsters using natural weapons.
Lesser Primal Shield As normal shield, but provides a +1 bonus to Saving Throws against spells
Greater Primal Shield: As lesser primal shields, but bonus to Saving Throws against spells becomes +2

 
Primal Weapons and Armor cannot be bought in stores and greater primal items are not parted with lightly. These represent great gifts or must be created by the PCs themselves with the help of talented fellow tribesmen.

Primal Items may be further enchanted by spellcasters.


New Vessels:

Canoe see RC p 71
Canoe, Great See Gaz14 p 47
Bullboat See Gaz14. Mostly used by Horse Clan

New Mounts

Turtle, Giant Only true followers of Ahmanni may fully master riding the Giant Turtles
Dolphin Dolphins are highly intelligent and will come to the aid of drowing humans
Orca Orcas have mixed feelings about Turtle Clan Humans, but some animal training experts are able to befriend them
Whale, Riding As Orca, these small whales are well suited for being used as mounts. Merrow have taught some Turtle Clan humans how to ride them.
Dragon Turtle Only Turtle Clan heroes of legend have been able to subdue the mighty Dragon Turtles and ride on top of their shells.