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Untitled - The Secrets of the Mind & Body Shaping

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<strong>The</strong> Clan Mysteries<br />

Bjornaer magi may be initiated<br />

into both Clan Mysteries and House<br />

Mysteries. Each clan’s description<br />

lists <strong>the</strong> Initiation Scripts for <strong>the</strong> Clan<br />

Mysteries available to <strong>the</strong> members<br />

<strong>of</strong> that clan. Those Mysteries marked<br />

with an asterisk (*) in <strong>the</strong> clan descriptions<br />

below are detailed in <strong>The</strong> Mysteries<br />

Revised Edition; <strong>the</strong> rest may be found in<br />

this book or in ArM5. <strong>The</strong> mechanics<br />

<strong>of</strong> <strong>the</strong>se Scripts can be found under <strong>the</strong><br />

heading Initiating <strong>the</strong> Clan Mysteries,<br />

below.<br />

members <strong>of</strong> Clans Midusulf, Maruhs, and<br />

Ilfetu (<strong>the</strong> Wilderist clans) are more likely<br />

towards <strong>the</strong> fringes <strong>of</strong> <strong>the</strong> Order, where<br />

primal wilderness still reigns.<br />

Clans Midusulf and Sirnas are <strong>the</strong><br />

largest, with about 18 members each;<br />

Clan Ilfetu is <strong>the</strong> smallest with six magi.<br />

<strong>The</strong> o<strong>the</strong>r three clans have about 12<br />

members each.<br />

clan arelie<br />

“Remember”<br />

descriPtion<br />

Clan Arelie believes that <strong>the</strong> ancestors<br />

can be best honored through remembrance,<br />

and seeks to preserve as much <strong>of</strong><br />

<strong>the</strong> stories and teaching <strong>of</strong> <strong>the</strong> bygone<br />

age as possible. It attempts to dispel <strong>the</strong><br />

“Germanic barbarian” stereotype <strong>of</strong> <strong>the</strong><br />

House, and is <strong>the</strong> most outward-looking<br />

<strong>of</strong> <strong>the</strong> clans, keen to know what is going<br />

on in <strong>the</strong> rest <strong>of</strong> <strong>the</strong> Order. Many members<br />

are taught <strong>the</strong> rare Academic Ability<br />

Art <strong>of</strong> Memory (see <strong>The</strong> Mysteries Revised<br />

Edition, Chapter 3: Curious Common<br />

Magics).<br />

Political stance<br />

Harmonist, to <strong>the</strong> point <strong>of</strong> pacifi sm.<br />

<strong>The</strong>y are <strong>the</strong> fi rst to complain to <strong>the</strong><br />

House when a Wilderist acts out <strong>of</strong> turn,<br />

but have a reputation for being <strong>the</strong> last to<br />

come to <strong>the</strong> defense <strong>of</strong> <strong>the</strong> House. Clan<br />

Midusulf accuse Clan Arelie <strong>of</strong> being <strong>the</strong><br />

caged birds <strong>of</strong> <strong>the</strong> Order in general, and<br />

<strong>the</strong> Quaesitores in particular.<br />

Houses <strong>of</strong> Hermes<br />

saMPle roles<br />

Peacemaker: This magus desires nothing<br />

more than peace. He usually latches<br />

on to one particular issue at a time, and<br />

bends thoughts and deeds to resolve <strong>the</strong><br />

confl ict.<br />

Spy: Skilled in subtle magics and<br />

mundane stealth, this magus discovers<br />

much information about o<strong>the</strong>rs, both<br />

friends and foes. He may have a noble<br />

purpose (such as spying for <strong>the</strong> good <strong>of</strong><br />

<strong>the</strong> House), but not all do.<br />

Philosopher: Skilled in rhetoric and<br />

debate, this magus has received a classical<br />

education and loves <strong>the</strong> cut and thrust <strong>of</strong><br />

scholarly debate.<br />

clan initiations<br />

<strong>The</strong> Trial <strong>of</strong> <strong>the</strong> Tree: <strong>The</strong> initiate is<br />

hanged by his wrists for four days, henceforth<br />

suffering from Palsied Hands, but<br />

acquires a Piercing Gaze.<br />

<strong>The</strong> Deed <strong>of</strong> Forgotten Lore: <strong>The</strong> initiate<br />

must uncover a previously forgotten<br />

or unknown fact about a clan ancestor,<br />

for which he acquires <strong>the</strong> Clear Thinker<br />

Virtue.<br />

<strong>The</strong> Oath <strong>of</strong> <strong>the</strong> Empty Hand: <strong>The</strong> initiate<br />

vows never to raise a weapon against<br />

ano<strong>the</strong>r being, and acquires an Affi nity<br />

with Mentem.<br />

clan cHief<br />

Ursula Densacer (“Sharp-Tooth” in<br />

Latin) has received accolades for her<br />

erudition from House Jerbiton, and her<br />

volumes <strong>of</strong> poetry are widely circulated<br />

by that House. She has a wolf heartbeast,<br />

and is good friends with Prima Falke.<br />

clan ilfetu<br />

“Teach”<br />

descriPtion<br />

Clan Ilfetu, <strong>the</strong> most mystically<br />

inclined <strong>of</strong> <strong>the</strong> six clans, administers to<br />

<strong>the</strong> cult <strong>of</strong> ancestors, conducting all <strong>the</strong><br />

public rites <strong>of</strong> <strong>the</strong> House. It also leads <strong>the</strong><br />

way in discovering new Mysteries. <strong>The</strong>y<br />

are dreamers and <strong>the</strong>orists, considered to<br />

be both blessed and moonstruck. While<br />

holding much <strong>of</strong> <strong>the</strong> power <strong>of</strong> <strong>the</strong> House,<br />

being <strong>the</strong> only ones to Initiate <strong>the</strong> House<br />

Mysteries, <strong>the</strong>y do not overtly exercise this<br />

12<br />

authority. To be a member <strong>of</strong> this clan, you<br />

must take <strong>the</strong> Clan Ilfetu Minor Virtue.<br />

Political stance<br />

Wilderist. Clan Ilfetu is Wilderist<br />

because Birna commanded <strong>the</strong>m to preserve<br />

<strong>the</strong> wild, and <strong>the</strong> Wilderist <strong>of</strong>fers<br />

<strong>the</strong> most protection to <strong>the</strong> ancestors who<br />

dwell in wild places.<br />

saMPle roles<br />

Prophet: A reader <strong>of</strong> auguries, apparently<br />

more than a little mad. <strong>The</strong>ir divinations<br />

and subsequent pronouncements<br />

may not be real, but <strong>the</strong>y are respected.<br />

<strong>The</strong>oretician: An innovator, ei<strong>the</strong>r in<br />

Hermetic magic or <strong>the</strong> Mystery <strong>of</strong> <strong>the</strong><br />

Heartbeast.<br />

Crusader: A zealous promoter <strong>of</strong> a<br />

particular religious ideal who is trying to<br />

make o<strong>the</strong>rs see <strong>the</strong> light. If this archetype<br />

espouses a non-religious view, <strong>the</strong>n it is<br />

better suited to Clan Maruhs.<br />

clan initiations<br />

<strong>The</strong> Trial and <strong>the</strong> Oath <strong>of</strong> <strong>the</strong> Prophet: To<br />

acquire <strong>the</strong> Mystery <strong>of</strong> Divination* (a<br />

Major Virtue), <strong>the</strong> Initiate must endure<br />

a trial and swear an oath. <strong>The</strong> Initiate is<br />

pinned under a large rock for 9 days and<br />

acquires <strong>the</strong> Visions Flaw; <strong>the</strong>y must also<br />

swear always to tell <strong>the</strong> truth.<br />

<strong>The</strong> Deed <strong>of</strong> Honor: <strong>The</strong> Initiate must<br />

locate an ancestor site and claim it for<br />

<strong>the</strong> House, <strong>the</strong>reby receiving <strong>the</strong> Second<br />

Sight Virtue.<br />

clan cHief<br />

Ardea is well-respected in <strong>the</strong> House,<br />

for many <strong>of</strong> <strong>the</strong> current generation <strong>of</strong><br />

Bjornaer magi were Initiated into <strong>the</strong><br />

House by this elderly maga with a heron<br />

heartbeast. Ardea is believed to be <strong>the</strong><br />

most powerful mystic in <strong>the</strong> House, and<br />

is accorded great respect as its spiritual<br />

mo<strong>the</strong>r.<br />

clan MaruHs<br />

“Strive”<br />

descriPtion<br />

Clan Maruhs refuses to allow itself<br />

to be bound by <strong>the</strong> rules <strong>of</strong> culture, but<br />

demands to do whatever it wishes. Its

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