Untitled - The Secrets of the Mind & Body Shaping
Untitled - The Secrets of the Mind & Body Shaping
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