The Book of Beasts

by Timothy Ferguson

Chapter Four: Popular Familiars



Copyright Timothy Ferguson 1996, 1997, 1998. This material derives from the work of other authors, whose rights are held by Atlas Games. Derivative material is used with permission. This work may be used freely for personal non-profit use, provided that the author is properly credited.


Index (46k)

Prologue (3k)
Chapter One: Designing Beasts (61k)
Chapter Two: New Rules for Familiars (2k)
Chapter Three: Familiars and Saga Development (42k)
Chapter Four: Popular Familiars (103k)
Chapter Five: Quadrapeda (84k)
Chapter Six: Birds (84k)
Chapter Seven: Serpents (62k)
Chapter Eight: Worms (9k)
Chapter Nine: Fish (13k)
Appendix One: Humans as Familiars (12k)
Appendix Two: Familiars of the Realms (70k)
Appendix Three: Forms, Effects and Sizes (11k)
Bibliography (6k)




Each of the chapters following this reflects the theme of a section from a thirteenth century bestiary. In this chapter, animals popular as familiars have been separated off for more detailled description. Animals described in each chapter have virtues of form. It is important to remember that the vast majority of goats and hawks seen by Mythic Europeans use statistics a lower than those given here. The statistics for virtuous animals are given because space in gaming supplements is limited, the conversion from virtuous to mundane is easier than the other way around and magi leave mundane things to their companions, only noticing the exceptional.

Each description contains statistics and, usually, a brief piece from Fredrica of Mercere, a 13th century researcher into Animal magic. This section often contains a significato. Significatones give the creature's role in the narrative of Creation, by giving it a symbolic characteristic or pattern of behaviour. Fredrica takes signifcatones literally in most cases. Although medieval authors may have been aware that eagles didn't really sunbathe to become young again, for game purposes eagles of virtue are more interesting if this isn't just a parable. If you are designing a mundane animal, check the text to see if their statistics reflect a literal signifcato.

This chapter describes those familiars animals most popular with the playtesting team and Ars Magica mailing list. Each includes tricks and tips for generating and playing an animal of that species or family. They include new virtues tailored to your type of familiar, notes on their behaviour, quirks they can trade to magi and descriptions of their sensory array. This section is designed to help you meet the challenge of playing animals as alien creatures, removed from human styles of though and methods of perception. They are also useful if you are designing a Bjornaer magus.

Cat

There are three main types of cat. The most common is the domestic, the house cat. The European Wildcat is a shy creature that avoids humans and fights viscously when cornered. It is common in wild areas of Europe and Western Asia. It's especially prevalent in the Scottish Highlands, although why this should be so is a secret that cats do not share. European Wildcats tend to be larger and sturdier than domestics. The third type of cat is called the African Wildcat, although they are common around both sides of the Mediterranean. These are the ancestors of the domestic cat, and magi can tame them quite successfully, since they are curious and intelligent. My own Lucas is an African Wildcat.

Magi from both Egypt and Persia have kept cats since ancient times The ancient Egyptians so revered their cats that to kill one was a capital crime. The Persians did briefly use this to advantage, by having their soldiers carry cats into battle, which made he Egyptians unwilling to strike at the invaders. Exporting cats was also forbidden, but the Phoenicians developed markets for these valuable pieces of livestock and took them first to Greece, then to Rome. Here they became the pets of the noble classes and began their interaction both with the Hermetic Order and the Infernal powers.

In the modern Order, cats are less popular than once they were. The Church has developed a taste for savagely butchering cats and for burning them alive on Saint John's Day. The Jerbiton magi, stalwart fellophiles of long standing, are now less proud of their glossy black cats than they once were. Stonehenge Tribunal is emerging as a stronghold for the cat, while magic recedes throughout it. The rapid land clearances of the Normans have led to grain surpluses, which in turn have led to rodent infestations, which have made the cat more acceptable as a pet than they are on the Continent. Even so, the venerable old Black, most magical of the cat breeds, is in retreat across Europe. The common cat, the mackerel tabby, is increasingly taking its place as the familiar of choice among magi.

Many authorities warn of the diabolic nature of cats. Cats are furry snakes, tainted with evil, they state, yet at the same time they are known to be friends of man who kill the rodents that would otherwise plague farmers. Some authorities suggest that you keep a cat, but never show it affection, never touch it, beware its bite, and habit of eating human corpses and sucking the breath out of babies.

Non-Romans have many traditions concerning magical felines. To scholars of a more Grecian bent, the cat is linked to the goddesses Hecate and Liberty. Galenthias, a woman turned into a cat, become a priestess of the shadowy goddess of magic, while the claustrophobic qualities of cats led them to be associated with the goddess of freedom. Galenthias is claimed by some Bjornaer as an ancestress. To the Egyptians, the cat was sacred to Set, their Devil and to the goddess of Joy, Urbastis. In Irish lore are found monstrous great cats, and tiny statuettes which were buried as grave goods. If the grave was disturbed the little cat became white hot and burned to ashes the robber. Some Celtic witches get their powers from a cat vertebra, and if you steal this, they are powerless.

Characteristics: Cun: +3, Per: +3, Pre: -1, Com: +1, Str: -3, Stm: 0, Dex: +3, Qik: +3

Virtues and Flaws:

All cats are Contortionists, and virtually all are both Light and Versatile Sleepers. Many, but not all, cats have "Compulsions" such as fighting with other toms. Virtues and flaws associated with diabolic cats, such as a taste for human flesh, are also described, but are rare amongst player characters.

Size: -3

Personality Traits: Curious: +4

Weapon (Bite and claws): Init: +5, Atk: +5, Dfn: +7, Dam: -3

Soak: -2

Fatigue: 0

Fatigue Levels: OK, -3, Unconscious

Body Levels: OK, -3, Incapacitated

Abilities:

  • Stealth (hunting) 3
  • Hunt (rodents) 2
  • Survival (at home) 2
  • Climb (trees) 1
  • Awareness (prey) 1
    Spare: 6

Many British Cats have an Organisation Lore to represent their knowledge of Cat Feudalism which consumes a spare point. Other cats often have Occult Lore.

The Coat Colour Virtue

Coat colours

You may only select a single coat colour, and the default is "Moggie" which is +0. Most of the breeds of domestic cat that we have today do not yet exist in 1220. The basic medieval cat is a mackerel tabby, which is like the modern "blotchy" tabby, save that the stripes on their coats are finer. Cats are extremely difficult to breed for characteristics, which is why modern attempts to breed giant and toy varieties of cats have failed and why cats with odd colours due to magical mistakes are so prized. Longhairs exist in colder regions.

-3 Black

You are considered a perfect sacrifice for the fires on Saint John's Day. There are many priests who would dearly love to torture you to death. Even peasants are afraid of you, and many will resort to similar measures. You do, however, carry the mystical bloodline, and are more likely to have Exceptional Talents than a tabby (You've bought them with these flaw points, presumably.)

-2 White (blue eyes)

There are very few white cats, with blue eyes, that can hear properly and you aren't one of them. Although you probably have an excellent sense of vibration and can therefore tell when some attackers are approaching you, you cannot hear the call of your kittens, if female, or of females in heat, if male. Simple Creo magic will not cure your deafness for more than a few days at a time, because you aren't actually ill. Some few magi have found that a CrAn(Mu) that permanently changes your coat or eyes in addition to your ears might act as a cure.

-1 White (mixed eyes)

You are deaf on the side that has your blue eye. -3 on hearing rolls

-1 Black with white patch

You are a descendant of the great Black Cats of past times, but are not pure of coat, having a white mark, however small, such as a whisker. This places you outside the highest echelons of the cat mystical elite, but priests would prefer to burn your completely black brothers and peasants are sometimes more forgiving of your colour if your patch is noticeable.

0 Moggie

You are a cat of no extraordinary lineage. You are probably a mackerel tabby, which means you look like a modern, "blotchy" tabby except that your lines are finer. Priests still want you dead, as do many urban peasants, but on the edges of civilisation, or around families who keep cats, you probably aren't treated all that badly.

+1 Male Tortoiseshell

Male Tortoiseshells are extremely rare as, to a modern scientist, the colour genes for cats are sex-linked and carried on the X chromosome. Male tortoiseshells only occur when a cat has a third chromosome. XXY cats are sterile and although they know the mating rituals for both genders, they are generally disinterested in breeding. Since cats' status battles tend to be gender-related, male tortoiseshells engage in them very rarely.

Male tortoiseshells, because they are so scarce, are treated better than other colours of cats in this dark time. In Celtic countries they are considered auspicious house pets, and in England it is thought that the touch of a male tortoiseshell tail, in the month of May, can remove warts. If you've purchased the "British" virtue, this is true.

+1 White, orange eyes

You are a white cat, but can hear perfectly. Hunting is a bit problematic in that your camouflage is useless, save in snow, but you have humans to do that sort of thing for you. If you are a male, some familiar females will refuse you, as they don't want white offspring, but white cats stick together if they can, and try to arrange alliances between their masters, so there is value in this coloration. The White Lineage claims descent from the familiar of Mercere himself.

+2 Magical Mistake

Either you, or your ancestors, were summoned to the magus by Creo magic that went slightly wrong. You look unusual to a cat of the time, probably having the markings of a modern breed, like the Siamese for example.

Other Virtues and Flaws

Cats may have most human virtues and flaws, but storyguides should not permit a player to take flaws easily cured by a magus. Cats who have lost an eye, for example, develop a fresh flaw if the eye is flippantly healed with CrAn spells. Common sense should be applied here. There are no cats who have the right to sell indulgences, for example.

-3 Craves Human Flesh

You have a partiality for snacking on the human dead.

-1 Catnip Fiend

You have a "weakness" for catnip. Kittens may not have this flaw. They are "Catnip Immune", as described below, until they mature.

+1 Catnip Immune

Most cats can have, to anthropomorphise, a ten-minute high by eating a type of mint that in English is colloquially called "catnip". You are one of those rare cats that is immune to catnip, and so cannot be bribed or drugged with it. About half of those cats who can trip on catnip just ignore it, while the other half go into a feeding frenzy in its presence, licking and chewing it, before rolling on the ground in ecstasy. This virtue only applies to truly immune cats, not those who merely abstain. Cats with this virtue are also immune to the similar effects of the Valerian plant.

+1 Create Consumption

Some cats can deliberately create respirtory diffiuclties. Although this doesn't kill adults, in the short term, it can immobilise them and drain fatigue levels. Sufficiently bad attacks prevent speech. Exposure to a vindictive breath-stealing cat, over several months, causes the lungs to rot.

+1 Muse

Muses are able to grant Free Expression to their owners.

+2 British

The cat-hatred that swept the rest of Europe was less pronounced in England and Scotland. If your saga is set there, you may take this virtue to represent the local tolerance of cats. Blacks are still, in some areas, though of as Satanic, but many people there feed them, reasoning that Satan has only so much ill-will to spread about, so he'll not waste it on someone feeding one of his minions. Bodley, a 13th century English bestiary, for example, makes no mention of the wickedness of cats, saying that they can see in the dark, are cunning, and are mousers. The Cats of England, Scotland and Ireland each have Kings. The Irish king is always black.

+2 Poison bite

Cats were believed to have a poisonous bite, like snakes, in some places.

+5 Huge

Irusan, King of the Cats, and all cat-kind were lampooned by the chief bard of Ireland. Irusan came to take his revenge. He was huge, and dragged the bard onto his back to take him to a meeting of cats, so that all of the tribe might take vengeance upon him. They passed a saint's forge and the saint saved the bard by striking the King of the Cats on the side of the head with a red-hot poker. Other huge cats turn up in stories, aiding their meeker brethren, and as a Huge Cat it is your duty to prowl out against the enemies of cattishdom. Giant rats, fell dogs, cruel humans, pecking birds, all these must fall before your mighty claws! You have the combat statistics of a panther, but visually it is obvious that you are an enormous black cat. You should take a trait like "Code of Honour", "Duty bound" or "Oath of Fealty" to reflect the service you need do to other cats, but you gain flaw points for any of these, they are not included in this virtue.

+6 Reincarnation

Tradition states that the Irish King o' Cats (of whom there were several) was killed by his owner accidentally, and his head pitched into flames. It spoke, telling the man who it was and saying it would be avenged. A year later, as the man played with a kitten, it suddenly attacked him and cut his throat. This might simply be hexing, or it could be transmigration of the spirit. A cat with this virtue has, quite literally, nine lives. The re-incarnation process snaps the cord of the body and it takes a season for it to be recreated.

Houses for Cats

House Jerbiton is the traditional House for cats to join, especially blacks. Toms are popular amongst Tyaltii. Pralix's familiar is said by some (mostly cats) to have been a cat and they are popular among the magi Ex Miscellanea, almost regardless of their specific tradition. This makes cats very common in Stonehenge, especially tortoiseshells who are favoured by the witches. House Mercere has many cats within it, especially the White Lineage, who claim, privately, descent from a magus, possibly Mercere. Many redcaps have cats, especially those who have retired due to age. Flambeau of the Fire school rarely have cats as familiars. Tremere are generally dog-people.

Bjornaer magi are almost always European Wildcats in heartbeast form. The modern domestic cat is descended from the braver, lither, friendlier African wildcat. The vast majority of Bjornaer are sterile, and most female Bjornaer take human form during their cat oestrus.

Cat Minds

Domestic cats are solitary hunters. Although they are territorial, they allow overlap at the edges of each territory, to permit some socialising. Where several territories intersect, especially among female cats, neutral areas form where any cat may go in comparative safety. Cats in the wild have large territories, and populations are so sparse that fighting is rare. Males and females rarely feud for status, and some fighting is prevented by toms choosing to patrol contested areas at different times of day. In areas with regular supplies of food, such as farms, cats form prides, in which females co-operate to raise kittens.

Cats who have been domesticated remain kittens their entire lives, in some respects. They think of the humans as great cats, and consider their owner to be, for want of a better term, a substitute mother. Humans can keep many cats together because each cat recognises the human as their superior. They know the human owns the territory, and that food is going to be provided them in any case, and so only fight to establish seniority, or, rarely, because they want something to do. Kittens, naturally, do not fight. They have no reason to. They do play at fighting, but don't actually sink their teeth in. Many domestic cats follow these rules.

Hunting and eating are not connected in the cat mind. Fully-fed cats still need, desperately, to hunt. Their natural prey are rodents, which they attack from ambush. Cats usually hunt alone, although some mothers will hone their children's skills by taking them prowling. Some elderly cats, rarely, take on younger hunting partners. Most cats kill cleanly and efficiently, although those with few opportunities to hunt may release prey so that they can chase it again immediately. Female cats will sometimes bring prey to their kittens, to let them see what it's like. They do this to humans too, because they know humans are poor hunters and don't know why we wouldn't want a fresh rodent.

Intelligent cats spend most of their intelligence not on changing their behaviour, but on explaining how rational their impulses are. Most of all, they want to be dominant, not kittenish, and hate being reminded that they haven't really left home. Many do this through bossiness, because social equity is not a cattish concept. Cats in the wild bury their fesces as a sign of submission, so that only the dominant cat advertises its presence through the scent of its dung. Intelligent cats will bury their dung, but claim it to be fastidiousness about being clean. Intelligent queens still choose toms, and may have sex with packs of them for days on end, despite the fact that it's terribly painful, and will come up with arguments that seem quite convincing as to why this was a sound strategy. An intelligent cat will still, if bored, chew lanolin-scented wool, but will deny vociferously that this is because this simulates the presence of its mother. Familiar cats, like many adult humans, spend a lot of time convincing themselves that the childish things they like to do aren't childish at all.

Cat Quirks

The following quirks are described to allow players to choose attributes which are traded to the human along the familiar cords.

Mental Quirks

Most magi will develop only mild quirks, but as they approach Twilight and slip into odd patterns of thought, it's entirely possible for a magus to start grooming themself with their tongue, clipping their toenails with their teeth, or feeling the need to urinate on their sanctum's door.

Claustrophobia

Domestic cats hate doors. Intelligent domestic cats find nothing so humbling as having to beg for a door to be opened. Intelligent domestic cats, therefore, find all sorts of good reasons to leave the doors and windows open, and to have ventilation holes in doors that remain closed. One covenant has postern gates because their chief magus had a feline familiar who loathed the big, closed doors. Magi who develop door-hatred become, in extreme cases, strongly claustrophobic. Others merely gain a hatred of locked areas.

Grooming

Magi become fastidious about their appearance, most notably that their hair is styled appropriately. They grow "guard hairs", the long hairs that keep a cat's coat in place, on their head. Guard hairs are the antigen of cat allergy, and, mythically, breathing in cats hairs can cause consumption of the lungs. When under stress, these magi lick their lips and fingers, then use them to smooth down their eyebrows or facial hair. They find being scratched behind the ears particularly pleasurable.

Hopping

Cats, unable to meet humans face to face, will often stand on their back legs, mimicking kittens greeting their, far larger, mother. Magi with the "hopping" trait will be unwilling to be seated in the presence of magi of greater social stature, at least until pleasantries have been exchanged

Hunting

The magus develops an urge to hunt small creatures, like rodents and birds. The mage also finds plucking birds extremely restive. Fishing, especially with weapons, such as spears is considered joyous. Scottish fishing magi go leistering (fishing from a boat with a spear) and also hunt flatfish on the tidal sands, both bare-handed and from horseback, using spears.

Kittenishness

Magi who suffer kittenishness find themselves return to a painful and gawky adolescence when in the presence of magi who dominate them, most notably the senior magus at their covenant, or their parens. This trait is most likely to be exchanged if the familiar is a juvenile, but many domestic cats treat humans as surrogate mothers.

Marking

Cats mark their humans using scent glands on their temples, jaws and paws. Males mark their lands with patches of urine on upright objects. Magi affected by marking feel a need to have their sigil impressed on any item that they plan to own for a lengthy period. This need is immediate and verges on the obsessive, so that some will scratch markings into soft materials, like leather, with their fingernails or knife points. Markers are also fascinated by the markings made by others. When the gain an important new object, such as a book on magic or an enchanted device, they'll want to know who owned it before, how they marked it, what their sigil was, what their handwriting was like, how they modified the item, who owned it before them and so forth. They will often change the appearance of the object once their research into its history is complete. Books, for example, will be recovered, and the magus's sigil impressed on the fresh leather of the spine.

Nesting

The magus will go into seclusion for the first five years of training their apprentice, then will, for no apparent reason, shift laboratories, usually to one closer to the kitchen, vis stores, treasury or library, or all four if that's possible. This mimics the female cat's habit of moving developed kittens from a nest that maximises security to a nest that maximises utility. Often when leading the apprentice to the new sanctuary the magus will place their hand on the apprentice's upper back, shoulder or neck. Ever after they will be particularly attentive to, and defensive of, their progeny, expending unusually large amounts of time, vis and other resources on their education

Oestrus

Queens, when in heat, desire to have sex for several days on end. This happens, in domestic cats, twice or three times a year. Female mages generally have the sense, if affected by oestrus, to develop magic to prevent its effects. Virginal cats do not ovulate, and nor do virginal, female magi who suffer oestrus. Oestral magi are generally sterile, due to their longevity potions, but those who do become pregnant often give birth to fraternal twins, sometimes by separate fathers. These magi are most likely to develop the "Kitten Hex" wherein the foetus within a woman is turned into live kittens, that attempt to scratch their way out. This agonising process usually ends in the death of the mother, or the birth of kittens, although many are cunning enough to change back into a single human baby before delivery.

Patrolling

Cats like to pace out the borders of their territory. This serves several purposes. It lets them look for prey. It lets them read the markings left by other cats. Magi who patrol will make a circuit of their covenant each day, looking for changes made by others mages. Those who also have "Marking" will sometimes deface the markings made in communal areas by other magi.

Static Territories

Cats dislike renovations to their territories. If they have chosen a magus' sanctum as their home, and always go to the toilet outside it, when the magus adds an adjoining room, he may find the cat going to the toilet on the carpet, because this room is still outside the "important" area, from the cat's perspective. Humans developing this trait like to keep their living area ordered, and do not feel "at home" in new quarters for up to a year.

Tramping

Cats will sometimes sit on an owner's lap and make slow, tramping movements, which, from kittens, cause their mothers to express milk. Many trampers suck wool, as the lanolin reminds them of their mother. Magi who are trampers develop the habit of finger-tapping when forced to wait for food or drink. They also feel the need to massage chalices, water skins and wine bottles. Milking cattle gives them tremendous pleasure, giving them a large bonus on "Meditation" rolls.

Physical Quirks

Claws

Claws are fine sensory organs for cats, which double as weapons, climbing tools and culinary equipment. Magi who develop claws will hate having them cut, but are unlikely to find them useful. They develop the habit of stropping their claws on aromatic fabrics, a process that lays down patches of scent from glands under the fingernails. Toenails also develop into claws, leading many magi to opt for sandals. No magus has yet reported retractability in their nails. It should be noted that there are no declawed familiars. The familiar bond requires trust and respect, which is never expressed by the tearing out of the first joint of one's partner's digits.

Deafness

Some cats are deaf. Masters who have blue eyes and white hair should be cautious when exchanging physical attributes with their familiars.

Feet

The magus' smallest toe on each foot fuses with the one beside it. The big toe shrinks, while the second and third toes expand, so that all four digits are of similar size.

Fur

Characters develop patterns in their body hair that match the cat's pelt. This is most notable for mackerelled cats. Hairy, male magi gain some camouflage advantage through this process, but must be naked for it to be effective.

Hearing

The human gains the exceptional hearing of the cat. They can discern tiny sounds in the ultrasonic range, used for locating rodents in the dark. They become less talented at discerning human speech, in its lower ranges, but no so markedly as to be considered deaf. There is a note (E, fourth octave) that causes sexual excitement in cats, that also affects these humans, although this is not widely known. Magi who hear like cats develop signalling musculature in their ears, so that when they are anxious their ears twitch. If feeling defeated the mage's ears flatten, if attentive they stretch forward and track targets. If aggressive, the magus's ears reverse and partially flatten, a truly alarming sight for the unready.

Impotence

Although many magi care not at all for sex, male cats can only maintain tumescence for a few seconds. This can be transferred to the magus. Some few magi develop the mythical boiling seed, or the realistic barbed member of a cat.

Navigation

Researchers are not in accord concerning how cats navigate. Some say that they have an immensely precise internal clock, which they compare to the position of the sun, then they walk until the sun's position is where they feel it should be for that time of day, which brings them home. Others suggest cats navigate like homing pigeons. There is no reason why, in Mythical Europe, both cannot be true. Humans who are Navigators gain the Direction Sense Virtue, but can point it to "home" rather than "North".

Serpentism

Magi develop cutting teeth. They also, under stress, mimic the hiss-and-spit threat response of snakes. They sleep curled up. Some few even develop a poisonous bite. These magi also develop "clicking", a behaviour cats use to fill in the time until they kill the prey they have sighted. It's a locking of teeth that is usually used in a hunting lunge. It's similar, metaphorically, to a practice swing in golf. When about to cast a spell at range greater than touch, the magus sways his head laterally, to check range, in the same way a cat does.

Sight

Magi develop vertically-slit pupils, but have excellent night vision. Their eyes become reflective in light. They do, however, lose the desire to distinguish colours clearly, preferring to discern objects by tone. Although they can tell most colours apart, generally they don't bother. When attentive the mage's eyes dilate.

Sleep

Cats nap for up to sixteen hours each day, having an amazing capacity for snoozing. This attribute is almost always linked to a sensory one, such as "Claws" or "Ears" which awaken the magus if trouble is approaching. Magi who catnap dream of fighting, sex and rodents.

Smell

You gain a cat's ability to tell where someone has been by the scents they carry. You can tell who has been in a room, and what they did while there, for several hours past. You gain an aversion to oil of rue, vinegar and onions. Cats, after defeating a rival, show their disdain by standing over them and taking in a long breath, as if over food. Magi with a feline sense of smell sometimes turn up their noses at defeated opponents and sniff disdainfully. This is especially common after certamen, so much so that Tyaltii call the victor's free spell a "connoisseur's spell". Magi who develop feline smell grow an organ on the roof of their mouth that aids in tasting air.

Snoring

Cats purr, humans snore.

Spine

The spine of the magus develops extra vertebrae. This enhances dexterity. They also develop the "freeze" response, typical of all cats, which is triggered by a firm grip on the skin of the cat's neck. Magi with altered spines do not always fall on their feet, but they do twist around faster than most humans. A tail enhances this process further.

Sweat

Cats have sweat glands on their feet, but not elsewhere. Magi sometimes lose the ability to perspire.

Tail

The magus develops a tail. It aids balance, but is good for little else and makes sitting in many types of chair uncomfortable. The tail reacts automatically to the magus's state of mind, unless restrained magically, so it cannot be hidden effectively under clothing. When the magus is frustrated, it swishes from side to side.

Teeth

Your magus' back teeth sharpen, which makes grinding food difficult. This also affects your palate, so that you prefer meat to bread and blood-hot and raw to cool or cooked.

Vibrissae

The magus's facial hair, including their eyebrows, becomes fluffy and mobile. It can detect tiny air currents, which allow a magus to feel their way in the dark. Although vibrissae also develop under the arms, these are not very useful. This does not allow the magus to stalk around in the dark without tripping over things, although magi who proceed on hands and knees can navigate, slowly, using their facial hair.

Walk

Your magus develops a digitigrade walk. That is, when stepping your character places weight only on the front of their foot, not using the heel. Magi with cat familiars, in brief, walk on tiptoe.

Excerpt from a letter by Fredrica

Bonisagian researchers in Egypt have discovered huge mausoleums, filled with the mummified remains of dead cats, prepared by the priests of the popular goddess "She-of-Bast.", or Bastet. That the researchers ground up these corpses, tainted as they were with Creo vis, and shipped them home has done little to endear Egyptological magi to the familiar cat population of Europe. The aged hexes of the priests of the cat-goddess do claim the occasional magus however, which is often cause for feline celebration. Still, the dangers do not daunt all magi and many European apprentices dream of going to Aegyptus and finding such hidden riches. It must be said that those magi who do succeed in this rapine of our past live exceedingly long, due to their mastery of the Creo Art and the huge amounts of vis which they can channel into longevity potions.

Dog

Dogs are the most intelligent of beasts. They know their name and answer it. They are capable of deduction based on their keen sense of smell and, when hunting for example, carefully weigh the evidence of the game's path before giving chase.

Dogs love their owners, and will die to defend them. History is full of splendid examples of the fidelity of dogs. Murderers have been caught due to the hostility of the victim's dog. The dog will pine for the master if the master dies, often dying itself. The dog cannot live without humans.

The tongue of a dog will cure a wound it licks, and the tongues of puppies are a curative for the suffering of intestinal pain.

Dogs have two other curiosities in their nature. They will return to their vomit and consume it a second time. If swimming a river while holding meat in their mouths, they often snatch at the meat's reflection in the water, thereby losing their prize.

Wolf-dogs are born when these two creatures mate. They are huge and fierce, yet as loving as their smaller kin toward their masters and have none of a wolf's wickedness in them. The people of distant India tether bitches where tigers mate with them, producing a hound of tremendous swiftness which can chase and drag down the lion.

Characteristics: Int: +1, Per: +4, Pre: 0, Com: 0, Str: 0, Stm: +1, Dex: 0, Qik: 0

Size: -2

Personality Traits: Loyal: +6

Weapon (Bite and claws): Init: +3, Atk: +4, Dfn: +3, Dam: +3

Soak: -1

Fatigue: +1

Fatigue Levels: OK, -1, -5, Unconscious

Body Levels: OK, -1, -5, Incapacitated

Abilities:

  • Athletics (running) 2 (+1*)
  • Hunt 1
  • Awareness (prey) 1 (-1*)
  • Ferocity (when protecting master) 3
    Spare 4 points.

*Greyhounds should gain one in the species bonus for Athletics, but lose one from the Species bonus for Awareness.

Irish Wolfhound Statistics

Characteristics: Int: +1, Per: +3, Pre: +1, Com: 0, Str: +3, Stm: +3, Dex: 0, Qik: 0

Size: 0

Personality Traits: Loyalty +6

Weapon (Bite and claws): Init: +3, Atk: +5, Dfn: +5, Dam: +9

Soak: +5

Fatigue: +3

Fatigue Levels: OK, OK, -1, -3, -5, Unconscious

Body Levels: OK, OK, -1, -3, -5, Incapacitated

Abilities

As per dogs, above.

Fox

The fox is a wily creature, like a dog. His tricks tend toward the procurement of food. He fishes for crabs with his bushy tail and, lacking other sustenance, rolls is clay to daub himself, as if with blood. He then lies where carrion birds will see him, holding his breath, and, as they descend to peck his corpse, he catches them in his teeth.

Characteristics: Cun: +4, Per: +3, Pre: +2, Com: +2, Str: -2, Stm: 0, Dex: +1, Qik: +3

Size: -3

Weapon (Bite): Init: +5, Atk: +3, Dfn: +7, Dam: -2

Soak: -2

Fatigue: 0

Fatigue Levels: OK, -1, Unconscious

Body Levels: OK, -1, Incapacitated

Abilities:

  • Ferocity (from hiding) 1
    Spare 19

Wolf

The wolf is a bloodthirsty creature which tries to destroy all creatures that cross its path, should it be hungry. It is said that whatever it tramples cannot survive, but I have seen wolves and cannot say that it was something the wolves attempted, preferring, as other authorities say, to kill with its teeth. It is strongest in its chest and mouth, and its neck is rigid. The wolf eats flesh, but can survive on earth, or even on air. Other authorities claim that this is not so, merely that the wolf fasts long, then dines on a huge meal in compensation. Its eyes shine like lanterns in the darkness.

The wolf mates only for twelve days each year, and the she-wolf bears cubs only in May, during storms. The female hunts well away from her lair, so that she does not lead hunters to her cubs. If, when hunting, she snaps a twig, she nips her foot painfully to remind herself to be more cautious.

If, when out hunting, a wolf sees a man first, then the man is struck dumb. If the man sees the wolf first, it loses its wildness. A man who is struck dumb may save himself by tearing off his clothes and banging rocks together, for this terrifies the wolf, although other authorities state that once the wolf has had a victory over the man, by the theft of his voice, it will ignore him.

There is a patch of hair at the base of the wolf's tail that, if removed from a living wolf, is a powerful aphrodisiac. The wolf, if being hunted, often tears off this tuft with its teeth. The right eye of a wolf acts as a charm against hexes and other charms. Their flesh, pounded with celery, honey and white pepper, mixed with the liquid extracted from the flesh of the ears of mice reduces fever.

In Ethiopia there are wolves called "theas" which have manes. These vary in colour so widely that none is excluded. In summer they are bald, but in winter they are hairy. Theas jump so high that they sprint in a series of leaps. Theas never attack humans.

Tremere was the youngest and weakest of the Founders and he lived continually in fear of his seniors, especially his older sibling Tytalus and the unpredictable Flambeau. Tremere was encouraged by his familiar, Albanus, to adopt the mentality of a wolf in seeing to his own defence. Tremere founded his own Pack, the House, and retained wolf-like discipline. He developed a type of den leadership, based on possession of sigils, that simulated the method whereby the most powerful wolves channelled resources to their pups, using secondary wolves as providers and attendants. Finally he convinced the Order to adopt a duelling technique, certamen, that reflected dominance combat among wolves. Its main advantage was that weaklings, such as himself, were not killed in disputes with magi such as Flambeau. The descendants of Albanus still rule the hills surrounding Coeris, and many of them are familiar to modern Tremere.

Characteristics: Cun: +2, Per: +4, Pre: +2, Com: 0, Str: +1, Stm: +4, Dex: +1, Qik: 0

Size: -1

Free Virtues and Flaws:

  • Driving Goal (Defend the hearth/pack territory)
  • Obligation (to other pack members)

Personality Traits: Cunning +3

Weapon (Bite and claws): Init: +3, Atk: +5, Dfn: +5, Dam: +6

Soak: +5

Fatigue: +4

Fatigue Levels: OK, -1, -3, -5, Unconscious

Body Levels: OK, -1, -3, -5, Incapacitated

Abilities:

    As other canids
  • Ferocity (sees human first) 1

A letter from Fredrica

Dearest Camille...

...The Werewolf's Birthday is Christmas, it's said, and a new-born child, with the Gift, was left at the Covenant of Arthur's Throne on the day after Christmas. The magi are gravely divided. Some wish to raise it, knowing that when he grows to manhood, he might also become a bloodthirsty beast. Some suspect he is a priest's bastard. One postulates that, as it is known that werewolves do not age normally, a part of their disease that makes them retain a youthful complexion might be separated from the curse, and harnessed for longevity potions...

F.

Canid Species in Mythical Europe

There are several species of canid which regularly act as familiars in Mythical Europe, the three most common being the grey wolf, the domestic dog and the red fox. Others that have, at times, found prominence are the arctic fox and the golden jackal, although this last has been less popular during the post-Mercurial period of history.

The domestic dog had not yet differentiated into many of the modern breeds by the thirteenth century and so these are not available as wizards' familiars. Some few modern breeds, such as the afghan and greyhound, are of ancient Egyptian vintage. The Irish Wolfhound was know to the Romans in the fourth century A.D. Other breeds developed in the early thirteenth century, and may be an effect of magicians tinkering with the accidents of the canid form. Toy breeds are rare, as the are considered uselessly deformed. Players desiring a toy should take the "Dwarf" flaw.

Houses for Canids

Wolves are popular familiars among Tremere magi, and have a long history of membership in House Bjornaer, as do foxes. Although they are prevalent in most of the Houses of the Order, dogs tend to shy away from Criamon magi, whom they consider dangerously strange. Merinitans prefer wolves or foxes over dogs, and their creatures often have a touch of the fae about them.

Canine Virtue and Flaws

Europe has many traditions concerning magical dogs, some of which get tangled and jumbled together as they travel from area to area. These virtues and flaws are suggested to help you recreate these magical animals.

-3 Headless

Like some British spirit hounds you literally lack a head. Although this does not impair your senses, it does make you unable to fight using your teeth. You must not trade away all of your magic might if you wish to take this flaw. You are able to howl and bark normally. Many headless hounds have a magical power that kills.

-2 Burning or Shining eyes

Your eyes literally shine at night. This makes stalking more difficult, as it doesn't permit you to hide properly, while retaining a view of your target. It also mean that darkness, usually a defence against "Eye" ranged spells, does not aid you as it would others.

-1 Inflexible Neck

Wolves are said to be unable to turn their heads. If you suffer this flaw it can prove inconvenient in combat, where it reduces your Brawling skill by two points.

-1 Compulsion

Wolves, mythically, have enormous appetites, both for flesh and for sex. If you have developed both of these cravings, purchase this flaw twice.

-1 Hellhound

Your ancestry contains a demonic beast able to take wolf form. You are Tainted with Evil, and Cursed (Light causes you pain) but are also Large and can breathe sulphurous fumes and flame. Your bite does +5 damage.

+1 Empathy

You can sense the feelings of those around you. It is by sensing culpability that dogs are able to expose the killers of their owners.

+1 Healer

The lick of a dog can cure, it is said, wounds such as sores. Although this healing requires no vis, you may not apply yourself to it during combat, nor may you heal wounds more severe than "Hurt".

+1 Aphrodisiac

Wolves are said to have a patch of aphrodisiacal hair at the base of their tail, but it only works if removed from a living wolf. If a hunter catches you, they may stay their blow in an attempt to grab your aphrodisiacal tuft. It also makes you popular with the bitches.

+2 Feeds on air

Bodley notes that at times wolves fee on flesh, but at others they survive on earth or air. Essentially wolves are able to go for long periods without food, gorging when they finally kill, thereby restoring their tissues, but in Mythical Europe, some wolves can extend their fasts beyond those mundanely possible.

+2 Intelligence

The Bodley Bestiary states that the dog is the most intelligent of animals. This virtue makes your canid two points more intelligent than it otherwise be. This may make you more intelligent than your magus.

+3 Theft of voice

If a wolf sees a man before that man sees the wolf, the wolf may make him mute. If the man sees the wolf first, the wolf becomes tame. Certain redoubtable wolves claim that this is simply not true, and is a myth created by scavenging dogs which seek new masters. The Bestiaries often state that dumbstruck men may escape by stripping and hammering together two rocks. Wolves are said to be deterred by the fear of stones. Many wolves claim that this is a silly practice, but concede that some demons are scared by loud noises, and a man-killing wolf may be under the influence of such a creature.

+3 Lethal Howl

At the cost of 5 might points, or a fatigue level, you may emit a howl to freeze the blood, literally. This ability is resisted as a PeIg spell of 30th level, although a magus attempting to duplicate the Howl would require a spell of far higher level. The howl affects an individual or group within Far range, sucking the warmth from their bodies. It does the equivalent of +20 damage. The howl can be heard by those not targeted, and this may require Brave checks to prevent a person seeking shelter and human company.

+3 Silent Movement

Your dog is utterly silent when moving, should it wish to be. This is basically a more flexible, personalised version of the PeIm 10 spell Silence of the Smothered Sound.

+3 Barguest

You contain the blood of the terrifying Black Dogs, most commonly seen in Britain. You avoid sunlight, although it does not cause you pain or injury, and are intolerant of iron, church bells and other things inamicable to faeries. Your eyes seem like glowing coals, and you can use them to instil terror in others. This is similar to "Panic of the Elephant's Mouse" or "Panic of the Trembling Heart", but lasts only so long as you concentrate on the target. It costs 1 magical point to terrify a person, two if you want to extend the duration to Sun. If you lack magic points, or want to save them and retain a slightly higher magic resistance, you may spend fatigue levels instead. You are also very large. (Size +1).

Magi find "Barguests" confusing creatures, as some of them are hellhounds, some are padfoots, some are black faerie dogs and others are magical, often ghosts of travellers that passed away on the road they haunt. Decide which realm your Barguest is aligned to and choose virtues to reflect your choice. A Bjornaer magus with a black hound heartbeast is likely to be mistaken for each of these varieties of supernatural canine.

+4 Padfoot

You are a Faerie creature the size of a Great Dane (Large), coloured either deep green or black. You have Faerie Might and by spending some of your points and making eye contact with a single human, you can manipulate them for a day. Your commands only work if they fail an Intelligence + Concentration roll with a difficulty equal to the number of points you spend. For each command to be effective you must concentrate on the controlled human. Fresh resistance rolls are permitted if the orders you give request the human to do things against their usual nature.

+4 Cu Sidhe

You have the blood of the faerie hounds within you. It's likely that you have pale fur and red ears. Iron and the Dominion make you very uncomfortable. You have an Obligation to return to your master on Nights of the Hunt, which occur regularly in most places. In exchange, you have a powerful Faerie Friend, your Hunter or his Groom, upon whom you may call in dire need. You may fly. This costs you three magic points, or a fatigue level, and lasts until sunrise. You far prefer to fly with your pack, as the Elementals of the Air can be dangerous.

Canid Minds

The most important thing to a dog is status. Dogs are creatures fixated by their place in the hierarchy of their society. This is not to say that dogs are all megalomaniacs, as all find membership of a pack more important than rulership of that pack, but that to dogs, belonging is everything. Long-standing packs rarely fight, as every animal is fully aware of what their place is, so fighting is not necessary. Wolves have a similar system of dominance and submission which regulates their society, as do jackals. Foxes, however, are more similar to cats than dogs in terms of their society, save that foxes always pair-bond.

All dogs, save the domestic, want a lair. Those of different species are called "lairs" or "dens" or "earths". The earth of a wolf or dog is a lengthy tunnel with a nest at its far end, in which the dominant female delivers her pups. This right, to take shelter, is one of the main reasons that the dominant female's pups survive. The other is that lesser wolves are required to aid in the feeding of these pups. This is reflected in the Tremere lifestyle.

Canine Quirks

The following behaviours and physiological anomalies can be transferred along the familiar bond to magi, and may appear in the human forms of experienced followers of Bjornaer.

Mental Traits

Avoidance Gestures (Ignorance)

In the presence of enemies, you will be utterly nonchalant. If they are more powerful than you, you will avoid submitting by pretending you do not notice them. Your head held high, you'll march straight past them, feigning ignorance of your social requirements and hoping that they are too busy to make a fuss over your lack of courtesy.

Barking

You will carry out many conversations in a loud, almost shouting voice. This will be exacerbated by your habit of talking to people while they are standing a great distance away. You will be more likely to shout if you are impassioned.

Den-building

Your character is dedicated to your Covenant with a passion that others find extraordinary, often sacrificing your time and resources to maintain your "lair". The physical structures of the covenant fascinate you, and you regularly tinker with them. This quirk is most common among those Tremere who are in House Covenants. Those sharing covenants with outsiders might display this pride only in their sanctum or, if several Tremere are living clustered together, in that section of the covenant that they use.

Dominance Gestures

In the presence of less powerful magi, you will stand tall, speak resoundingly, snarl at rivals, circle opponents, show your teeth a great deal and stare as if into their innermost heart. You'll also invade their personal space, making physical contact at times, to re-enforce your authority.

Execution

Wolves and dogs execute other members of their kind for two main reasons. When a pack is living wild, only the alpha male and the alpha female are permitted to have pups, the younger female wolves refusing to breed, acting instead as baby-sitters and providers for the dominant pair's litter. Should two bitches have pups at the same time, the senior will kill those of the junior, something which the junior expects and rarely resists. Very occasionally the junior wolves will be adopted by a female even more senior than the bitch with the dominant litter, and these will then be safe. The Tremere practice of held sigils rations offspring, reflecting the wolf practice of allowing only the dominant to breed.

Males kill other males only when the second male is obviously not conducive to the life of the Pack. For example, if there is a male who continually enters dominance battles with its betters, it's continued existence is sapping resources away from wolves whose lives aid the pack. Such a wolf may well be torn to pieces. Wolves, and dogs, who undertake execution do not do it for emotive reasons, but because they believe they are serving a greater good. Several Tremere archmagi have developed the habit of declaring wizard's war on those who leave the House voluntarily, or are made Orbi. This reflect the habits of their wolf companions.

Fostering

As some wolves adopt the pups of less senior members of their packs, so you too also have a strong adoptive drive. You feel a strong need to teach and to preserve younger humans.

Gossiping

Dogs, when greeting another animal in their pack, will smell the coat of their companion to learn where they have been and what they did there. Magi with this trait will be fascinated by the travels of others, and will also, like dogs rolling to pick up scents, bring back souvenirs from their travels to help explain their activities to their fellows. Magi of this type are particularly friendly toward Redcaps.

Marking

You feel the need to communicate with others through the changes you make in your environment. Much like a modern graffiti artist, you feel the need to have your mark on objects within your domain. You especially favour large buildings dedicated to you. For example, a magus of this type would be overjoyed to have a covenant, castle, hill or street named after him.

Observing

In your spare time, you prefer to sit in a high place and observe the borders of the Covenant's territory, looking for invaders and rivals. The precise nature of this drive may not be entirely conscious, so you don't necessarily appear paranoid to your fellows.

Oestrus

Oestrial magi will come into heat twice or three times a year. While in this state, unless she has been careful to develop mind-altering spells before hand, she will seek to become pregnant. As wolves in a pack harmonise cycles, Coeris, the Domus Magnus of Tremere, becomes an unusual place during this season.

Paternity

Male magi sometimes develop the paternal instincts of dogs and wolves. Basically, while the magus is young, they find them irritating and attempt to avoid them. Once the magus develops a little, for example, past learning Latin and into learning Arts, they will develop a close interest in their "pup" and will take it foraging. This means that the apprentice is needlessly risked on adventures, but they justify this as field tuition. What better way to learn about Faeries than to go to the faerie forest? How better to understand the Dominion than to visit a large city?

Patrolling

Much as a cat, your magus spends large amounts of time hiking about his domain, seeing who else is in it and what they are doing.

Possessiveness

You are very defensive of your possessions and will become aggressive over the most trivial damage to the most useless of your items. Of greatest importance to you are your familiar, your apprentice, your sanctum and food. Many magi with the Possessive Quirk will develop a desire to hoard food, although they will rationalise this so that it appears to be an eccentricity, rather than an obsession. Some start wine or cheese cellars, others develop a sudden interest in the pickling of meat and the conserving of fruit. Most will ensure that the covenant has siege and winter provisions that, in reality, usually far exceed those required to deal with any threat they face.

Presenting

You feel a strong need to look good when in meetings with other magi, especially those of the opposite sex. Male magi seem to suffer this far more often than female magi.

Puppyhood

Your magus has developed the mental traits of a puppy, although you might grow out of this, as your familiar does. You'll indulge in endless hours of play, but will be unable to muster the courage to dominate anyone physically larger than you. Your play will often be destructive of objects near you, but will tend to involve physical activity, not spell-casting.

Self-punishment

Mythically, wolves are said to bite their paws if, when stalking, they break a twig. This is their way of reminding themselves to be more cautious in future. Magi who develop this mental trait sometimes leave themselves notes, slap themselves on the back of the hand when they forget things, and tie little bits of string around their fingers.

Singing

Your magus will often feel the need to burst into song, especially at sunrise or under the full moon. They'll also sing to mourn the death of loved ones, or to develop social cohesion with other members of the Pack.

Status

Your character gains a canid sense of social structure. You know, probably through certamen, or merely by reputation, who is your superior and who is your inferior. You have a great deal of difficulty thinking of others as "equals", although this does not mean you make great demands on your inferiors.

Submission Gestures

In the presence of more important magi, you will stoop slightly, avoid eye contact if you can, keep your hands below chest height and speak quietly if at all.

Walking

Like a fox, you find it difficult, psychologically, to walk in a straight line. Generally you'll change direction slightly, make side-steps, pause in your walk or make other little movements that would throw off the killing run of a predator, were they nearby.

Physical Traits

Chewing

Puppies chew on things to ease teething pain and to encourage their adult teeth to emerge. Many dogs continue chewing in their adult life, as something to do while nothing more important is going on. Magi who develop the trait of chewing will find a solid food that they chew much like a modern person would gum or tobacco. Roasted pork rind, for example, might be their chew toy of choice.

Eating

Dogs eat very rapidly, in case a larger rival appears to shoo them away from their kill. Magi who eat like dogs wolf their food, literally.

Feet

Your feet shorten and splay, while your nails harden into claws. This makes it impossible to wear normal shoes. Your deformed footprints look like those of a truly gigantic, bipedal, wolf. Many predators will not follow such tracks. In snow the prints will enlarge due to melt, becoming the size of a bread and butter plate.

Fur

Your magus develops a pelt of wolf's fur. This makes you smell like a wolf, which frightens many animals, but also wards off many woodland predators, who do not consider wolves game.

Your probably grow your hair long during winter, and your body hair becomes denser, but it moults in The spring.

Musculature

Your magus has the light frame and powerful muscles of a greyhound or fox. You can run at tremendous speed, and are nimbler than most humans. You develop a psychological need to exercise daily.

Sight

Characters who develop canine sight will also develop reflective eyes. They become particularly aware of small, moving objects. They sometimes feel the need to chase things that seem to be fleeing their presence.

Smell

The primary sense for dogs is smell. They can use it to precisely determine where their associates have been, what they have been doing, and how long ago they were there. Magi who develop a sense such as this feel a deep need to use it. In the same way that it would never occur to most humans to deliberately keep their eyes closed for the rest of their lives, magi who have a dog's sense of smell will consider it foolish not to sniff the things around them. This urge is controllable, but magi chose to boost this sense even further, so they can enjoy its sensations and gather information by breathing normally through the nose.

Sound

Although the magus will not hear so well as a cat, dogs have exception hearing and are able to judge the distance and speed of approaching objects without looking at them. Magi will find particularly loud noises uncomfortable.

Tail

The tail of a wolf has few of the virtues of the tail of a cat, although it permits a sprinting magi to brake, or turn, more quickly than would otherwise be possible. The tail wags uncontrollably when the magus is happy, and becomes completely limp if they feel defeated. You might, like a fox, be able to catch crabs by waggling your tail in water.

Walk

Your magus develops a digitigrade walk. That is, when walking, it is usual for them not to place their heel upon the ground, instead prowling on the balls of their feet.

Mustelidae (Weasels, Ferrets, Badgers, Polecats, Wolverines, Otters)

This clan of animals is made up of scent-producing carnivores. The mustelids vary greatly in their shapes and personalities, but for the sake of them game, they'll be treated as a group. Players shouldn't be concerned if their ferret has some traits that are more appropriate to a badger, because individual animals have individual quirks. Some ferrets, for example, have cat-like personalities, despite the vast differences in their physiology.

The creature that Americans call the wolverine is refered to in period texts as the "glutton" and these terms are used interchangeably below. Similarly the terms polecat and ferret are largely interchangeable, the first being the wild form of the second. Medieval writers considered the lithe mustelids to be rodents. Animal magi know better, because they have representatives of both classes, which hate each other, as familiars.

Lithe mustelids

The Mustelids are a large family of animals which produce a musky scent. They can be divided into two groups, the lithe and the stout. Lithe mustelids. like the stoat, also called the ermine, the polecat and ferret have similar lifestyles and diets to one another. The stout Mustelids each live in a particular way, different from that of the lithes, and each other. The stout mustelids are the badger and the glutton. The fur of all mustelids is prized...

...Mustelids have been used for familiars since ancient times. The housepets of the ancient Greeks, Aesop says, were domesticated polecats, and their magi often had them as familiars before the arrival of the cats from Persia. Many, seeing the statues of Guernicus in Magvillius with the proud eagle upon his shoulder image that his familiar was this imperial bird, but this view is false. It should be remembered that Guernicus was an Earth Magician, guardian of the ritual of the Hermetic Portal and that he was inquisitive and playful. His ferret was named Peter, or Rock. Transitionalists within the House Guernicus have ferret familiars more often than any other group of magi.

House Guernicus aside, the mustelids are most popular among Flambeau, Tytalus, Ex Miscellanea and Bjornaer magi. In this last house the otter form is preferred, although the wolverine is also seen occasionally. Ferrets are suprisingly popular among Magi of Bonisagus, possibly due to their inquisitive nature. Some few Criamon have ratels (which they call "honey badgers") as familiars. These are similar to badgers, although they have different magical correspondences...

The weasel is an elongated rodent which, it is said, conceives by the ear and gives birth by the mouth. I cannot say that this appears correct to me, for I have spoken to several familiar ferrets and they have replied to these questions with pointed comments derogatory of humans in general and Animal magi in particular. They are skilled in thievery, as mentioned in the Book of Levictus, and herbalism. They can restore their kits to life, should some creature attack them.

The weasel is the enemy of the rat, the mouse and the serpent. It can even slay the dreaded basilisk. For this weasels are prized. There are two types. The domestic, kept as a hunter by humans, and the ictidas, which is wild, and with which domestics are bred to increase their size and aggressiveness. The salted flesh of the weasel is sovereign over snake venom.

If forced to make up information on the fly about Mustelids in your campaign, a sound rule of thumb in many cases is to split the difference between bears and cats. This is especially apt for wolverines, who have a vaguely ursine appearance.

Polecat statistics, also used for minks, stoats, martens, sables and ferrets

Characteristics: Cun: +1, Per: +3, Pre: 0, Com: 0, Str: -3, Stm: +1, Dex: +2, Qik: +2

Size: -3 (-4 if female, in some cases, purchased as a flaw.)

Free Virtues and Flaws:

  • Herbalism
  • Versatile Sleeper
  • Deep Sleeper
  • Nearsighted

Personality Traits: Active +5

Weapon (Bite and claws): Init: +5, Atk: +4, Dfn: +7, Dam: -3

Soak: -2

Fatigue: +1

Fatigue Levels: OK, -3, Unconscious

Body Levels: OK, -3, Incapacitated

Abilities:

  • Awareness (prey) 1
  • Stealth (hunting) 2
  • Hunt 1
  • Athletics 1
  • Medicine (herbal cures) 2
  • Ferocity (Serpents) 2
    Spare 8

Weasels have a tremendous desire to play and spend their points on things they consider fun. This usually includes hunting and brawling. Each of the different species vary slightly in their statistics. For example, few martens are nearsighted and they have a specific climbing bonus, replacing that for athletics. Otters, similarly, are excellent swimmers and have their athletics bonus relocated into that skill. They have a second racial bonus "Craft (building dams)" and a Etiquette (other otters) skill, both of which are paid for from their spare point pool.

Badger Statistics

The badger is a dirty animal which digs holes in the ground. Badgers are born in two classes, and the servant class is known by the way it assists in the construction of burrows. The servant lies upon its back and allows the masters to pile dirt upon its stomach. When the pile is sufficiently large that it cannot hold any more, it wraps its feet about the soil and clutches a stick between its teeth. The masters then seize the stick and draw the servant out of the burrow.

A badger's tail gains an added hole for each year of life.

Characteristics: Cun: +1, Per: 0, Pre: +2, Com: +1, Str: +2, Stm: +6, Dex: +2, Qik: -1

Magic Might: 10

Size: -2 (-3 if female, in some cases)

Free Virtues and Flaws:

  • Secret Hiding Place

Magical Power:

In the earlier edition of the Medieval Bestiary the following power was given

Curse of the Milky Eyes (PeCo30, 10 points)

As the spell of the same name on p. 127 of the main rules.

This does not appear in any of the texts used in the research of the second edition, but has been included for the sake of reverse compatibility.

Personality Traits: Cautious: +3, Vicious +5

Weapon (Bite and claws): Init: +3, Atk: +6, Dfn: +5, Dam: +3

Soak: +5

Fatigue: +4

Fatigue Levels: OK, -1 , -3, -5, Unconscious

Body Levels: OK, -1, -3, -5, Incapacitated

Abilities:

  • Awareness (edible roots) 1
  • Stealth (in forests) 1
  • Craft (Digging/building sets) 2
  • Ferocity (Disturbed in Burrow) 4
    Spare 5

Vis: If using the power from the first edition, then 2 pawns of Corporem (eyes), otherwise none.

A Letter From Fredrica

Dear Jehan,

In your new territory [the Rhineland] there is an enormous badger set, whose creatures all talk, and who permit magi to use their teeth as a vis source. The badgers tend to lose their last molar on either side of the upper jaw. It's entirely possible that similar communities exist elsewhere in Europe and I would be gratified were you to question these creatures about similar settlements.

Wolverine Statistics

Wolverines are like badgers, but bigger, nastier and far more mystical. Even without mythologising their capabilities, wolverines have extraordinary stamina and combat abilities. Adding the mythical beliefs concerning this creature make it a terrifying foe for the average peasant. If you are creating a mundane wolverine, trim these statistics fiercely.

Characteristics: Cun: +3, Per: +2, Pre: +2, Com: -1, Str: +3, Stm: +8, Dex: -1, Qik: -2

Magic/Faerie/Infernal Might: 20

Size: -1 (-2 if female, in some cases, purchased as a flaw.)

Free Virtues and Flaws:

  • Ridiculously high Stamina
  • Extra Skills (10 points)
  • Immunity to Natural Ice and Snow

Personality Traits: Perseverance: +3, Vicious +6

Weapon (Bite and claws): Init: +5, Atk: +12, Dfn: +6, Dam: +15

Soak: +10

Fatigue: -1

Fatigue Levels: OK, 0, -1, -3, -5, Unconscious

Body Levels: OK, 0, -1, -3, -5, Incapacitated

Abilities:

  • Athletics (endurance) 2
  • Awareness (prey) 2
  • Stealth (in snowfields) 1
  • Hunt (prey) 2
  • Survival (at home) 1
  • Ferocity (While awake) 4
    Spare 8

Vis: 4 pawns of Perdo, teeth.

Beavers

The beaver is a tame animal whose testicles contain a valuable medicine. When hunters chase it, it castrates itself with a bite, hence its name "castor" and flings them to its pursuers. They then cease chasing it, having what they require. Should another hunter come after it, the beaver rears up upon its hind legs, displaying its mangled genitalia, so that the second hunter also leaves it in peace.

The beaver has a great desire to feel secure, and to foster this safety it creates atificial lakes, constructs fortresses and escape tunnels, then posts guards and watches. Lilac, who founded Black Fell Covenant, had a faerie beaver as a familiar. Even in the present day her covenant is surrounded by irrigation channels, mill races and moatworks.

A fragment of text found in Fredrica's notes

Original reciepient unknown.

Dearest boy, your course is foolish.

The body of the badger has the following remarkable characteristics, all of which can be passed on to a magus along the familiar bond. The magus may develop huge buck teeth, that they can use to gnaw through trees. The beaver has anal scent glands...Rumours of a magus tearing off his testicles and throwing them at the Great Drake of the Pyrennes are probably untrue...Beaver fur is reddish-brown above and lighter or greyish below. Magi may find the colour of their hair reflecting their pets' coloration. Their body hair may also develop the dual tone of a beaver pelt, so that the hairs on the underside of the arms and the fronts of the legs are grey, while those on the tops of the arms, backs of the legs, and shoulder are reddish-brown...From a human perspective, a beaver's head is disproportionately large and lacks a neck.. Some magi mimic this, the bones of their skull increasing in size. This is extremely uncomfortable in most cases...Leathery folds of skin form between the fingers of the magus, adding to their skill as a swimmer, but affecting their ability to write with a quill...Beavers have a single breeding season per year, something which many female magicians find quite convenient....Beavers have plump little bodies, insulated with fat. Magi with familiar beavers often look a little like their pets in this regard....The magus develops a huge, broad, flat tail. If swimming this propels them forcefully through the water.

Do you wish, nephew, to become so deformed? To be a bloated, furry eunuch? Can you not find a cat more to your liking?

Yours in trust,

F

Mustelid Virtues and Flaws

Free: High Metabolic Rate

You recoup lost fatigue levels in half the time it takes a human to do so.

-7 Erminism

You die if your coat becomes soiled. The ermine is taken as a symbol of chastity by the Church.

-3 Fury

Many mustelids are infuriated by those who wear bits of dead mustelid as ornamentation. This has made them far less popular as familiars among Jerbiton magi than dogs or cats.

-1 Compulsive / Oversensitive

As with the infuriated mustelids, you are shocked by and resentful of human who wear bits of flayed mustelid upon themselves. You do not, however, necessarily become violent toward them.

-1 Compulsion

You hate serpents with a passion, and wish to do them grievous harm. You are not suicidal, and so will not attack drakes and such, but if you can find a way to ensure their downfall, then you will set a plan in action. This makes you unusually serious for a mustelid.

-1 Female (Size)

It's uncommon, but not unusual, to see a male ferret that is three times the size of the female. Because of this, males and females will not fight over territory, as each prefers a different size of game. Tame mustelids, especially ferrets, see other mustelids as playmates, rather than rivals, so tend not to fight anyway, except during the breeding season. They do wrestle, but that's play.

+2 Poisonous Bite

The myths are true, some magical ferrets have a poisonous bite. You are one of them. On a successful attack, your foe must make a Stamina roll of 6+ or lose an additional body level. Some ferrets have far more toxic poisons, but these should be negotiated with the storyguide. Generally they will either be a higher level virtue or a natural magical power, which restricts their number of uses per day.

+4 Immunity to snake venom

Snake venom hurts you not at all.

Mustelid Minds

Lithe mustelids, especially the smaller varieties, are, from a human perspective, hyperactive. They are continually prowling about, seeking stimulation. Although they are territorial, they defend their ranges only poorly, since they maintain areas that are extremely large. Mustelids are aggressive and fearless, perfectly willing to bear their teeth at a man or other, from their perspective, gigantic creature. They have no illusions of victory, but believe that if they smell terrible and look dangerous, they are unlikely to be selected as prey. The smaller mustelids are impulsive, while the larger are meditative.

Domestic ferrets have been living with humans so long that it's very rare for them to be aggressive toward people. In a single word, they are -enthusiastic-. They combine the hyperactivity and inquisitiveness of their wild cousins with the knowledge that it's unlikely their owners would allow a dangerous predator to be nearby.

Domestic ferrets are designed, physically, as carnivores, and, like cats, need thaumine in their diet to avoid blindness, which they get by eating birds. That aside, most of them will go wild over anything edible, gladly consuming milk, cream, fruit, oatmeal and anything else they can get their teeth around. As both lactose and fibre act as diuretics for ferrets, this sometimes makes them ill.

Mustelid Quirks

The following personality traits and physical features might be traded to a magus along the cords by their familiar.

All Mustelids, especially the Ferret, Mink and Weasel

Aggressiveness

Weasels, when faced with far larger opponents, including people, will react to them with spitting spleen. Although some weasels are capable of killing comparatively huge creatures, like rabbits, pheasants, chickens and snakes, they suffer no illusion that they can kill a dog or man. Their response is designed to force the attacker to reconsider their actions. Is it worth attacking this hissing, stinking, bundle of teeth?

Magi under the influence of weasels will use the fact that they appear not to care if they are about to die to great advantage. Many archmagi avoid violent quarrels with mustelid magi, because they know that although the mustelid magus might be defeated, the process will be expensive and will leave them vulnerable to other, larger, threats. Nor is this reputation unwarranted. Mustelid magi are masters of preparation when it comes to wearing down opponents, and are quite fond of Waiting Spells triggered by death. It is said, accurately, that the inventor of the spell to destroy the physical form securing vis in a useful state had a stoat as a familiar. Magi with weasels as familiars have occasionally pulled off tremendous bluffs. The most remarkable was the magus Bernice of Merinita's confrontation with a dragon, that left her unscathed on the general principle that no magus is sufficiently stupid to challenge a dragon if they could not do it serious harm.

Body

If your familiar is a lithe mustelid, your character seems to develop a sinuosity that is almost serpentine. If it is a stout, you instead develop a solidness that makes you seem more formidable than your size might otherwise indicate.

Claws

Strong, lengthy claws, but used for tearing, not slicing, like a bear's.

Fur

The magus's hair becomes a rich pelt, like ermine, or a patterned coat, like badger hide. In some male magi, the pelt spreads into the chest hair and onto the legs. In areas where it snows during winter, the hair of the magus may go white during that season, resuming its normal colour during the spring. Magi with badgers as familiars may develop a white stripe up their beard, over the top of their head and, if they have a hairy back, along their spine.

Hearing

Although better than human, Mustelid hearing is not on par with that of dogs or cats.

Hunting

Rather like the cat, mustelids have a hunting instinct that kicks in even when they are well-fed. In a mustelid, who can feed and be hungry again in four hours, this is rarely observed, since their continual catching of snacks will usually feed this urge.

Impulsiveness

Weasels are poor strategists, moving from situation to situation with little attempt to store up resources from prior victories. A mustelid which has made a kill might only sample a few ounces of a quite large carcass, then forget all about it and need to kill again when it next becomes hungry. Magi who are affected by this mustelid trait tend to do what feels, on the spur of the moment, to be the correct thing to do. They seem to lack the quality of introspection, being rushed in their actions.

Storyguides are encouraged not to force this trait upon a player character unless they desire it, and even then make it intermittent. It makes the magus a bundle of immediate responses, which removes some of the fun from the game. That being said, some Flambeau magi are perfect companions for Impulsive mustelids, roaming around Europe looking for clues that lead to things to fight or capture, having no long term plan and reacting to most problems with spontaneous displays of power.

Inquisitiveness

Driven by a relentless urge to -do something-, mustelids are continually poking around, trying to find something interesting to hunt, eat, fight or, occasionally, have sex with. They will not, like a cat, be lured into traps by their curiosity, as it does not take the form of needing answers to puzzles. Instead the Mustelid will mark that puzzle down as a "non-dangerous, but puzzling area" and go find something else to fool with. It hasn't time to work things out, it wants to be entertained -now-. It's always looking for -clues-, because -clues- lead to interesting things.

Jumpiness

Mustelids have a high metabolic rate, which can make them seem jumpy to a normal human. Magi influenced by a mustelid will sometimes develop characteristics similar to a modern person suffering a bad trip. Although they don't hallucinate, they watch everything, whipping their eyes about the room in which they are working, scanning their environment for minute changes that might signal opportunity or danger.

Marking

The noxious pong created by your sweat can be left on valuable objects, to prevent them being stolen by animals, and even humans in some cases. Your food, for example, tastes, to you, no worse after you have coated it with your sweat, but few foraging animals will consume it.

Nocturnal

Mustelids and the magi who tend them prefer to be active at night.

Restlessness

Mustelids cannot bear to be idle. Magi who are affected by mustelids will continually be doing something, generally something involving movement. If forced to sit still, they'll find it very difficult not to fidget.

Secretive

Mustelids, and the magi under their influence, prefer to remain under cover when they can. They prefer rooms with a few entrances, dislike sitting by windows and find sitting under the open sky uncomfortable. They prefer to live underground.

Single-mindedness

Even as a mustelid on the trail of a scent can become ignorant of its surroundings, so too your magus, when fixed on a purpose, becomes disconnected from reality. Magi influenced by this mustelid habit have Perception scores that are higher for that which they seek, but are poorer for threats not connected to that goal.

Sight

Your magus becomes nearsighted.

Smell

Although not quite so good as a dog's sense of smell, it is a mustelid's primary sense. Your character develops both a mustelid sense of smell, and a desire to use that sense to discover new information, sometimes at the expense of sight.

Snacking

Mustelid-influenced magi eat a great deal, sometimes three quarters of their body weight a day, but don't put on fat, as they burn off this excess in nervous energy. Weasels feed on blood, and snacking magi often find it a useful tonic, rather like some modern people use coffee.

Sweat

Your body odour is particularly bad, especially if you choose not to bathe. Under moments of extreme stress you'll sweat a noxious substance that turns the stomach. Fortunately, you don't find the scent at all unpleasant, and many predators will, literally, turn their noses up at you.

Teeth

The magus loses the back set of molars, they simply fall out, and their front teeth sharpen slightly. Unlike cat-influenced magi, they don't lose the taste for plant-derived food, since mustelids are omnivores.

Trickery

Many of the larger mustilidae have developed a single technique they use for everything. Badgers, for example, use digging to hunt, shelter from the elements and defend themselves. Magi with mustelid familiars will tend to specialise in a single art, or subsection of one form, for which they develop broad applications.

Walk

Your magus develops a sub-plantigrade walk. That is, your walk varies between the tiptoe technique of cats and dogs and the toe-heel technique of humans and bears.

Serpentism

Some weasels are reported to have a terrifying stare that fixes their prey in place while they approach it.

Strength

All mustelids are strong for their size, carrying, in the case of the lithes, little fat compared to muscle mass. The stockier mustelids are also have strong shoulders, badgers for digging, otters for swimming and wolverines for hunting.

Tail

The magus develops a tail appropriate to the species of their familiar. When shocked the hair on the tail sometimes stands on end.

Badger Traits

Architecture

Badgers are keen architects, creating labyrinthine dens in which large colonies live. There may be some truth in the rumour that the concept of the covenant was inspired by a badger. Magi inspired by badgers become similar to modern do-it-yourself experts and are continually tinkering with some sort of extension to their sanctum or the covenant. They seem to fill their time with projects, expanding their wants when they run out of reasons to build things

Hands and Feet

Your character's hands change into great leathery scoops with tough, tearing nails. You can dig with amazing speed through soft ground using these extremities, but snugly-fitting shoes are difficult to find.

Mock Hibernation

Badgers don't hibernate, but since they have larders, they rarely see reason to leave the comfort of their burrows when the weather is inclement. Magi who develop this trait will also develop a taste for "gamy" food, and so will be able to eat meat stored in their sanctum for weeks, in preference to travelling to a dining hall. Many will develop methods of summoning sustenance from servants without leaving their sancta. They'll tend to use these methods most in winter, especially if in a northern climate. Magi who are mock hibernators will set up pantries in their laboratories, although they will not be fanatical stockpilers. It's rumoured the doggy bag was invented by a badger-influenced magus, but that's impossible, because its an anachronism.

Sedateness

Badgers are rather less manic than their lithe cousins. They store food in larders and as body fat, so they need not hunt so often.

Skin

Badgers have an incredibly loose skin, that they can twist around in, so that they can rake their claws across the face of an attacker that has seized them. Magus who develop this trait look as though they are wearing the skin of a slightly larger human. Badgers have a thick mat of hair, which acts as armour against the teeth of predators, but this is rarely passed to magi, creating unshavable beards when it is.

Beaver Quirks

Dam-building

The sound of running water triggers in beavers the desire to create a dam. Magi may suffer from a similar fixation, but sometimes turn it into a desire to do woodwork. Abiton of Bonisagus used to whittle during dinner, a compulsion apparently triggered by the sound of wine being poured into glasses.

Escape tunnels

Beavers like having a tunnel in their den that leads out into open water. The idea behind it is that the average predator, being a poor swimmer, will be unable to follow them. Magi of this type are keen practitioners of the Ritual of the Hermetic Portal, and are perhaps the only magi in the order who regularly invest their Hermes Portals with Waiting Spells, so that they can bereadily destroyed after use.

Those lacking the vis and assistants required to produce magical escape routes are very fond of tunnels. A magus demanding both an escape tunnel and a moat is likely to be a Beaver magus.

Moat building

Magi who are influenced by beavers love the -concept- of moats. If they can't have a moat, they'll want to divert a stream so that it passes by the covenant and will insist it's not used as a sewer, so that they and their familiar have somewhere to swim. Abiton of Bonisagus was said to have spent three years in his bathtub after his covenant refused to allow him to build a moat. As with many such rumours, this is profoundly unlikely to be true.

Monogamy

Beavers pair-bond. Magi may develop a similar inclination toward monogamy from having a beaver companion.

Slapping

Magi with this psychological trait feel compelled to signal others when they sense danger. This reflex is usually satisfied with a minor spontaneous spell, although the exhausted might shout, stamp their feet, or develop some other nervous action, like clapping loudly, once.

Timber working

Magi who develop this trait love tinkering with bits of wood, whittling and doing bits of carpentry. They find this craft meditative, and can be doing it while, for example, instructing their apprentice, so their laboratories are often filled with sawdust.

Glutton (Wolverine) Traits

Aggression

The aggressive, confrontational tactics of the littler Mustelids are used by the wolverine, but with even greater success and therefore more often. Few natural predators will assault a wolverine, because it's simply not worth the bother. Wolverines are, however, sensible enough to leave large predators alone. Magi influenced by wolverine aggressiveness will act like magi influenced by other mustelid's aggressiveness, but will behave that way more often.

Caching

Your magus develops the lardering habits of the badger, but spreads stored food around their range of activity. Magi of this type will leave little snacks for themselves in most of the rooms of the covenant, just in case they feel a tad peckish and don't want to wait for the servants to nip out for a loaf and a chop.

Endurance

Wolverines maintain huge ranges, some a hundred miles wide, which they regularly patrol. Those being fed by a magus will maintain a smaller range, but will still go out on day trips, hunting in the local area. Magi developing this habit will want to oversee food production for the covenant, including the butchering of meat.

Hyperactivity

In many ways the stout wolverine is similar to its lithe cousins. It forages in much the same way they do, but seems far more methodical, apparently pacing a beat over their huge hunting territories. Unlike the badger, although it could fast, living off fat, during poor weather, it usually chooses not to. It is adapted to arctic conditions, so a bit of wind and rain bother it not at all.

Strength

Simply put, wolverines are ridiculously strong, even without mythologising their characteristics. They have been seen to drag sheep carcasses to feeding areas and dens over a mile from the kill site.

Otter Traits

Fondling

Otters will often pick up objects and play with them, to entertain themselves. Magi who develop this trait will fiddle with small objects found during their travels.

Grooming

Magi who develop grooming habits will spend an inordinate amount of time attending to their appearance. They find this preening calming and meditative, and will sometime preen others, such as their spouse, familiar or apprentice, as a sign of emotional closeness.

Playfulness

Much as they have a need to hunt, otters seem to have a need to play. Magi who develop this habit are continually looking for things to play with and making up new ways of amusing themselves.

Webbing

Magi with this trait develop a leathery membrane between their fingers and toes. They also develop a desire to swim, and feel more comfortable on water than on land

Marten Traits

Climbing

The Marten is the arboreal member of the Mustelid clan, although it has very few specific adaptations to tree-top life. That being said, it is one of the finest of the arboreal hunters. Magi who develop this trait will prefer, for security reasons, to live above ground. They'll not like walking through open country.

Hydrophobia

Martens hate getting wet and will go to tremendous lengths to avoid such unpleasantness. Magi influenced by a marten will develop similar habits.

Sunbathing

Martens love to laze about in the sun, soaking up warmth, as do their influenced companions.

The sable is a variety of marten prized for its fur, but it is rare in western Europe.

Polecat Traits

In the same way that domestic cats remain somewhat kittenish their whole lives, the domestic ferret acts rather like an immature polecat. They are Solitary hunters who defend large territories from other polecats of their gender. Magi with polecat familiars will demarcate quite strict borders within the covenant, and will use deadly force to defend them, if necessary.

Ferret Traits

Confinement

Ferrets are very good at finding new ways to bound about, and are particularly keen on crawling through confined spaces. When exploring new areas, their path of preliminary reconnaissance takes advantage of the available cover. Ferrets love to dig. Magi who develop this habit will prefer to live enclosed, preferably underground.

Breeding

Jills who don't breed while in season regularly die of anaemia. Humans are continually in season. This can cause some problems for the magus who has bonded to the familiar. It's possible to turn off their reproductive cycle magically. Male ferrets become more violent in the breeding season, and may kill other ferrets at that time. Neutering prevents this, but a familiar bob will forbid that he should be so harmed.

Playfulness

Ferrets have a deep and abiding desire to expend energy on entertainment. Magi who pick up this characteristic will become increasingly interested in all sort of puzzles, games and sports. Those already interested in an obscure conundrum may verge on the obsessive, but only briefly, because they'll soon find a new game to divert them.

Sleep Cycle

Ferrets generally aren't as strictly nocturnal as those animals that have to hunt for a living. Many ferrets will play for about four hours, have a bit of a snooze, then start again. Magi with ferrets, such as some Bonisagian theorists, keep odd hours, rather like their familiars.

Sleeping

Ferrets are very deep sleepers. Their owners are often able to move them and trim their claws while the ferret remains unconscious. Some ferrets switch off with half-open eyes.

Weight Loss

Male Ferrets bulk up for the breeding season, then shed up to 40% of their weight once it is concluded. Some magi will develop this dietary cycle if they choose a mustelid familiar. Trianomans with ferrets claim you can tell what is considered important to a ferret-influenced magus by their weight changes. For example, those who are politically inclined subconsciously bulk up for Tribunals, while there's a Flambeau archmage who eats omnivorously just before she declares Wizard's War.