Beast-Masters of Hibernia

Introduction

Sanctuary of Ice: The Greater Alps Tribunal includes a character, Kentigern ex Miscellanea, described as "A member of a beast-mage tradition from Hibernia." Houses of Hermes: Societates describes a Beast-Master tradition in Ex Miscellanea, but notes that Feral Upbringing is required; this minor flaw prohibits characters from starting play with a score in a language. This does not describe Kentigern Ex Miscellanea (a former monk) or any other Hermetic magus. No mention is made of Hibernia in the description of Ex Miscellanea's Beast-Masters. The Contested Isle: The Hibernian Tribunal includes a covenant of magi who specifically raise magical animals for trade and war, but they belong to House Flambeau. Among the non-Hermetic hedge magicians of Connacht, there is no mention of either the Beast-Masters of HoH:S or Kentigern's "beast-mages." Beast masters do, however, appear fighting alongside Pralix in the history of the Spider War, as recounted in Thrice-Told Tales.

One of the player characters in my current saga, HBO Ars Magica, was apprenticed to Kentigern, and the saga's new Spring covenant is based in Hibernia. This article is an attempt to synthesize these hints, revising canon when necessary into a single tradition of Hibernian hedge magicians who specialize in the use of animals. The goal is not to create a hedge magic tradition for player characters who have many more potent options, but rather to create an interesting faction -- a source for allies, enemies, rivals, and magical secrets. In other words, the low power level and other inconveniences of beast-mastery are intended.

The Nature of Beast-Mastery

Beast-mastery is a hedge tradition which was once common throughout Hibernia but has, since the Treaty of Cnoc Maol Reudh in 898, been largely restricted to Connacht, Ireland's westernmost province. Beast-masters do not cast spells, make potions or charms, or even work much magic in the traditional sense; instead, they communicate with mundane and supernatural beasts using Supernatural Abilities and other virtues. Alone, a beast-master is no more dangerous than any other Irishman. But with his hounds, hawks, and horse, he can be the leader of a dangerous and well-coordinated group able to gather information across a large area, move rapidly across difficult natural terrain, and overwhelm enemies through sheer numbers.

Animal Ken, Summon Animals, and Animal Healer are the three Favored Abilities of the beast-master. This is a very narrow palette, but they supplement these three Abilities with additional virtues. Command Animals, first described in Realms of Power: the Infernal, is available to beast-masters in a version aligned to the Magic realm (usually but not always) free of Infernal influence. While Animal Ken is by far the most common Supernatural Ability among the beast-masters, it is not universal. A beast-master who restricts himself to a particular area can rely on Voice of the (Land) to communicate with all beasts of his forest, hill, valley, or lake. Some beast-masters are served by an animal spirit which watches over them; this is represented with the Fetch virtue, also seen among the Gruagachan (and detailed in Hedge Magic Revised Edition). A few beast-masters have a natural talent for training and domesticating magical animals, represented with the Master of (Form) Creatures virtue (see Realms of Power: Magic or Grogs). Beast-masters also make good use of Affinity with (Ability), Puissant (Ability), Cautious with (Ability) and Learn (Ability) from Mistakes, to maximize the effect of their core powers. Many also learn Penetration. Beast-masters with Animal Ken can substitute Animal Handling for all interaction Abilities with animals, including Leadership; this makes it useful for organizing trained groups. Beast-master Lore is required for initiations into the various Supernatural virtues, and to Open The Gift.

UnGifted beast-masters are uncommon in Connacht, but hardly rare. Since their Supernatural Abilities require a particular species of animal as a speciality, they tend to focus on one kind of animal in preference to all others. This has led beast-masters to find occupations which utilize their preferred animal, and almost all beast-masters specialize in either hounds, horses, hawks, or cattle. (It is, however, not uncommon for a beast-master to have a bear or stag available when necessary, and a beast-master with a natural gift for snakes would have an excellent reason to leave Hibernia, if he even realized he had such powers at all!) A beast-master whose powers are strongest with hounds is likely to be a Master of Kennels and a Natural Leader, while one whose talents are best with horses will have a Magical Mount and be a Mythic Farrier, and so on. Gifted beast-masters usually require Inoffensive to Animals but may be able to get by with Ways of the (Land) if they stay in one place. They are more likely to spread their ability specializations out among various kinds of animals.

History

The Order of Hermes first records mention of the beast-masters of Hibernia in the 9th century, when the beast-mage Aine Ahland fought alongside Pralix in the Battle on the Irthing. After Ex Miscellanea joined the Order, Aine went on to found a Hermetic lineage of beast-masters which continues to this day. Aine was by no means the first beast-master however; her tradition stretched back generations and was practiced across Ireland. Many of her Irish brethren, however, avoided the war, so the beast-masters in Pralix's army were mostly Scottish, Welsh, and English. Some hid in the wilderness, while others, mostly male, found protection as respected servants of Irish chieftains, maintaining their horses, hounds, hawks, or (least glamorous) cattle. Diedne's aggressive pogroms did not spare the beast-masters, though they were low in priority because of their modest powers. A few were saved by Quendalon, but they resisted integration with House Merinita and instead retreated to Connacht.

The beast-masters had no leadership or organization beyond a token obedience to the heirs of Aine Ahland, an obedience made even more tenuous by the generally patriarchal beast-masters. Their role in the War of the Spider ensured they had a voice in the formation of the Treaty of Cnoc Maol Reidh, and they abided by its terms, making their homes in Connacht and maintaining traditional Hibernian ways, albeit with the assistance of supernatural animals.

In 1141, Gormlaith Ghleanna, whose Hermetic lineage went back to Aine Ahland, discovered a novice with the Gift in an Irish monastery. After luring him from the church by playing on his love of the hunt, Gormlaith took Kentigern as her apprentice. Gormlaith's master had told her stories of the Schism War, and as she trained Kentigern, Gormlaith encouraged him to work with hedge magicians as well as the Order, especially in the vigorous pursuit of their mutual enemies. Kentigern sought out the beast-masters of Connacht and reinstated over them the authority of Aine Ahland's line, a challenge he backed up by dueling and (thanks to Rego Animal spells) easily mastering all rivals. For the first time, the beast-masters of Hibernia had a true chieftain, and Kentigern used his new followers to track and harass magi who fled into Connacht to escape Hermetic justice.

At the Tribunal meeting of 1165, the Coill Tri paid its expected tribute of seven Gifted youngsters to the Order, but one of these children was found to not actually have the Gift after all. (Detecting the Gift is much more difficult for hedge magicians than it is for Hermetic magi.) Suddenly there was intense pressure for a seventh Gifted child to be handed over, and it was in this way that Dalton mac Donngal, only son of a young and unGifted beast-mage, became apprenticed to an Ui Broin Flambeau at the covenant of Lambaird. Dalton's Master of Animal Creatures virtue survived the opening of his Gift and over the last fifty years Lambaird has developed a profitable industry in the breeding and trading of magical beasts. Dalton, a traditionalist in the Ordo Hibernia, maintains good relations with his father and other beast-masters though he rarely sees them outside of Tribunal meetings. Donngal is aged but remains hale thanks to a longevity potion crafted by his son; he is Master of Kennels for Ualgarg Ui Ruairc, King of Briefne.

Two Tribunals ago, in 1200, Kentigern an t-Eigse Measeal was named a Quaesitor by House Guernicus and dispatched to the Greater Alps Tribunal. This left vacant his position as chief of all beast-masters in Hibernia. No Hermetic magus was both qualified and interested in the role, so naturally Connacht beast-masters began to fight over it. The current claimant, the Gifted hedge magician Fogartach Greannach, defeated Donngal only a few years ago and makes his home in a cave behind the Glencar waterfall in East Breifne.

New Virtues

Hibernian Beast-mage

Free Social Status Virtue

You have been trained as a beast-master and are a member of the Coill Tri. You are promised freedom from molestation by the Order of Hermes and can live in the province of Connacht in relative security. You have the right to attend Tribunal and lodge complaints there. If you do not live in Connacht, you must wear an amulet bearing three hazel leaves signifying that you are a partner to the Treaty of Cnoc Maol Reidh.

If Gifted, you have Animal Ken, Animal Healer, and Summon Animals as Favored Abilities; you begin with a 0 in each and may raise them with XP. If you are not Gifted, you may acquire those abilities through additional Virtues. You can bind familiars. Each of your Supernatural Abilities also grants you a magical defense. When you accumulate Warping, you suffer Feral Madness. You can take Martial Abilities at character creation, as well as Dominion Lore, Faerie Lore, Infernal Lore, Magic Lore, and Penetration.

You are not supported by a covenant, and must work two seasons of every year.

This virtue is compatible with Wealthy and Poor and also with the Social Status virtues Master of Kennels, Falconer, and Craftsman.

Feral Upbringing

HoH:S describes a Beast-master tradition on p108, including the Minor Flaw Feral Upbringing as required for all Beast-masters. This is difficult to reconcile since, according to the text of this Flaw, "You may only choose beginning Abilities that you could have learned in the wilds. In particular, you may not start with a score in a Language." In other words, Feral Upbringing is intended for characters who have just emerged from the wild at the start of play. Beast-masters of Ex Miscellanea, in contrast, spend years living in the wild before becoming apprentices and, presumably, entering play as Gauntleted magi who know Latin and many other skills not available in the wild.

It is recommended that a different Minor Flaw be substituted for the Feral Upbringing of Hermetic Beast-masters. Social Handicap, Feral Scent, Poor Living Conditions, or Primitive Equipment (if the magus is also a warrior or crafter) can all represent the limitations of a character who spent formative years living as an animal before his Hermetic apprenticeship.

Common Virtues & Flaws

The following existing Virtues and Flaws are especially suitable for beast-master characters:

  • Major Hermetic Virtues: Gentle Gift

  • Major Supernatural Virtues: Command Animals (RoP:I 83), Summon Animals (HoH:S 105 or RM 99-100)

  • Major General Virtues: Ways of the (Land)

  • Minor Hermetic Virtues: Inoffensive to Animals

  • Minor Supernatural Virtues: Animal Healer (HMRE 35), Animal Ken, Fetch (HMRE 57), Mythic Farrier (Gr 76), Voice of the (Land)(RoP:M 47)

  • Minor General Virtues: Affinity with (Ability), Alluring to Animals (HoH:MC 86), Cautious with (Ability), Independent Study (HoH:MC 86), Learn (Ability) from Mistakes, Magical Mount (RoP:M 46), Master of (Form) Creatures (RoP:M 46 or Gr 75), Natural Leader (Gr 76), Puissant (Ability), Warrior

  • Minor Social Status Virtues: Falconer (LoM 61), Master of Kennels (Gr 76 or LoM 61)

  • Major Hermetic Flaws: Blatant Gift

  • Major Story Flaws: Difficult Underlings, Known Hedge Wizard

  • Minor Supernatural Flaws: Necessary (Realm) Aura for (Ability) (Gr 82)

  • Minor General Flaws: Feral Scent (HoH:MC 38), Feral Upbringing, Poor Living Conditions (Gr 83), Primitive Equipment (Gr 83), Social Handicap

  • Minor Story Flaws: Animal Companion, Demonic Familiar (RoP:I 88), Magical Animal Companion

Familiars

A beast-master can bind an animal to himself as a familiar. This takes one season and has two advantages over Hermetic familiars. First, it does not require a laboratory. Second, the beast-master can have multiple familiars bound at a time.

The beast-master's ability to bind a familiar is measured by Pre + Animal Ken + Animal Handling + Aura. This must exceed the familiar's Binding Total:

Beast-mage Familiar Binding Total:

5 + Familiar's Size + (Familiar's Magic Might/5)

When binding the second or subsequent familiar, always begin with the highest Binding Total of any familiar (including the prospective one), then raise this Binding Total by +3 for every familiar the beast-master has already bound. Binding a familiar requires the expenditure of pawns of vis (usually Animal, but other forms as appropriate) equal to the Binding Total.

Benefits of a Familiar

These rules are largely copied from HMRE p42.

If it did not previously have human Intelligence, the familiar gains it with a score of -3. It also gains a score equal to the beast-master in any languages; any familiar can understand the languages understood by its master, and if it has the relevant vocal equipment (few do) it can speak them. Familiars can learn Abilities in the same way as humans. They cannot, however, learn magic or Supernatural Abilities.

The familiar binding gives both the beast-master and the familiar the Minor Virtue True Friend, relating to the other half of the partnership. Thus, they also each gain Personality Traits of Loyal (partner) +3.

The familiar won't die of old age as long as the beast-master is alive, and it only suffers ill effects from aging when the beast-master does.

The beast-master and his familiar are magically linked. Each serves an Arcane Connection to the other, but if a beast-master has multiple familiars they are not Arcane Connections to other familiars. Neither the beast-master nor the familiar needs to overcome the other's Magic Resistance in order to affect him with a magical effect.

The beast-master can use his Animal Ken Ability to enter a trance-like state which allows him to see (and hear, etc) through the senses of his familiar. The Ease Factor for this effect is 6. While he is in the trance state, the beast-master is not really conscious of his own surroundings. But if something distracting happens to him (he is attacked, there is a loud noise, etc.) then he must make an immediate Sta + Concentration roll against an Ease Factor of 9, or he breaks out of the trance.

Beast-masters do not know how to form the bonds that a hermetic magus does to his familiar, nor can they invest additional powers in the familiar bond.

Animal Healer

As described in HMRE, Animal Healer can cure Wounds or Fatigue. Disease, however, is neither of these things and requires new Ease Factors.

Magic Defenses

Each of the three beast-master Supernatural Abilities grants him a Magical Defense against effects cast on him. Magical Defenses are detailed in HMRE, p10. Note that these Supernatural Abilities do not normally grant a Magic Defense -- this is a special consequence of beast-master training.

Power: Animal Ken

Defense: Magical Fortitude Defense against attacks made by casters in an Animal form (includes shapeshifted magi, magical animals, faerie animals, etc.).

Power: Animal Healer

Defense: Strength of Form Defense against Animal or Corpus effects intended to transform the beast-mage into an Animal form.

Power: Summon Animals

Defense: Confounding Magics. Defense against Animal or Mentem effects requiring Concentration. By remaining in a Group or other Target with his animals, the beast-master can use this Defense to indirectly make it more difficult for spells to be maintained on those animals.

Initiations

Beast-masters initiate others into their Supernatural virtues using these initiation scripts and the Beast-master Lore Ability. The beast-master who is conducting the initiation is acting as Mystagogue, even though these are not mysteries per se. Mystagogues generate an Initiation Total equal to Pre + Beast-master Lore + Script Bonus. If the Target Level for an initiation is too high, the initiate might, at the discretion of the Storyguide, endure an Ordeal, reducing the Target Number and receiving a Minor or Major Flaw. For this and other specifics of initiation, see HMRE or HoH:MC.

Opening The Gift

The initiate must sever all remaining ties with friends and family, then find another Gifted beast-master (who may be the Mystagogue) and challenge him in personal combat over three days of the full moon. The first duel ends at the first infliction of a Wound. The second duel ends when one of the beast-masters surrenders. The third duel ends only when one of the beast-masters can no longer fight. Each night, an audience of beasts gather and judge the initiate worthy or unworthy. Victory in the duel is less important than the initiate's conduct. If judged worthy, the initiate gains Animal Ken on the first night, Summon Animals on the second night, and Animal Healer on the third. The Mystagogue completes the initiate's instruction over the rest of the season.

  • Target Level 21 if the Mystagogue is Gifted, otherwise 30

  • Initiation Script +16 (personal sacrifice +3, travel at a special time +3, perform a quest +3, Mystagogue sacrifices time +3, initiate sacrifices time +1, sympathetic bonus +3)

  • Potential Ordeal The initiate's rejection of human society is reflected in the Blatant Gift (+9).

Initiation of Animal Ken

The Mystagogue spends a season preparing the initiate for his initiation. The initiate must locate a meeting of Beasts of Virtue, such as the Parliament of Fowls or meetings of the Hibernian Tribunal, where magical beasts are welcome and which they traditionally attend. He must secure entrance, introduce himself, and prove his knowledge of animal kind in debate. If the gathering votes to accept him, he gains the power to speak to animals.

  • Target Level 15 if known to the Mystagogue, otherwise 18

  • Initiation Script +13 (initiate sacrifices time +1, travel at a special time +3, perform a quest +3, Mystagogue sacrifices time +3, sympathetic bonus +3)

  • Potential Ordeal The parliament assigns an Animal Companion to the beast-mage as an observer and representative (+3).

Initiation of Summon Animals

The Mystagogue spends a season preparing the initiate for the trial to come. The initiate must gain audience with the magical beast who serves as ambassador to meetings of the Hibernian Tribunal; since 1207, that individual is the Eagle King. This audience must take place at Tribunal. The initiate must serve this magical beast for a year and a day, doing whatever that beast demands. If he successfully completes his service, the ambassador, by virtue of his post, confers authority over animals upon the initiate.

  • Target Level 21 if known to the Mystagogue, otherwise 30

  • Initiation Script +15 (Mystagogue sacrifices time +3, travel at a specific time +3, perform a quest +3, extended service +3, sympathetic bonus +3)

  • Potential Ordeal The initiate's political activities at Tribunal and his new powers draw the attention of aggressive English magi, and he becomes a Known Hedge Wizard (+9).

Initiation of Animal Healer

The initiate must, with the assistance of the Mystagogue, craft an antidote for the venom of the cockatrice, an Infernal creature born from an egg laid by a rooster and hatched by a toad. The cockatrice is so lethal that even striking it with a weapon causes venom to slay the weapon's wielder, and the cockatrice can slay with a glance of its venomous stare. To test the antidote, the initiate must stab the cockatrice with a spear and then consume his own antidote before the venom slays him. If he lives, he can cure the ailments of all animals.

  • Target Level 15 if known to the Mystagogue, otherwise 18

  • Initiation Script +10 (Mystagogue sacrifices time +3, perform a quest +3, initiate sacrifices time +1, sympathetic bonus +3)

  • Potential Ordeal The venom is not cured in time, leaving the initiate with a Fragile Constitution (+3).

Initiation of Fetch

The Mystagogue spends a season preparing the initiate for the trial to come. The initiate breaks his best weapon, then travels unarmed into the hunting ground of a beast which is a known killer of men. He must trust in the spirit of an animal to come to his rescue and instruct him how to escape or defeat the beast into whose lair he has trod. If he does as the spirit commands and survives (killing the beast is not required), the spirit acknowledges his worth and agrees to serve him.

  • Target Level 15 if known to the Mystagogue, otherwise 18

  • Initiation Script +11 (Mystagogue sacrifices time +3, initiate sacrifices time +1, sacrifices material wealth +1, perform a quest +3, sympathetic bonus +3)

  • Potential Ordeal The constant presence of the fetch lends the initiate a Feral Scent (+3).

Initiation of Command Animals

The Mystagogue spends a season preparing the initiate for the trial to come. The initiate must hunt a supernatural beast appropriate to the kind of animals he seeks to command. The initiate must slay this beast alone, unobserved by other humans and without help, though other animals may be present. He then must eat whatever part of the beast contains its vis. If the beast was Divine or Infernal, the initiate's new virtue is Tainted.

  • Target Level 21 if known to the Mystagogue, otherwise 30

  • Initiation Script +10 (Mystagogue sacrifices time +3, initiate sacrifices time +1, perform a quest +3, sympathetic bonus +3, Major Ordeal +9)

  • Potential Ordeal The initiate's animals resent being commanded and become Difficult Underlings (+9).

Initiation of Voice of the (Land)

The initiate spends a season living as an animal in the chosen region. During this time, he can speak no words a human would understand. Every fortnight, six times in total, an animal comes to him and demands tribute; the initiate must choose one word to sacrifice, and he can never again speak that word. The word must be significant in proportion to the animal who is demanding it, so small and humble creatures will be satisfied with small and humble words, but proud and powerful creatures will expect words of social importance.

  • Target Level 15 if known to the Mystagogue, otherwise 18

  • Initiation Script +10 (Initiate sacrifices time +1, initiate performs a quest +3, initiate makes significant sacrifice +3, sympathetic bonus +3)

  • Potential Ordeal The initiate's sacrifice is considered inferior, and he is cursed with an Afflicted Tongue (+3)

Initiation of Ways of the (Land)

This initiation is rare, almost always performed by a beast-master who does not have Animal Ken but who gains an apprentice. Sometimes an individual stumbles across an ancient initiation script and tries to self-initiate this virtue.

The initiate must live like a wild animal in the land which he seeks knowledge of, remaining there for a year and a day. If he survives, the Mystagogue completes his training over the following season.

  • Target Level 21 if known to the Mystagogue, otherwise 30

  • Initiation Script +12 (initiate sacrifices extended time +3, perform a quest +3, sympathetic bonus +3, Mystagogue sacrifices time +3)

  • Potential Ordeal The initiate's bond with nature grants him a permanent Magical Air (+9).

Initiation of Mythic Farrier

The initiate must gather lodestones that have fallen from the sky and bring them to a Mythic Farrier (who may be the Mystagogue). After the smith is handsomely paid, the lodestones are made into horseshoes which the initiate takes with him as he finds a horse which belongs to one of the four supernatural Realms. He must tame this horse and, before night falls on the same day, shoe it.

  • Target Level 15 if known to the Mystagogue, otherwise 18

  • Initiation Script +10 (perform a quest +3, sacrifice of money +1, perform another quest +3, sympathetic bonus +3)

  • Potential Ordeal The newly-shoed horse is cast out of its own society, but also will allow no one save the initiate to ride him, becoming a Magical Animal Companion (+3).

Effect of Warping

A beast-master gains Warping points via the usual methods, including exposure to strong (non-Magical) auras and powerful or continuous mystical effects. He also gains Warping when he botches using his Supernatural Abilities. Whenever he gains enough Warping to increase his Warping Score by 1, he has a bout of insanity during which he forgets his human nature and acts as a beast. These episodes are known as Feral Madness. This is the beast-master's equivalent of Wizard's Twilight and replaces the effects of Warping on a beast-master character. All beast-masters suffer from Feral Madness, both those with and without the Gift. Note that neither Gifted nor unGifted beast-masters gain Warping points due to exposure to strong Magic auras (unGifted beast-masters have Supernatural Abilities aligned to the Magic realm).

Feral Madness

The base duration for a period of Feral Madness is based on the beast-master's Warping Score. Use the table on the top of AM5 p88, reading Feral Madness instead of Twilight. Thus, the first time a beast-master experiences Feral Madness, the duration begins at Diameter (2 minutes).

When Feral Madness strikes, the beast-master struggles to retain some self control even as the bestial nature overwhelms him.

Feral Madness Self Control:

Pre + Beast-master Lore + stress die vs. Warping Score + stress die

If the Self Control roll botches, the duration of the Feral Madness increases one step on the table for every 0 on the botch dice and his experience is a bad one. If the Self Control roll is a failure, the beast-master spends the base duration in the Feral Madness and his experience is a bad one. If the Self-Control roll succeeds, the beast-master's experience is a good one. Decrease the duration of the Feral Madness one step for every 3 points by which the Self-Control roll exceeded the Target Number. If this reduces the Feral Madness to less than Diameter duration, it lasts one round.

During Feral Madness, the beast-master's Intelligence is replaced by a Cunning attribute of the same value. (This means Mentem magic fails to affect him, an apparent violation of the Law of Essential Nature which would cause great debate among Hermetic magi if any cared enough to know about it.) His behavior is heavily influenced by his success or failure on the Self-Control roll. If his experience is a good one, the beast-master keeps all his Personality Traits and continues to recognize his friends and loved ones. He cannot think as a man does, but on an instinctual level he still recognizes elements of his human life. However, if his experience is a bad one, the beast-master loses all connection with his human life. He will not recognize friends or familiar places. All his Personality Traits are replaced by those of an animal chosen by the Storyguide. He may attack those near to him. Getting out of his clothes and escaping into the wild will be a priority. Beast-masters enduring a good Feral Madness can often be kept calm and under the care of loved ones until the Madness expires. This is seldom possible for those who have lost all self control.

Good Experiences

Beast-masters who have a good Feral Madness receive one of the following benefits, chosen by the Storyguide.

  • Increased Knowledge: The beast-master gains a number of experience points in a pre-existing Supernatural Ability or in Beast-master Lore equal to 5 x his new Warping Score.

  • New Mystical Virtue: The beast-master gains a Minor Virtue.

  • New Ability: The beast-master gains a new Supernatural Ability with a score of 1.

Bad Experiences

Beast-masters who have a bad Feral Madness suffer one of the following, chosen by the Storyguide.

  • Lost Knowledge: He loses 2 experience points in a Supernatural Ability or in Beast-master Lore for every Warping Point gained. This cannot reduce a score below 0.

  • New Mystical Flaw: The beast-master gains a Minor Flaw.

Hermetic Integration

The most obvious avenue of research into beast-mastery is the ability to bind multiple familiars at once. For magi with Leadership (familiars have Int and therefore Animal Handling cannot be used to lead them), this would allow multiple familiars to assist in the lab and create the potential for significantly higher Lab Totals. This would be a Major Breakthrough; House Merinita, which takes credit for the original introduction of familiars and which still has some secrets not available to the Order at large, would be sure to take a strong interest in this research. House Bjornaer, which eschews familiars as a consequence of their Heartbeast mystery, might see this research as undermining their House's power relative to its rivals and attempt to discourage such work.

More significant in the long-term, though perhaps not as obvious, would be integration of the beast-master's Summon Animals ability, which affects all nearby targets of a named type; the beast-master does not need to see these animals nor have an arcane connection to them. Breaking each of these limits would be a separate Breakthrough, resulting in the invention of a new range or a new target.

  • Range Unseen: Anything the magus cannot perceive but which is within a league (approximately seven miles). Equivalent to Arcane Connection. This would be a Hermetic Breakthrough, breaking the Limit of Arcane Connection.

  • Target Creatures: The spell effects up to ten creatures of the same type, such as all human beings, all dogs, or all demons. Creatures within range are targeted first based on their proximity to the caster, regardless of direction. Equivalent to Room. This would be a Minor Breakthrough.

Fogartach Greannach, the Beast-Man of Briefne

Age 40 (born in 1188)

Warping 3 (2)

Confidence 1 (3)

Reputations The Beast-Man of Briefne 3 (Hibernians), Former Chief of the Beast-masters 2 (Coill Tri and Beasts of Virtue)

Virtues & Flaws Hibernian Beast-master (0); The Gift (0); Affinity with Animal Handling (+1), Alluring to Animals (+1), Improved Characteristics x2 (+2), Independent Study (+1), Inoffensive to Animals (+1), Magical Mount (+1), Puissant Animal Handling (+1), Puissant Summon Animals (+1), Warrior (+1); Ability Block: Human Social Skills (-1), Blatant Gift (-3), Feral Scent (-1), Magical Animal Companion (-1), Poor Living Conditions (-1), Reclusive (-1), Social Handicap (-1), Wrathful (-1)

Int 0, Per +2, Pre +3, Com 0, Str +1, Sta +1, Dex +1, Qik +1

Abilities Animal Handling 7+2 (wolves), Animal Healer 4 (wounds), Animal Ken 5 (falcons), Athletics 3 (climbing), Awareness 4 (ambush), Beast-Master Lore 4 (rivals), Brawl 3 (dodge), Concentration 2 (in bad weather), French 1 (Irene), Gaelic 5 (children), Great Weapon 5 (boar spear), Hibernia Lore 2 (Connacht), Hunt 3 (with wolves), Magic Lore 3 (beasts), Ride 3 (chases), Stealth 3 (avoiding animals), Summon Animals 4+2 (wolves), Survival 3 (finding food), Swim 2 (near his home)

Personality Traits: Reclusive +4, Protective of Animals +3, Wrathful +2, Charitable +1

Combat

Boar Spear Init +4, Atk +10, Def +8, Dmg +8

Knife Init +1, Atk +5, Def +4, Dmg +3

Dodge Init +1, Def +5

Soak +3 (Sta +1 and armor +2)

Gear Partial heavy leather armor, boar spear, knife

Load 6 = Burden 3 - 1 Str = Encumbrance 2

Appearance: Fogartach is tall and lean, wearing pelts over leather armor. He is in excellent physical shape and is darkly handsome with smoldering black eyes, but his face is almost impossible to find behind his thick, black, curly hair. He carries a long spear. Even if bathed, he smells like an animal.

Fogartach "the Hairy" is, quite literally, a legend. Known as "the beast-man of Briefne," he was beaten and otherwise abused by his hateful father before he fled into the forest and found solace in the company of wild beasts. A wise old owl told him of another man who knew the ways of animals; eventually Fogartach found this Gifted beast-master and dueled him over the three days of the full moon. His apprenticeship was quarrelsome and did not last long; Fogartach preferred to find his own way. Now a grown man at the peak of his powers, Fogartach claimed the status of chief of the beast-masters because he knew he was the strongest; the position has no particular value to him, but he felt it was his duty to take it. He avoids all human habitation except when absolutely necessary, grunts rather than speaks, reeks of animal scent, and in his garb of heavy animal hide and fur appears more animal than man.

Fogartach's home behind the Glencar Waterfall is a Magic Aura 4, and the waters there are a source of spell-like vis which duplicates Incantation of the Body Made Whole. The waters do not work on animals, however; for that Fogartach relies on his Animal Healer Ability. The Glencar cave would make an excellent site for a covenant; it has so far been protected by the Treaty of Cnoc Maol Reidh, but Guillaume Flambeau of Normandy, a magus at the covenant of Praesis, has probed the region with Briefne mercenaries. Fogartach slaughtered them to a man.

In 1225 Fogartach was asked to shelter Irene of Normandy, a young woman of Cor Draconis who had become pregnant by Lord Aurele de la Croix. That baby was Robert de la Croix, and was Gifted; Clan MacTyre, a covenant of Bjornaer looking for potential apprentices, sniffed the child out and attacked Glencar cave. Fogartach and Irene barely survived, but Aine the midwife, who had been caring for mother and child, was killed. The baby was taken and Fogartach summoned help. Cernunnos and the other beast-masters came and they pursued Robert, eventually recovering him in a climactic battle with Clan MacTyre. At the last moment, King Rat betrayed them and tried to seize Robert; he was thwarted, but he killed Donngal. Fogartach returned to his cave with Irene, who chose to stay with him, for she had fallen in love with the sullen beast-lord.

Since then, Irene and Fogartach have made a strange life in Glencar cave. They have two infant children of their own now.

The Beast of Briefne rides a Fiorlair, a particular breed of magical horse unique to Hibernia, named River; for her game statistics see TCI 121. His Magical Animal Companion is a Wolf of Virtue named Moon; use the Magical Wolf statistics on AM5 193. His first familiar was a mundane falcon named Sky who remains with him; see RoP:M 142 for statistics on falcons.

Fogartach received 4 extra experience points every year to account for his Independent Study Virtue.

Familiars

Fogartach has bound a Wolf of Virtue named Moon, a Magical Falcon named Sky, and five mundane wolves as familiars. When he enters combat, Fogartach acts as Leader and Moon is Vanguard. The five mundane wolves make up a trained group; Sky avoids combat, typically flying high above the scene of battle.

When fighting in this way, Fogartach and his group have the following combat stats:

Moon as Vanguard

Bite: Init +12, Atk +10, Def +14, Dam +9; +30 group bonus to Atk or Def each round. 7 wounds inflicted.

Summoned Wolves

Besides his familiars, Fogartach can summon a horde of 30 wolves. To do this, he rolls Com 0 + Summon Animals 7. If he gets a 9, the pack arrives within an hour. If he rolls a 12, they arrive in 2 minutes. If he gets a 15, they arrive in one turn.

The wolves fight as 6 trained groups of 5 wolves each.

Wolves

Size -1

Confidence 1 (3: When hungry)

Combat:

Teeth Init +2, Atk +11, Def +9, Dam 0; +15 group attack bonus to Atk or Def each turn.

Soak +4

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

Wounds Light (1-4), Medium (5-8), Heavy (9-12), Incapacitated (13-16), Dead (17+)

Mass Combat Notes

Fogartach's Mass Combat Modifier is 11 when he is commanding wolves. This represents a combination of his natural Stamina, his wolves loyalty to him, and his cunning use of them in battle. This modifier is incredibly high; Fogartach can triumph in almost any battlefield situation.

He has a +5 bonus to Soak when attacked by someone shapeshifted into an animal form.