Summary[]
From the back cover:
Ancient Path
The wolf pack surrounds you, howling and baying, teeth glistening in the pale light of an unseen moon. You steel yourself, preparing to make your will known. More of the living land has fallen into the greedy hands of the cross bearers. You must warn the spirits that their realm will be sundered. The wolf spirits must know their peril. But what is this? Someone in the living land tampers with your dormant mortal from! Alas, you must first save yourself.
Ancient Rage
THE HIDDEN PATHS: SHAMANS, designed for use with ARS MAGICA Third Edition, explores Mythic Europe's mysterious tradition of shamanic magic. With this book you can become a mystical shaman, traveling the spirit world and bending its otherworldly inhabitants to your will. You can become a fierce shapechanger, gifted with the power to take wild form. This book immerses you in the ancient tribal culture that fostered you, and warns you of the dangerous wizards of Hermes, who would steal your secrets... or your life!
Contents[]
Chapter One: Introduction[]
- The Sun Clan
- The Moon Clan
Chapter Two: Characters[]
Shamans:[]
- Northern Traveler
- Spirit Master (Hermetic Influence)
- Shaman Within Christendom
- Spirit Master (Shamanic Influence)
- Temple Attendant
Shamanic Companions:[]
- Northern Bear Defender (Animal Form: Polar Bear)
- House Shapechanger (Animal Form: Goose, Rat, Goat, Snake)
- Maltese Shapechanger (Animal Form: Eel)
- Dreamer
- Mongol Shapechanger (Animal Form: Rat)
Sun Clan Grogs[]
- Hunter
- Tanner
- Wildstender
- Fisher
- Craftsperson
Chapter Three: Shamanic Societies[]
- Slavic Shamans
- Slavic Shapechangers: (Wolves), The Boyar (Eagles), Horsemen of Perun (Horses), House Changers (Snakes, crows, cats, geese and even chickens), Clan of the Cat (Black Leopards)
- Maltese Shamans
- Maltese Shapechangers: (Birds, dolphins, or even fish or other sea creatures. Serpents, lynxes, cats, and the small Maltese foxes.)
- Northern Shamans
- Northern Shapechangers: (Wolf, hawk, rook, or diver)
Chapter Four: Outside Relations[]
Shamanic Enclaves within Christendom:[]
- The British Isles
- France
- The Alps
- The Mediterranean
Working in Society:[]
- Germany
- Italy
Chapter Five: The Spirit World[]
Chapter Six: Bestiary of the Spirit World[]
Ghosts/Spirits[]
- Eric, a lost spirit
- Marquetra, a tormented spirit
- Pretty, a Hungry Spirit
- Harlequin, a Legendary Spirit
- Kichera, Spirits of Law
- The Eumenides, Spirits of Law
- Diver (Animal Spirit)
- Deer (Animal Spirit)
- Eagle Spirit
- Raven Spirit
- Wolf Spirit
- Wathcero (Place Spirit)
- Maltim's Fire, a Minor Elemental Spirit
- Bialoweza Forest (Elemental Spirit)
- Vainamoinen, in human shape (Far Lands Spirit)
- Sefrasiaan (Far Lands Spirit)
Chapter Seven: Tales of the Spirit[]
Background Information[]
Memorable Quotes[]
"In the towns and settled places of the Transylvanian Tribunal there live many Vampyres, and all too many Tremere Magi who consort foully with them. However, in the remote mountains and valleys there are other even greater dangers. There live there savage werebeasts: men and women who take on the forms of savage beasts and stalk the night, and sometimes even the day.
In this remote land, far from the eye of God, these creatures are not a solitary menace as they are in our beloved France. No, they travel in packs. Whole packs of werewolves and other unnatural creatures roam the mountainsides. They seem to have some form of rude society, which even appears to include some debased mundanes, mundanes who ally themselves with these fell creatures for unknown reasons. Perhaps these mundanes foolishly think these creatures will protect them, but I think it more likely they are only kept until other food is scarce.
I have scryed on these creatures and their minions for many months now. They live in small villages, where mundanes farm and herd. The werebeasts act as warriors and guards, scouting their perimeters against all trespassers. They are ruthless in their pursuit of strangers. When a group of monks was going to set up a monastery near the village of one of these packs, the werebeasts and their mundane minions harried and harassed the monks until the pious men were driven off, some monks nearly losing their lives.
However, werebeasts seem most relentless in their attacks on Vampyres and their Tremere allies. Any Vampyres they find in their lands they destroy, and they drive out or kill all Tremere they find. Undoubtedly, werebeasts fear competition on their hunting grounds.
If any value may come of werebeasts' ferocity, it lies in their use as a weapon by we Quaesitoris. If it ever becomes necessary to take action against House Tremere we may be able to use the enmity of werebeasts against the Tremere. Indeed, if the Tremere can be coaxed or forced into werebeast lands, they may surely be destroyed. It has even been suggested that if action against the Vampyre Magi evolves into Wizards' War, we could try to ally ourselves with the werebeasts. I consider this a rash and dangerous option, but one that may prove meritous if no other allies arise." - Justius, filius of Aurius, follower of Guernicus
Characters[]
- Glenius of House Bonisagus
- Solos, filius of Maria, follower of Jerbiton
- Demellia, filia of Jersta, follower of Guernicus
- Avia, filius of Draca, member of House Ex Miscellanea
- Justius, filius of Aurius, follower of Guernicus
- War Horse of Perun (Slavic shapechanger of the horse clan, stats)
- Artus, filius of Johannsen, follower of Bjornaer
- Corellia, filia of Bernil, follower of Mercere
- Asterius, filius of Maria, follower of Jerbiton
- Mytsoc Okkyrian, a shaman of Novgorod Tribunal
- Olaus, shaman of the north and advisor on shamanic affairs to House Quaesitor
- Laertia, filia of Caerus, follower of Jerbiton
- Voltaran, renegade Magus of House Flambeau and diabolist
Keywords[]
House Bjornaer, Council of Novgorod,
References[]
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