The "Bjornaer" Virtue (and "Skinchanger") are similar to how they are written in the ArM4 rules, but there are signifigant differences, particularly in the costs and the scope of the Virtues. They both now become generally variable- cost Virtues, "Skinchanger" costing one less than the Bjornaer Virtue (which becomes more expensive) for the same animal.

The base cost of these Virtues are now +1 for Skinchanger, and +2 for Bjornaer. See below for more detail.

The basic Bjornaer Virtue from the rules includes (not purchased separately, as they are in ArM3): In addition to the above, I require the character to take one of these (they do NOT get the points; these are "part" of the Bjornaer package!): These additional flaws do two things: If you wish NOT to face these Ignem problems, your Parens must have taken much extra time with your training, hence you are 10 (or so) years older than most other beginning magi. With Troupe/SG approval, any other -2 worth of Flaws can be substituted, IF you can provide a plausible reason about why THOSE flaws are a consequence of the canonical Bjornaer weaknesses, or why they otherwise "replace" the Bjornaer Ignem Flaw(s). Remember that the Ignem weakness of the house comes from the Founder herself!

All together, the package of Bjornaer Virtues/Flaws has the single base cost of +2; to this is added another +1 for a "combat-worthy" heartbeast (such as a stag or a wolf (But NOT one like a bear or a Great White Stag! see below)), and there is also a +1 for a flying heartbeast such as a crow or a robin. An eagle, both combat-worthy AND a flying creature, is a +4 Heartbeast. Really odd Heartbeasts (a tree, a boulder, a mist) are liable to an extra +1 also (I considered trying to make Aurelia's HB (in MT) a +3 or +4, but I decided not to try sneaking one of my HR's into "canon" via her character-description).

Note that my interpretation of "The Hidden Shape" is that NATURAL shapes of Bjornaer magi are undetectible via any form of Hermetic magic, as is the fact that they're shapechanged! This point is unclear from the rules' description -- they specify a changed shape is undetectible; by omission, perhaps Mentem might reveal a Human mind and Hermetic training, within the Animal form? But, the rules suggest strongly that one must go much further afield than Hermetic magic to "see through" the Hidden Shape ability: Exotic or Faerie magics are examples. It is my HR that a Bjornaer in the form of their Heartbeast is as "invisible" to Mentem as s/he is to Corpus. Animal spells affect both body and mind of a Bjornaer in Heartbeast form, as they do "normal" animals; in particular, InAn spells only reveal "animal-like" thoughts, and NOT the fact that the target is a shapechanger, and InMe detects nothing at all.


Exempli Gratia:
Reynard of Bjornaer, in his Fox heartbeast, is spotted by Perceptus of House Bonisagus. Perceptus, hungry & thirsty, has gotten lost trying to find a Covenant he KNOWS is nearby (he was too impatient to wait for the Redcap to guide him). Hoping the cunning forest-dweller knows something he can use to eat, drink or find his way, Perceptus InAn's Reynard. Because it's something in a Fox's nature to know, Perceptus can easily learn where to find water; but when he wants to find food he finds only nests of plump mice, occasional voles, and at best perhaps a hare or a small patch of berries. Similarly, a fox isn't likely to distinguish between people, or people-places; so, Perceptus is only likely to find the Covenant's location if they're the only group of people nearby, as that is all a fox would particularly notice.


Bjornaer magi have an automatic and instinctive knowledge of the natural behaviors and perspectives of their Heartshape. Treat them as having the "Common Sense" virtue when in HeartShape, regarding anything that anyone knowledgable (hunters, "Ways of the Woods" types, etc) about that 'Shape would think of as "unnatural" in their behavior. Thus, a Bjornaer hawk coming close enough to overhear a conversation would be warned by the SG, "This isn't natural for a hawk... anyone on-the-ball in that group may suspect you are more than you seem." Similarly with hawks' instinctive aversion to having things looming over them, etc.

Caveat: Hermetic magic and the Bjornaer Heartshape are, at root, incompatible magics. This benefits the Bjornaer who wishes to hide, but "The Hidden Shape" offers no way to conceal Hermetic magic on Bjornaer magi. Thus, InVi spells readily detect: Hermetic shapechange does benefit from a FEW of the aspects of "The Hidden Shape": A Bjornaer who shapechanges using Hermetic MuCo spells has their bodily shape hidden; just their shape; InAn "mind-reading" & InMe spells readily penetrate the disguise (as does InVi, as noted above).


Some heartbeasts are extraordinary: bears, lions, the "Great White Stag" (not just a regular stag), etc. These generally cost an EXTRA +3 or more, at SG discretion, and are called "Mythic Heartbeasts". Including a Mythic HB is liable to raise the overall power-level of a game, and quickly take it beyond what the main rules assume (more or less bypassing hundreds of charming and exciting tales of mystery and adventure at less exhalted power-levels). Other adjustments to the rules may be needed.

Mythic HB's are ALWAYS something that you should ask the SG about. More than likely, they will involve some rather special things... the Great White Stag is associated both with Jesus Christ, and with several older Celtic/Tutonic religions; and with the "Sacred King" whose blood needs to be spilled every 7 years to bless the land...

The Lion is similarly Mythic; linked to Jesus Christ, and the King of Beasts, Lions will seldom lay intricate plans, but will mostly charge forth with might and righteousness... and not retreat, under virtually any circumstances!

The bear is an embodiment of the wild, dangerous uncontrollablility of Nature. As dangerous as the Mythic creatures can be -- dragons, etc -- a flood or a great fire can do every bit as much damage. While a bear isn't a dragon, they have the same danger and untamable wild fierceness as Nature itself.

Are you SURE you want those associations? Remember that in MYTHIC Europe, "Myth" is real, and pervasive. Fate *happens*. To you.

If you REALLY want a bear/lion/etc but NOT to have the "Mythic" nature of the HeartBeast, a "Realistic Lion" etc is a possible way to go. These are NOT played with the "mythic" stat's from the Beastiary, but a more "realistic" version, stats to be determined in consultation between player and SG.


Primal Bjornaer: These are the "ancestors" from which the Founder came. They regard Hermetics as vicious, murdering maniacs and Bjornaer herself as a traitor, those in her House eternal enemies. They possess the same package as does House Bjornaer, at a fixed cost of +2. However, they retain skills the Hermetic house has lost. In particular, these primal shapechangers have a Talent called "Wildness." A Bjornaer's "Wildness" score (bought with XP) is the number of Heartshapes they can attain. Beginning characters have 3XP "free" in Wildness, and hence two HB's. Generally, one of the HB's is either flying or combat-worthy, but the other is "ordinary" (a deer, a frog, a hare, a stoat, etc). They can add more XP (and more Heartbeasts) from their beginning XP. After that, adding HB's requires spending XP and /then/ spending some seasons studying the ways of the new HB form to be added. The number of seasons it takes is equivalent to the new Wildness score, and ability to take the form of the HB is gained in the final season of study.

"Wildness" is also a score in a kind of "language" with which they can "converse" with any creature creature whose shape they share (i.e. one of their Heartbeasts). Note that very few wild beasts are any brighter than... well... dumb beasts. So, such a conversation might well reveal that there are men and horses over the hill, but not whether any of the men have arms or armor, or whether it's a merchant caravan or bandit party. No descriptions of clothing, gear, behavior, etc. Basically, the animal can only convey what it comprehends.

Finally, the ancestors of the Bjornaer have learned to recognize one another, even through the Hidden Shape; and thus, to recognize members of House Bjornaer. Shapechanged non-Bjornaer Hermetics, and other shapechangers, are even easier for them to spot. They roll Perception + Wildness, against the following difficulties: Most "Primal Bjornaer" have additional magical abilities; Herbalism is very common, as are parts of various Hedge Magic traditions (but seldom the full- fledged version, such as all of "Cunning-folk"). The Bjornaer are their own magical tradition, and there would no more be a "full" "Cunning Folk / Natural Magician" than a "Bjornaer / Cunning Folk". Some (but not all!) Bjornaer can even shapechange with their "extra" magic; and some (again, not all) of those seem to have figured out how to carry the full benefits of the Hidden Shape, without the usual Hermetic limits to the non-Bjornaer application of that Hiding.

Note that Primal Bjornaer make very poor PC's in any Hermetic-focused Saga, as they are indoctrinated to hate the Order and their ancient cousins, and once in human form they have no Parma, aren't protected under the Code, and have no way to prevent InMe from revealing their desire to destroy the Order. Flambeau magi would be delighted with the chance to legally hunt these exotic relatives of the Hermetic House Bjornaer.


Finally, there are High Fantasy (HF) heartbeasts, like "Mythic Heartbeasts" but even MORE so: creatures such as unicorns, gryphons, and even dragons.

I do not currently allow these, nor any sort of "realistic" or other non-Mythic version of them. This section was largely written in response to some mailing-list discussions, and requests from members of the list.

If you DO want to allow them, I *STRONGLY* suggest you look at the other PC's and ask if this is in keeping with your Saga. If it is, then my suggestion is to analyze the requested "High Fantasy" HeartBeast for "component" beasts, and make the player:
You may note that most of these packages CANNOT BE BOUGHT in ArM4 rules using +/-10 V/F points (the Gryphon costs +12, the Dragon costs +15 or so (depending on how much the SG assesses that "Mythic Bonus"), and the Unicorn "only" costs +9 Virtue points). For very High Fantasy Sagas where PC's can turn to dragons & such, extra V&F points should be alotted, possibly even a sum of "Free" Virtues (no Flaws needed to balance), along the lines of Champions' "Hero Bonus". You probably want to look at other changes too... such as to boost the non-Bjornaer PC's to comparable beginning power & to comparable potential growth in power.

The "Latent Magic" and requirements to research the merging of HB's makes this a primary "growth path" for magi with the components of a "High Fantasy" HeartBeast: while other magi are boosting their Arts, and mundanes their Skills, (potential) Dragon-HB character is learning how to: