[Meta]The Covenant of Lough Caillte, In Detail

The Scribe wanders in, grumbling, with a pouch of parchment, and a hammer and nails. "Blasted magi, write this, copy that, post something else..." With that, he hammers up 10 scrolls of parchment on the wall, hammering his thumb at least once. "Give 'em me blood, sweat and tears, and what do I get..." he is heard to mutter, nursing a sore thumb, as he leaves.

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(Navigating the Posts, Below - In the Table of Contents, immediately below, descriptions are [color=orange]hotlinks that will navigate to appropriate, color coded posts, below.)

1st) [color=black]The Covenant Overview, the hard numbers

[color=red]2nd) [color=red]Character List, & NPC's within the Covenant itself

[color=brown]3rd) & 4th) The Library , in 2 parts: [color=brown]Texts on Arts

[color=brown]Texts on Abilities [color=green]5th) [color=green] Lab Texts - Spell Texts, Item Texts, Longevity & Other Texts

[color=blue]6th) [color=blue]Vis, Stores & Income

[color=Indigo]7th) [color=indigo]Covenant Enchantments , known and unknown.

[color=darkred]8th) [color=darkred]Allies, Enemies, and Consortis . [color=darkred]A list of all those folk we run into, who we might forget otherwise, but might also become recurring characters. Persistent monsters could be listed here as well.

9th) (empty post, to be used as needed - perhaps KIA's??? Significant/landmark events???)

& Last - [color=black]Covenant Charter - a work in progress

[size=150]Covenant Overview [/size]

Location: Eire land (Ireland)

Aura: +4

Size: Currently 6 labs, one great hall w/ attatched council room, one library, guest cottages, and attendant support buildings. Surrounded by a circular, low stone wall, the whole about 100 yards/meters in diameter.
See Map: https://forum.atlas-games.com/t/hand-outs-and-visual-aids/1654/1

hooks & boons

etc

[size=150][color=red]Inhabitants of Loch Caillte Covenant[/size]

[size=150]Magi:[/size]

Praeco: Diedre, ex Flambeau

Senior Magi: Mab, ex Merenita

Junior Magi: Corvus Lux, ex Bjornaer
Azealle, ex Tytalus
Daggin Plantard, Ex Misc
Fabrica Diabolica, ex Verditius
Mathius, ex Verditius
Seireadan, ex Bonisagus (aka Sheridan)
Rhiannon MacDiarmid, Ex Misc
Stephan, ex Jerbiton

new... Albertus Pictor, ex Bonisagus

& Familiars:[list]Cuana - wolf, Mab
Julia- ermine/stoat, Daggin[/list:u]
[size=150]Covenfolk, Custos & Consortis:[/size]
with relevant skill level, or PC status

Specialists:o Aonghas Ua Conchobair (Angus O'Connor), chief of staff(5), & cousin to King O'Connor.
o Seamus O'Connor, Consortis
o Librarian/Scribe (5)
o Velum maker (6)
o Mine Boss (7)
o Smelter (4)
o Blacksmith - Colin Smith (PC)
o Woodsman - Coilean (4)

o Healer/Chirurgeon - Murchadh (NPC consortis, skills tbd, reads Arabic & Greek)

o (4x) fae guards (7)

Shield Grogs:Caleb- Fabrica's Shieldgrog

Other Grogs:Hugh MacAirt- Grog Sergeant, grizzled veteran
Gordain - scout(? - found gaunt spider-body)

Other Covenfolk:Eaghn MacDiarmid and Belle
Uza - natural poet, some supernatural gift(?), Azaelle's Brother
Asa
Norse Cook (Helga? Olga?)
Miach (scullery?)
Riocárd - Angus' eldest son
& etc...

Miach (aka Cuana)

Misc/Other:o Goldie- fae sparrowhawk, one of several that are used for communication between grogs/scouts
o Society of (intelligent?!) mice. "Elder" mouse met during first exploration of Glendower's labs, before Corvus' row & then spider threat

[size=200][color=brown]The Library, Arcane Arts [/size]

[color=brown][size=150]Arts[/size]

[u][i]Art[/i][/u] ~ [i][u]Summa[/u] [/i] ~ [u][i]Tract's[/i][/u] [i]Notes [/i]
[i][color=darkred][b]Techniques[/b][/i]
[b]Creo[/b] L18 Q10
Q7 [color=green](Folio of 1187 - see below)
[b]Intellego[/b] L15 Q15 [i](Good Quality)[/i]
L 5 Q18 [i](Exceptional Quality, Low Level - "beginner's text")[/i]
L 5 Q11 Mathius ex Verditius, [i](Low Level) Redundant![/i]
Q8
[b]Muto[/b] L13 Q19 [i](Exceptional Quality)[/i]
[b]Perdo[/b] L10 Q16 [i](Good Quality)[/i]
[b]Rego[/b] L20 Q11
Q8 [color=green] (Folio of 1145 - see below)
Q7
[i][color=darkred][b]Forms[/b][/i]
[b]Animal[/b] L 5 Q12 [i](Low Level)[/i]
Q6
[b]Aquam[/b] L12 Q10
L10 Q15 [i](Good Quality)[/i] Guests in the Palace of Triton
[b]Aurum[/b] L10 Q11
[b]Corpus[/b] L14 Q11
Q6
[b]Herbem[/b] L11 Q17 [i](Good Quality)[/i]
Q9 [color=green](Folio of 1187 - see below)
[b]Imagonem[/b] L 8 Q21 [i](Exceptional Quality, Low-ish Level - "beginner's text"?)[/i]
[b]Ignem[/b] L18 Q12
Q6
[b]Mentem[/b] L12 Q18 [i](Exceptional Quality)[/i]
[b]Terrem[/b] L15 Q 8
Q5 [i](Poor Quality)[/i]
[b]Vim[/b] L16 Q 9
L 8 Q17 [i](Good Quality)[/i]
Q11 [i](Exceptional Quality)[/i]
Q6 [color=green](Folio of 1145 - see below)
[color=green][u]Folio of 1145[/u] Rego Tractatus Q8 Vim Tractatus Q6 Lab Text, Opening the Tome of the Animal's Mind(InAn25) Lab Text : Cloak of Black Feathers(MuCo(an)30) Lab Text : Quiet the Raging Winds(ReAu20) & 2 Tractatus on Magic Theory (see Mundane Abilities Listing, below)

Folio of 1187
Creo Tractatus, Q7
Herbam Tractatus, Q9
Lab Text : Binding The Hermetic Codex(ReAn20)
Lab Text : Welcome Addition of False Sunlight(CrIg15)
Lab Text : Ward Against Fae of the Earth (ReTe20)
Lab Text : Miner's Keen Eye(InTe20)
Lab Text : Chamber of Summer Breezes(CrAu(ig)10)
& 2 Tractatus on Magic Theory (see Mundane Abilities Listing, below)

[b]Librarian's Comments:[/b]

He explains, in a tone somewhere between a lecture and a recitation:

"For Summae, Exceptional and Good qualities are somewhat subjective, and I admit I have high standards - both will allow a new student to the Art to "master" it (to Level 5+) in one season. But the exceptional texts, besides being that much better for advanced study, will support that same pace for even the most difficult student. For Tractatus, "exceptional" merely means a talented and highly communicative author, of a rare quality.

"Texts I consider "poor" quality are ones that stand out as what could only be weak communication on the part of the author; and the rest present a wide spectrum in between..."

[i]"...As a note, we need more Tractatus on any Art one might be able to get a hold of, and also a decent Level (>5) Animal summa. Imagonem summa is also low in Level, 8 (tho' great in Quality, a perfect "beginner's" text).

"Beyond that, we would want to acquire 2 Summa for each Art- one introductory, high-Quality but lower top Level, and then one with a high Level (sacrificing Quality.) Or one that covers both aspects- our L15 Q15 Intellego, for instance. And even there, there's room for improvement. Always..."[/i]

Low-mid Level, 10-12: Perdo, Aquam, Aurum, Herbem, Mentem

Lower Quality (= slower study), 12 or less: Creo, Rego, Corpus, Ignem, Terrem

(Leaving only Intellego, Muto and Vim as currently "acceptable" in both Level and Quality.)

[size=200][color=brown]The Library, Abilities (mundane and arcane) [/size]

[color=brown][size=150]Abilities Summae[/size]

Level Qual Subject Notes [i]([color=red]Notes in red require special attention for study)[/i] All Texts are [u]in Latin[/u] unless otherwise noted.
[color=darkred][b]Hermetic Texts, on topics of Hermetic magic and otherwise[/b]
6 10 Magic Theory A thoughtful and in-depth text by a noted Bonisagus
4 7 Parma "Parodoxes of Parma" - Only a Criamon would write such. Incomprehensible Author [color=red]cuts Study Totals in half. [i]This book is as controversial as it is sought after, and some Quasitors seek to rule all copies should be burned. It would be a High Crime to allow it to fall into the hands of any mundane.[/i]
3 8 Finesse "The Subtleties of Magical Craftwork as Art"
4 9 Penetration "The Vulnerabilities of Might"
3 12 The Code of Hermes Learned Commentaries from several noted Quasitores on various Tribunal rulings & precedents
3 11 Organization Lore: Hibernian Tribunal Covenants, Praecos, Redcaps, main figures, & customs, etc
[color=darkred][b]Texts of Interest to Magi & their ilk [/b]
4 21 Artes Liberales Original Author, w/ later commentaries, an exceptional work
6 17 Philosophia Aristotle, in translation
3 7 Magic Lore Grotesques & Phantastiques
2 7 Faerie Lore Mab's own brief & [u]incomprehensible[/u] attempt to educate the locals. ([color=red]Study Totals cut in half.)
3 5 Dominion Lore "Of Anghels and Holy Spirits"
[color=darkred][b]Texts of More Mundane Interest [/b]
3 8 Medicine [color=red][i](in Greek)[/i]
2 9 Civil & Canon Law [i](as dry as dry can get)[/i]
2 5 Common Law a collection of disorganized notes for an unfinished text
3 8 Etiquette "The Courtely Graces & Ecclesiastic"
2 10 Folk Ken "Of the Foolishness of Apprentices"
2 10 Prof: Scribe calligraphy & technique
2 8 Area Lore: Eire land "A Pilgrim's Journey", with insightful observations on places, personages and legends.
4 5 Area Lore: Europe A vast but unorganized collection of various Maps & Notes
2 8 Area Lore: Stonehenge Tribunal "Un Narratif d'Angleterre" [color=red][i](in Norman French)[/i]
3 6 Language: Anglish "Anglish as she is spoked"
2 16 Language: Norman French (the lang of Nobles in England and NW France)
[size=75][i]*NOTE: The following two "texts" are combined into one rambling narration, contributing in part to the poor Quality.[/i] [color=red](One physical text- student's choice as to topic(s) studied.)[/size]
2 5 Organization Lore: Local Nobles* (see Note above) an account of a local coronation, with commentary on those attending. Not as recent as it might be.
1 5 Orgnztn Lore: Local Church* (see Note above) an account of a local coronation, with commentary on those attending. Not as recent as it might be.

[color=brown][size=150]Abilities Tractatus[/size]
(Alphabetically, by Ability)
o Q5 - Area Lore: Loch Leaghan Tribunal
o Q7 - Code of Hermes "Precedents and Exemplary Cases brought before Tribunals"
o Q7 - Dominion Lore
o Q6 - Faerie Lore
o Q8 - Great Weapon, "The Art of the PoleArm", Ch. 1 only, w/ illustrations. Trans. from the Italian
o Q9 - Magic Theory
o Q7 - Magic Theory [color=green](Folio #1)
o Q6 - Magic Theory [color=green](Folio #1)
o Q6 - Magic Theory [color=green](Folio #2)
o Q6 - Magic Theory [color=green](Folio #2)
o Q9 - Music - "a Short Treatise on the classic Authorities, their comments on Music"
o Q9 - Philosophia (missing title page)(?)
o Q7 - Philosophia
o Q6 - Premonitions "On the Interpretation of Dreams" (from German, "Die Traumdeutung")
o Q6 - Sense Holy/Unholy (Incomprehensible Author, [color=red]cuts Study Total in half)
o Q7 - Teaching [color=red](in Norman French) - La Methode Socratique

All Texts listed Alphabetically by Ability, Summa & Tractatuso Area Lore: Eire land L2 Q8 "A Pilgrim's Journey", with insightful observations on places, personages and legends.
o Area Lore: Europe L4 Q7A vast but unorganized collection of various Maps & Notes
o Area Lore: Loch Leaghan Tribunal - Tractatus Q5
o Area Lore: Stonehenge Tribunal L2 Q8 "Un Narratif d'Angleterre" (in Norman French)
o Artes Liberales L4 Q21 Original Author, w/ later commentaries, an exceptional work
o Civil & Canon Law L2 Q9
o Code of Hermes L3 Q12 "Learned Commentaries..."; Tractatus Q7 "Precedents and Exemplary Cases..."
o Common Law L2 Q5 A collection of disorganized notes for an unfinished text
o Dominion Lore L3 Q5 "Of Anghels and Holy Spirits", Tractatus Q7
o Etiquette L3 Q8 "The Courtely Graces & Ecclesiastic"
o Faerie Lore L2 Q7 Mab - incomprehensible (Study Totals cut in half); & Tractatus Q6
o Finesse L3 Q8 "The Subtleties of Magical Craftwork as Art"
o Folk Ken L2 Q10 "Of the Foolishness of Apprentices"
o Great Weapon- Tractatus Q8 - "The Art of the PoleArm", w/ illustrations. Trans. from the Italian
o Language: Anglish L3 Q6 "Anglish as she is spoked"
o Language: Norman French L2 Q16 The Tongue of Nobles in England and NW France
o Magic Lore L3 Q7 Grotesques & Phantastiques
o Magic Theory L5 Q10 A thoughtful and in-depth text by a noted Bonisagus; Tractatus of Q9, plus 5 more tbd
o Medicine L3 Q8 (in Greek)
o Music - Tractatus Q9
o Organization Lore: Local Nobles* L2 Q5 Being an account of a local coronation, with commentary on those attending.
o Orgnization Lore: Local Church* L1 Q5 Being an account of a local coronation, with commentary on those attending.
o Organization Lore: Hibernian Tribunal L3 Q11 Covenants, Praecos, Redcaps, main figures, & customs, etc
o Parma L4 Q7 "Parodoxes of Parma" - Only a Criamon would write such. Incomprehensible cuts Study Totals in half.
This book is as controversial as it is sought after, and some Quasitors seek to rule all copies should be burned. It would be a High Crime to allow it to fall into the hands of any mundane.
o Penetration L3 Q9 "The Vulnerabilities of Might"
o Philosophia L6 Q17 Aristotle, in translation
o Q9 - Philosophia tractatus (title page missing)
o Q7 - Philosophia tractatus
o Premonitions - Tractatus Q6 "The Interpretation of Dreams"
o Prof: Scribe L2 Q10 Calligraphy & technique
o Sense Holy/Unholy - Tractatus Q6, (Incomprehensible[/u], Study Total cut in half)
o Teaching Tractatus Q7 (in Norman French) - La Methode Socratique(* These two "texts" are combined into one rambling narration, contributing in part to the poor Quality.)

[color=green]* Kryslin: "...& Rhiannon did some sorting, and we have 2 of the Bonisagus collections in the library..."

(Folio #1) - Folio of 1145
MT Tractatus Q6
Lab Text, Opening the Tome of the Animal's Mind(InAn25)
MT Tractatus Q7
Rego Tractatus Q8
Vim Tractatus Q6
Lab Text : Cloak of Black Feathers(MuCo(an)30)
Lab Text : Quiet the Raging Winds(ReAu20)

[color=green](Folio #2) - Folio of 1187
Creo Tractatus, Q7
MT Tractatus, Q6
MT Tractatus, Q6
Herbam Tractatus, Q9
Lab Text : Binding The Hermetic Codex(ReAn20)
Lab Text : Welcome Addition of False Sunlight(CrIg15)
Lab Text : Ward Against Fae of the Earth (ReTe20)
Lab Text : Miner's Keen Eye(InTe20)
Lab Text : Chamber of Summer Breezes(CrAu(ig)10)

(Each section of a folio also counts as an Order of Hermes Lore tractatus, Q1 (see True Lineages, pg 23). I'm lacking titles for the tractati.)

(NOTE- I like the idea of combining a few different features- Summa, Tractatus, perhaps Spells - under a single title. I have not done so yet here - any suggestions welcome

88888888888888888888888888888888888888888888888888888888888

Some of the more significantly absent subjects (besides Arts tractatus!) include:* Organization Lore: Order of Hermes

  • Infernal Lore
  • Additonal Languages, living or dead. Latin(!), Greek, Eirish/Gaelic, Scotts/Gaelic, etc.
  • Theology (we ARE in a high-church area)
  • and then a long list of mundane topics that are generally useful (tho' some might not be the sort to be addressed commonly in texts), such as Awareness, Athletics, Bargain, Brawl, Chirurgy, Concentration, Leadership, Ride, Stealth, Survival, etc., etc., etc.

Log of additions:
o 2 Tract's on Philosophiae, Q9 (no title page) & Q7, bought at The Faire by Daggin, Summer.
o 2 Folio's of Rhiannon, logged in at end of 1st Summer.
o
o

[size=200][color=green]Lab Texts[/size]

[color=green](See Folios, below)

Listed by Form, then (generally) by Magnitude.

[size=150][b][color=darkred] Form[/b][/size] [size=150][b][color=darkred] Lab Texts[/b][/size] [size=150][b][color=darkred] Casting Tablets[/b][/size]
Animal ReAn 5 Binding the Mundane Codex (1) [color=green](*Folio of 1187*) MuAn 15 Doublet of Impenetrable Silk ReAn 15 Circle of Beast Warding ReAn 20 Ward against the Beasts of Legend ~ (vs. M.Mt. 20) CrAn 20 [b](R)[/b] Soothe pains of the Beast InAn 25 Opening the Tome of the Animal's Mind [color=green](*Folio of 1145*) CrAn 35 The Wizard's Mount - Aquam InAq 5 Touch of the Pearls MuAq 20 Lungs of the Fish ReAq 25 Ward vs Fae of the Water InAq 30 [b](R)[/b] Voice of the Sea (2) InAq 30 [b](R)[/b] o Enchantment of the Scrying Pool Aurum CrAu(Ig) 10 Chamber of Summer Breezes [color=green](*Folio of 1187*) InAu 15 True Sight of the Air InAu 20 Sailor’s Foretaste of the Morrow CrAu 20 Aeolus' Blessing (3) ReAu 20 Quiet the Raging Winds [color=green](*Folio of 1145*) CrAu 25 Clouds of Rain and Thunder - Corpus CrCo 10 Bind Wound PeC0 15 Dust to Dust InCo 20 Sight of the True Form InCo 20 The Inexorable Search ReCo 20 The Mighty Fling of the Menacing Knight (4) CrCo 20 Purification of the Festering Wound CrCo 20 [b](R)[/b] Gentle Touch of the Purifed Body CrCo 25 [b](R)[/b] Restoration of the Defiled Body MuCo(an) 30 Cloak of Black Feathers [color=green](*Folio of 1145*) ReCo 35 Leap of Homecoming CrCo 30 [b](R)[/b] o Surgeon's Healing Touch (1 Serious Wd.) CrCo 40 [b](R)[/b] o Incantation of the Body Made Whole (all damage) CrCo 30 [b](R)[/b] o Cheating the Reaper CrCo 40 [b](R)[/b] o The Gift of Another Day (5) Herbem ReHe 20 Ward Against Persistent Archers (6) ReHe 25 Ward vs Fae of the Wood ~ (vs. F.Mt. 25) InHe 25 Architect's Eye (7) - Ignem CrIg 10 Lamp without Flame CrIg 10 Heat of the Searing Forge PeIg 10 Apprentice's Friend (8) CrIg 15 Welcome Addition of False Sunlight [color=green](*Folio of 1187*) ReIg 25 Ward Against Heat and Flames - Imag'm InMe 20 Discern Images of Truth and Falsehood - Mentem ReMe 20 Ring of Warding against Spirits - Terrem MuTe 10 The Crystal Dart InTe 20 Miner's Keen Eye [color=green](*Folio of 1187*) ReTe 20 Ward Against Fae of the Earth [color=green](*Folio of 1187*) ReTe 20 The Spell of Wrought Metal (9) ReTe 25 The Phantom Blacksmith (10) CrTe 25 Wall of Protecting Stone CrTe 35 [b](R)[/b] o Conjuring The Mystic Tower Vim InVi 20 Piercing the Magic Veil InVi 20 Piercing the Faerie Veil MuVi 20 Wizard's Boost (Corpus) MuVi 20 Wizard's Reach (Ignem) ReVi 20 Aegis of the Hearth ReVi 20 Circular Ward Against Demons MuVi 20 Wizard's Communion ReVi 25 Maintain the Demanding Spell MuVi 30 Wizard's Boost (Target) ReVi 30 [b](R)[/b] Aegis of the Hearth ReVi 30 [b](R)[/b] o Aegis of the Hearth
[i]Misc. Items[/i] [u]Healing wand[/u] - CrCo 20 effect: Purification of the Festering wound (Note A)

Weather Feather - InAu 20
effect: Sailor's Foretaste of the Morrow (Note B)

The Rod of Inspiration - ReCo 30
effect: : special (Note C))

-
Totals 49 Texts 7 Texts

Notes:1) Binds up to 1000 bi-fold pages into a book.
2) As Voice of the Lake, but Boundary, and thus any body of water is acceptable, no matter the size.
3) (Base 2 = Wind, +2 Voice, +1 Unnatural, +2 Sun, +1 Adjustable. Creates a good wind, but only in the general area. Adjustable with Concentration.
4) (Base 15, +1 Touch) Throws an individual away from you, with little concern about where the target lands, or how far he goes (up to 15 paces), with little regard to what might be in the way. Torsten made several clubs and maces with this enchantment on them, activated on a solid hit.
5) (Base, +1 Touch) Resolves a Terminal Aging Crisis.
6) (Base 4, +1 Touch, +1 Diam, +2 Group) Protects the Target and up to 9 allies from a single wooden attack every round for 2 minutes time.
7) (Base 4 (learn all mundane properties), +2 Voice, +2 Structure, +1 Complex) Familiarize yourself with the layout of a wooden structure, such as a ship or building (but only the wooden parts, if mixed), and the state of repair of such. Includes secret passages and other such, but not fine detail such as small secret compartments.
8) Base 4, +2 Voice. "Extinguishes a fire, cooling the ashes to merely warm."
9) (Touch, Mom, Group) Transforms raw metal from a furnace into bars of wrought and finished product as if worked in a forge. This requires an Int+Finesse of 9.
10) (Touch, Mom, Group) Transforms raw metal into a crafted item, requiring a Per+Finesse roll of +3 for what a mundane blacksmith would require.Item Notes:A) 1 use per day, Duration Moon
"The target gains +9 to recover rolls..." (see p 129)
(The item may be lying around somewhere right now, as it's a pretty handy thing to have.)
Shape: wand. Material: Ivory (+5 to Healing)

B) Use 1x/day
Know precisely what tomorrow's weather will be, and general idea for the next week.
Shape: Feather w/ Hazel handle. Material: Hazel (+3 Divination) + Swift pinfeather

C) R: Touch D: Sun T: Individual
Base 10, +1 Touch, +2 Sun total 25, +3 (6 uses)
This device is often invested into items of correction and coercion; a rod, whip, even a leather glove (BUT this text is for only the riding crop!) It is typically activated by a hard whack onto the target's face or back (not enough to cause a wound). Once struck the target will feel invigorated, angry even, and immune to the effects of pain and fatigue for the rest of the day (like Endurance of the Berserker).

This lab text would allow the creation of a rod or suitable item to have 6 charges (lab text/ 5)
Shape: Riding Crop. Material: Boar Leather (+3 stubborness, ignore pain)
[color=green]* There are 2 "Folios", collections of different topics bound together. Altho' one physical "book", they are different subjects of study.Folio of 1145
Rego Tractatus Q8
Vim Tractatus Q6
Lab Text, Opening the Tome of the Animal's Mind (InAn 25)
Lab Text : Cloak of Black Feathers (MuCo(An) 30)
Lab Text : Quiet the Raging Winds (ReAu 20)
& 2 Tractatus on Magic Theory (see Mundane Abilities Listing, above)

Folio of 1187
Creo Tractatus, Q7
Herbam Tractatus, Q9
Lab Text : Binding The Hermetic Codex (ReAn 20)
Lab Text : Welcome Addition of False Sunlight (CrIg 15)
Lab Text : Ward Against Fae of the Earth (ReTe 20)
Lab Text : Miner's Keen Eye (InTe 20)
Lab Text : Chamber of Summer Breezes (CrAu(Ig) 10)
& 2 Tractatus on Magic Theory (see Mundane Abilities Listing, above)

[size=200][color=blue]Vis [/size]

StoresVis Stocks(175 points):
(with notes on sources, amounts and when available/harvested- see below for specific details. Vis with no source in [color=red]Red)

12 Creo (+5 in Spring)
18 Intellego (+1 each Spring, Summer, Autumn)
21 Muto (+5?, see below)
10 Perdo (+3 in Autumn)
14 [color=red]Rego

10 Animal (+d6, randomly throughout year)
12 [color=red]Aquam
12 [color=red]Auram
13 Corpus (+4, 1/season)
12 Herbam (+d3, +5?, 1 randomly Spring, Summer, Autumn, & see below)
_7 Ignem (+6, 1/season, 3 in Summer)
_5 [color=red]Imagonem
_5 [color=red]Mentem
_8 Terram (+4, 1/season)
16 [color=red]Vim

[size=150][color=blue]Vis Sources, by Season:[/size]

Spring:
5 Creo, Light on Church alter, Spring Equinox
1 Intellego, stream
1 Corpus, salt from headstones in nearby graveyard
1? Herbem - inconsistent, a single flower appearing to be made of pure gold blooms
1 Terram, slags from the smelting operation
1 Ignem, clinkers from the local forges

Summer:
5 Herbam or Muto, from trees in grove
1 Intellego, stream
1 Corpus, salt from headstones in nearby graveyard
1? Herbem, inconsistent, lily in the covenant pond blossoms a particularly brilliant shade of blue
1 Terram, slags from the smelting operation
3 Ignem, clinkers from the local forges

Autumn:
1 Intellego, nearby stream
3 Perdo, pool near barrows, Autumnal Equinox
1 Corpus, salt from headstones in nearby graveyard
1? Herbem, inconsistent, a golden acorn from a certain Oak tree
1 Terram, slags from the smelting operation
1 Ignem, clinkers from the local forges

Winter:
1 Corpus, salt from headstones in nearby graveyard
1 Terram, slags from the smelting operation
1 Ignem, clinkers from the local forges

Notes on Vis allocation to individual magi (just in case it ever comes up), by Season:

Annual Sources, claimed by Loch Caillte+5/ Creo (Light falling onto a certain place (the altar of the church) on Spring Equinox)

+3/ Intellego (Perfectly clear crystals found in the fast running stream downstream from Lough Caillte, 1 each season it is not frozen.)

+3/ Perdo (Brackish water found in a pool near the barrows on Samhain, Autumn Equinox)

+5/ Muto or Herbem (5 Trees in a magic regione drop thier petals on the night before midsummer - can be used either as Herbam or Muto vis (one type only). However, the grove has other uses...)

+d6/ Animal (From a red fish similar to a salmon found in the lake. The villagers know they will be paid handsomely for such catches, but its rare, rich taste makes it good eating.)

+4/ Corpus (The nearby ancient village graveyard, each season 1 pawn from salt scrapings from the headstones.)

+d3/ Herbam (Every so often, in the Spring, a single flower appearing to be made of pure gold blooms; in Summer, one of the lily's in the covenant pond blossoms a particularly brilliant shade of blue; and a golden acorn from a certain Oak tree in Autumn. Each source is one pawn, when it shows.)

+6/ Ignem (The clinkers from the local forges, 3 in Summer, 1/season other.)

+4/ Terram (Slags and Dross from the smelting operation at the mine which has to be concentrated, 1/season.)

[size=200][color=indigo]Covenant Enchantments [/size]
(Thoroughly understood and otherwise...)

[color=indigo]Item Effect Name (# of similar items in covenant, & their usual location)
TeFo, followed by the Level of the Effect (& the Final Total Level of the Item.)
Penetration of the effect, if any; # uses/day [or Constant Effect]
Range/Duration/Target
Any restrictions on use, limits on time, and so on.
Description of effect.
Shape & Material specifics, and activation trigger.
(Base + effect modification; & modifications for the item)

[size=150]Portable Enchantments:[/size]

Gift of the Night Hunter (1 in covenant; w/ acting turb leader of night shift or in grog quarters)
MuCo(An) 5 (10)
Pen +0, 24x/day
R: Touch, D: Sun, T: Individual
Allows target to see in near darkness.
Rod with carved cat's head and a small opal. The rod is tapped on the target and the word "Hunter" is spoken (in Latin.)
(Base 2, Touch +1, Sun +2; 24 use/day +5 levels)

Doublet of Impenetrable Linen (1; w/ Angus)
MuHe(Te) 5 (10)
Pen +0, 24x/day
R: Personal, D: Diameter, T: Individual
Becomes tough as metal armour, giving +4 armour value, or adding +1 if worn under actual armour. Only lasts for Diameter, the duration of an average potential encounter.
Linen shirt, requires being worn and uttering "magical shirt", in Latin. (In combat, especially with grogs, simplicity is key.)
(Base 4, Diameter +1; 24 uses/day +5 Levels)

A Nice Weapon (1 in covenant; w/ grog of choice)
MuTe 10 (10)
1x/day, No penetration
R: Personal, D: Diameter, T: Individual
Weapon can be given "Edge of the Razor", adding +2 to damage.
An Axe. Grasp handle and utter the word "sharpen" in Latin. (In combat, especially with grogs, simplicity is key.)
(Base 3, +2 Metal, +1 Diameter)

The Dancing Man (1 in covenant; w/ Grog Captain)
ReTe 15 (20)
Pen n/a, Constant effect
R: Personal, D: Concentration, T: Group
Spell supports and moves a full suit of chain armour as the wearer moves, eliminating most all the "load", dropping the effective load from 6 to only .5. The armour is otherwise as normal, Prot = 9.
A full suit of chain, constant.
(Base Base 1, metal +2, Conc +1, group +2, complex +1, item maintains conc +1)

Personal Lamp without Flame (3 in covenant; 1 w/ Angus, 1 w/ Librarian, and 1 kept @ main gate)
CrIg 5 (10)
Pen n/a, 3x/day (env trigger)
R: Personal, D: Sun, T: Individual
A bright lantern equal to torchlight.
A large, shuttered bronze lanthorn. Activates with the words "Some magical light now, please". The environmental trigger lights the lamp automatically at sunrise/sunset only if it is already "lit", thus it does not "spring to life" on its own.
(Base 3 (torchlight), Sun +2; 3x/day +2, Env trigger +3 levels)

Brazier to Heat the Hall (1; usually in Library in Winter, occasionally cool grog areas in Summer nights)
CrIg 19 (20)
Pen +0, 2x/day
R: Touch, D: Sun, T: Room
Wrought Iron Brazier that produces false, low glowing "hot coals" (only slightly hotter than boiling water if touched, so unable to ignite material) but heats the entire room in which it is placed. The heat produced is adjustable to maintain a "comfortable" temperature.
Wrought iron brazier; an engraving of the sun and a snowflake need be touched, and the words "hotter" or "colder" uttered (in Latin).
(Base 2, Touch +1, Sun +2, Room +2, special +2 Lvls, variable +2 lvls; 2 uses/day +1 Lvl)

Fabricus' Dagger of Stone Chirurgy (1 in covenant; found in the tool shed of the Companion/Custo smith)
ReTe 10 (20)
Pen +0, Unlimited Uses/day
R: Tch, D: Conc, T: Ind
Cuts and removes a block of solid stone up to a pace on each side from a suitable source of material. The block moves at the speed of a normal walk. It is advised to remove the stone towards the top of the source rather than the bottom.
Dagger with a lodestone plum bob dangling from the pommel and the blade is covered in Masonic and Verditian runes.
Use/Trigger: Draw with the blade the rough square desired and touch the tip at the center, make a pulling motion and the block will pull out slowly and go where pointed.

(Base 3, +1 Tch, +1 Conc, +1 Special Effect; +10 Levels Unlimited Use)

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

[size=150]Fixed Enchantments:[/size]

Main Hall, & attached Council Room
o Lights in Council Room

Glendower's Lab:
o Lighting, fully adjustable, controlled by large switches
o Blue crystal, light, & Vim vis- not fully investigated.

o crypts- not investigated, dangerous!

Kallias' Lab:
o Lighting, fully adjustable, controlled by large switches
o Hearths that produce warm/cool air as desired
o Table - holds scrolls/maps flat
o Map of Eire Land & British Isles - specifics unknown.

Sylphie's Lab:
o house gnomes
o
o

Torsten's Lab:
o
o
o
o

[color=brown]In Library:

The Glow of the Candelabra (1, library, fixed)
CrIg 20 (20)
Pen +X (Penetration of the effect), X/day [constant effect]
R: (Touch*), D: Sun, T: Structure
Any restrictions on use, limits on time, and so on.
Usable only once/day, usually turned on at sunset by the Librarian. It bathes the entire library in a soft light, adequate (if not optimal) to read by.
The ceiling of the entire structure has been enchanted. There is a single rock crystal, embedded in the wall near the entrance, which merely needs be touched and the word "lux" uttered.
(Base Base 2 (Candlelight), +1 Touch*, +2 Sun, , +3 Structure)
(* A Range of "Touch" is necessary for any Target larger than Individual")

Additionally, several "reading tables", in private alcoves away from mundane eyes, have been inscribed with a ring of inset brongze and spell to provide full daylight in that area- only.

Library Guardian
Invested Item, 60 Levels total
(Shape: Carving of a crouching gargoyle with fox's ears, holding a large bell. +4 Hearing, +5 warning.
Size/Material = "medium" (skull sized) carving of blackthorne wood, +3 Guardian.)
size 3 x 2 material = 6 pawns of vis)
This item will only allow specific persons to remove books from the library. It has two effects, one to detect when a book is being removed and the other to sound an alarm. The statue is located over the main doors to the library, and will sound whenever someone approaches that portal carrying any book, in or out. The entrance is not within "hearing" of any expected, typical foot traffic within the library.Locate the Tome (1 in covenant, Library Entrance)
InAn(He, Vi) (50)
Pen +X (Penetration of the effect), X/day [constant effect]
R: Personal, D: Conc, T: Hearing +3
Detects if a book in the possession of someone not wearing a covenant ring. Pen is added in case someone tries to magically disguise a book or user their Parma on it.
(S/M & activation, see above)
(Base 4, Conc +1, Hearing +3, complex +1, free requisites; item maintains conc +5 levels, 2 uses/day +1, environmental trigger +3 levels, 32 pen +16)

Sound the Alert (1 in covenant, library entrance)
CrIm 2 (10)
Pen n/a, 24x/day
R: Personal, D: Momentary, T: Individual
(Linked to the above effect.)
Sounds like a bell ringing loudly from the doorway.
(S/M & trigger, see above)
(Base 1, clear sound +1; linked trigger +3 lvls, 24 uses/day +5 lvls)
[color=green]Covenant Safehold

[i]Suggested:
An underground vault, with two bronze-bound oaken doors, one at the top and one at the bottom of a stairway carved from the living rock, but whatever works.

Top Doors- mundane key.
Lower Doors- dummy keyhole. An over-sized magical oaken beam thoroughly bars the bronze-shod door from the inside.[/i]

Barring the Door (1 in covenant, strongroom)
ReHe 4 (10)
Pen n/a, 24x/day
R: Personal, D: Concentration, T: Individual
Raises or lowers bar, and forcefully keeps it there. Bar is set into metal receivers. The beauty of this is that if the magic is dispelled, the weighty bar still sits where it needs to be to block the door.
Massive Oaken Bar behind Door, 1 cubic pace in volume. (Approx 6'/2m long, by 15"/35cm square, weighing in around 400 lbs/180 kg.)
(Base 3, Concentration +1; Item Maintains Concentration +1, Use 24x/day +5 Levels)

The Thief's Soft Footfall (1 in covenant, strongroom)
MuTe 5 (10)
Pen +X (Penetration of the effect), X/day [constant effect]
R: Abc, D: Def, T: Ghi
Any restrictions on use, limits on time, and so on.
A large area of thick flagstone located in the center of the entryway, this trap is simple and effective. If anyone steps near the center of the large stone slab, it turns momentarily to mud, then re-solidifies, allowing the trespassers to sink and then trapping the feet of the central intruder and any near them for a full day until it can be activated again (and then they better be fast!) Any competent mage forgetful enough to step into this should be able to free themselves easily enough.
A large section of hard stone, about 3 paces square and as much deep. Activated if anything near the center is stepped upon.
(Base 3 (slightly unnatural- thin mud), +1 Stone, +1 Touch, +0 Momentary; +0 1x/day, +1 (x10 mass) )

Stone that Holds Secrets (1 in covenant, wall of strongroom)
MuTe 4 (10)
Pen +X (Penetration of the effect), X/day [constant effect]
R: Personal, D: Concentration, T: Part
This was originally limited to all the magi of the covenant, which means it's now limited to only Mab & Dierdre!
A part of the living stone wall has been enchanted to open/close on command, revealing a set of stone shelves where the Covenant's valuables are kept. (There is also a false "strongbox" set into the opposite wall, with appropriate false spells cast upon it.)
[i]Matching stone in a wall. Place one's hand flat on the stone, and utter "I have need of what lies within" in Latin.
(Base 1, Stone +1 ,Part +1 , Concentration +1; Item Maintains Concentration +1, Effect Use +3 levels, use 3x/day +2 levels)

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

Standard Item Format:[code]

Item Effect Name (# in covenant, usual location)
Te(Te)Fo(Fo) Level of Effect (Final Total Level of Item)
Pen +X (Penetration of the effect), X/day [constant effect]
R: Abc, D: Def, T: Ghi
Any restrictions on use, limits on time, and so on.
Description of effect.
Form/Substance specifics, and activation trigger.
(Base [in levels], +adjustments [in magnitudes] [for R/D/T, req's, complexity, etc.]; Modifications +adjustments [in levels] [for the item power adjustments])

[/code]

[size=200][color=darkred]Allies, Enemies, and Consortis
[/size]
(Strangers we have come to know and loathe...)

[size=150]Other Magi:
[/size]
Sean Dulidh (pron "Shawn Dooley") A senior redcap, member of Harco, typically at large in the order. Shows up wherever the Mercere have business to be taken care of. Something of a rogue and a tomcat, known to have broken hearts in many ports. friendly.
"dressed in well worn travelling clothes. He might seem unremarkable save for the fact that the clothes are in better condition than most people's new clothes. Several other little things, seen from this distance, mark him as a step above those unloading the wagons."

Quintus is the senior Quasitor in the tribunal. Hs Guernicus. Eye for details. Trained at Duresca, expert at the arts of persuasion, intrigue, and investigation. Currently resides at Circulus Ruber, making sure that actions taken against the Normans by covenants on the eastern side of Ireland don't step beyond the code. His Brother is Flavius (below).
"One looks like one of the old roman statues come to life, with blonde hair, square jaw, trim build, and authoritative air about him."

Flavius is Quintus' brother and bodygaurd, and a senior Flambeau hoplite. His normal stomping grounds are the Transylvanian and Levant tribunals; He is one of the most senior hoplites still on active duty. Iron willed, disciplined, with a commanding presence. He is the kind of man other men want to follow, wherever he leads.
"an armored figure; The armor is a copy of the roman lorica, the heavy banded armor of the common roman soldier. The flowing scarlet cape and sword he carries helps complete the image of a legionnaire returning home from the depths of time..."

Gaeth O'Connor - our local, "usual" Redcap

Xerxes - Bonisagus, known only by name, not yet arrived. Due in Summer (at earliest) to copy Glendower's texts & etc. for Durenmar.

Handri - Magus in Wizard's War vs Mab, Praeco of House Merinita.

Brodvic ex Tytalus - Wizard's War vs Mab, but shown to be possessed (by "Dusk"?), currently in a nearby covenant, possibly with a "wasting curse"

Dusk - Ex Misc "wild mage", wanted for low crimes and questioning re high crimes. Possibly very dangerous. Possibly behind possession of Brodvic, death of Ghibelli, and spiders etc. (Parens = Connor Mac Connor, ex Misc.)
(See thread "To Sleep...", page 2)

(Ghibelli d'Vezzini) - (deceased) ex Verditius, killed in lab at Waterford chapter house, possibly by "Dusk". Only local of 3 magi deaths re which she is wanted for questioning.

Connor MacConnor - Parens of maga "Dusk"

[size=150]Consortis:[/size]
Bros. D'Vezzini - Marco & Antonio, venditores, Consortis merchants. Met at "the Faire", offer & contract items and enchantments. Seem to have wide-reaching contacts across the Hermetic world.

Bookseller - met at the Faire by Daggin, among others. (Owed a copy of a text by Daggin)

[size=150]Misc:[/size]
Cathal O'Connor- King of the fifth of Connacht, cousin to covenant seneschal, Angus.
Weaver - Fae Queen of Spiders, friend(?) of Mab, but possibly quite dangerous to strangers
Father Brendan - local power, friendly to covenant
Priere - Short Nun. A little Taller than Deirdre.
Uza - Companion of Azaelle.
Asa - Azaelle's younger brother. Has luck, good looks, and a singing voice that's like an angels...
(*These 3 showed up together shortly after Corvus' row with Connor, not perfectly clear who they were...)

[size=150]Allies:[/size]
Queen Cordelia - Queen of the Fae of the Fifth of Connacht. Mab's Maternal Grandmother.

[size=150]Enemies:[/size]
"Bruler" - ??? - spirit of gaunt spider-corpse spoke of him (see thread "Just Deserts", p 2)Spoiler[color=white]Bruler was the name of the 'thing' that possessed Brodvic. Whether it is still 'alive', or ever was, remains to be seen

(tbd, harrumph!)

[size=200]~ Covenant Charter ~[/size]
As of Right now, Lough Caillte has a very simple charter.1) Keep Mab out of trouble (easy enough, there is a great deal of assistance to do so)

  1. Damage control if you can't keep Mab out of trouble (harder).

  2. Diedre is in charge, and her word is law.
    The OOC discussion of a more traditional Charter, to replace the ad hoc rules, above, can be found here, (and is closer to being finished than it may look.)