Day one: Turris Volans
The covenant of Turris Volans is located in a flying tower that travels all over Mythic Europe, and occasionally beyond. Although the tower is much like others created by Conjuring the Mystic Tower, space is limited as it must carry the magi, their staff and supplies. The long-term residents have heavily customized and refined their labs to hold what they can, but the guest lab (for those who want to take advantage of the Study Bonuses up in the clouds or in far-off parts of Europe) is not particularly safe. The whole structure has magical heating to avoid carrying more firewood than they need to, and magical lights are available for superior lighting for a couple of labs without needing to carry an excessive amount of candles. The covenant’s senior magus, Zephyros has a lab redesigned for safety.
Basic lab:
Superior construction (+1 safety, +1 Aesthetics)
Mobile (+1 Experimentation)
Unstable (+1 upkeep, -1 safety)
Airborne (+1 Upkeep, -2 safety, +2 Warping, +1 Health, + 4 Aesthetics, +1 Experimentation, +4 Au)
Relocation (+1 Experimentation – the covenant has relocation rather than constant relocation as the tower can land and stay for a season in a favourable aura when needed)
Magical Heating (superior) (+1 health, +1 aesthetics, +1 Ignem)
Size 0, Refinement +0, General Quality +0, Upkeep +2, Safety -2, Warping +2, Health +2, Aesthetics +6, Experimentation +3, Au +4, Ig +1.
Personality trait: Changeable +2
This lab looks like a very standard lab except for the fact most items are stored in cupboards with secure bolts and there are fittings on the benches to secure items to. The view from the window could be anything, as the tower frequently flies high into the sky or into extreme wilderness to try and benefit from the inspiration of unusual surroundings.
Zephyros’ lab:
Superior construction (+1 safety, +1 Aesthetics)
Mobile (+1 Experimentation)
Unstable (+1 upkeep, -1 safety)
Airborne (+1 Upkeep, -2 safety, +2 Warping, +1 Health, + 4 Aesthetics, +1 Experimentation, +4 Au)
Relocation (+1 Experimentation – the covenant has relocation rather than constant relocation as the tower can land and stay for a season in a favourable aura when needed)
Magical Heating (superior) (+1 health, +1 aesthetics, +1 Ignem)
Greater Feature – Window (+2 aesthetics, +3Au)
Spacious (+2 safety, +1 aesthetics)
Size 0, Refinement +3, General Quality +0, Upkeep +2, Safety +0, Warping +2, Health +2, Aesthetics +9, Experimentation +3, Au +7, Ig +1.
Personality trait: Stormy +2
Zephyros’ lab has been very carefully redesigned to put everything in securely while keeping enough space between items so minor shakes when the covenant takes off and lands won’t risk things. One wall has been turned into a large window so he can fully appreciate the wonders of the view from his flying tower, and to help him study storms.
Zephyros did commission an item to try and minimize breakage and increase safety, but disliked the extra increase in warping. He offers it to guest magi and others in the covenant.
The mystic clamp ReTe(Aq,He) base 2 + 2 affect glass and metal +1 touch +1 concentration duration +2 room, +5 levels item maintains concentration +10 levels unlimited uses/day – total 35. Holds earthenware containers, glassware, metal and wooden objects and any liquids in place. If the tower moves suddenly, it prevents spills of liquid and any containers with lids on, but flames will still shake. While the effect is on, the magus can’t drink anything as liquid won’t move, and pouring is impossible, so the item has many opportunities to turn on and off. This item removes at least one level of the unstable flaw, but may not be sufficient to deal with incredibly unstable environments, and constant use will increase a lab’s warping score by 1.
Covenant enchantments:
Removable objects -
Heat the frigid tower – CrIg 23 (base 2, +1 touch, +1 conc, + 3 structure for level 15, +5 levels maintains concentration, +3 for 6 uses/day) – this small brass ornament can heat an entire tower, and can be turned on and off several times a day.
Cool the sweltering tower - PeIg 23 (base 2, +1 touch, +1 conc, + 3 structure for level 15, +5 levels maintains concentration, +3 for 6 uses/day) – this small basalt ornament can cool an entire tower, and can be turned on and off several times a day.
Built into the tower:
The flying tower – ReTe 29 (base 3 move dirt in a very unnatural fashion, +1 affects stone, + 2 sun duration, +3 structure, +4 levels always on) the tower is enchanted so it can move or fly constantly. The triggering commands are certain words spoken in one particular room in the covenant – if multiple people start shouting commands the tower will start moving erratically.
Ride the storm – ReAu 39 (base 10, protect an object from hurricane-force winds, range personal, +2 sun duration + 3 structure, +4 levels always on) the covenant has an effect to ward against the strongest of winds built into the tower, so it can be used for the top level Auram study bonus of studying in the clouds during a storm.
Lightning never strikes – ReAu 10 (base 10, protect an object from lightning, range personal, +2 sun duration + 3 structure, +4 levels always on) the covenant has an effect to ward against lightning built into the tower to avoid damage when stormchasing.