Adventures in Brief

Gathering of 12 years- summer, 1 cycle, choice- choose magic

1)Taurus- Per(0)+Magic theory(8)+die roll(5)=13- success!
2)Jina- dex(2)+awareness(3)+die roll(7)=12 - success!
3)Taurus -Int(2)+Magic Lore(5)+die roll(4)=11 - success!

2 rewards: Giovani gains correspondence in area of his choice, Taurus gains +1 reputation as a good teacher
4xp, 7 days

favor quest: choice(combat)/social

  1. crest of the earth wave- Re(15)+Te(21)+sta(1)+roll(8)=45>20 success!
  2. Hadrian int(0)+bow(11)+die(7)=18 success!
  3. Hadrian dex(2)+brawl(6)+die(9)=17 success!

social:
1)Carmen: ettiquette (2)+presence(5)+die roll(9)=16 success!
2)Carmen: charm (5)+com (0)+die roll(2)+confidence(2)=9 success!
3)Al Wazif: Magic lore(4)+dex(2)+die roll(6)=12 success!

4 rewards: notch on the hook, resonant materials (Vim), time reduction, terram vis -3 pawns
10 days, 7 xp

Carmen has Confidence?! :open_mouth:

Grog Confidence, since it's only worth 2! :slight_smile:

SPRING
9)familiar quest - spring 2 cycles (legal-diplomatic/choice) challenge:6 Gloriana, Francesco, ask Lady A and Viviane the grog

Gloriana badgers Lady A for her aid in starting her social visits through the covenants of Italy. She is looking for information on a powerful faerie that might consent to be bound to her, for a time, as these things go. Lady A has brushed up on her OoH Lore, and knows people in many places. But. She's busy writing and considering suitors for a good marriage to her younger daughter Szandra. As she has to go information gathering, she agrees to travel with the Maga for a while. It doesn't do to make an enemy of such a person! In her haste, lady Agniezka almost leads them to ______________, a chapter house of Sylvan, avowed enemy of the Praesidium! But she quickly rectifies, and leads Gloriana to two neutral covenants with faerie experts. O o H Lore success. It is in the second one that Gloriana is presented to Arno Ludicus, an older sybarite magus. She makes a striking speech in his presence, a wonderful toast that shows off her classical education. And Ludicus finds her easy on the eyes as well. He tries to get to know Gloriana...better. Artes Liberales success Lady A manages to make some solid alliances, aided by the excellent information gatherers of the Praesidium and the flow of interesting news and aid is assured, for now. Ludicus promises he will study the matter further and keep an eye out for a likely faerie helper, "If only to have more time to spend in your delightful company, lovely Gloriana!". Intrigue success

After a few days, Arno Ludicus recounts several tales of faerie personages he has met, or read about, or listened to in song. Later Gloriana discusses these findings with Lady A. Her knowledge of Magic Theory is simply astounding! They must meet in the lab! Magic Theory success Of course, Gloriana knows best, she thinks smugly, and her consideration of Faerie Magic is quite beyond the poor woman's ken. A failed apprentice, what a sad tale! So she winnows the list further and makes her own mental notes which she doesn't share. Faerie Magic success. Francesco, in his eagerness to impress Gloriana ( :smiley: he's Faerie-blooded, so she must be like a goddess to him, a goddess that saved his life!) guides them to several renowned Faerie sites, but nothing comes of it. The search goes on... Faerie Lore success

Legal-diplomatic
1)Lady A - Organization Lore OoH 3 Covenants + Quik 0 + _: 1D10 = [10] = 10 what... _: 1D10 = [8] = 8 , no botch, +3 Confidence = 6, success
2)Gloriana AL 5 + 1 Com + 3 Venus's Blessing + 1 Aid (Viviane 1/Lady A 1/Francesco 1 ) + _: 1D10 = [7] = 7 = 17, success
3)Lady A Intrigue 4 Alliances + Pre 1 + 3 Aid (Viviane 2/Francesco 2/Gloriana 2 alliances) + _: 1D10 = [4] = 4 = 12, success

Choice-Magic
1)Gloriana MT 13 + Per 1 + 5 Aid (Lady A 10 ) + _: 1D10 = [6] = 6 = 25, success
2)Gloriana Faerie Magic 3 + Int 3 + _: 1D10 = [9] = 9 = 15, success
3)Francesco Faerie Lore 5 + Sta 5 + 3 Aid (Gloriana 3/Lady A 3) + _: 1D10 = [3] = 3 = 16, success

So complete success in the first search for a Faerie familiar. Adventure took 8 days, provides 2 Confidence (Lady A spent 1), 5 xp (Lady A and Gloriana will take the xp), some Quest points, 4 Rewards:
•Gloriana 2 Vim vis
•Gloriana correspondence in Magic Theory
•Lady A correspondence in Magic theory
•Gloriana good rep with Magi

[strike]story to come[/strike]

SPRING
11) Merinita Mystagogue spring 1 cycle (magic) challenge:12 Gloriana, Francesco, Phillipe Huntsman

Gloriana embarks on a social tour of the Merinita in the Italian peninsula. She is eventually pointed out to Niobella, an ancient and withered crone living alone in the mountains. What follows is an arduous testing of every aspect of her magical mettle. "So you are young Evandrus's student. ehh? How's the greatest healer the world has never known doing? Hah! Now shut your mouth for a while, and show me why I shouldn't consign you to the dankest most leech-infested swamp of Eudokia for a few decades! Look here, this my wet nurse, dying of some disease, what can you do about it? NEVER MIND HOW SHE CAN BE MY WET NURSE, DO SOMETHING ABOUT IT! I told you to shut up, now do it with your trap sewn together by worthier beings than yourself.(proceeds to cast a spell whereupon spiders are summoned all over Gloriana's flesh to clamber and pierce her lips with webs until she can scream no more. The spiders keep on crawling all over her even after they have sewn her mouth shut) Isn't that better, my dear? Now I can concentrate! Well? ON WITH IT. " Gloriana summons every inch of her will and casts Tricking the Reaper without voice or gestures on the poor bedridden woman, nearly falling unconscious from the effort of burning her fatigue for vis. Tricking the Reaper, success.
Gloriana is thrown into a cellar to sleep. It's in some regio because her loyal Francesco and the other fellow can't come to her rescue. Over the next few days, Gloriana is subjected to similarly violent and random questioning, always with a spider horde marauding her very flesh. Queries on Faerie Magic, on every aspect of Magic Theory, and she manages to surprise the hateful crone more than once. Magic Theory success Finally, very strange and meandering conversations on the origins of the House, the ancient maga debating every point with obviously superior knowledge, and it takes all of Gloriana's concentration to follow and rebut, and make no bargains, time has ceased to have much meaning. She is so very thirsty and hungry! House Merinita Lore success

On the 7th day of her ordeal, she is dumped outside Niobella's doorstep, filthy, battered, almost broken. "Eudokia's deepest pit is too good for the likes of you, which is why, in my great kindness, I am allowing you to return to the dreary mundane world. There, now you owe me a favor! Your meagre skills may be sufficient for some insignificant task I would not give to my lowliest servant, so run and fly to me when one of my dearest (motioning to a spider) comes a-calling. I do not like to be kept waiting." She slams the door of her tower shut. Francesco rushes to help Gloriana to her feet, Phillippe less eager to approach the Blatant Gifted maga. Too exhausted to cry, she still pushes Francesco off, spits out a couple of spider legs and webs, composes her face into a gruesome semblance of a smile, and manages hoarsely "Well, that went as well as could be expected! Now back to the Praesidium, there is much to do! "

1)Gloriana Tricking the Reaper [CrCo 25, ritual, +67] + _: 1D10 = [2] = 2 = success
2)Gloriana Magic Theory 13 + 3 Int + _: 1D10 = [2] = 2 = 18, success
3)Gloriana House Merinita Lore 3 + Stamina 5 + _: 1D10 = [2] = 2 + 3 Confidence = 13, success

Adventure is a success, takes 13 days, provides 7 xp (she'll take it), 1 Confidence (she used one), 2 rewards:
•4 Co vis
•1 reward to Quest points

SPRING
10) seeking a wedding - spring 2 cycles (combat/combat) challenge 9 Lady A, Sandor, Gervassio/Colette stand-ins, Andros, Simian Rex, Pazzino

On her previous journey with the Maga Gloriana Sentis, Lady A had noticed Italy was going through turbulent times. Thus she asks the martially-minded Andros and his dreadful monkey to accompany her, she is going to a small fief in the nearby mountains, where rumor has it a peaceful and hard-working noble toils his small acreage in spite of dangerous rivals at every corner. At the very last minute, the sensible Pazzino decides to join in, and she welcomes his company gratefully. Throughout the journey, it is obvious that roving marauders, some with official approval, and some merely common bandits, are out in force looking to rob/tax travelers. They manage to avoid or anticipate ambushes. Awareness success. The monkey, Simian Rex is very jocular and quite witty, if a little crude, even more pleasant company than his master. Soon it's making suggestions, and before long has, it becomes clear that it considers itself the leader of the expedition, and Christ in the Cross, it does have some great ideas! The monkey just wants to eat, drink, and be merry, and his "suggestions" (orders) are to avoid all trouble, simply enjoy the mundane world. Sandor is befuddled/fascinated/terrified of the creature. Leadership success Simian Rex often sneaks out of their group, and Guides bandits it finds to move elsewhere. Guide success.

Eventually they are confronted by mercenaries in the service of one of the pugnacious neighbor's of the noble they are meaning to visit. These turn rather violent quickly, and Andros is forced to separate them from their horses. Lifting the Dangling Puppet success The monkey and Lady A call for cooler heads to prevail, and the men are spared. However, Sandor starts mocking the fallen soldiers, and gets in a nasty brawl, surprising a horseman who issued several insults, and unhorsing him. The older man just can't quite seem to handle the vicious little boy (who is growing quickly!), and great laughter ensues. Brawl success Unfortunately, one of the younger conscripts turns out to be the son of this man, and he rushes to knife Sandor in the back. Andros immediately catches up with the lad, and while intending to simply disarm him, he actually disarms him, cleaving through a hand and part of a leg. The mercenaries then turn violent, and Andros, while horrified with the mortal wound he has caused, and pleading for sanity, has to behead a few more before the rest flee in terror. The wedding party is covered in blood and guts from head to toe, even Szandra, and present a fearsome spectacle for Lady A's future son-in-law. She fumes. Sandor doesn't mind the violence at all, he feels kind of funny inside. Great Weapon botch

cycle 1:
1)Pazzino Awareness Ambushes 4 + Per 1 + 4 Aid (Simian Rex 4/Lady A 1/Andros 1/Gervassio 3) + _: 1D10 = [10] = 10, oy, _: 1D10 = [5] = 5, no botch = 9 success
2)Simian Rex Leadership 7 :laughing: + Int 2 + 3 Aid (Andros 2/Lady A 2/Pazzino 1/Sandor 2) + _: 1D10 = [1] = 1 , _: 1D10 = [5] = 5 = 22, success
3)Simian Rex Guide power, no roll, automatic success, magnitude 6, 3 required. success

cycle 2:
1)Andros Lifting the Dangling Puppet (ReCo 15) +43; Mastery 1 (Multicasting) + _: 1D10 = [7] = 7 = success
2)Sandor 3 Brawl + Str 3 - 3 Age + 4 Aid (Andros 2/Simian Rex 5/Pazzino 2) + _: 1D10 = [10] = 10 oops! _: 1D10 = [9] = 9, no botch! + 3 Confidence = 10 , success
3)Andros Great Sword 5 + Dex 1 + _: 1D10 = [10] = 10, oh man! _: 1D10 = [10] = 10, it's an actual botch!

So adventure lasts 13 days (usual 11 + botch!), provides 7 xp (Andros/Simian Rex/Lady A will take it), 2 Confidence to Pazzino/Lady A/Simian Rex/Andros/Sandor 3 Rewards, 1 loss:
•Pazzino reward (darkwing)
•Lady A +1 Reputation
•Sandor + 1 Reputation
Loss:
•Andros gets a bad reputation as a Violent Thug among soldiers, noooo!!!! And he was so careful to cultivate a good rep...

Story to come, what an ill-starred wedding! A blood wedding!

Taurus spent confidence to boost Carmen's roll. Had it been an all Grog adventure (or an actual adventure instead of a summary adventure) it would not have been possible.

who wants to handle the castle defense adventures?

I can do both Hook related adventures tonight, if no one minds.

Did not know about spending Confidence points on a grog's behalf, will keep in mind!

FALL
1)COVENANT HOOK castle hook- fall- rivals within the order have long alleged that the covenant's castle signifies a willingness to interfere in mundane affairs, and have raised mercenaries to threaten the castle and test its defenses.: 2 cycles (combat/choice) challenge:9 Anna, Aegis and Hadrian, Andros, Simian Rex Lady A Aurthor, Pazzino Resource: Ship’s Bane CrIg 30 + 1st Archery Squad (on patrol) + Junior Shield squad (on patrol)

The mercenary army has been spotted in the vicinity, raiding and pillaging nearby farms as they go. However, plans are being fraught in the fortress. The men may be tense, but the leadership is strong and certain. Discipline! Captain Aurelius, Bonaro, and the Magi discuss the plans. "Can't you just like, sweep them into the sea?" says Bonaro to his Hermetic masters, only a little facetiously. "They have no siege weapons, only a few ladders and rope. No, they are trying to make us look weak in front of our sponsors...and others" the Magi answer and confer." We must show others the stupidity of accusing us of mundane interference when they themselves are so blatantly doing the interfering." This means...?" Yes, Quaesitors" "But they won't listen to us, they hate us!." "So we must convince others to convince them." Anna and lady Agniezka are sent on mission to speak to other covenants and gather their support to urgently ask the Quaesitors to investigate this army's backers. Leadership success As the smaller group departs the citadel, Simian Rex and his horde of monkeys keep track of the mercenaries' positions and anticipate and report continuously. They attack the scouts and the supplies non-stop, and even sneak into the command headquarters, where they proceed to steal and deface maps, befoul food, and generally bedevil the enemy. Awareness, Stealth success. The Praesidium hunkers down for a siege, everyone is in high alert, and several attempts to climb the walls are repelled.

Meanwhile, lady A , Anna, and a small retinue meet others in a nearby covenant, who send still for others to listen to their claims. OoH lore success. The Praesidium is hated by some...but not all. And some wish to be friendly with the notorious wizards that dwell there, in exchange for support...elsewhere. Alliances are made, messages are sent, and eventually the fearsome Quaesitor ________________ makes her appearance. Intrigue success Anna makes an impassioned speech about their devotion to the Code, the obvious breach by the jealous rivals, and the Guernicus is forced by the consensus to visit the offending covenants post haste. Artes Liberales successThe armies melt like the dew in a few days. Diplomacy saves the day! Who breaches the Code? Not us! :laughing:

1st cycle: Combat
1)Captain Aurelius Leadership Command 11 + Pre 1 + 10 Aid (Author 0/Andros 2/Lady A 2/Pazzino 1/Anna 0/Archery Squad 1/Simian Rex 7/Junior Shield Squad 7/Hadrian 0/Aegis 0) + _: 1D10 = [6] = 6 = 27, success
2)Simian Rex 5 Awareness + 3 Quik + 17 Aid (Author 0/Andros 1/Lady A 1/Pazzino 3/Anna 2/Archery Squad 12/Junior Shield Squad 11/Hadrian 4/Aegis 0) + _: 1D10 = [4] = 4 = 29, success
3)Simian Rex 4 Stealth + 2 Dex + 2 Aid (Author 0/Andros 0/Lady A 0/Pazzino 0/Anna 2/Archery Squad 0/Junior Shield Squad 2/Aegis 0) + _: 1D10 = [10] = 10, oops! _: 1D10 = [8] = 8 no botch, + 3 confidence = 11, success

2nd cycle: Legal-Diplomatic
1)Lady A Order Of Hermes Lore 4 Covenants + 5 Sta + 2 Aid (Author 2/Andros 2/Pazzino 1/Anna 0/Archery Squad 0/Junior Shield Squad 0)/Aegis 0 + _: 1D10 = [9] = 9 = 20, success
2)Lady A 3 Intrigue + 3 Int + 6 Aid (Author 0/Andros 0/Pazzino 1/Anna 1/Archery Squad 8/Junior Shield Squad 2/Hadrian 1/Aegis 0) + _: 1D10 = [9] = 9 = 21. success
3)Anna Artes Liberales 4 + 5 Comm + 9 Aid (Aurthor 1/Andros 1/Lady A 2/Pazzino 6 Rhetoric/Archery Squad 5/Junior Shield Squad 3/Hadrian 1/Aegis 0) + _: 1D10 = [5] = 5 = 23 success

Castle defense is a complete success, story to come, but it will involve little bloodshed and much behind the scenes politics in getting rid of these mercenaries.
Adventure took 11 days, 7 xp to those that want it, + 2 Confidence to those that can use it (Simian Rex spent 1), 4 Rewards:
•+1 to turb loyalty
•+1 to positive rep for covenant
•+1 to Notch
•Opportunity! Hidden Resources Boon/Hermetic Politics Hook

FALL
2)COVENANT HOOK mystics with their own grievances have decided to make use of this "testing" in order to try and gain payback or access to the covenant's resources- their exact motives are unclear- 3 cycles (combat/combat/social) challenge:9 Anna, Aegis and Hadrian, Andros, Simian Rex, Gloriana Sentis and Francesco grog, Aurthor Resource: Ship’s Bane CrIg 30

1st cycle: Combat
1)Simian Rex Awareness 5 + 0 Per + 15 Aid (Aurthor 0/Andros 1/Anna 2/Archery Squad 12/Gloriana 1/Junior Shield Squad 11/Hadrian 4/Aegis 0) + _: 1D10 = [1] = 1, _: 1D10 = [10] = 10 yay, = 40, success
2)Francesco longsword 9 + Str 3 + 17 Aid (Aurthor 0 /Andros 0/Anna 0/Archery Squad 1/Simian Rex 0/Gloriana 0/Junior Shield Squad 34/Hadrian 0/Aegis 0) + _: 1D10 = [3] = 3 = 32, success
3)Andros Ward Against Heat and Flames (ReIg20) +37; Mastery 1 (Fast casting) + 5 Aura + _: 1D10 = [3] = 3 = success

2nd cycle: Combat
1)Ship's Bane CrIg 30 automatic success
2)Master Fletch Brawl 6+ Dex 3 + 21 Aid (Aurthor 3 /Andros 2/Anna 0/Archery Squad 20/Gloriana 1/Junior Shield Squad 3/Simian Rex 5/Hadrian 6/Aegis 3) + _: 1D10 = [6] = 6 = 36, success
3)Aurthor Panic of the Trembling Heart +23 + 5 Aura + _: 1D10 = [6] = 6 = success

3rd cycle: Social
1)Gloriana Chirurgeon's Healing Ring [CrCo 25, ritual +67] + 5 aura + _: 1D10 = [4] = 4 = success
2)Anna Folk Ken 3 Men + 5 Com 3 Aid (Andros 1/Aurthor 0/Archery Squad 1/Simian Rex 0/ Gloriana 2 Men/Junior Shield Squad 2/Hadrian 0/Aegis 1) + _: 1D10 = [3] = 3 = 14, success
3)Aegis Charm 4 Men+ Pre 2 + 7 Aid (Aurthor 1 /Andros 2/Anna 3 men/Archery Squad 6/Simian Rex 0/Gloriana 1/Junior Shield Squad 1/Hadrian 1) + _: 1D10 = [6] = 6 = 19, success

Castle defended successfully against these hedgie invaders! Adventure lasted 12 days, provides 8 xp (Gloriana and Simian Rex will take it), + 3 Confidence to those that can get them, 6 Rewards:
•+1 Covenant Rep
•5 build points: 25 vis pawns (10 Me, 10 Vim, 5 Ig)
•Notch on Hook
•Opportunity! Hedge Tradition Major Boon/Regio Minor Hook/Unknown Hook/Uncontrolled Portal Hook *has to be approved by the troupe

Story to come. Basically some Elementalists and Gruagachan have been duped by the Augustinian Brotherhood, who themselves were duped by some Hermetic/Supernatural entity, into infiltrating/raiding the unjust, tyrannical sorcererers of the Praesidium using the armies as a distraction; the mastermind itself or its stronger minions have re-opened an ancient portal in the confusion, through some ancient prophecy, a magical regio with an uncontrolled portal, currently unknown to the Magi of Locri. Once the hedgies are defeated, they are treated well, they see they were duped, and they are Charmed to become allies, rather than be exterminated.

WINTER
12) resonant materials 1 cycle (legal-diplomatic) challenge: 12 Andros, Simian Rex, Phillippe the Huntsman, Lady A, Adriana shield grog Pazzino

Among the many tidbits the Praesidium's informants share, Andros notes that a nearby noble, who seems to be under the influence of a rival covenant, and rumor has it is fascinated by all things mystical, has obtained some unusual merchandise by less than above-board means, and will meet the smuggler somewhere nearby. He concocts a caper to "liberate" this contraband, and enlists the gracious Lady A, who is not at all sure about the merits of this enterprise, but, as she is going that way, to deliver a wedding invitation late-on purpose- to that same noble, she finds it delightful. Andros has promised to write about his takes on Bonisagus's theory, and she is hungry for more. Pazzino just sighs, and hopes his good reputation is not tarnished by this dubious endeavor; Phillippe just hopes he can wander Italy some more, in peace, at his nearly 50 years of age.

Pazzino enters the portside inn where the exchange will take place and ascertains the mood, who is who and what ship the smugglers are in. Folk Ken success. He informs the others, and they locate it and see it is small, and most of the crew is onshore. Andros Strides into it, and with Aura of Rightful Authority and a Spont MuCo to change his appearance, commands one of the few crew members to take him to the magical contraband and confiscates it. Aura of Rightful Authority success Meanwhile, Lady A changes into her Milos Persona and proceeds to rile up the authorities about a ship full of contraband goods, and while it takes some effort, the greedy and ambitious Port master charges in and impounds the lot. Guile success She sneaks out and proceeds to deliver her invitation to the frustrated noble with all the innocence she can muster.

1)Pazzino Folk Ken 6 + Com 2 + 3 Aid (Andros 2/Lady A 5 Nobles) + _: 1D10 = [1] = 1, _: 1D10 = [9] = 9 = 29, success
2)Andros Aura of Rightful Authority (ReMe 20) + 31 + _: 1D10 = [1] = 1 , _: 1D10 = [7] = 7 = success
3)Lady A Guile 5 Pretending to be someone else + 3 Int + 0 Aid (Pazzino 1) + _: 1D10 = [2] = 2 + Confidence 3 = 13, success

Adventure takes 13 days, provides 7 xp, 1 Confidence a piece (Lady A had to use one), provides 2 rewards:
•1 Resonant material for MT (which Andros will write)
•4 Vim vis for Andros

Story to come, but will involve raiding a noble who is interested in arcane things and had a shipment coming in. Risky!
Done!

WINTER
13) winter wedding 2 cycles (magic/combat) diff 9 Lady A, Andros, Simian Rex, Sandor, Julien the Autocrat, Gervassio and Collette stand-ins Pazzino

The bloody wedding
1st cycle: Magic

  1. Lady A Sense holiness/Unholiness Evil 5 + Per 1 + _: 1D10 = [3] = 3 = 9, success
  2. Andros Parma Magica 7 + Sta 5 -3 sharing + _: 1D10 = [10] = 10, again... _: 1D10 = [7] = 7, no botch = 9, success
  3. Simian Rex Grant no Sense of Direction flaw (temporarily) auto success

2nd cycle: Combat
1)Gervassio Premonitions violence 7 + Quik 3 + 0 Aid (Pazzino 1) + _: 1D10 = [8] = 8 = 18, success
2)Andros Bombastic Ballista of Vilano (ReTe25) +39; Mastery 1 (Precise Casting) + _: 1D10 = [3] = 3 = success
3)Lady A Leadership 3 Inspiration + Sta 5 + 6 Aid (Andros 2/Simian Rex 7/Sandor 2/Pazzino 1/Julien 1) + _: 1D10 = [9] = 9 = 23, success

So complete success in bizarre set of circumstances, the violent wedding! Event lasts 11 days, +2 Confidence to all who can earn it, 7 xp, 4 rewards:
• Lady A +1 Reputation
• Notch on Lady A's Favors Flaw
• Lady A correspondence on Church Lore
•Lady A correspondence on Infernal Lore

Story to come.

modification on 2)- they were duped by a rival covenant- that is the hook it sprang from, not the Augustinian brotherhood. Grugratchen are exceedingly rare in Italy, is there a reason for this tradition to be involved?

#2 agreed,

As far as gruagachan, just a fan. They seem to have the powers to do a lot of the stuff Folk Witches can and more. They are suggested to be found also in the Theban Tribunal, which is nearby (as a variant). Also, easily duped, as they have an abiding sense of justice. I can do something else, thought the Elementalists would not be a good fit, Folk Witches overused, Learned magicians appropriate but full of too many tempting goodies (as well as not martially inclined, I might be wrong). But. It's something I can change if you'd prefer, we can make it Folk Witches/Warlocks no problem. What do you suggest?

Folk witches are overused because they are so common. However I would think the nightwalkers would be stronger in Itally that the Gruagachen. Though if the rival covenant had Greek connections and was more out towards Apulia than Calabria it would make sense...

a note regarding folk traditions- Vis in Italy goes for 130 pound of silver per pawn. Most covenants get theirs through the redcap network for much less (depending on where it is coming from 8-16 pounds of silver per pawn, after redcap comission), but this also produces an opportunity when you have good relationships with hedge traditions with much less ability at importing vis...

Umm... isn't an unknown hook a major hook? You take a minor, don't tell the players and it becomes major? Although the way this fast advancement period works we could just treat it like a minor hook. Honestly, this whole thing feels like it would fit better as a straight up Major Regio hook. A mystic portal to a Regio we don't control with inhabitants that don't really like us?

Would it be possible to deliberately start a quest related to a hook? So it can get notched away quicker?

Yes, you are right! Thought the Unknown was just another minor Hook. So a Hedge Tradition Boon/Regio Hook would balance out.

As far as starting Quests to notch Hooks, I believe it's implied, Andros notched out the Hidden Resources/Contested Resources of Siderno that way.

Did think about this, they can provide some seasons of service for vis, fixing Arcane connections, and doing whatever it is that they do better than Hermetics Don't know if many hedgies are wealthy, wasn't looking at it as a source of revenue If they are trustworthy to some extent, they can even gain some level of access to the library, which I'd imagine would be tempting. And perhaps we can even go about integrating their magic, though I don't know how Aurthor and the Praxologists would feel about this.

yes.