In addition to the rewards from Gloriana's witches adventure, they also present you with (from hidden resources) a collection of herbs and flowers which is in effect a level 12 realia (78 BP) for He.
Wow, a level 12 Realia, that's got to be a humongous collection, nice!
1132
SPRING
15) Gloriana notch hermetic politics 3 cycles (religious/spiritual, investigation, commerce/goodwill) challenge:9 Gloriana, MR, Sybilla, Francesco, Phillippe Huntsman, Danaë, Mercurio
First cycle religious/spiritual
- Gloriana Philosophae 3 + 5 Int + 0 Aid (MR 0/Sybilla 0/Francesco 0/Phillippe Huntsman 0/Danaë 0/ Mercurio 0) + _: 1D10 = [3] = 3 = 11, success
- Gloriana Artes Liberales 5 + 1 Pre + 3 Aid (MR 0/Sybilla 2/Francesco 1/Phillippe Huntsman 1/Danaë 1/ Mercurio 2) + _: 1D10 = [9] = 9 = 18, success
- Danaë Intrigue 6 + 3 Com + 3 Aid (MR 0/Sybilla 0/Francesco 4/Phillippe Huntsman 0/Gloriana 1/ Mercurio 2) + _: 1D10 = [1] = 1 , _: 1D10 = [2] = 2 , = 16, success
2nd Cycle investigation
- Danaë Folk Ken 5 + 1 Per + 3 Aid (MR 0/Sybilla 0/Francesco 3/Phillippe Huntsman 0/Gloriana 2/ Mercurio 2) + _: 1D10 = [4] = 4 = 13, success
- Mother Rabbit Magic Lore 6 + 3 Sta + 3 Aid (Danaë 0/Sybilla 2/Francesco 2/Phillippe Huntsman 1/Gloriana 1/ Mercurio 0) + _: 1D10 = [5] = 5 = 17, success
- MR Spirits Second Sight 3 + 2 Quik + 4 Aid (Danaë 4/Sybilla 3/Francesco 0 /Phillippe Huntsman 0/Gloriana 0/ Mercurio 2) + _: 1D10 = [2] = 2 = 11, success
3rd Cycle commerce/goodwill
- Danaë Charm 6 First impressions + 0 Str -6 Blatant Gift + 3 Aid (MR 0/Sybilla 0/Francesco 3/Phillippe Huntsman 0/Gloriana 2/ Mercurio 2) + _: 1D10 = [5] = 5 + 3 Confidence = 11, success
- Danaë Etiquette 3 Nobility + 3 Dex -6 Blatant Gift + 3 Aid (MR 0/Sybilla 0/Francesco 2/Phillippe Huntsman 0/Gloriana 1/ Mercurio 3) + _: 1D10 = [5] = 5 + 3 Confidence = 11, success
- Danaë Bargain 6 + 4 Commanding Presence -6 Blatant Gift + 1 Aid (MR 0/Sybilla 0/Francesco 0/Phillippe Huntsman 0/Gloriana 2/ Mercurio 1) + _: 1D10 = [10] = 10 , _: 1D10 = [9] = 9 , no botch, +6 Confidence = 11, success
Adventure is successful, takes 12 days, provides 8 xp, 3 Confidence (Danaë spent 3), 6 rewards:
•Notch on Hook
•+1 Rep Danaë
•3 Vim vis Danaë Personal
•Gloriana Correspondence Philosophae
•+1 rep Gloriana
•+1 rep Praesidium Orae
Story to come, sleepy!
1132
SUMMER
5 ) Niobella has been robbed of a faerie knife, one she is bound not to try and retrieve herself for reasons she will not go into, but she believes she knows who has it, and would like Glorianna to persuade them to return it 3 cycles (social, investigation, choice) challenge: 9 - Gloriana will ask Lady A, Sybilla, Mother Rabbit, Francesco, Gervassio, and Phillippe Huntsman, Blossom, Mercurio
1st cycle social
- Lady A Faerie Lore (in place of Etiquette) 6 Courts +1 Pre + 6 Aid (Sybilla 1/Mother Rabbit 0/Francesco 6/Gervassio 1/Phillippe Huntsman 1/Blossom 1/Mercurio 2) + _: 1D10 = [5] = 5 = 18, success
- Mercurio Folk Ken 3 + 5 Com + 6 Aid (Sybilla 0/Mother Rabbit 1/Francesco 3/Gervassio 2/Phillippe Huntsman 0/Blossom 3/Lady A 4) + _: 1D10 = [9] = 9 = 23, success
- Francesco Carouse 4 + 4 Sta + 1 Aid (Sybilla 0/Mother Rabbit 0/Gervassio 1/Phillippe Huntsman 0/Blossom 1/Mercurio 0/Lady A 0) + _: 1D10 = [9] = 9 = 18, success
2nd cycle investigation
- Mother Rabbit Awareness 6 + 3 Per + 10 Aid (Sybilla 2/Francesco 6/Gervassio 5/Phillippe Huntsman 3/Blossom 2/Mercurio 0/Lady A 2) + _: 1D10 = [6] = 6 = 25, success
- Phillippe Huntsman Area Lore Italy 5 + 0 Int + 0 Aid (Sybilla 0/Mother Rabbit 0/Francesco 0/Gervassio 0/Blossom 0/Mercurio 0/Lady A 0) + _: 1D10 = [9] = 9 = 14, success
- Lady A Artes Liberales 3 + 1 Quik + 4 Aid (Sybilla 2/Mother Rabbit 0/Francesco 1/Gervassio 1/Phillippe Huntsman 1/Blossom 1/Mercurio 2) + _: 1D10 = [7] = 7 =15, success
3rd cycle choice commerce/goodwill
- Blossom Charm 2 + 1 Str + 5 Aid (Sybilla 1/Mother Rabbit 0/Francesco 3/Gervassio 3/Phillippe Huntsman 0/Mercurio 2/Lady A 2) + _: 1D10 = [6] = 6 = 14, success
- Sybilla Craft Weaving 9 + 4 Dex + 0 Aid (Lady A 3), Sybilla has the Independent Craftsman flaw, aid here would have to be from someone more skilled than Lady A, + _: 1D10 = [3] = 3 = 16, success
- Mercurio Bargain 1 + 5 Com + 2 Aid (Sybilla 0/Mother Rabbit 0/Francesco 0/Gervassio 0/Phillippe Huntsman 0/Blossom 0/Lady A 4) + _: 1D10 = [2] = 2 = 10, success
Adventure is a success, lasts 12 days, 8 xp, provides 3 Confidence, 6 Rewards:
•Notch on Story Hook
•Mercurio reward
•Blossom reward
•Sybilla + 1 artistic rep
•Lady A Correspondence in Weaving
•Mother Rabbit +1 Confidence
Gloriana has in some ways matured, and so tries to send a good team for this mission on her behalf. She can see through Mother Rabbit's eyes and supervise if needed; the rabbit is there also to primarily safeguard her daughter. She need not have feared, Niobella's vague hints point to a "seedy fellow" name of Raimondo of Nardos, a patently false name, Reynard, a fox faerie. They visit a Faerie court looking for his whereabouts (where they learn Niobella is not welcome) and learn a bit of his habits. A Faerie Magus in the Court becomes interested in Mercurio's and Sybilla's obvious Strong Faerie Blood, and provides more detail; he is plied for info after losing a drinking contest to the faerie-blooded Francesco. Faerie Lore, Folk Ken, Carouse success It seems there are two competing stories here: the knife is an actual faerie, a quest and strife-inducing one, and Reynard's, who enjoys a chase, leaving clues and making fools of the hunters. The group becomes aware that Reynardo is actually nearby, spying on them, leaving clues and such, to lead them on a merry chase. They decide to change the narrative, ignore Reynard's continuous clues, head to Nardo, in Apulia, and locate another Raimondo, who is a local sailor. They meet him, trade for a knife from the somewhat flustered and confused man (a noble lady like Blossom speaking to him!) for a beautiful handkerchief hastily woven by Sybilla, let Reynard overhear themselves congratulating each other on a mission accomplished, and even write a very official letter to Niobella that they have obtained what she sought, and they proceed to read and reread, making changes. Reynard is furious, as these fools have not even the wit to be fooled by his very skilled hands; he attempts to steal the traded handkerchief, but the sailor is rather pious, the Divine Aura hampers his powers, and the group has prepared a trap. The fox is fooled and caught! No vitality for you! He bargains for his freedom, and Mercurio and Lady A get a better deal...and the dagger. Both faeries gain nothing, as Reynard manages to fool no one, and he becomes the hunter; the faerie of the knife is diverted, as the Quest turns out to be for another knife. Niobella welcomes Gloriana later, who travels by flying to a meeting place and returns the contentious item, not one of the grogs want to face the terrible witch. Awareness, Area Lore, Artes Liberales, Charm, Craft, Bargain success
Blossom will take a correspondence in Artes Liberales for her reward
Mercurio is acquiring a few pawns of faerie Mentem vis, three strands of fox fur from the tail, since Reynard is a trickster. And so is Mercurio.
Also, clarification about the correspondence option for rewards: Is that a single +1 xp letter, or is the reward having someone to write to for correspondence now?
1132
FALL
2 ) public vis source COVENANT: another covenant has taken advantage of the unrest in Calabria to lay claim to the cave of crystals, and the race is on to harvest from the cave this year 2 cycles (outdoor, outdoor) challenge:9 Andros/SR, Phillippe Huntsman, Adrianna shield grog, Sybilla, Eloise Huntswoman
1st cycle
- Adrianna shield grog Area Lore (Locri) 5 + 1 Int + 2 Aid (Andros 1/Phillippe Huntsman 2/SR 0/ Eloise Huntsman 2) + _: 1D10 = [3] = 3 = 11, success
- Andros Seven League Stride (ReCo 30) +47; Mastery 1 (Fast casting) + _: 1D10 = [3] = 3 = success
- Simian Rex calling the troop greater Power auto-success
2nd cycle
- Phillippe Huntsman Wilderness Sense 6 + 3 Per + _: 1D10 = [8] = 8 = 17, success
- Phillippe Huntsman Animal Ken 6 + Sta 2 + _: 1D10 = [10] = 10, uhoh, _: 1D10 = [10] = 10, botch! This gives Phillippe a warping point
- Sybilla Stealth 4 Sneaking + 4 Dex + 4 Aid (Andros 0/SR 5/Adrianna shield grog 3/ Eloise Huntsman 0) + _: 1D10 = [3] = 3 = 15, success
Adventure takes 13 days, provides 7 xp to those that want them, 2 Confidence points, 3 Rewards, 1 Loss:
•Notch on Hook
•Andros Terram vis 3 Pawns Personal
•+1 Confidence Simian Rex
Loss:
•+1 to Presidium Orae's Negative rep with other Covenants
The strikeforce moves quickly and assuredly through the beautiful wooded rolling hills just two days ride from the Praesidium, they know this place like the back of their hands. Andros continuously moves ahead to scout their destination, he sees that these interlopers have brought nearly a dozen grogs, and 2 magi are laying wards around the place. Andros recklessly confronts them, the wards do not affect him. Certamen is called, and a long acrimonious discussion ensues; these Magi want no part of that, and Andros, within the Warded area, claims their effects are targeting him and as such, grounds for a Tribunal accusation. Back and forth, back and forth, neither side budges, but the crystals are not yet ripe for the picking. Competing camps are established, and much non-magical surveillance is deployed. Simian Rex can continuously produce an army of monkeys to survey and harass; however, these create a lot of problems, and they even blab to the opposing side, who also has a grog with Animal Ken! Exhaustion takes its toll, and Phillippe becomes tongue tied, his magic with animals fails him for the rest of the season; he becomes even more of a loner. However, inspired by Andros's recklessness and rhetoric, Simian Rex and Sybilla manage to eventually sneak inside the enemy camp, and return with possessions and hair from the well-guarded enemy Magi. Andros then gallantly, in his mind, conveys this info to the two younger magi, boasts that, as he has an apprentice now, he will put him to good use to fix the connections, and ask his good friends at the Mercer House to deliver some letters in a few months to both wizards. This threat works, and the Praesidium can harvest the crystals unmolested. But the seething resentment remains.
The reward is having someone to write with- essentially in perpetuity (or at least until 1220 when anything can be used as a plot hook)
Which effectively turns into +1 xp per season for that subject, until whoever dies of old age or gets sick of corresponding with you?
1132
WINTER
3 ) Mercere house COVENANT - a nearby cardinal has gone on a bend preaching against usury, and seems to have the mercer house i its crosshairs: (religious source) choice of method, 1 cycle (choice of methods) challenge: 6: Danaë, Ibis and Pazzino, Sybilla, Al-Wazif, Gervassio
choice: Legal/Diplomatic
- Pazzino Organization Lore Church 2 + 2 Int + 0 Aid (Danaë 0/Ibis 0/Sybilla 0/Al-Wazif 0/ Gervassio 0) + _: 1D10 = [2] = 2 = 6, success
- Danaë Charm 5 + Commanding Presence 4 + 3 Aid (Pazzino 2/Ibis 0/Sybilla 1/Al-Wazif 0/ Gervassio 3) + _: 1D10 = [4] = 4 = 16, success
- Danaë Intrigue 7 alliances + 3 Com + 5 Aid (Pazzino 5/Ibis 1/Sybilla 0/Al-Wazif 1/ Gervassio 3) + _: 1D10 = [4] = 4 = 19, success
Adventure is a complete success, lasts 7 days, provides 4 xp, 1 Confidence, 2 Rewards:
•Notch on Hook
•+1 rep Danaë
The Praesidium contingent actually goes to meet with representatives of the Church. They know exactly who they are going to meet, and target a particularly grasping and greedy emissary named Vittorio. They charm the hell out of him, he's ambitious but cowardly, string him along with vague promises of trade for "Interesting trinkets", and at the same time reach out to the court of Roger to seek support against the Church. Eventually they manage to both blackmail Vittorio, expose another member of the Church as an embezzler, and get some of Roger's nobles to lean on their allies in the Church so that the Cardinal loses face and has to focus his attention elsewhere. The Mercer House contingent has to lie low for a couple of months, but it seems they have weathered this particular storm. Organization Church, Charm, Intrigue success
It's limited to seasons where you study or are taught the subject, correct, not exposure, Practice, Training, or adventure?
1132
WINTER
10) Danae's winter vis quest: 1 cycle(magic) challenge 9 Danaë, Sybilla, Al-Wazif
- Danaë Second Sight 4 + 1 per + 2 Aid (Sybilla 4 Ghosts/ Al-Wazif 0) + _: 1D10 = [2] = 2 = 9, success
- Al-Wazif Magic Lore 5 + 2 Int + 3 Aid (Sybilla 2/ Danaë 4) + _: 1D10 = [5] = 5 = 15, success
- Danaë Penetration 6 + 5 Sta + _: 1D10 = [1] = 1 , _: 1D10 = [10] = 10 = 31, success
Adventure lasts 10 days, provides 6 xp, 1 Confidence, 2 rewards:
• Danaë 3 me vis pawns Personal
• Resonant material for Warding book
Danaë returns to the graveyard regio, followed by the irrepressible Sybilla and Al-Wazif, who is greatly attracted to Danaë and her expression of his homeland magics from legend as well. He suggests fashioning ghost traps, and with some appropriate lurid threats, surely some ghosts will be able to manifest a permanent part of themselves that could be turned into vis. Danaë captures many restless spirits this way, and eventually some leave swords, tools, and even food that they were carrying in their eternal vigil. This indeed can be turned into vis, as Sybilla points out, but making these threats and the nature of the adventure leaves Danaë with a hollow feeling. Where's the heroism, am I a farmer to milk these lost souls with dreary threats? She will not do this again. Second Sight, Magic Lore, Penetration success
it says research or reading, so that would include books, training, practice, teaching, or lab work(for example studying vis) as well as hard to classify means of improvement like studying artwork.
Also every 8 seasons in which there is correspondence used produces a tractatus equal to the sum of the communication scores of the 2 people involved in correspondence. I assume the other mage has the same correspondence as the character mage for simplicity.

it says research or reading, so that would include books, training, practice, teaching, or lab work(for example studying vis) as well as hard to classify means of improvement like studying artwork.
Also every 8 seasons in which there is correspondence used produces a tractatus equal to the sum of the communication scores of the 2 people involved in correspondence. I assume the other mage has the same correspondence as the character mage for simplicity.
Thanks for the clarification: That's a lot less silly than it seemed at first, AND it makes sense that way. I read the selection in Covenants six or seven times, and checked the internet for clarifications, and couldn't find anything. Great!
1132
WINTER
11) Danae's winter Jinn quest: 2 cycles (religious/spiritual, criminal/spy) challenge 6 Danaë
1st cycle
- Danaë Infernal Lore 1 + Int 2 + _: 1D10 = [10] = 10 , uhoh, _: 1D10 = [8] = 8 , +3 Confidence = 6, success
- Danaë Artes Liberales 1 + 3 Com. + _: 1D10 = [8] = 8 = 12, success
- Danaë Intrigue 6 + 1 Per + _: 1D10 = [10] = 10 , _: 1D10 = [5] = 5, no botch, 7, success
2nd cycle
- Danaë Stealth 3 + 3 Dex + _: 1D10 = [1] = 1 , _: 1D10 = [8] = 8 = 22, success
- Danaë Guile 3 + 3 Pre + _: 1D10 = [4] = 4 = 10, success
- Danaë Bargain 6 + Sta 5 + _: 1D10 = [6] = 6 = 17, success
Adventure is successful, lasts 8 days, worth 5 xp and 5 jinn points, provides 2 Confidence (spent 1), 4 rewards:
•+1 Rep OoS
•+1 Rep jinn
•2 vis pawns Vim Personal
•Resonant material for a Sihr book
Danaë once again flies to the Arabian peninsula under the cover of night. The coastal city of _____________ is shrouded in darkness, but she knows the abode of the scholar she is seeking. He seems to be expecting her! A small man dressed all in black greets her, she had not noticed him there, an alim! The scholar exits the room. The priest seems more curious than anything, and they have a small but pointed talk about many touchy subjects; Danaë's thorough knowledge of the O o S and its members surprises the fellow. He signals and burly guards enter the room to escort Danaë to a more private, ecclesiastical setting. She dodges and twists, and jumps through a balcony, intending to fly away, but she needs a moment, her power is Slow. She scrambles down a wall tearing roof awnings and cloth, twisting to avoid her close pursuit. Into the lightless alleys she speeds, then flattens against a door opening, just managing to lose the guards. With her sight attuned to otherworldly things, she spies spirits prowling the skies, ready to tear into her should she take flight. So she has to stay, disguised, lying whenever a guard looks too closely. She manages to find allies and bargain for their aid, nonetheless, concocts distractions for the hunters, and a week later exits in foot with a caravan. Once far enough, and making sure she is not followed, she flies back to Italy. Things are heating up for her in the Peninsula!
Still have to finish the War adventure, hopefully tomorrow.
Adventure 12: War is done, have to come up with a story. Recapping:
Adventures last 67 days, provide 36(31 for Jina) xp, 11 Confidence
Rewards:
•+4 Rep Sandor
•+5 coven folk loyalty COVENANT
•Aegis 2 rewards
•Church Art worth 15 BPS in AQ, need silveroak's guidance here COVENANT
•18 BPs: Vis source: Hive of honey, 3 pawns of Animal vis/year (15 BPs), COVENANT
•15 honeycombs (pawns of Animal vis) COVENANT
•300 Mythic Pounds COVENANT
Losses:
•Loss of Loyalty COVENANT
•3 BP= 150 Mythic pounds of silver COVENANT
•1 Bad rep Sandor, amongst the peasantry, Bloodthirsty
•wound to one of the warriors, Jina is unlucky, so we don't even have to roll for who.
_: 1D10 = [7] = 7 + 9 diff + 5 - 9 Soak - 1 Superior armor = 11, Size 0, that's a Heavy Wound on poor Jina! She won't be able to participate in the last adventure
Aegis will take two points on her swords women reputation.
Honor earns 5 gratitude and Sandor earns 10 this year.
on church art I chose 2 panes of stained glass with AQ:16 and 14. Artwork is treated for BP purposes as a tractatus with SQ=1/2 AQ