Okay, I think I have it this time. This can be considered my final rough draft. Once everyone has weighed in and any final touches are made, I will repost it in with the House Rules.
Boons & Hooks
-3 Unknown Hook:
[tab][/tab]Possible ideas include Monster, Contested Resource, Dwindling Resource, Flawed Resources, Natural Disaster, Regio, etcetera.
-3 Unknown Hook:
[tab][/tab]The Variable McGuffin
-3 Unknown Hook: [tab][/tab]Room for stories by other players
+5 Unknown Boons:
[tab][/tab]Each player gets five points of personal Boons that affect only them. They may take up to five points of personal Hooks for additional Boon points.
+1 Healthy Feature:
[tab][/tab]The clean island air, ambient temperature, and sheer beauty of these islands promotes vitality and longevity. This grants a +1 bonus to all aging and recovery rolls.
+1 Vivid Environment:
[tab][/tab]The word "Magnificent" doesn't even begin to describe it.
-3 Scattered Location:
[tab][/tab]Various important elements of the chapterhouse are scattered throughout the islands. This also means no main site or central large aura to accommodate everyone. Instead, each magus character is allotted 5 points of Boons to design their own personal Quarter.
+3 Hidden Resources
[tab][/tab]Who knows what we may find or will be uncovered?
[tab][/tab]Just about anyone that we recruit from the local area is going to be experienced with sailing and life by the sea.
[tab][/tab]Viewed in reverse, being a Chapterhouse is a boon to us, since it includes many benefits. Our expenses are paid, what we make above that is ours to keep, our motherhouse (Andorra) and cosponsor (Barcelona) are considered allies, and more.
[tab][/tab]A lot of the grogs we recruit will wind up being former pirates, some still are, and they will be skilled fighters and seamen. They will require little in terms of wages, save for food, wine, and a bit of booty.
+1 Veteran Fighters:
[tab][/tab]In addition to sailors and pirates, the chapterhouse is staffed with a contingent of almogavars and a few marines.
[tab][/tab]Sa Dragonera is a Chapterhouse, dependent on the Covenant of Andorra and partially subsidized by the Covenant of Barcelona. Our superiors cannot tell individuals what to do, only mandate decisions upon the conditions of the chapter (save for bits taken as personal boons/hooks).
External Relations: -2
-1 Outside Influences:
[tab][/tab]The Covenant of Barcelona has an invested interest in the affairs of Sa Dragonera. This may lead to conflicts of interest down the road, but not yet.
-1 Public Vis Source:
[tab][/tab]The legal deal between Andorra and Barcelona concerning Sa Dragonera is stamped and filed in triplicate at Harco, Duresca, and Andorra (because that vault is where the Mercere have stored the backup copies of records for decades now).
+3 Mystical Allies:
+1 Hidden Ways:
[tab][/tab]There are different paths and shortcuts and ways to get between points on the islands, some better than others.
[tab][/tab]Player characters will be mostly a minority, and the bulk of the mundane population is Moorish. There has been some displacement and resettlement forced by the powers that be (Count Peter), but it is a sad and slow process.
Suggested Personal Boons & Hooks
[tab][/tab]Each member magus residing here has their own individual location, henceforth referred to as their "Quarter", and five points of Personal Boons to further customize their locations. They may further take up to 5 points of Personal Hooks for additional points of Personal Boons. No more than three points may be spent on any one Boon or Hook, nor may more than one Boon or Hook may be major.
[tab][/tab]The array of options for Personal Boons & Hooks is somewhat different that the one in Covenants, as it is approached from the point of view of building your own personal space in the covenant, personally and physically.
[tab][/tab]I will try to be consistent in using the following Terminology...
- Lab: Your Laboratory space, which is only a portion of your whole Sanctum.
- Sanctum: Includes your Lab and the space around it (bedroom, kitchen, storage, etcetera); up to and including the entirety of your main building.
- Quarter: The entirety of your personal space, the property and the buildings upon it.
[tab][/tab]Representing your rank and status in the Covenant, and thus in the Chapterhouse. Rank is not an optional choice, it is a mandatory pick based on the actual character. Masters have greater personal benefits (and may come and go as they please), but Journeymen have more room for individual flexibility.
[tab][/tab]As a Journeyman participating in the Sa Dragonera Chapter, the covenant owes you the Basic Rights and Rights of Membership. This means that you have your basic expenses paid for, are provided with a laboratory and a staff, and are eligible to earn annual Wages of 3 pawns of vis and 6£ silver presuming you perform at least a season of service in that year.
[tab][/tab]The covenant also owes you a decent aura and the protection of an Aegis. However, there has not yet been found a Magic Aura in these islands that is strong and large enough to accommodate everyone this way. Instead, there are several weak auras of small or tiny size. It is also not cost effective to pay for a separate Aegis for everyone, even a weak one. Thus participation in this mission is voluntary, and the covenant compensates you for sacrifice by offering you status as a Deputy Officer. You are given an additional 6£ of silver every year for your expenses just for being here, and a three year tour here counts as a service towards earning Master Status.
[tab][/tab]A Master at Sa Dragonera is also due the Privileges of a Master. This means an annual 3 pawns of vis and 6£ of silver as just due, the same again for every year with a season of service, and again if serving as an Officer (as compensation for looking over the juniors and the chapter). If serving a regular post with an established sanctum, the covenant offers 12£ silver as additional compensation for the lack of an Aegis or strong aura. Masters have more freedom and access to greater resources. They are the Superiors that the Journeymen have to be mindful of. Masters often come and go as they please and use the islands as a vacation retreat or pop in for observation to make sure their money is well spent.
[tab][/tab]The base that everyone starts with is a Weak & Small Aura, with a strength of 1 and large enough to cover their Lab and Sanctum. You may spend personal Boon points to increase the Size or Strength and/or to include other aspects, following the guidelines and restrictions as mentioned here.
+1 Favorable Aura:
[tab][/tab]The Aura is aligned with one of the Forms, such as Aquam. This doubles the aura's strength for Hermetic activities. For Magic beings with a Might aligned with that Form, the aura value is doubled for the purposes of preventing Acclimation, and all of their powers that have Might cost are one point cheaper while in that aura.
+1 Moderate Aura
[tab][/tab]This grants you a Magic Aura of 2.
+1 Medium Aura
[tab][/tab]This increases the Size of the Aura to Medium, enough to cover your entire Quarter.
[tab][/tab]The Aura is also a Regio and your Lab lies at the center of it. The top layer has a Strength of 3 and covers only your Lab (and enables you to have the Lab Virtue of Regio). The Outer Layer is an Aura of 1, which includes the rest of your Sacnctum and Quarter.
[tab][/tab]Access to the Regio cannot be controlled or limited however. At the very least it can be navigated by Second Sight or other appropriate magic. There are also two or three uncontrollable means of entry; such as a specific short time every day or longer frequencies at longer intervals, by any one of a certain description or engaged in a certain activity, or by walking a certain path or accessing a certain landmark. There are just as many means of entry that you do not know and cannot control. Whatever these may be, everyone in the chapter knows at least one, and those who study the magical folklore of your area may learn them (say, an appropriate Lore roll of 12+).
+3 Strong Aura
[tab][/tab]This increases the Aura to 3 and increases the size to Medium, enough to cover your entire Quarter.
-1 Flickering Aura
[tab][/tab]The Aura declines one point every year unless some relatively simple task is performed. This can be something easy an at no expense, such as a seasonal ceremony or ritual dance performed by locals. This can be less frequent if slightly more complex and/or at a little expense, such as holding a feast in the aura every Christmas or sinking a ship nearby every spring equinox. Whatever it may be, it is mandatory and can be potentially interrupted.
-1 Tiny Aura
[tab][/tab]This Aura is Tiny and covers only one room (such as your Lab), and does not pervade throughout the rest of the Sanctum. If you have the Major Boon of Strong Aura, this is taken once as Small Aura (just your Sanctum), then can be taken a second time for a Tiny Aura.
-1 Troublesome Aura:
[tab][/tab]RoP-Magic, page 16
[tab][/tab]The fabric of reality within the aura is mutable, altered subtly by means easy for most anyone to achieve. Examples include painting on the walls with your fingers, being able press mold solid objects, lighting that reflects predominant moods, and so forth.
[tab][/tab]You lack a Magic Aura, and instead subsist on a tiny Lacunae that includes only your Lab (or another chamber). There is no penalty or interference with spellcasting or lab work, but immediately outside there is a strong conflicting aura (such a Dominion of 3). This fits with having your Quarter as a house in a major city such as Palma.
[tab][/tab]These are features of the physical property of your Quarter, features of the physical geography and environment.
[tab][/tab]This is the default choice, either being on the coast of one of the larger islands or somewhere upon one of the smaller ones.
[tab][/tab]You may choose to instead reside inland on one of the larger islands, such as Mallorca or Minorca.
+1 Difficult Access
[tab][/tab]Your sanctum and lab is located in a difficult to access location, such as an underwater cave or secret room.
+1 Healthy Feature
[tab][/tab]Everyone already has this once by default, but may take it again up to twice more, for a total bonus of +3 to Aging and Recovery rolls.
+1 Hostile Environment:
[tab][/tab]This represents an environment that is hostile and inhospitable to others, not yourself. A good example would be an underwater sanctum for a magus that can live and breath underwater easily and naturally.
[tab][/tab]The sanctum is in a hidden spot, known only to the other magi of the chapter and a few others you might tell. Examples include underground, a sea cavern, in a regio (with uncontrolled and unknown entries, as per the boon above), a secret chamber in an unknown building, and etcetera.
[tab][/tab]Think of something as befits a Minor Hook.
[tab][/tab]For whatever reason, bad luck or choice, you picked a haunted location.
[tab][/tab]There is some sort of monster of undefined supernatural nature that resides in or roams around an area nearby your Quarter. It is not yet a direct threat or problem to you, and you are not yet capable of defeating it.
-1 Uncontrolled Regio
[tab][/tab]There is a regio on the property of your Quarter that you do not control and have only partially or have not yet explored (or even discovered). Who knows what lies hidden inside?
-1 Unhealthy Feature
[tab][/tab]There are a few locations that may be unhealthy or unsanitary, such as in the city of Palma or a graveyard. Other aspects inhospitable to normal human life also apply, such as outdoors or underwater. Taking this hook once negates the general +1 bonus. Taken a second time results in a -1 penalty to Aging and Recovery rolls. That is about as bad as it gets though.
[tab][/tab]Your sanctum is nestled within a small coastal settlement
[tab][/tab]If taken as a Major Hook, then it is a direct threat and/or immediate problem, yet even the covenant united with you is unable to defeat it. If that's really what you want to do, then have as much rope as you want and I will go get you a stool.
[tab][/tab]Your sanctum is located in or on the edge of a major city (the only obvious choice being Palma on Mallorca).
[tab][/tab]These are items concerned with buildings and physical constructions upon the property.
+0 Manor House
[tab][/tab]The property includes a modest stone manor house. If combined with Urban or City, this may be a townhouse. It may have mild fortifications, but nothing serious.
+0 Small Tower
[tab][/tab]The property is a small stone tower, such as a lighthouse or an old watch tower. It may have mild fortifications, but nothing serious.
+1 Edifice/Important Building/Special Feature
[tab][/tab]This could mean a really fancy building, a fountain and stature in front of your manor, a stone pier, an underground/underwater bunker, and etcetera. This may be taken multiple times.
+1 Superior Engineering
[tab][/tab]Due to exceptional skill (&/or magical craftsmanship), the construction and engineering of buildings are of incredible quality. It inspires awe, envy, and maybe even fear (it is best if you keep your buildings few and small).
[tab][/tab]Whatever type of building you have and whatever it is made out of, it is in disrepair and falling apart
[tab][/tab]Your building is made out of wood instead of stone. This may be nice and of excellent construction, but it is vulnerable.
+3 Personal Resources
[tab][/tab]You have access to a resource that is rightfully yours alone, a gift from a friend or mentor, or given to you for a specific task by the covenant. This is of equivalent value to a Rook of vis, as spent in terms of the Hermetic Economics system. A Rook equals 40qp, and the simple price guide for recommended or additional items is as follows: Books = Quality + level, Lesser Items = 6qp per magnitude, Invested Items = 12qp per Magnitude + open pawn of space, cash reserves = 1qp per 3£, private income = 1qp per 1£, Vis Stocks = 4qp per pawn of Form or 8qp for a Technique, a private Vis Source = 28qp per annual pawn. This may only be taken once.
+1 Private Income
[tab][/tab]You have a private source of income that brings in 15£ a year. This boon is free if this is an Indiscrete Resource, a source of illicit income such as piracy. This may be taken up to three times, but only once for free. This may also be combined with other Resource boons to expand the value of this income.
+1 Hidden Resource
[tab][/tab]There is some undiscovered resource located on your property. You do not know of its existence at first, but you will soon become aware of it. At that point, if you decide to share it with the covenant & chapter or to horde it for yourself, those ramifications are dealt with at that time. The value is the same as for Personal Resource.
+1 Indiscrete Resource
[tab][/tab]You have a resource obtained by illicit or improper means. Something you stole/are stealing from someone, something you are supposed to share, or otherwise by some means or condition that could cause trouble if discovered by concerned authorities (such as your chapterhouse associates/covenant mates). The value is the same as for Personal Resource.
+1 Single Resource
[tab][/tab]You own and control a single small personal resource, worth 15qp, that you do not have to share with or hide from anyone. You may take this only once.
[tab][/tab]This represents others that inhabit the area of your quarter. As a base, besides themselves and an allotment for a Familiar and an apprentice; you have an allotment of 10 points of staff figured into your staff. Minor Staff costs one point per person, Major Staff cost two points each. Minor staff includes grogs, servants, sailors, pirates, rabble, flunkies, covenfolk, and other commoners. Major Staff includes specialists, armed soldiers, craftsmen, professionals, favored grogs, and so forth. Companions may or may not be staff, but they still need a magus to sponsor them unless they are independently wealthy. Boons and Hooks concerning Inhabitants do not affect your expenses (the cost is absorbed into the abstract). You may also have additional staff that you actually pay for, or cut costs by downsizing, but they will have to be recruited or fired in game.
+1 Increased Staff
[tab][/tab]You have an additional 5 points of miscellaneous staff that you do not affect your expenses (they are already figured in). This is worth 6 points if they are all of the same type (a trio of soldiers, three craftsmen, six pirates, etc). This may be taken up to three times.
+1 Magical Staff
[tab][/tab]Almost every member of your staff has inherit magical traits, or will soon acquire them while residing in the aura of your quarter.
-1 Minor Mystical Pests
[tab][/tab]You have gremlins in your lab, or smurfs in your sanctum, or woozles tearing up your garden.
-1 Small Staff
[tab][/tab]Your staff is greatly reduced, but your expenses are not. This may be because of the cost of high living, paying of debts to them or for them, or some other hole in your budget that equates to having a limited staff. You start off with only six points, additional members have to be recruited and paid for. Your Familiar is paid for, if you have one, but your apprentice (if any) is not and costs 2 points.
-3 No Staff
[tab][/tab]Perhaps it is because your own expenses are so lavish, or because of some other great expense that drains your resources, you have absolutely no staff yet still have the same expenses. Only your familiar is paid for if you have one, and if you do not it provides no cost savings. Recruiting staff is difficult,
[tab][/tab]You have a network of informants and other agents in the area that gather information for you and perform other (non-violent) tasks of intrigue. They are not on your staff or part of your expenses, they have their own lives. They just cooperate with you seeking favor. It is wise to throw them a bone once in a while. Use the rules from Societas to design your agency.
+1 Local Ally:
[tab][/tab]You personally have made friends with influential mundane authorities
+1 Promised Favors:
[tab][/tab]Someone, Hermetic or mundane, owes you a favor pertaining to your residence here at Sa Dragonera
[tab][/tab]On or near your quarter, there is a popular hangout (such as a tavern or church) that others are always congregating about. This is a draw on your staff and a potential start point for endless random stories.
-1 Owed Favors:
[tab][/tab]You owe a favor to someone in the area, or one that concerns your residence here.
[tab][/tab]You slightly entangles in mundane politics of the area (always a bad idea), or you have a heavy involvement in Hermetic politics that will affect your life here in Sa Dragonera
Average Annual Expenses
- Magus: 15£ (5£ Inhabitant, 1£ Writing Materials, 3£ Lab and Arcane Supplies, 6£ Compensation)
- Companion/Familiar: 3£
- Soldier/Specialist/Craftsman/Professional/Apprentice: 2£
[tab][/tab]The typical Journeyman is afforded the lifestyle that befits a magus, and may have a Lab Upkeep as high as +2. It is further presumed that each magus will have a Companion, a Familiar, two soldier grogs, three servants, and an Apprentice or a Specialist at their disposal.
[tab][/tab]This totals up to an average expense of 30£ per magus; including their entourage, buildings & properties, and laboratories. This is what the covenant has budgeted, and supplies each magus with each year. This includes 6£ that they can save aside, or use to live a more lavish lifestyle. Wages that they earn for services would be money owed no matter if the resided here or at the main covenant, so this is not a budget concern.
[tab][/tab]At the rate of 30£ per magus, it costs the covenant 180£ per year to maintain the Chapterhouse. The vis yeild from Sa Dragonera is a Queen per year, and we make a 60/40 split with Barcelona. So it takes us 180£ to make 60 pawns of vis, using a vis exchange rate of 12£ per pawn, Andorra profits 45 pawns of vis per year. That is 5 pawns more than Barcelona, but we can consider that a wash with cost overruns and miscellaneous expenses.
Upgrading your Lifestyle
[tab][/tab]If you want a more lavish lifestyle, the cost is up to you. You have 6£ to play with, and there are other ways to obtain income. The expense of expanding your entourage is as indicated above, Other additional expenses are as follows.
- Lab Upkeep: Pyramid value of Upkeep score minus 3£
- Lab Size: 1£ per point of Size
- Buildings: 1£ per point of Boon, -1£ per point of Hook
Is this a typo? When you originally posted all of this, as well as when you created my sanctum, it was 6. Now you've got it as 5. Is that correct?
I brought it back down to 5 as to balance it out. Instead of no aura and tiny if there was, I start everyone out with a score of 1 and large enough for their whole sanctum. So that's actually 7, the five plus two free points.
I also want to say you need not worry about your sanctum. You will get all the basic standards and I will help you along once things are finalized. And you will have the option to grow.
But for right now, I need everyone else to weigh in on this final rough draft and see if there are any further bugs to iron out.
As far as when we start, I was thinking Winter 1234, the start of that year (I run the calendar as Winter/Spring/Summer/Fall, simply because that's the way people really did it and the way it works when you look up historic records).
As for real-time when, I wanted to have started already. But I have been swamped and was sick (stupid change of season cold).
So for everyone who has finished and finalized their characters, post the final versions in their own clean new thread. I will create a link and put the name in our covenant Membership Roster.
And now looking, that thing needs to be edited. Those not currently with us will be shifted down to the Past Master list, with the option to come back at any time.
Also, post any characters (companions & grogs) specifically tied to that magus into that same thread. One collected page for all of your characters under the umbrella of that magus. I wanna do the same for current characters too, so it is easier to keep track. But this is optional. As long as we post a link in a "Cast of Characters" list, it doesn't matter where they are.
Arnau does not require a lab. A comfy place to study vis or books is enough for him. His skills at magic lore and Artes Liberales require a desk and writing materials, so I assume that he can have access to those without the need for a lab. And well, for starters he is not (yet) a member of the covenant. We will see in the future
So about your covenant: Any parameters for this one yet? Are we in the mainland or in Sa Dragonera? If this has already been stated I must have missed it. I need a place to investigate and introduce Arnau to all of you! :mrgreen:
Sa Dragonera is the site of the vis source. No one has their set up there. Except maybe Ryu has her underwater cave along that coast or the one opposite facing it from Mallorca. Roberto will be on Ibiza. Others can be anywhere on Mallorca, Minorca, or the other islands. Those who desire an urban environment can reside in Palma on Mallorca.
Post your ready sheet on a fresh page so I can link it on a cast of characters list. I will get the finalized Roberto & entourage posted up. Then maybe our two characters can start some sandbox gaming where Roberto can try to tame Arnau and bring him into the fold :mrgreen:
Tame me? NEVER!!! :mrgreen:
Will try to have it posted tonight, once I review the Inception rules, since as has been pointed by fixer (I think) I cannot cast one of the inceptions I listed!
This all works for me. I do have one question - can I have an Uncontrolled Regio that's within my normal Regio? I'm thinking Pere will take over a big, fancy building that was owned by a non-Hermetic sahir who was killed or run off. He'll build his lab in the upper level of the regio, but there are higher levels he doesn't know about. I'd also take Hidden Resource, with the resource being in those higher levels.
The problem is that I WILL worry about it. I need to know how to do this on my own instead of just having it done for me. Not doing so will only cause me to start to question if this is harder than I really want it to be. And if I start thinking that way, I start thinking about dropping.
I'll get my character finished in short order and have him ready for review by Monday morning.
I will teach you then
That's not much different than telling him not to worry about his sanctum.
Totally different. Once it is set, and I think it is, I will explain what is going on and what his options are.
Choosing Personal Boons & Hooks
[tab][/tab]The concept is that you are creating your own personal sovenant, or a portion of one rather. Most of the Boons & Hooks as pertain to the Chapter are set, and Resources are supplied by the main Covenant. But each member has their individual sanctum set up somewhere within the wide area of these islands. Therefore, there will reasonably be aspects (boons & hooks) that directly apply to them but have little or no effect on anyone else.
[tab][/tab]Everyone starts out with a modest piece of property, a medium building constructed from stone of average quality, and a Magic Aura of 1 that covers their Sanctum (that building and the lab within). You also start out with a Snadard Lab and the regular staff and lifestyle you would expect as a magus. There are no substatial hazzards or advantages that need to be considered. The Personal Boons & Hooks you choose allow for variety and modification of this base standard. You start off with five free points, and you can take up to five more if balanced by hooks.
[tab][/tab]I shall use Roberto as an example, and designing his Quarter as I write this. I am imagining a stone cottage on a hill by the sea overlooking a fishing villiage on the North coast of Ibiza. First I describe his status as a Journeyman. This is unnessecary, but I like creating little details . Next I decide that I want a decent aura, but not anything overwhelming or conspicious. I pick a Moderate Aura and Favorable, aligned with Rego, and Tiny as to just include his Lab. That is two Boons and one Hook. Next, for Location, I know I want to take Healthy Feature at least twice more. Trying to use every trick I can to stall having to take a Longevity potion. I also decide on Difficult Acces and Urban. The fishing villiage is right there, they can see me and I can see them. But it is hard to get up the hill along the single line of access, and the hill is actually a sea cliff. Yeah. So that is three Boons and another Hook, so I am at +5/-2. Now for Construction, I was thinking an old lighthouse tower would be better fitting than the cottage. So Tower it is. I toyed with Crumbling, but I am not yet hurting for Hook points, so I will take the Superior Construction boon instead. At his point I have a point to spare, so I will take Private Income. Not sure where it comes from yet. I will figure that part out. Maybe I bought into the fishing cooperative or something. So I am at +7/-2. I need more Hooks if I want any more Boons, and I can have up to three more. For Inhabitants, I want an Increased Staff. In fact, I want it twice. That is ten Inhabitant points (as per Covenants) of mixed staff. I will sort that out later. Then for Realtions, I want an agency of Informants amongst the people of the villiage and area sailors. And Hangout, a tavern on the docks below. That puts me at +10/-3, so I need two more points for Hooks. Now I am hurting, so I will go back up the list. Monster is an easy pick, don't know how I missed that one. I will let someone else define it and play it against me. Then Flickering Aura. Every spring there is a three-day festival that I am responsible for sponsoring. Or the magic aura will weaken. That puts me even and I am done
+0 Journeyman: Roberto had already rescently migrated to the Baelric Islands and set up shop in Ibiza. Upon learning other magi were setting up a Chapterhouse, he quickly offered his assistance. Though he had come to Ibiza to get away from Hermetic politics and the culture of magi (and to be closer to his beloved), it is a spring chapter and the members are not all congregated as in most covenants. Besides, a little Hermetic companionship and support is a good thing. So he has become a Journeyman member of the Covenant of Andorra. This is ironic in that he is a Knight of Seneca and of the True Lineage of Delendos, yet until the swearing ceremony he had never been there nor has the significance really sunk in yet..
+1 Moderate Aura: A Magic Aura of 2
+1 Favorable Aura: Aligned with Rego
-1 Flickering Aura
-1 Tiny Aura: The aura encompasses only his Lab
+1 Difficult Access:
+2 Healthy Feature:
-1 Urban: Roberto lives next a small coastal fishing
+1 Superior Engineering
+1 Private Income
+2 Increased Staff
and at the last minute I have decided to change the alignment to Ignem. It makes more sense. It is an aura in the top room of an old roman lighthouse.
I was thinking ignem as well as I read about your lighthouse. Nice design, btw.
Yeah, I really, really love these sanctum rules
Me too. There are other ways I can think of to use this (for other sagas &/or for other people reading this). A prime example would be the Covenant of Barcelona (which is still cannon, as it was mentioned in True Lineages)