We could just make some Faerie Lore and Bargain rolls, if that's what you like--I'm not sure there's much of story to tell there. (Actually, amul had somewhere he was going with the regio, but I'm not sure how well his original idea would work.)
I lied: I'll do it tonight. How does this sound for Fray's lab?
Lab Stats:
Size: 0 (0)
Refinement: 1
Base Safety: 1
General Quality: +1
Upkeep: +3
Safety: +2
Warping: 0
Health: -1
Aesthetics: +1
Specializations: +1 Items, +1 Vis Extraction, +1 Mu, +1 Ig, +1 Te
Minor Virtue: Lesser Feature (Still) (+1 Aesthetics, +1 Mu)
Free Virtues: Magical Heating (-1 Upkeep +1 Aesthetics, +1 Ig)*, Superior Equipment (+1 General Quality, +2 Upkeep, +1 Safety, +1 Vis Extraction), Superior Tools (+1 Upkeep, +1 Safety, +1 Items)
Free Flaw: Subterranean (+1 Upkeep, -1 Health, -1 Aesthetics, +1 Te)**
Lab Enchantments
None
Note that there's no Health bonus for Magical Heating in this case, because the hypocaust already gives a +1 Living Conditions modifier.
** Magical Lighting will remove the Subterranean Flaw.
You're welcome. If I were designing a lab for Viola, I'd want to take a few Flaws that give bonuses to useful Arts, but those tend to cause Safety penalties--being able to deal with those is actually one of the big benefits of having a familiar.
If you look at the "Covenant" page, that should summarise most of the final decisions made in this thread. The story threads affecting the general course of the covenant are, in approximate order (some of them happen in the middle of others), "Journey to Nowhere", "Relations with the Locals", "The Haunted Covenant", "Fixing the Plumbing" (ish), and now the current "Still Caverns Run Deep".
There's also a separate plot of Viola's that runs through "A Faerie Regio in the Temple to Neptune", "The Palace under the Waves" and the current "Crafting a Song". This has occasional repercussions to the rest of the story, but is largely self-contained. The grog story I just posted a query for interest in is spun off from this plot, but it's entirely plausible for the grogs not to know most of what's been going on (although that said, Bogdan and Godzimir were in Faerie Regio and Theodoric was in Palace. Their knowledge in these cases can be more of less summed up as "The maga wanted to capture a horse, so we spent several days trekking round the countryside" and "We went to an undersea Palace in a swimming dolphin submersible which Viola had a bad reaction to".
The "Chronology" thread should give you a decent summary of what's gone on, and when.
As for grogs, we're supposed to have 10, but I only see 4 statted--and we were going to stat them all, to avoid paying build points. I think Viola's Faerie Friend is going to be a shield grog of some sort, but we still need at least 5 more statted.
Salutor: I was scanning the covenfolk character sheets, and I noticed some of them have no Social Virtue--were you just assuming Covenfolk? And how are the ones without Custos starting with Latin at character creation? (Yes, it seems bizarre that grogs wouldn't be able to communicate with their magi, but all the example grogs in the main rulebook lack both Custos and Latin. I assume that the ability to learn Latin is the only reason anyone would choose Custos over Warrior, since the latter comes with an extra 50 XP's.)
That is the reason you have 1) a Turb leader, and 2) a "Specialist" (NPC and/or Companion(s)) who can lead the Turb Leader.
Think about it - unless the Covenant is into its 2nd generation of mundanes, these peasants didn't grow up with Latin, and the magi aren't going to be talking to them often enough for them to pick up any "immersion" xp. More, IC, peasants don't tend to want to learn Latin as much as another level of Carouse or Craft: Mudcakes or Single Weapon: Boot. Typical grogs no shpekka da Latino for a reason.
The solutions are even more painful for magi - Learn the local barbar tongue, or force the peasants into Latin Language school instead of being better able to do their job - protect the magi. Would you rather see 30 pts in Latin or 30 points in, say, another combat skill, or just Survival - if we're lost, then go find something to eat!
Having a grog leader doesn't help when there's just one or two grogs along with a magus. At minimum, you need one grog who can communicate with each magus.
Also, all these grogs did come from other covenants.
Heh, perhaps. Mostly though I just want to make sure that the characters aren't getting both the access to Latin and the extra points, and that we do have some shield grogs capable of working closely with magi. You did want to stat some grogs out, didn't you?
Come to think of it, we do have 5 statted out already, not 4--there's a grog captain amongst the companions.
There has been a deliberate programme to get grogs taught Latin in the last couple of years, so they've been learning it in play - haven't reviewed the sheets in detail yet, but may just be that?
Incidentally, Grogs includes a new virtue Turb Trained, which allows you to take both Martial Abilities and Latin.
Checking..Hmm. No, it's minor. Free would have made more sense. Which makes it basically identical to Custos, with the exception that you can only take Martial abilities rather than having the alternatives of Academic or Arcane, and that it doesn't imply you're particularly important in the covenant.
I have just noticed that there are several books in the library listed as costing 0 build points and written by Portia. Is there any reason I shouldn't assume she took these with her when she left?
Unless she added them as gifts I suppose, although perhaps that is not in keeping with the spirit of the build points concept. Alternatively perhaps the book binder was scribing them? They're reasonable quality, but fair is fair.