Covenant info

Ad fons is a covenant situated in the deep forests of Pomerania. The covenant is a exquisite crafted manor house with a beautiful garden surrounding it. The garden is surrounded by a stone wall, not enough to withstand a full scale assault by a professional force of soldiers but it provides protection from brigands and animals. Near the manor house on the other side of the wall lies a pond whose water supply comes out of the ground. The pond is the covenants main supply of vis and prolongs the life of its denizens. Other vis are gathered from the surrounding forest by grogs with a standing order to collect a strange items the find in the forrest. Surrounding the covenant is a village that lives on both supplying the magi and working the forest around them, pig herding is one of the major incomes of the community. On a nearby natural hill stand a small tower surrounded by a wall, an eerie retreat for the people of the covenant in times of need. The tower is fenced in by a low stone wall, only measuring six feet of the ground.

Resident of the covenant
• 7 magi
• 7 shield grogs
• 7 specialists
• 11 servants
• 7 teamsters

Specialists
• Turb captain, leadership 5
• Steward, profession steward 5
• Chamberlain, profession chamberlain 5
• Illuminator, profession illuminator 6
• Scribe, profession scribe 6
• Book binder, profession book binder 6
• Latin teacher, com +1 teaching 5, Latin 6

Boons
• Edifice. A grand manor hall containing seven laboratories, a library and a council chamber which is surrounded by a well tended garden.
• Seclusion
• Vis grant
• Missile weapon
• Small tower
• Healthy feature (the pond next to the covenant)

Hooks
• Tribunal border
• Hedge tradition (major)

Free
• Mannor house
• Democracy
• Hunters

Income
• 100 pounds from pig herding, forestry and hunting.

Vis income
• Aquam 8
• Vim 6
• Animal 4
• Herbam 4
• Terram 3
• Creo 3
Expenditures
• Buildings 9,4
• Consumables 14,8
• Inflation 0 at the moment
• Laboratories 7
• Provisions 37
• Tithes 0 at the moment
• Wages 14,8 + 7(extra payment for grogs)
• Weapons and armour 3
• Writing materials 9
• Pound of Enumerus 1

• Total 103
Balance between income and expenditure: -3 pounds

Weapons and armour: All shield grogs and the turb captain are armed with long swords, heather shields and short bows and are clad in full chain mail armour.

Stocks
• 16 Heather shields
• 16 Pole arms
• 16 suits of heavy leather
• 10 short bows
• 12 long spears
• 3 maces
• 100 pounds of silver
• 5 pawns of Animal vis
• 5 pawns of Auram vis
• 5 pawns of Aquam vis
• 5 pawns of Corpus vis
• 5 pawns of Herbam vis
• 5 pawns of Ignem vis
• 5 pawns of Imaginem vis
• 5 pawns of Mentem vis
• 5 pawns of Terram vis
• 5 pawns of Vim vis

Library (all titles are in Latin but I choose to write the in English for simplicity)
• The creation of magic’s, Tractatus Q 11 Creo
• Reflections on detection , Tractatus Q 11 Intellego
• The ever changing nature of things, Tractatus Q 11 Muto
• Discrete destruction, , Tractatus Q 11 Perdo
• Mind over matter, a magus reflections upon Rego magic, Tractatus Q 11 Rego
• The apprentices primer of Animal, Tractatus Q 6, Animal
• The apprentices primer of Auram, Tractatus Q 6, Auram
• The apprentices primer of Aquam, Tractatus Q 6, Aquam
• The apprentices primer of Corpus, Tractatus Q 6, Corpus
• The apprentices primer of Herbam, Tractatus Q 6, Herbam
• The apprentices primer of Ignem, Tractatus Q 6, Ignem
• The apprentices primer of Imaginem, Tractatus Q 6, Imaginem
• The apprentices primer of Mentem, Tractatus Q 6, Mentem
• The apprentices primer of Terram, Tractatus Q 6, Terram
• The apprentices primer of Vim, Tractatus Q 6, Vim

Lab texts and casting tablets
• Casting tablet of Aegis of the hearth, ReVi 25
• Aegis of the hearth, ReVi 25
• Pillum of fire, CrIg 20
• Veil of invisibility, PeIm 20
• The chirurgeon’s healing touch, CrCo 20
• Bind wound, CrCo 10
• Cloak of the duck’s feather, ReAq 5

Magic aura: 3

Laboratories
All labs that are located within the manor house have the following hooks and boons. At the start of the game all laboratories are in the covenant building.

• Superior construction (of the building)
• Size -1

The small size of the labs forces you to take a starting flaw for your lab. Please post descriptions of your labs bellow with appropriate virtues and flaws.

/Max

A dark room , cramped with little space between pieces of lab equipment, tastefully decorating the laboratory are a pair of Skeletons one Human and one a chimera composed of the bones of many animals. A selection of fine sharp blades are on the central table. The low celing makes the skeletons seem to loom larger over the room.

(Flaw Dimunitive)

We should set up our labs yet, isnt it?

Well Justus has provided you all with ready lab even though they are small. With just a minor modification they are ready to use.

Ardath's lab is visibly totally dedicated to her activities, to the exclusion of anything else. Is it because of its small size, or just a reflect of her personnality? Maybe both, as it seems Ardath made no real effort to improve things since her arrival. Her sword lays on the wall, next to a big wooden chest and a couch. A smell of herbs and incenses floats in the air, giving a strange, eerie scent to everything. Some invocation circles adorn the ground, and are the only spaces really devoid of anything else, as every fother free space is covered with texts, stone fragments (mostly obsidian, and some of them inscribed with mystical signs), packs of herbs, standard laboratory equipment and books.
This leaves very little space for visitors, and makes it difficult to feel welcome indeed.

(Flaw: Undecorated)

(I'm having great fun, btw)

Justus Felix laboratory

A rather unassuming laboratory with some elegance but totally missing any equipment for the making of magical items.

Flaw: Missing equipment Items

Fredericks lab has a large but allmost empty bookshelf, a desk, a chair and the essentials for labwork. It is all very clean and ther broom is still in the corner.

(Undecorated)

Yannick's lab is seperated in two pieces by a wooden frame that has a circle of beast warding etched in it. The gaps between the wood and the floor, walls and ceiling have been carefully filled with mortar.

The bigger part is equipped for the keeping of animals, especially serpents.
So far, there are only a couple of mice which will serve as serpent-fodder later.
There is a table with a slate board on it, which allows chalking wards on it, if need be.

The smaller part of the room contains a bookshelf, chair, desk and a stack of boxes containing all sorts of equipement.
Things are stuffed up right under the ceiling in this part of the room.

There is no bed in Yannick's sanctum. He sleeps in the beast part of his lab while in adder-shape.

Flaw: Missing equipement and animals.

New books Summae

• Defence against the magus malediction by Felix Ignis Ex Flambeau, Parma magica, L 6 Q 12
• Obliteration, a summae on the destruction of entities, by Varro Ex Tytalus, Perdo, L 15 Q 15.
• Domination over the elements, minds and bodies in your surroundings, by Marcus Valerius Ex Verditius, L 20 Q 10

Tractatus

• Growth and health Vol. 1, by Marcus Ex Bonisagus, Creo, Q 12
• Growth and health Vol. 2, by Marcus Ex Bonisagus, Creo, Q 11
• Growth and health Vol. 3, by Marcus Ex Bonisagus, Creo, Q 10
• Ways of the Stone, by Boris Ex Miscellanea, Terram, Q 11
• Application of Muto Vim magic’s Vol. 1, By Minerva Ex Merinita, Vim, Q 12
• Application of Muto Vim magic’s Vol. 2, By Minerva Ex Merinita, Muto, Q 11
• Uses for stone and other fruits of the mountain in the magus laboratory, by Boris Ex Miscellanea, Magic Theory, Q 10
• Flesh and bone, a magus approach, by Henri de Tours, Corpus, Q 12
• The apprentices primer of Creo, Tractatus Q 6, Creo
• The apprentices primer of Intellego, Tractatus Q 6, Intellego
• The apprentices primer of Muto, Tractatus Q 6, Muto
• The apprentices primer of Perdo, Tractatus Q 6, Perdo
• The apprentices primer of rego, Tractatus Q 6, Rego

There will be some spells to.

Dibs on the Rego Summae!!!! for one of the 2 seasons. I'll leave it to someone else the other one.

The other season, I'd like any of:

  • a Growth and health book
  • Ways of the Stone
  • Application of Muto Vim magic’s Vol. 1
  • The apprentices primer of Creo or Rego

Unless one of the spells interests me, of course :laughing: But I'm more interested in increasing my skills, at the moment.

New! The following spells by Frederick:
Wizards Communion MuVi 20
Chamber of Spring Breezes CrAu5
Lifting the Dangling Puppet ReCo 15
Lamp without Flame CrIg 10
I also claim Terram tractatus, if nobody objects....

Mariella will spend a season writing spells for the library and then study the Corpus Tractatii Flesh and bone, a magus approach, by Henri de Tours, Corpus,

Spells added to Library
Wind of Mundane Silence PeVi20
Demon's Eternal Oblivion PeVi15
Flaws of the Weapon smith PeTe 25
Obliteration of the Metallic barrier PeTe 20

New spells

Purification of the Festering wounds CrCo 20

Restoration of the mangled body CrCo 25
R: Touch D: Moon T: Ind.
Gives the target +12 to all recovery rolls for the next moon.

(Base: 5 +1 Touch +3 Moon)

Warmth of the hearth CrIg 15

R: Touch D: Sun T: Room

Makes a room warm and comfortable to be in.

(Base: 2 + 1 Touch +2 Sun +2 Room)

Justus Felix writes a Tractatus on Magic Theory, What can be learned from studying hedge magic’s? A hermetic perspective and reflections upon non hermetic magic. Q 13

He also studies Applications of Muto Vim magic’s vol. 1

Oups!

Forgot we agreed to write some of our spells.

Ardath will then study the rego summa on one season, and, on the other, write down the following spells:

  • The Unseen Porter (ReTe 10)
  • Sap the Griffin's Strength (PeVi 05)
  • Dreadful Bane of the Fae (PeVi 05)
  • Demon's Eternal Oblivion (PeVi 05)
  • Trackless Step (ReTe 10)
  • Pit of the Gaping Earth (PeTe 15)
  • Obsidian Wall (CrTe 20)
  • Obsidian Dagger (Cr(Re)Te 10

By the way, if you agree, I can keep track of everything with metacreator, including experience exposure and stuff, and produce character sheets like I did with ardath.

Yannick will spend the first season socialising with the covenfolk, until he knows each and every single one of them by their name.
(Learning some of the local language by exposure?)
He'll be hunting with the hunters, helping the pig herders (talking with the pigs and telling the pig herder whats wrong with the pigs...), etc...

Second season will be spent learning Wizards communion MuVi20.
Sorry for not writing any spells down right now, but I thought it would be a good idea to learn that spell ASAP. That way, the spell will be free for study when the other characters are ready for learning it...

Manius creates these lab texts:

Panic of the Trembling Heart Long CrMe20 (Voice Range)
Wizard's Silver Mine CrTe20
By His Works CrMe5
Aura of Ennobled Presence MuIm10
Unseen Arm ReTe5
Words of Unbroken Silence CrMe10
Posing the Silent Question CrMe20
Wizard's Sidestep ReIm10

Summary of the covenant

Ad fons is a covenant situated in the deep forests of Pomerania. The covenant is a exquisite crafted manor house with a beautiful garden surrounding it. The garden is surrounded by a stone wall, not enough to withstand a full scale assault by a professional force of soldiers but it provides protection from brigands and animals. Near the manor house on the other side of the wall lies a pond whose water supply comes out of the ground. The pond is the covenants main supply of vis and prolongs the life of its denizens. Other vis are gathered from the surrounding forest by grogs with a standing order to collect a strange items the find in the forrest. Surrounding the covenant is a village that lives on both supplying the magi and working the forest around them, pig herding is one of the major incomes of the community. On a nearby natural hill stand a small tower surrounded by a wall, an eerie retreat for the people of the covenant in times of need. The tower is fenced in by a low stone wall, only measuring six feet of the ground.

Resident of the covenant
• 7 magi
• 7 shield grogs
• 7 specialists
• 11 servants
• 7 teamsters

Specialists
• Turb captain, leadership 5
• Steward, profession steward 5
• Chamberlain, profession chamberlain 5
• Illuminator, profession illuminator 6
• Scribe, profession scribe 6
• Book binder, profession book binder 6
• Latin teacher, com +1 teaching 5, Latin 6

Boons
• Edifice. A grand manor hall containing seven laboratories, a library and a council chamber which is surrounded by a well tended garden.
• Seclusion
• Vis grant
• Missile weapon
• Small tower
• Healthy feature (the pond next to the covenant)

Hooks
• Tribunal border
• Hedge tradition (major)

Free
• Mannor house
• Democracy
• Hunters

Income
• 100 pounds from pig herding, forestry and hunting.

Vis income
• Aquam 8
• Vim 6
• Animal 4
• Herbam 4
• Terram 3
• Creo 3
Expenditures
• Buildings 9,4
• Consumables 14,8
• Inflation 0 at the moment
• Laboratories 7
• Provisions 37
• Tithes 0 at the moment
• Wages 14,8 + 7(extra payment for grogs)
• Weapons and armour 3
• Writing materials 9
• Pound of Enumerus 1
• Latin school 10 (half writing materials half upkeep for students)
• Militia 0

• Total 113
Balance between income and expenditure: -13 pounds

Weapons and armour: All shield grogs and the turb captain are armed with long swords, heather shields and short bows and are clad in full chain mail armour.

Stocks
• 16 Heather shields
• 16 Pole arms
• 16 suits of heavy leather
• 10 short bows
• 12 long spears
• 3 maces
• 94 pounds of silver

Library (all titles are in Latin but I choose to write the in English for simplicity)
• The creation of magic’s, Tractatus Q 11 Creo
• Reflections on detection , Tractatus Q 11 Intellego
• The ever changing nature of things, Tractatus Q 11 Muto
• Discrete destruction, , Tractatus Q 11 Perdo
• Mind over matter, a magus reflections upon Rego magic, Tractatus Q 11 Rego
• The apprentices primer of Animal, Tractatus Q 6, Animal
• The apprentices primer of Auram, Tractatus Q 6, Auram
• The apprentices primer of Aquam, Tractatus Q 6, Aquam
• The apprentices primer of Corpus, Tractatus Q 6, Corpus
• The apprentices primer of Herbam, Tractatus Q 6, Herbam
• The apprentices primer of Ignem, Tractatus Q 6, Ignem
• The apprentices primer of Imaginem, Tractatus Q 6, Imaginem
• The apprentices primer of Mentem, Tractatus Q 6, Mentem
• The apprentices primer of Terram, Tractatus Q 6, Terram
• The apprentices primer of Vim, Tractatus Q 6, Vim
• Defence against the magus malediction by Felix Ignis Ex Flambeau, Parma magica, L 6 Q 12
• Obliteration, a summae on the destruction of entities, by Varro Ex Tytalus, Perdo, L 15 Q 15.
• Domination over the elements, minds and bodies in your surroundings, by Marcus Valerius Ex Verditius, L 20 Q 10
• Growth and health Vol. 1, by Marcus Ex Bonisagus, Creo, Q 12
• Growth and health Vol. 2, by Marcus Ex Bonisagus, Creo, Q 11
• Growth and health Vol. 3, by Marcus Ex Bonisagus, Creo, Q 10
• Ways of the Stone, by Boris Ex Miscellanea, Terram, Q 11
• Application of Muto Vim magic’s Vol. 1, By Minerva Ex Merinita, Vim, Q 12
• Application of Muto Vim magic’s Vol. 2, By Minerva Ex Merinita, Muto, Q 11
• Uses for stone and other fruits of the mountain in the magus laboratory, by Boris Ex Miscellanea, Magic Theory, Q 10
• Flesh and bone, a magus approach, by Henri de Tours, Corpus, Q 12
• The apprentices primer of Creo, Tractatus Q 6, Creo
• The apprentices primer of Intellego, Tractatus Q 6, Intellego
• The apprentices primer of Muto, Tractatus Q 6, Muto
• The apprentices primer of Perdo, Tractatus Q 6, Perdo
• The apprentices primer of rego, Tractatus Q 6, Rego
• What can be learned from studying hedge magic’s? A hermetic perspective and reflections upon non hermetic magic. By Justus Felix child of Pralix, Magic theory, Q 13

Lab texts on spells
• The Unseen Porter (ReTe 10)
• Sap the Griffin's Strength (PeVi 05)
• Dreadful Bane of the Fae (PeVi 05)
• Demon's Eternal Oblivion (PeVi 05)
• Trackless Step (ReTe 10)
• Pit of the Gaping Earth (PeTe 15)
• Obsidian Wall (CrTe 20)
• Obsidian Dagger (Cr(Re)Te 10
• Panic of the Trembling Heart Long CrMe20 (Voice Range)
• Wizard's Silver Mine CrTe20
• By His Works CrMe5
• Aura of Ennobled Presence MuIm10
• Unseen Arm ReTe5
• Words of Unbroken Silence CrMe10
• Posing the Silent Question CrMe20
• Wizard's Sidestep ReIm10
• Casting tablet of Aegis of the hearth, ReVi 25
• Aegis of the hearth, ReVi 25
• Pillum of fire, CrIg 20
• Veil of invisibility, PeIm 20
• The chirurgeon’s healing touch, CrCo 20
• Bind wound, CrCo 10
• Cloak of the duck’s feather, ReAq 5
• Wizards Communion MuVi 20
• Chamber of Spring Breezes CrAu5
• Lifting the Dangling Puppet ReCo 15
• Lamp without Flame CrIg 10
• Wind of Mundane Silence PeVi20
• Demon's Eternal Oblivion PeVi15
• Flaws of the Weapon smith PeTe 25
• Obliteration of the Metallic barrier PeTe 20
• Purification of the Festering wounds CrCo 20
• Restoration of the mangled body CrCo 25
• Warmth of the hearth CrIg 15

Magic aura: 3

Laboratories
All labs that are located within the manor house have the following hooks and boons. At the start of the game all laboratories are in the covenant building.

• Superior construction (of the building)
• Size -1

For individual- magis labs se the text above.

Thanks a lot, this is interesting, once I have enough time, I'll integrate it through metacreator