[b]Basic Covenant Stats

Date: Autumn, 1230
Founded: Spring, 1226
Aura: Varies[/b] (3 within the borders of the Aegis, tapering to 1 throughout a large part of the Don Delta, but 5 underground and in areas near the covenant's water system, including all of the inhabited buildings and labs; in Spring, 1 higher in surface areas [4 and 6 within the Aegis], though still only 1 at the extremes; Faerie 5 and 6 in the two layers of the temple regio)
Aegis of the Hearth: 40
Vis Sources: 17 pawns/year
Vis Stocks: 98 pawns
Yearly Income: 85 pounds
Yearly Expenses: 84.5 pounds
Treasury: 121 pounds
Living Conditions Modifier: +2/+3 for magi
Prevailing Loyalty: 15


The covenant of Nova Castra has been dedicated by Thebes Tribunal to provide hospitality, including a temporary Sanctum and laboratory, to any member of the Order of Hermes, for as long as he or she wishes to make residence at the covenant. In exchange for this duty, which shall exist in perpetuity, the Tribunal grants Nova Castra books for a library, equipment for the establishment of ten laboratories, and the services of sufficient specialists, grogs, and covenfolk to establish the new covenant site.

Members and Council

The initial members of Nova Casta are Ennia of Verditius, Viola of Merinita, Anastasia of Guernicus, and Gregorius of Tremere. Any magus who maintains his Sanctum at the covenant for an unbroken period of three years may become a member, on the approval of a majority of the Covenant Council.

Each member may vote in the Covenant Council, with all decisions to be made by a majority of those present. Decisions of the Council may establish permanent Ordinances for the covenant. Meetings will be held at regular intervals, at least once a year; they can be called at irregular intervals, but in such a case, every effort must be made to notify all members in advance. A change to this charter requires a vote of two-thirds of members present, at a regularly scheduled meeting.

Ennia of Verditius will serve as the leader of the Council, for a period of three years. At the end of this term, the Council will elect a new leader for a new three-year term. A leader may serve consecutive terms. The duty of the covenant leader is to conduct the meetings of the Council, as well as other such duties as the Council may specify.

The Council may, at its discretion, designate a mundane autocrat to administer the covenant, and may, also at its discretion, allow any such autocrat to vote in the Covenant Council.

All members of the covenant, as well as their unGifted servants, are entitled to participate in the covenant's Aegis of the Hearth ritual.

All members of the covenant are charged with maintaining it so that it can fulfill its duties to the Order, and the Council has to power to allocate specific duties to the members as necessary, though this allocation should to the extent possible place an equal burden on all members.


A visiting magus is entitled, for himself and up to three of his servants, to accommodations, a laboratory, and sufficient mundane provisions, with provisions to be made even while the magus or his servants while on expedition when using the covenant as a base.

A visiting magus is entitled to a token from the Aegis of the Hearth ritual. However, no visitor, magus or servant, is allowed to participate in the ritual itself.

A visitor may be expelled, on a majority vote of the Covenant Council, for violation of this charter, whether or not such violation constitutes a Hermetic Crime.

A magus engaged in a Wizard's War (whether the aggressor or the defender), for the length of that war, is not entitled to residence or hospitality in the covenant, and a visitor must leave the covenant before the beginning of such a war. However, after the conclusion of the war, the visitor may return at any time, with no loss of normal visitor privileges. Moreover, time spent outside the covenant due to Wizard's War does not interrupt a visitor's residence for purposes of establishing a three-year period of residence in order to become a member.


All inhabitants of the covenants are expected to respect the lives, property, and enterprises of one another. Engaging in violent combat within the Aegis or its vicinity, whether magical or mundane, except in cases of self-defense, or in an attempt to enforce this Charter and the ordinances of the Council, is forbidden. Certamen, of course, will not be regarded as violent combat.


The members of the covenant are entitled to take half the vis collected from recurring sources by the covenant, as salary. The other half will be used or stored for later use as dictated by the Council. Visitors are entitled to no vis from the covenant's recurring sources or stores, unless the Council decides otherwise.

Members and visitors alike are entitled to keep for personal use any vis they obtain, including vis from previously unknown recurring sources. However, the future production of vis from any recurring source discovered by a Magus who maintains a temporary sanctum at the covenant belongs to the covenant. An attempt to conceal a recurring source of vis will result in the expulsion of the magus in question from the covenant, and the forfeit of its services.

The covenant is located on the ruins of the Greek city of Tanais, formerly on the coast of the Sea of Azov where the main channel of the Don River emptied into it, but now about six or seven miles up a smaller Don distributary on the northern edge of the river's delta, to the east of a coastal fishing village.

History records that the site was settled first by the fierce Amazons, at the point where Tanais, son of the Amazon Lysippe, threw himself into the river, after which he was worshipped as a god. The city was later colonized by the Greeks, who dwelled there until 330 AD, when it was sacked by the Goths, who destroyed a significant temple to Poseidon.

A previous covenant was established in 1208, and seemed to be doing well. Surviving records indicate a vast aura, extending for miles around, with a level of five at the center of the covenant and in a system of caves formed by underground rivers, as well a number of promising vis sources. Despite this promising start, the covenant vanished suddenly in 1211. A number of grogs and other covenfolk survived the attack that destroyed it, and reported an assault by raiders of uknown origin; the magi were never heard from again.

The Tribunal has suggested this site for the for three reasons. First, it's extensive aura in and of itself makes this location a reasonable one. Second, the magi of Thebes are eager to recover any ancient secrets of Tanais and its temple to Poseidon, not to mention the earlier Amazon inhabitants. Third, the Tribunal would really like to know what happened to first covenant, and whether whatever it was poses a threat to the rest of the Tribunal, or indeed the Order.

The site of the covenant overlooks a bend in the stream, where the flow shifts from northerly to westerly. The ruins of Tanais lie directly to the north, through a dense ring of trees, its southern edge perhaps 100 paces distant from the shore, The river was once wider here, and the city site nearer the shore than it is today. The bank of the stream here is fairly steep; beyond the bank, the land slopes upwards towards the site of the ancient city. It's mostly farmland, but the fields are cut by many gullies and ravines. As the plateau nears the ruins, the slope becomes more gentle--it's almost horizontal by the time you're in the trees.

The ruins, and the boundary of the Aegis of the Hearth, occupy a rectangular clearing within a ring of woods. The portion of the ruins currently inhabited by the covenant centers on a large fountain, which was repaired by the previous covenant. The magi are repairing the buildings in this vicinity (all of them built or rebuilt by the old covenant), save for the ruined temple to Poseidon--repairing that would risk the source of Rego vis, the rainwater that collects on the temple floor. In addition to the buildings above ground, the ruins include many caves in the limestone bedrock, some natural, some man-made, and some a combination of the two. These caves were used for storage in ancient times; the current covenant uses some of them for this purpose, and uses others to house underground labs.

The Don delta is inhabited by Kipchaks, a Turkic-speaking pastoralist people who pushed out the previous inhabitants two or three centuries prior. Though pastoralist, most of them are settled in the 13th century, and even engage in some horticulture, principally wheat, barley and rye. They bury their dead in mounds (earlier, pagan ones featured stelae--erect stone slabs--to represent slain enemies and the like). They're known as fierce warriors, and for their independent, often even warrior-like, women; they apparently had a high rate of literacy until their native language was replaced as a literary language by the languages of Christianity (Greek) and Islam (Arabic). Their social structure has been characterized as democratic, and seems to be decentralized, with small groups joining together into "hordes" for warfare. They converted to Christianity in the 11th century, under the influence of the Georgians, with many becoming Islamic in the 12th and 13th.

The Kipchaks near the covenant are settled. They raise cattle, sheep, and horses, as well as wheat, barley, and rye--and so the land around us is mostly pastures and fields. They're Muslims in this area.

Power Level: Medium
Build Points: 1088


Magi: 3 x 5 = 15 permanent points (Gregorius, Tasia, Viola), 5 x 5 = 25 guest points
Companions: 1 x 3 = 3 permanent points (Miklos), 5 x 3 = 15 guest points
Specialists: 5 x 2 = 10 permanent points (Phocas, Petrus, blacksmith, carpenter, bookbinder)
Grogs: 10 x 1 = 10 permanent points, 10 x 1 = 10 guest points

Inhabitants Points: 38 permanent, 50 guests

There are two grogs per original magus--that's one grog per magus more than normal, but as long as all the grogs are statted out, the extras don't cost Build Points; for the same reason, Phocas and Petrus don't cost Build Points, either. The are sufficient servants and teamsters to take care of both the permanent residents and guests. The covenant will have extra space to accommodate guests. Although the guests will increase expenditures, they have no effect on Build Points, save for the five extra labs for guest magi.

I'm not counting the familiars or the two cats Viola brought among the inhabitants, since they don't require normal living space, and don't count for Expenditures (they can feed themselves, and at any rate would be less expensive to feed than humans). Mind you, were someone to bind a dragon as a familiar, and it had to be fed two sheep a day, I'd take account of it. :slight_smile:

Figuring that the guest quarters will typically be half-occupied (for a typical total of 63 Inhabitants Points--but that will go up with more member magi), we'll eventually need the following servants and teamsters, though only half of them are necessary at the moment. We might also be able to hire some laborers locally.

Servants: 7
Teamsters: 8

That comes out to 53 points of permanent inhabitants, and 78 points with guests.

OK, on to the Build Points.

Enchanted Items: 12

PeAn(He) 30 effect to destroy Parma Magica books in an emergency (Base: 4; Range: AC; Target: Group): 12; this could actually be a charged item, but that wouldn't make it cheaper in Build Points.

Items added in play:

Magical hypocaust in Gregorius' lab: three of the four effects on this item create the Healthy Feature, and also provide Magical Heating to the labs.

Flame trap iillusion in Gregorius' lab

Labs: 310 points

Extra Labs, 5: 250 (1 added later)
Non-standard Lab Sizes, +3: 60
Major Lab Virtue: 20
Minor Lab Virtues, 3: 30
Minor Lab Flaws, 3: -30
Major Lab Flaw: -20

The Minor Virtues would be things inherent to the structure of the labs, like Auspicious Shape or Well Insulated, and the number here is approximate. Taking them, though, will require taking Minor Flaws as well, or larger labs (20 points per extra point of Size).

Library: 666 points

Money: 30 points

Money Stocks, 300 pounds: 30

This will be necessary to get the covenant off the ground, until we can earn our own keep.

Specialists: 0 points

Specialists added later:

The faerie regio in the eastern necropolis has storytellers who can act as teachers of various locally relevant Lores and other Abilities (e.g., Survival). Their are many storytellers, but I'm counting them as being in 5 in number, each with Com 5, Teaching 5, and highest Ability 6. Since they always speak to a sizeable crowd, the PC's will never be able to obtain the +6 bonus for a single student or +3 bonus for two students.

Vis: 70 points

Sources, 10 pawns/year: 50
Stocks, 100 pawns: 20

Boons: 14 points

Aura (Minor) x2--the caves underneath the covenant, and areas on the surface that are near running water (which come though an aqueduct from a stream a mile and a half to the north) have an aura of 5. During Spring, the aura on the surface is 4, and 6 near running water.

Healthy Feature x2--running water (including sanitation) provides one healty feature. The hypocaust in one of the cave labs will provide a second healthy feature, as well as Magical Heating to all of the labs (though no extra Health bonus to those labs).

Vast Aura--you noticed on the journey in that there's an aura of 1 even near the village on the coast. It's hard to say right now exactly how far the aura extends.

Bedrock--without any fortifications, this may not be all that relevant, but the whole site rests on limestone bedrock; although undermining would be difficult, there are (or were, anyway) multiple entrances to the cave system beneath the covenant.

Hidden Resources x2--it's possible that, as you explore the covenant site, you'll find useful things left behind. So far, the magi have located an intact lab, a faerie regio whose storytellers can act as teachers of locally relevant Lores and other Abilities, a magical hypocaust and illusory flame trap in one of the cave labs, some old lab supplies, and a vis source in the regio beneath the covenant, making up 163 of the 500 hidden resource points.

Secondary Income x2--to be determined.

Vis Grant--I could have used Vis Salary, but there are more than enough Hooks already.

Cavalry--it should be possible, if it's desired, to recruit some of the local Kipchaks as a fighting force, perhaps in return for allowing them to graze their animals on the covenant site, and (this goes to their reason for not doing so already) making sure no supernatural nasties bother them while they do so.

Local Ally--the headman of the nearest village will turn out to be friendly and supportive.

Ungoverned--Rus and Kipchaks have vied for control of this area for the past couple of centuries, and neither group exerts a great deal of central control (the Rus because it's so far from Kiev, the Kipchaks because their society is decentralized).

Free Choices

Manor House--after it is properly repaired, this would be the best description of the covenant, though it actually will consist of multiple stone buildings.

Hooks: 16 points

Regio (Major)--no comment.

Regio (Minor), Regio (Faerie)--this is the regio over the temple to Poseidon, with an aura of 5 on its first level and 6 on the second level. There's a Faerie aura of 4 in the temple, but this is masked during Spring by the increased Magic aura (also 4, but slightly higher).

Hedge Tradition [Major Hook]--no comment.

Rival (Major)--somebody destroyed the old covenant, and whoever it was is still out there. Or maybe there's a new, Minor, Rival, as an Unknown Hook.

Favors (Minor)--the covenant is dutybound to provide hospitality to visiting magi.

Ruined Covenant [Major]--you're actually on the site, but it could take a while to explore it fully. I'm not positive that the Hidden Resources Boon is necessary given the presence of this Hook, but I'll feel better about giving out goodies with that Boon chosen. This could also be Missing Expedition (which is Minor), given that the old covenant might not have been all that powerful, but I think, given the known location of the old covenant, and the necessity of exploring its ruins, Ruined Covenant fits better.

Roman Ruins--lots and lots of dressed stone (most of it already used to construct the old covenant), and angry ghosts.


Central Covenant Site (shows only the most important buildings--the rest are ruined)

The following buildings were intact when the magi move in, or have been built or reconstructed from the previous covenant's ruins:

  • The main building, built to manor-house standards (that is, fortified); this contains living quarters for guests and the non-combatant covenfolk, the autocrat's office, and, temporarily, the library and council chamber
  • A barracks for the grogs
  • A building housing the council chamber, library, and lab and living space for one magus (partially complete)
  • The ruined temple that houses the entrance to Viola's regio lab
  • A kitchen
  • Workshops for the carpenter, blacksmith, and mason
  • An infirmary
  • Stables

The Top Two Levels of the Caves

The caves include the following spaces:

  • Four intact laboratories, including two belonging to Gregorius and Fray (both on level 1) and two guest labs (one each on level 1 and level 2)
  • One ruined lab (in the lower section of the caves)
  • Two storerooms (one each on levels 1 and 2)
  • A ruined chapel (in the lower section)

Note that up in these maps isn't exactly north, but rather the closest thing to north if we follow the lines of the city grid--look at the satellite map posted below to see what I mean.

The covenant's Aegis of the Hearth is level 40. All permanent members of the covenant participated in the most recent casting, and a large number of guest tokens have been created as well. As a result of Viola's sigil, the faint smell of violets pervades the air of the covenant.

Vis Stocks: 98 pawns

Creo: 9 pawns
Intelligo: 5 pawns
Muto: 5 pawns
Perdo: 17 pawns
Rego: 7 pawns

Animal: 1 pawn
Auram: 0 pawns
Aquam: 0 pawns
Corpus: 20 pawns
Herbam: 0 pawns
Ignem: 0 pawns
Imaginem: 3 pawns
Mentem: 0 pawns
Terram: 2 pawns
Vim: 30 pawns

Vis Sources: 17 pawns/year

Creo: willow leaves that fall into a pond in the Don delta marshes a few hours south of the covenant, 2 pawns in Autumn (requires multiple trips to harvest)
Rego: the pool of rainwater within the ruined temple to Poseidon, 1 pawn in Spring and Autumn (2 pawns/year)
Perdo: the pool in the labyrinth on the third level of the temple regio, 3 pawns in Autumn (October, three days past the half-moon)

Animal: bones from a horse sacrificed on the altar in the portico of the temple, 1 pawn in Spring
Imaginem: flowers that grow in a shaded spot within a nearby ravine, 1 pawn in Summer
Terram: mud from the place where the underground stream beneath the covenant flows into the local branch of the Don, 1 pawn in Spring
Vim: pollen that collects on the altar on the island in the regio, 5 pawns in Summer

?: 2 pawns

Items marked with asterices were added afer the beginning of the saga.

Art Summae - 301 bp
*Principia Fabricata by Portia Verditii. Creo summa, level 9 quality 15. 24bp
Insights into Insight, by Justinius Tremendi. Intellego summa, level 16 quality 12. 28bp.
Transformation, by Claricia Mercandi. Muto summa, level 14 quality 15. 29bp
Discipline and Restraint, by Amphelisia Tremendi. Rego summa, level 16 quality 15. 31bp
Winged Creatures by unknown. Animal Summa, Level 15, Quality 8. 23bp
The Following Breeze, by Greywing Bjornaeris. Auram summa, level 16 quality 12. 28bp.
Blood and Tears, by Lacrimadia Bonisagi. Corpus summa, level 14 quality 14. 28bp.
Leaf and Branch, by Leona Bjornaeris. Herbam summa, level 12 quality 14. 26bp
The Nature of Species, by Clunia Jerbitonis. Imaginem summa, level 14 quality 12. 26bp.
The Senses and Sensibility, by Clunia Jerbitonis. Mentem summa, level 12 quality 16. 28bp.
Stone and Steel, by Lacuna Guernici. Terram summa, level 15 quality 12. 27bp.
Analysing Vis, by Patricius Bonisagi. Vim summa, level 15 quality 12. 27bp.

Art Tractatus - 106 bp
The Creation of Unnatural Objects in the Absence of an Ideal Form, by Plinius Bonisagi. Creo Tractatus, Quality 10. 10bp.
Viewing the Threads of Magic, by Erastus Guernici. Intellego Tractatus, Quality 10. 10bp.
Insights into Insight (Q12 Intellego tractatus). 12bp.
Domination of the Magi (Q 10 Rego tractatus). 10bp.
The End of Love, by Lacrimadia Bonisagi. Perdo tractatus, quality 9. 9bp
Sanguine Beasts, by Aquila Bjornaeris. Animal tractatus, quality 11. 11bp
Choleric Beasts, by Aquila Bjornaeris. Animal tractatus, quality 11. 11bp
Phlegmatic Beasts, by Aquila Bjornaeris. Animal tractatus, quality 11. 11bp
Herbal remedies by Hildegard Jerbitonis. Herbam tractatus, quality 13. 13bp.
The Magical Properties of Emeralds, by Bertrando Verditii. Terram Tractatus, Quality 9. 9bp.

Ability Summae - 52 bp
The Gallic War by Julius Caesar, Summa on Leadership, level 3, Quality 13, 22bp.
Magic Animals by Gyrgos the Familiar. Summa on Magic Lore, level 6, quality 8. Animal specialty is automatically acquired by the reader. 26bp.
The Shield of the Order, by Octavian Tremendi. Parma Magica Summa, Level 5, Quality 11. 26bp.

Ability Tractatus - 84 bp
*Priscum Fundamentum, by Portia Verditii. Magic Theory Tractatus, Quality 12. 12bp.
In the Laboratory, by Cuprincus Verditii. Magic Theory Tractatus, Quality 11. 11bp.
Forging the Bronze Cord, by Antonio Merinitae. Magic Theory Tractatus, Quality 8. 8bp.
Forging the Golden Cord, by Antonio Merinitae. Magic Theory Tractatus, Quality 8. 8bp.
De Accessione et Recessione Maris (Tides and Tidal Movements), by Robert Grosseteste. Philosophiae Tractatus, Quality 10. 10bp.
Using Vilano's Sling, by Maria Flambonis. Finesse Tractatus, Quality 11. 11bp.
Overcoming the Might of Magical Creatures, by Arluin Flambonis. Penetration Tractatus, Quality 10. 10bp.
Covenants of the Tribunal of Thebes by Poseidon of Guernicus. Tractatus on Order of Hermes Lore, quality 8. 8bp.
An Examination of the Unique Features of the Peripheral Code of the Theban Tribunal, by Kastor Guernici. Tractatus on Code of Hermes, Quality 8. 8bp.
The Travels of Igor Igorowich. Tractatus on Area Lore: Ukraine, quality 10. 10bp.

Spell Lab Texts - 102 bp
The Wizard's Mount (CrAn 35) 7bp.
Doublet of Inpenetrable Silk (MuAn 15) 3bp.
Enchantment of the Scrying Pool. (InAq 30). 6bp.
Bind Wound (CrCo 10) 2bp.
Purification of the Festering Wound (CrCo 20) 4bp.
Incantation of the Body Made Whole (CrCo 40) 8bp.
Seven-League Stride (ReCo 30) 6bp.
Leap of Homecoming (ReCo 35) 7bp.
Cloak of Black Feathers (MuCo(An) 30) 6bp.
*Comfort of the Weary Traveller (CrIg 10), 2 bp; written by Gregorius.
Pilum of Fire (CrIg 20) 4bp.
Veil of Invisibility (PeIm 20) 4bp.
*Frosty Breath of the Spoken Lie (InMe 20) 4 bp; written by Gregorius.
*Posing the Silent Question (InMe20) 4 bp; written by Gregorius.
Thoughts Within Babble (InMe 25) 5bp.
*Call to Slumber (ReMe 10) 2bp; added by Gregorius.
*Aura of Rightful Authority (ReMe20) 4bp; written by Gregorius.
The Shrouded Glen (ReMe 40) 8bp.
Conjuring the Mystic Tower (CrTe 35) 7bp.
*Ward against Metal (ReTe 20) 4 bp; written by Gregorius.
Wizard's Communion (MuVi 25) 5bp.
Demon's Eternal Oblivion (PeVi 10) 2bp.
Gather the Essence of the Beast (ReVi 15). 3bp.
Aegis of the Hearth (ReVi 25) 5bp.
Maintaining the Demanding Spell (ReVi 50) 10bp.

Spell Mastery Texts - 21bp
The Tower of Bonisagus, by Onesiphorus Bonisagi. Mastery tractatus on Conjuring the Mystic Tower, quality 10. 10bp.
Research Notes on the Aegis of the Hearth, by Notatus and others. Mastery tractatus on Aegis of the Hearth, quality 11. 11bp.

Enchanted Devices - 12bp (counted under Magic Items rather than Library)
The Scribe's Work Anulled - 12bp
This simple elm wand was provided with the Parma Magica summa, for use in emergencies to prevent the great secret of the Order from falling into the hands of rival magicians. A second device, together with an arcane connection to the Parma book, is held by Quaesitor [name] in the Theban tribunal. To activate the item, one touches the point of the wand to an arcane connection to the book one wishes to destroy, and speaks the trigger "In ruina, salus". The book will be completely obliterated.
PeAn(He) 30 (Base: 4; Range: AC; Target: Group)

Have I previously posted this? Input requested.

I think you did, but yeah, that's the real-world map I've been working from.



Yearly Income: 85
Yearly Expenses: 84.5 pounds
Treasury: 121

Yearly Income: 85

Typical Income Source (limestone quarry): 0 (normally 85; will begin producing income once the covenant's buildings are rebuilt)
Typical Income Source (toys from the children's regio): 85
Typical Income Source (?): 0 (normally 85)

Yearly Expenses: 84.5 pounds

Buildings: 103 x .1 (103 points of inhabitants) - 4 (mason) - 3.5 (carpenter) = 2.8 pounds
Consumables: 78 x .2 (53 points of permanent inhabitants, 25 points of guests at half value) - 2 x 3.1 (blacksmith, carpenter) = 9.4 pounds
Inflation: 4 pounds
Laboratories: 180 x .1 (Gregorius, Upkeep +3, light use; Tasia, Upkeep +3, typical use; Viola, Upkeep +2, typical use; Second-level Lab #1 (Fray), Upkeep +3, light use; Storeroom Lab, Upkeep +3, light use) = 18 pounds
Provisions: 78 x .5 (53 points of permanent inhabitants, 25 points of guests at half value) = 39 pounds
Wages: 53 x .2 (53 points of permanent inhabitants) = 10.6 pounds
Weapons and Armor: 240 x 1/320 (10 x 16 points for permanent grogs, 10 x 8 points for guest grogs) = .7 pounds
Writing Materials: 7 x 1 (3 magi, 5 guest magi at half value, bookbinder) = 7 pounds

Prevailing Loyalty: 15

Base Loyalty: -20 (-90 / 4.5)

  • Gifted magi: -30 x 3 (Viola + 2 guests) = -90
  • Gentle Gifted magi: 0 X 1.5 (Gregorius + 0.5 guests) = 0
  • Total number of magi: 4.5

It's not clear from the rules how guest magi should be treated, but since they're a permanent presence in this case, I've included them. Note that penalties for guest magi won't be mitigated by Familiarity.

Living Conditions: 10 (+1 Aging modifier)

Equipment: 0 (Standard)

Money: 0 (standard wages)

Specialists: +11
Grog captain (Miklos): +8
Autocrat: +3 (?)

Attitude: 0

Guest magi might pose a special threat here.

Punishment: 0

Wounds: 0

Local Events: 0

Reputation: 0

Familiarity: +4

Altruism: +9 (Viola's healing of Petrus)

Rewards: +1 (Viola's faerie feast)

Mentem Magic: 0

Status of the Covenant's Laboratories as at Winter 1231

Faerie Regio

  • Viola's Lab

First Level of Caverns

  • Big Lab: Originally Tasia, then Wishbone
  • Ignem Lab: Gregorius
  • Former Storeroom Lab: Formerly occupied (and expanded) by Stephen of Bonisagus, then by Timaios of Guernicus
  • Former infirmary - not currently a lab, but could be set up to be. However, would be rather small.

Second Level of Caverns

  • Fray's Lab
  • Double-doored formerly flooded room: Set-up by Gregorius completed in Spring 1230. Occupied by Asena of Flambeau


  • Patrick the Unrepentant's outdoor ward lab (dismantled on Gregorius' orders after Patrick left).
  • Ruined lab of Terram Tytalus from previous covenant on bottom layer on cave system