In a few months we will start our newest campaign. Our last campaign was high on hermetic power and politics. We were sitting on 200 pawns of vis per year, battled faerie gods and dragons, and mundane armies, as well as displacing mountains and changing the history of the British isles. We even nded up creating a new tribunal after massive hermetic politics and 3 grand tribunals, even if the jurisprudence marked our tribunal as a “lesser tribunal” in a new hermetic jurisprudence of Greater and Lesser tribunals).
So now we are going for the extreme opposite and we have banned hermetic magic from our Mythic Europe. The Order exists, but it is composed of hedgies. Vis cannot be transformed, so if you want to transport 4 pawns of vis you will need to move around that menhir over there and the 6 pace-across stag antlers in your vault.
Our setting will be the 4th edition covenant of Triamore, since we find it a nice location for such a campaign and we always liked it.
Being the usual dude doing this kind of work, I am faced with the prospect of turning the covenant into 5th edition terms. And here I am asking for your collective expertise
OK, let’s start.
The basic idea is that triamore is a covenant in a massive unfinished castle. It belongs to the Holy Roman Emperor, but it is claimed as his own by a local count, taht means trouble. Since it is a really bothersome construct, the Imperial authorities granted it to the Order of Hermes so that it could not be used against the Empire, still, the political enemies of the covenant are powerful, and the local influence of the Emperor is weak, if existing at all. So the magi must face their enemies on their own 99% of the time.
The power level is likely to be middle level, with some magical effects that they cannot still cast left by the parens of the magi if they come from the covenant (spirit magic, wards...) or from other more exotic traditions that have disappeared from the covenant already.
Part of the deal with the Imperial court means that Triamore gets a copy of a lot of the books passing through the Imperial court, acting as an imperial repository for books. Mostly like Durenmar, but for more mundane subjects most of the time. That is the main strength of the covenant, since the castle is more a burden than a real advantage, being unfinished and so not very convenient for prolongued sieges; in defensability is more like a really strong manor house than a proper castle: a decided assault by armed forces would overcome it without magical intervention. The covenant has been active for an while, so we upped the book's aura to 3.
For more details, the 4rth edition covenant book available from Atlas Games
So, let's see if we can define it.
HOOKS (11 hooks)
MUNDANE POLITICS (major). Right now, a mess with the local count and the local archbishop. Not bad!
Ruinous (parts of it are not finished)
Rival (count of namur)
Protector (village of Bois de Haillot)
BOONS (5 boons + resources)
Right of crenellation (it is a castle!)
Infantry soldiers: 20-25 grogs. Would that be like this?
Impressive structures (library & great hall;
IIRC an impressive structure is free, so it would be one boon. Should I consider more boons)
Reputation for having an amazing library (among scholars).
More resources in the library than you can shake a stick at (extra resources????)
Extra resources should be dedicated to flesh out the library for sure.
Anything more? Sounds like it is well designed? It sounds somewhat... plain? Our covenant in the Calf of Mann had more hooks and boons than this one...
Other story seeds deal with the knights templar, the robber barons of the Ardennes, nearby areas to explore and the Ardennes themselves. Hermetic politics are unlikely to play much of a role in this saga. I don'0t think the above things need