Obodas, The Desert Covenant

This will be a series of posts about a Covenant in the Levant Tribunal. This isn't an official covenant, but one that I designed, and came up with myself.

Table of Contents

  1. The Covenant
  2. Boons and Hooks
  3. Setting and Description
  4. Magi (Vivienne of Merinita)
  5. Magi (Taguhi of Bjornaer)
  6. Magi (Benoit of Merinita)
  7. Magi (Felix of Bonisagus)
  8. Notable Covenfolk (Companions)
  9. Notable Covenfolk (Grogs)
  10. Covenant Organization
  11. External Relations
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The Covenant of Obodas

Avdat

Avdat was a famous Nabatean city that arose in the 1st century BCE, serving as a waypoint on the Incense Road between Petra and Gaza. Erected on a natural plateau in the desert, and using their agricultural methods, the Nabateans managed to sustain agriculture in the desert.

History

In the 4th Century BC, arab tribes from the Arabian deserts started immigrating to the southern part of Palestine. They were shrewd merchants, and transported goods across the desert, in large camel caravans. They transported spices, perfumes, salt, silks, and such. But their success was mostly because they knew how to survive, and how to locate water in the desert. They set up trading posts every 30-40 kms, and brought their goods to sell in Gaza, and from there to Europe.

While their centers were in Petra and Al Hajar, they eventually created other cities, like Avdat, Mamashit, Haluza, and Shivta, in the southern part of Palestine. Until the 7th century, they were pagans, who worshiped their pantheon of gods, and in the 7th century they converted to Christianity, under the Byzantine Empire.

When the First Crusade arrived in Palestine, and formed the Kingdom of Jerusalem, it freed, amongst other places, some of the lands of the ancient Nabateans, though their cities laid in ruins.

But following the Crusade, a wave of Hermetic Magi arrived to the Holy Land, and began to form covenants, and created the Levant Tribunal. Some of those Magi, led by Florence du Merinita, have stumbled across the Nabatean ruins of Avdat, and found, in the ancient temple to Obodas, an entrance to a Faerie Regio, where the city remains intact, though it was, mostly, uninhabited. The only resident was Obodas, the faerie god that resides there.

They created a covenant within the Regio, and named it Obodas, after the Faerie god that resides in the Regio

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Boons and Hooks

Conscious Space (Major Boon) – The space the covenant is located in is also the abode of the god Obodas, in whose honor the ancient city of Avdat is named after. The God resides in his temple, and is aware of everything that happens inside it. He has struck a deal with Vivienne, when she first approached him, and as long as the Magi do not disturb him in his temple, he is content to watch them, and let them do their things.

Regio (Major Boon) – The main entrance to the Regio is located on the climb up to the ruins, if you know the right turns and twists to climb it. Vivienne stumbled upon it when she came exploring.

Aura (Minor Boon) – The aura of the regio is stronger, probably due to the Faerie God's residence in it.

Right (Minor Boon) – When Vivienne got here, she could see the ruined city, and after finding the regio, and striking a deal with Obodas, she struck a deal with the Crusader State of Jerusalem, to set up a waystation, with the right to tax passing caravans. The waystation serves as the main source of income for the covenant.

Local Language (Minor Boon) – Most of the covenfolk, after over a 100 years, are locals, and speak Arabic, which means that the Magi do not need to learn it, unless they want to. There's always a translator nearby.

Manor House (Free Boon) – The houses of the Nabateans, that are intact within the Regio, are lavishly constructed and adorned. And serve as exquisite quarters frot he Magi and their covenfolk.

Mercere House (Major Hook) – House Mercere is the one operating the waystation, and in return they have set up a regional Mercere Hosue within the covenant, allowing the magi here to get messages and news faster than most other covenants in the Tribunal.

Hedge Tradition (Major Hook) – The Mashawa Al-Badyia believe Obodas to be a sacred place for them, since their Nabatean ancestors were famed for upholding the tradition. They resent the Hermetics for taking over, but their powers are not very offensive.

Faerie Aura (Minor Hook) – The region is a Faerie Aura, which suits the Merinita just fine, and the others have come here knowing it's a Faerie Aura, some, like Felix, have come specifically to investigate it, or rather, the Faerie god that resides here.

Regio with Unexpected Entries (Minor Hook) – The region, being on a mystical road from Petra and further south, to the shores of the Mediterranean, seems to have caused it to sport new entrances every now and then, that usually last from a few nights, to several months.

In addition, the local hedge tradition seems to be able to enter it.

Road (Minor Hook) – The place is located on the mundane road from Petra to the coast, and as such, there are travelers moving through it.

Story Hook: Is Obodas a Faerie?
Ever since the place was discovered, there was something strange about Obodas. He didn't seem to take any action, outside of sitting in his temple, and no other faeries seem to inhabit the regio.
While no one would dare voice it near the Magi of Obodas, especially not within earshot of Vivienne, there has been rumors that perhaps Obodas isn't a Faerie god. Perhaps his long stay here has made him align more with the Magic Realm, since he seems to disregard human contact.
Natually, there are whispers that perhaps Obodas has been corrupted to the Infernal, but no one has dared to make such a claim, especially since Obodas is in close ties with the Guernicus covenant of Petra.

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Setting and Description

Obodas is located in a Faerie Regio, that resembles the Plateau the ruined city of Avdat is located upon. But the Regio shows the city as it was intact, and in the ancient temple of Obodas, the Faerie god resides. He lets the magi do as they please, as long as they do not come near the temple complex.

Geography

The plateau is about 100 paces above the surrounding area, with a steep climb leading up there. The surface itself is about 146,000 square paces, and most of it is constructed with a variety of buildings, from the various temples to the Nabatean gods, to villas of prosperous merchants, to craftsmen studios, and everything in between. And perimeter is walled. The regio encompasses also a small area around the base of the plateau. There's a path leading down, where there are some farms that seem to grow all sorts of delicacies, without any human hand involved.

Culture and Traditions

The covenant has a mix of covenfolk from Europe, and locals, and both groups tend to keep a distance from the other. While the local covenfolk have adjusted to living with the magi, there's some tension due to the animosity from the local hedge tradition, and from the Sahirs.
As for the residing Magi, they are predominantly from House Merinita, not surprising with the Faerie Aura, but Florence, the founder, is now gone, and she's left Vivienne of Merinita to lead the covenant. Most of the Merinita here tend to follow the Nature Mysteries of the House, with a focus on desert.

Story Hook: One with the Desert
It is said that Vivienne has discovered a new Mystery, or is on the verge of one, that will allow her to become a true Genius Locii on Final Twilight. What could such a thing do to the struggle between Nature and Faerie within House Merinita? And what will be the effect on the struggles between the Hermetics and the Sahirs and other local traditions?

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Magi

There are 5 Magi currently in Obodas, Vivienne, Benoit, and Selene of House Merinita, Taguhi of House Bjornaer, and Felix of House Bonisagus. Vivienne, the oldest of the Magi, is the covenant leader, and Selene is her filli. I have purposefully left out the stats for Selene, so every Storyteller can shape her as his story requires, but it is the intention that she’s following Vivienne’s footsteps in Nature Mysteries.

Vivienne Du Merinita
This is currently reserved, since I have to redo her stats, and it's taking more time than I realized.
** Update: Still working on her stats, but here's a sneak view of the creature she bound as a Familiar

Black Cloud of Vengeance

Characteristics: Int +1, Per +5, Pre +3, Com -2, Str -1, Sta +1, Dex -2, Qik +3
Size: 0
Season: Summer
Warping Score: 0 (0)
Confidence: 2 (5)
Virtues and Flaws: Might 30 (Auram) [Form: Auram], Magic Spirit, Ways of the Desert, Great Perception × 2, Second Sight*, Keen Vision (Sight: +3), Improved Characteristics (×2), Self-Confident (Confidence: +1), Magical Air [Type: Normal], Greater Malediction (Bound to the terms of a bargain), Baneful Circumstances (Touching the ground), Hunger for Auram
Magic Qualities and Inferiorities: Lesser Power × 1: 25/25, Greater Power × 4: 200/200, Improved Powers × 3: 15/15, No Fatigue, Auram Resistance, Improved Abilities × 5 (+250 exp), Personal Power × 2: 50/50, Minor Virtue × 2 (Improved Characteristics), Minor Virtue (Second Sight)
Combat:
Dodge: Init: +3, Attack --, Defense +3, Damage --
Fist: Init: +3, Attack -2, Defense +3, Damage -1
Kick: Init: +2, Attack -2, Defense +2, Damage +2
Soak: +1
Fatigue levels: Tireless
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Abilities: Area Lore: Edom 5 (geography), Awareness 6 (searching), Survival 5 (Edom), Stealth 6 (natural areas), Auram Resistance 6 (Lightning), Second Sight 6 (invisible things), Penetration 4 (Auram)

Powers:
Donning the Corporeal Veil (Lesser: 25), Points: 5, Initiative: Qik-10, Form: Corpus, Range: Touch, +1, Duration: Sun, +2, Target: Ind, +0, Level: CrCo25, Requisite: Rego, Design: 25 levels, Base 5, +1 Touch, +2 Sun, +1 requisite
While it's rarely used, the Black Storm of Vengeance, can assume a human form, appearing like a grizzled warrior of the desert. Depending on which desert he lives in, he could seem to be of Berber, Arab, or any other ethnicity that lives there, but once chosen, it remains the same.

Donning the Stormy Veil (Greater: 75), Points: 5, Initiative: Qik+0, Form: Auram, Range: Touch, +1, Duration: Moon, +3, Target: Ind, +0, Level: CrAu50, Requisite: Rego, Design: 50 levels, Base 5, +1 Touch, +3 Moon, +1 requisite, +4 Size, +5 Initiative cost
This power allows the Black Storm of Vengeance to assume his Storm form. He becomes a mass of black clouds about 10,000 paces in diameter. This power is what gave it it's name.

Sight Beyond Sight (Personal: 50), Points: 1, Initiative: Qik-1, Form: Imaginem, Range: Per, +0, Duration: Conc, +1, Target: Vision, +4, Level: InIm30, Design: 30 levels, Base 5, +1 Conc, +4 Vision, -2 Might cost, +2 Initiative cost

Charge of the Vengeful Winds (Greater: 50), Points: 0, Initiative: Qik-2, Form: Auram, Range: Voice, +2, Duration: Conc, +1, Target: Ind, +0, Level: CrAu30, Design: 30 levels, Base 10, +2 Voice, +1 Conc, +1 unnatural, -3 Might cost, +1 Initiative cost, Special Abilities: fast casting, penetration, Power Spell Mastery: 2
This works like Charge of the Angry Winds, except the difficulty of the rolls is increased by 3, and they suffer +5 damage from the debris and sand that gets picked up by the winds.

Winds of Fire (Greater: 75), Points: 1, Initiative: Qik-4, Form: Ignem, Range: Sight, +3, Duration: Storm, +1, Target: Group, +2, Level: CrIg(Au)50, Design: 50 levels, Base 10, +3 Sight, +1 Storm, +2 Group, +1 Auram, +1 Size, -4 Might cost, +1 Initiative cost, Special Abilities: penetration, Power Spell Mastery: 1
When using this power, an area up to 100 paces diameter is filled with winds that burn everyone within them, causing +15 damage. This lasts for as long as the Black Cloud of Vengeance is in Storm form.

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Taguhi, of House Bjornaer

Age: 57
Personality Traits: Proud +3, Brave +2, Inquisitive +3

Taguhi is a charming woman, with a lush brown hair, and piercing blue eyes, that seem to bore into your soul when she looks directly at you. She prefers to dress is close fitting robes, usually of red or green colors. The cut is closer to an Armenian taraz, a nod to her ancestry, and is usually made from velvet or silk.
Born in the Taurus mountains, she was discovered at an early age by a passing Bjornaer, on the lookout for Gifted children. While her Gentle Gift didn’t immediately register, her uncanny ability to speak with animals, and have them understand her, caused him to take a closer look.
She was taken to the Roman Tribunal, where she was taught by her pater in the mysteries of House Bjornaer, and Clan Wilkis. After her apprenticeship, she traveled back to the Armenian Kingdom of Cilicia, exploring the land as she couldn’t as a child. There it was that she learned more about magical creatures, and first heard the stories about the mystical Simurgh. When she felt ready, she began to follow those tales, and they’ve led her to the Crusader States, and to the covenant of Obodas, about 16 years ago. From here, she continues her search, while keeping a close eye on the Sahirs.

Taguhi of Bjornaer

Characteristics: Int +1, Per 0, Pre +2, Com +2, Str -1, Sta +1, Dex 0, Qik -1
Size: -1
Age: 57 (35), Height: 4'3'', Weight: 73 lbs, Gender: Female
Decrepitude: 0
Warping Score: 4 (6)
Confidence: 1 (3)
Virtues and Flaws: The Gift, Hermetic Magus, Pack Leader / Natural Leader (Bonus: +3 to social situations where you take the lead), Heartbeast (Falcon)*, Alluring to Mundane Animals (Bonus: +3 to Communication and Presence with Mundane Animals), Gentle Gift, Affinity with Rego, Affinity with Animal, Animal Ken, Life Boost**, Puissant Animal Handling, Puissant Rego, Visions, Vow (Fulfill Ancestor's Life's Work)**, Proud, Lost Love, Offensive to Divine Beings (Penalty: -3 to social interactions with Divine Beings), Deficient Technique (Muto), Small Frame
*House Virtue
** Gained through Initiation
Personality Traits: Brave +2, Proud +3, Inquisitive +3
Reputations: Dedicated (House Bjornaer) 3

Combat:

Dodge: Init: +0, Attack --, Defense +0, Damage --
Fist: Init: +0, Attack +0, Defense +0, Damage -1
Kick: Init: -1, Attack +0, Defense -1, Damage +2

Soak: +1
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (13-16), Dead (17+)
Abilities: Armenian 5 (Storytelling), Heartbeast 4 (Assuming Form), Magic Lore 5 (creatures), Artes Liberales 1 (ceremonial magic), Latin 4 (hermetic usage), Bjornaer Lore 4 (modifying initiation scripts), Code of Hermes 1 (tribunal procedures), Magic Theory 6 (Rego), Parma Magica 1 (Animal), Animal Handling 4+2 (falconry), Athletics 1 (jumping), Awareness 2 (searching), Concentration 3 (spell concentration), Folk Ken 2 (peasants), Order of Hermes Lore 1 (history), Leadership 3 (intimidation), Survival 2 (Desert), Area Lore: Cilicia 1 (geography), Armenian 5 (storytelling), Animal Ken 4 (Falcons)

Arts: Cr 11, In 7, Mu 6, Pe 6, Re 17+3, An 16, Aq 5, Au 10, Co 11, He 5, Ig 6, Im 7, Me 5, Te 6, Vi 5

Equipment: Shifter's Cloak
Encumbrance: 0 (0)
Casting Sigil: Light breeze swirl around the target, not doing much more than moving the target’s hair.
Voting Sigil: A silver ring emblazoned with the silhouette of a falcon

Spells Known:
Image of the Beast (InAn 5) +24
Shiver of the Lycanthrope (InAn 10) +24
Circle of Beast Warding (ReAn 5) +37
Disguise of the Putrid Aroma (ReAn 5) +37
Untangle the Leather Straps (ReAn 10) +37
Viper's Gaze (ReAn 15) +37
Falcon's Distracting Move (ReAn 20) +37
Fury of the Charging Bull (ReAn 20) +37
The Gentle Herd (ReAn 20) +37
Ward Against the Beasts of Legend (ReAn 20) +37
Mastering the Unruly Beast (ReAn 25) +37
Gather the Flock (ReAn 35) +37
Wind at the Back (ReAu 5) +31
Ward Against Rain (ReAu 10) +31
Clouds of Thunderous Might (ReAu 30) +31
Eyes of the Cat (MuCo(An) 5) +9
Rise of the Feathery Body (ReCo 10) +32
Wizard's Leap (ReCo 15) +32
Lifting the Dangling Puppet (ReCo 15) +32
Prying Eyes (InIm 5) +15
Wizard's Sidestep (ReIm 10) +28
Unseen Arm (ReTe 5) +27

New Spells

Untangle the Leather Straps
ReAn10
R: Voice, D: Mom, T: Group
When cast, up to 100 leather straps within range become unbuckled. This can be very problematic for some clothes, for armor worn, and for saddles, and harnesses.
Taguhi once used this spell at a group of hostile Bedouin that surrounded her, causing their belts, their saddles, and the bits of their camels to all come undone, and while they were busy trying to gather back their camels, and their dignity, she flew away.
(Base 1, +2 Voice, +2 Group, +1 Size)

Falcon’s Distracting Move
ReAn20
R: Per, D: Mom, T: Ind
When cast, the caster, if in animal form, can move up to 500 paces away, as long as he can see the destination.
(Base 20)

Gather the Flock
ReAn35
R: Touch, D: Conc, T: Group
The caster can control the actions of animals up to 10 times Size +1, or equivalent.
Taguhi has researched this spell recently, as she hopes that casting this spell will allow her to impress the legendary Simurgh, and to teach her what she needs to undergo the Inner Heartbeast initiation.
(Base 15, +1 Touch, +1 Concentration, +2 Group))

Talisman

Shifter's Cloak
This feather cloak is held with a clasp of both Magnet and Magnetite, and is able to change into a leg band when she changes into her falcon form.
(Creator: Taguhi of Bjornaer; Vis Capacity: 12; Talisman; Total Pawns Invested: 7; Total Effect Level: 50)
Attunement Bonus: Magnetite: +3 Animal; Jewelry: +4 transform self; Magnet: +4 Rego Corpus; Magnet: +4 Rego Terram;
Eyes of the Cat; Effect Level: 6; Effect Details: R: Touch, D: Sun, T: Ind, Requisites: Animal, Frequency: 2/day; Arts: MuCo 5; Design: Base 2, +2 Sun, +1 Touch;
Perceive the Change; Effect Level: 19; Effect Details: R: Touch, D: Sun, T: Ind, Frequency: 2/day, Trigger: Environmental; Arts: InCo 15; Design: Base 4, +2 Sun, +1 Touch;
Beast of Outlandish Size; Effect Level: 11; Effect Details: R: Per, D: Sun, T: Ind, Frequency: 2/day; Arts: MuAn 10; Design: Base 4, +2 Sun;
Turn a Cloak into a Band; Effect Level: 14; Effect Details: R: Per, D: Conc, T: Ind, Frequency: 6/day, Concentration; Make a major change to something made of animal products that preserves the substance; Arts: MuAn|(Te) 4; Design: Base 2, +1 Conc, +1 Terram, +3 Trigger

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Benoit, of House Merinita

Age: 64
Personality Traits: Meddlesome +3, Generous +3, Petty +2, Loyal (Familiar) +3

The elder son of a brewer in Alsace, he was expected to keep up the family business, and continue with the name. But at age 10 his Gift manifested, and he was mistrusted, and shunned. But the boy never lost a bit of his love for, and his natural talent with, brewing.
When he was 12, after being nearly beaten to death by some rival’s son, he was found by a passing Merinita, who recognized his dwarf blood, and was thrilled to find that he was Gifted. The boy didn’t realize, at first, what was so ‘exciting’ about his ‘Gift’ but he learned soon enough, and was thrilled to be able to use magic, and to be able to not only make beer and wine faster, but also to make enchanted brews.
And yet, while he became known as a brewer, he was looked down upon, both by the mundanes (due to his Gift), and by his sodales (for dealing with such simple things). And so, he sought to find a place where he could flourish. And that is when he got a letter from Vivienne, inviting him to her covenant in the Holy Land. Now, he has been given free reign to brew, enchant, and to grow into his own.
He is short, at only 4’3”, but he knows his worth, and he wears a deep blue robe with astrological symbols on it, denoting his rank in the Magoi of the Stars, to those who know.

Benoit du Merinita

Characteristics: Int +2, Per +2, Pre 0, Com 0, Str 0, Sta +1, Dex +2, Qik 0
Size: -1
Age: 64 (43), Height: 4'3'', Weight: 73 lbs, Gender: Male
Decrepitude: 0
Warping Score: 3 (5)
Longevity Ritual: +10
Confidence: 1 (3)
Virtues and Flaws: The Gift, True Friend (Familiar), Planetary Magic (Lab Total: 1-5), Affinity with Brewer, Puissant Brewer, Arcane Lore, Affinity with Aquam, Puissant Mentem, Hermetic Magus, Affinity with Mentem, Puissant Faerie Magic, Minor Astrological Potent Magic (Regnum), Adept Laboratory Student (Lab Text Bonus: +6), Improved Characteristics, Dwarf Blood (Craft Totals: +1), Faerie Magic*, Magical Animal Companion (Honey Badger, Size: -3, Might: 13) [Size: -3], Astrological Cyclic Magic (Negative): Carcer**, Generous, Meddler, Weak Spontaneous Magic, Small Frame, Ability Block (Martial)
*House Virtue
** Gained through Initiation
Personality Traits: Meddlesome +3, Generous +3, Petty +2, Loyal (Familiar) +3

Combat:
Dodge: Init: +0, Attack --, Defense +0, Damage --
Fist: Init: +0, Attack +2, Defense +0, Damage +0
Kick: Init: -1, Attack +2, Defense -1, Damage +3

Soak: +3
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (13-16), Dead (17+)
Abilities: French 5 (Alsace), Latin 4 (hermetic usage), Artes Liberales 4 (astronomy), Philosophiae 1 (ceremonial magic), Code of Hermes 2 (mundane relations), Faerie Magic 4+2 (Charm Magic), Bargain 3 (Alcoholic Beverages), Awareness 2 (searching), House Merinita Lore 3 (initiating others), Parma Magica 3 (Corpus), Magic Theory 7 (enchanting items), Area Lore: Crusader States 3 (personalities), Concentration 3 (spell concentration), Penetration 3 (Mentem), Area Lore: Alsace 2 (personalities), Charm 3 (being witty), Folk Ken 3 (townsfolk), Brewer 5+3 (Beer) (15) [Category: Provisions], Order of Hermes Lore 1 (personalities), Leadership 3 (intimidation), Magoi of the Star Lore 2 (initiating others), Faerie Lore 4 (Faerie Plants)

Arts: Cr 10, In 7, Mu 8, Pe 6, Re 14, An 0, Aq 12, Au 6, Co 9, He 10, Ig 10, Im 6, Me 15+3, Te 5, Vi 6

Equipment:
Encumbrance: 0 (0)

Spells Known:
Mimic the Christ's Miracle (MuAq 5) +21.
Christ's Miracle Enchaned (MuAq 10) +21
Incantation of Putrid Wine (MuAq 15) +22, Mastery 1 (still casting)
Trackless Step (ReTe 10) +20
Comfort of the Drenched Traveler (PeAq 5) +19
Thoughts Distinctly Burned (ReAq 10) +27
Still the Raging Waters (ReAq 15) +27
Lifting the Dangling Puppet (ReCo 15) +24
Aura of Rightful Authority (ReMe 20) +36
Follow up on Your Ambition (ReMe 30) +33.
Ring of Warding Against Spirits (ReMe 10) +33.
Lay Your Burdens on Me (ReMe 20) +33.
Circle of Eternal Spring (CrHe 4) +21.
The Mystical Brewer (ReHe(AqIg) 35) +25.
The Well Tended Vine (CrHe 5) +21.
Transformation of the Thorny Staff (MuHe 10) +19
Sour Grapes (PeHe 4) +17.
Repel the Wooden Shafts (ReHe 10) +25
Heart of the Lion (CrMe 15) +29
Seed of Betrayal (MuMe 15) +27
The Blinded Sentry (PeMe 5) +25
The Call to Slumber (ReMe 10) +33
Snap of Awakening (ReMe 10) +33
Confusion of the Numbed Will (ReMe 15) +33
Quell the Anger (ReMe 20) +33.

New Spells

Sour Grapes
PeHe4
R: Touch, D: Mom, T: Circle
This spell causes grapes within the circle to sour, and be unusable.
Benoit devised this spell after a vinter in Alsace told him that he’s not welcome near his wineyard, because he’s a suspicious fellow.
(Base 3, +1 Touch)

Christ’s Miracle Enhanced
MuAq10
R: Touch, D: Sun, T: Ind
This spell is similar to Mimicv the Christ’s Mircle, except Benoit added a size magnitude, so that when cast on a barrel, the entire liquid is changed into wine, without a reduction in volume.
(Base 3, +2 Sun, +1 Touch, Size +1)

Follow up on Your Ambition
ReMe30
R: Touch, D: Moon, T: Ind
Drives the target to act on his ambitions, whatever they might be, for the duration.
While Benoit originally invented this so he could create a charged item based off it, he has yet to make it, but he has plans to do it soon.
(Base 10, +3 Moon, +1 Touch)

The Mystical Brewer
ReHe(Aq,Ig)35
R: Touch, D: Mom, T: Group
Requisites: Aquam, Ignem
The magus selects the ingredients for a beer, and the spell does the entire process of turning them to the finished product, including fermenting them.
The magus must make a Perception + Finesse roll to determine the success of the process, substituiting for a Craft: Brewer roll, and if this fails, it leaves a mess of an undrinkable liquid. The Ease factor is at least 3 higher than a brewer’s Craft roll would require.
(Base 5, +2 Group, +1 Touch, +1 Aquam, +1 Ignem, +1 Flexibility)

Familiar

Miel (Honey Badger)
Characteristics: Int +1, Per 0, Pre 0, Com 0, Str 0, Sta 0, Dex 0, Qik 0
Size: -3
Soak: 0
Magic Might: 13
Cord Scores: Gold +2, Silver 0, Bronze +2
Familiar Powers: Magic Theory 5 (enchanting items)

Talisman

Weary Traveler's Staff
This gnarled cedar staff is literally crowned with a Jade that was carved like a crown. Benoit has lavished it with enchantments, and relies heavily on it when he travels, both to make his travels easier, and to better compete with other brewers, and is not above ruining their business, if they don’t treat him well.

(Creator: Benoit du Merinita; Vis Capacity: 24; Talisman; Total Pawns Invested: 18; Total Effect Level: 162)
Attunement Bonus: Cedar Tree: +5 Any effect with Mentem and Herbam requisites; Crown: +5 gain respect, authority; Jade: +4 Aquam; Staff: +4 control things at a distance; Crown: +3 control people; Crown: +2 wisdom; Wood: +4 affect dead wood; Wood: +3 affect living wood;
Incantation of Putrid Wine; Effect Level: 18; Effect Details: R: Touch, D: Sun, T: Room, Frequency: 6/day; Arts: MuAq 15; Design: Base 2, +2 Sun, +2 Room, +1 Touch;
Trackless Step; Effect Level: 15; Effect Details: R: Touch, D: Conc, T: Ind, Frequency: 1/day, Concentration; Arts: ReTe 10; Design: Base 4, +1 Conc, +1 Touch;
Part the Flood; Effect Level: 35; Effect Details: R: Touch, D: Conc, T: Group, Frequency: 1/day, Concentration; Control a liquid in a violent and slightly unnatural way; Arts: ReAq 30; Design: Base 10, +1 Conc, +2 Group, +1 Touch;
Repel the Wooden Shafts; Effect Level: 30; Effect Details: R: Voice, D: Mom, T: Group, Unlimited use; Arts: ReHe 20; Design: Base 4, +2 Group, +2 Voice;
Sour the Vineyard; Effect Level: 5; Effect Details: R: Touch, D: Mom, T: Circle, Frequency: 2/day; Spoil an amount of food; Arts: PeHe 4; Design: Base 3, +1 Touch;
Strip the Establishment of Wood; Effect Level: 19; Effect Details: R: Touch, D: Mom, T: Room, Frequency: 12/day; Destroy an amount of dead wood; Arts: PeHe 15; Design: Base 4, +2 Room, +1 Touch;
The Mystical Brewer; Effect Level: 40; Effect Details: R: Touch, D: Mom, T: Group, Requisites: Aquam, Ignem, Frequency: 24/day; Treat and process items made of plant products; Arts: ReHe 35; Design: Base 5, +2 Group, +1 Touch, +3 Aquam, Ignem, Flexibility);

New Items

Beer of Forget Me
A drink from this beer will cause the target’s memory to forget details about the Magus. Benoit prefers to use this sparingly, but does when he wants to get some crucial information and not have others know who was snooping around.
Charges: 6
(Forget Me; Effect Level: 15; Effect Details: R: Touch, D: Sun, T: Ind; Remove an important detail from a person's memory; Arts: PeMe 15; Design: Base 4, +2 Sun, +1 Touch)

Beer to Quell Anger
If things seem to escalate out of hand, he likes to offer this drink, to quell the emotions. No need to start a commotion. When drunk, this causes the target to calm down.
Charges: 4
(A Drink to Quell Anger; Effect Level: 20; Effect Details: R: Touch, D: Sun, T: Ind; Arts: ReMe 20; Design: Base 5, +2 Sun, +1 Touch)

Cask of Alcohol
An oaken travel cask, it can create any wine or beer Benoit commands it to, up to 12 times per day. While these beverage don’t have the effects he has given to his various charged items, it has the side effect of not actually causing hangover, no matter how much you drink.
Vis Capacity: 6; Total Pawns Invested: 3; Total Effect Level: 29;
(Something to Drink!; Effect Level: 29; Effect Details: R: Touch, D: Sun, T: Room, Requisites: Muto, Frequency: 12/day; Fill a container with water; Arts: CrAq 25; Design: Base 2, +2 Sun, +2 Room, +1 Touch, +2 Muto, Flexibility)

Drink of Bravery
Charges: 14
There are times when a person needs a boost of bravery, wether to face up to his fears, or whether it would be enough to make him act recklessly.
(Heart of the Lion; Effect Level: 15; Effect Details: R: Touch, D: Sun, T: Ind; Arts: CrMe 15; Design: Base 4, +2 Sun, +1 Touch)

Wine of Opening
Charges: 9
Some people are closed-mouth, and need a drink to loosen their tongue about what troubles them.
(Lay Your Burdens on Me; Effect Level: 20; Effect Details: R: Touch, D: Sun, T: Ind; Incline a person to a particular sort of response; Arts: ReMe 20; Design: Base 5, +2 Sun, +1 Touch)

Wine of Truth-Telling
Charges: 5
Benoit has learned that not everyone is telling the truth, and sometimes, they need a wine in hand to tell the truth.
(Tell me the Truth!; Effect Level: 25; Effect Details: R: Touch, D: Sun, T: Ind; Imbue all of a person's responses with a particular emotion; Arts: ReMe 25; Design: Base 10, +2 Sun, +1 Touch)

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Felix, Follower of Bonisagus

Age: 80
Personality Traits: Ambitious +3, Loyal (Familiar) +3, Scholarly +3, Peaceful +2

There’s nothing about Felix that draws attention. His appearance is pretty nondescript, with brown hair, and blue-green eyes. He prefers to dress in long, non-flattering robes, to hide his appearance, and have taken to wearing a head gear that covers most of his face when he moves around mundanes.
Born in Flanders, he was a smart kid and people around Brugge, his home town, thought that he could even be granted the right to attend university. But things changed when his Gift manifested at age 7, and the bright kid began to get shunned by those who knew him, let alone those that didn’t. His own parents and sibling resented him, and he was kicked out to the streets, where he was bullied. So when an old lady offered him a chance to do all the things he wanted, and to even attend university, if he agreed to follow her rules, he readily agreed.
He showed himself as a capable learner, and after a few years of apprenticeship, he was given time to go to university, and achieve broader education, and then completed his apprenticeship.

Showing a great aptitude to Intellego magic, he sought out to learn more about the world, and was interested in finding out ancient and hedge magic, with the intent to integrate it into the Hermetic theory. But during the course of his studies, he made a rival of Maël, a Jerbiton who also attended the University of Paris, and thereafter, Maël became a rival that sought to foil his plans.
Disgusted, Felix left his covenant, and made his way to the Holy Land, where he heard about the covenant of Obodas, and sought to join it, to study more about the Faerie God that resides there, and to study from the ruins, and the locals, about their traditions.

Felix of Bonisagus

Characteristics: Int +2, Per 0, Pre 0, Com +2, Str 0, Sta +1, Dex 0, Qik 0
Size: 0
Age: 80 (47), Height: 5'6'', Weight: 158 lbs, Gender: Male
Decrepitude: 0
Warping Score: 5 (23)
Longevity Ritual: +12
Confidence: 1 (3)
Virtues and Flaws: The Gift, True Friend (Familiar) (Bonus: +3 to appropriate Personality Traits), Magister in Artibus, Affinity with Intellego, Hermetic Magus, Study Bonus (Study: +2), Puissant Intellego, Puissant Magic Theory, Inventive Genius (Invent Lab Totals: +3), Puissant Vim, Inoffensive to Faeries, Cautious Sorcerer (Bonus: Three fewer botch dice casting spells or in lab), Deficient Technique (Perdo), Ambitious, Difficult Underlings, Seeker
Personality Traits: Ambitious +3, Loyal (Familiar) +3, Scholarly +3, Peaceful +2
Combat:
Dodge : Init: +0, Attack --, Defense +0, Damage --
Fist : Init: +0, Attack +0, Defense +0, Damage +0

Soak: +4
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Abilities: Dutch 5 (Flemish), Code of Hermes 3 (tribunal procedures), Magic Theory 8+2 (Intellego), Parma Magica 3 (Corpus), Area Lore: Flanders 3 (history), Awareness 3 (searching), Order of Hermes Lore 3 (politics), Faerie Lore 5 (Faerie Gods), Penetration 6 (Intellego), Latin 5 (hermetic usage), Philosophiae 4 (ritual magic), Teaching 4 (academy), Art of Memory 4, Theology 1 (biblical knowledge), Concentration 1 (spell concentration), Hebrew 4 (Old Testament), French 4 (poetry), Artes Liberales 5 (ritual magic)
Arts: Cr 10, In 19+3, Mu 7, Pe 6, Re 11, An 9, Aq 5, Au 10, Co 10, He 6, Ig 6, Im 8, Me 10, Te 12, Vi 17+3
Equipment:
Encumbrance: 0 (0)

Spells Known:
Call of the Rushing Waters (InAq 15) +29
Chimes of the Coming Weather (InAu 30) +33
Maintaining the Demanding Spell (ReVi 30) +32
Whispers Through the Black Gate (InCo(Me) 15) +33
Wizard's Communion (MuVi 15) +28
Rock of Viscid Clay (MuTe 15) +20
The Wisdom of Sleep (InTe(Vi) 25) +35
True Sight of the Faerie's Might (InVi 35) +45, Mastery 2 (penetration, quiet casting)
Keep the Sandstorm Away (ReAu 35) +22
Seven-League Stride (ReCo 30) +22
Opening the Intangible Tunnel (ReVi 30) +32
Share Senses with Familiar (InMe 25) +33
Strength of the Followers (CrCo 40) +32
Tracks of the Faerie Glow (InTe 25) +35
Piercing the Faerie Veil (InVi 20) +43
True Sight of the Air (InAu 15) +33
Eyes of the Treacherous Terrain (InTe 15) +35
Opening the Tome of the Animal's Mind (InAn 25) +32
The Phantom Gift (CrVi 15) +31
Eyes of the Eagle (InIm 25) +31
Hunt for the Wild Herb (InHe 5) +29
Image of the Beast (InAn 5) +32
The Inexorable Search (InCo 20) +33
Intuition of the Forest (InHe 10) +29
The Miner's Keen Eye (InTe 20) +35
Scales of the Magical Weight (InVi 5) +43

New Spells

Chimes of the Coming Weather
InAu30
R: Per, D: Special, T: Hearing
The caster gains a special sense when the spell is cast. He can hear chimes that will let him know what is the coming weather. The Special duration is for as long as he travels. The spell ends if the caster stops for more than a diameter.
Felix has created this spell as part of his investigation into the Mashawa Al-Badyia tradition, but in his attempt to create the effect, the spell had a flaw in it, and he cannot cast it if he hears wolves.
(Base 4, +3 Special, +3 Hearing)
Note: developing this spell has given Felix 6 points of Breakthrough towards the Voyage Duration.

Keep the Sandstorm Away
ReAu35
R: Touch, D: Special, T: Group
When cast, it allows a group to travel through even the most severe sandstorm without hindrance. They might not be able to see, but the storm will not hinder their movement, though once the sand falls on the ground, it will still hinder them as usual. Like the previous spell, the effect remains active as long as you do not take more than a Diameter of stop, on the road.
This is another spell Fleix has experimented with while trying to integrate some of the things he discovered from the Mashawa Al-Badyia. He is now certain that with but another effect or two, he will be able to integrate the Voyage Duration into Hermetic Theory.
(Base 5, +1 Touch, +3 Special, +2 Group)
Note: developing this spell has given Felix 7 points of Breakthrough towards the Voyage Duration.

True Sight of the Faerie’s Might
InVi35
R: Per, D: Sun, T: Vision
Casting this spell allows the caster to see the Might of every creature with Faerie Might, as long as he penetrates the Magic Resistance.
Felix has researched this spell relatively early, before he could cast it with high penetration, and has spent some time Mastering it, to get better use of it.
(Base 5, +2 Sun, +4 Vision)

Familiar

Norbert
Norbert is a Wise Owl of the Forest that Felix has befriended in his travels in Europe, before coming to Obodas, and has all of the powers of such a creature. Felix has bound him as his familiar, and Norbert has been happy to help his friend grow more powerful.

Characteristics: Int +2, Per +2, Pre +1, Com +1, Str -6, Sta +2, Dex +1, Qik +6
Size: -4
Soak: 0
Magic Might: 17
Virtues and Flaws: Magical Animal; Magical Champion; Wilderness Sense, Improved Characteristics (x2); Gossip, Indiscreet; Busybody, Nocturnal
Magic Qualities and Inferiorities: Greater Power; Gift of Speech, Improved Abilities (x4), Minor Virtue: Animal Ken, Minor Virtue: Improved Characteristics (x2), Minor Virtue: Gift of Tongues*, Minor Virtue: Keen Eyes, Minor Virtue: Unaffected by The Gift; Susceptible to Deprivation
Personality Traits: Loquacious* +6, Owl* +3, Inquisitive* +3, Loyal (Felix) +3

Combat:
Claws: Initiative +5, Attack +5, Defense +12, Damage –4
Soak: +2
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties : –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead (5+)
Abilities: Animal Ken 4 (forest animals), (Area) Lore 6 (woods), Athletics 5 (flying), Awareness 4 (rodents), Bargain 3 (small talk), Brawl 2 (dodging), Charm 3 (inspiring confidence), Faerie Lore 4 (vis sources), Folk Ken 3 (travelers), Hunt 2 (rodents), Magic Lore 4 (regiones), Magic Theory 6 (Inventing spells), Penetration 2 (Animal), Survival 3 (woods), Wilderness Sense 3 (find prey)

Powers:
Immobilize Prey , 0 points, Init +6, Mentem or Animal.
R: Eye, D: Conc, T: Ind
Any creature that makes eye contact with the Owl is unable to move and may only make small whining or moaning sounds. The target may move only if he successfully makes a Strength roll against an Ease Factor of 9.

ReMe(An) 15 (Base 5, +1 Eye, +1 Conc): Greater Power (15 levels, –2 Might cost, 15xp in Penetration, +2 Init)
*Gift of Tongues: Minor, Heroic Virtue, Allows the character to understand and speak any language as long as she communicates directly with someone else who is fluent in that language. Others who hear the character’s words and who understand that language can understand what the character is saying. The character cannot carry on a conversation in multiple languages, but can act as a translator for two or more people who do not have this virtue. (See Houses of Hermes: True Lineages, page 105.)
Vis: 4 pawns of dedicated Intellego Mentem vis in his skull.
Cord Scores: Gold +3, Silver +2, Bronze +3

Familiar Powers:
Jump of the Familiar (ReAn 40; Details: R: Touch, D: Mom, T: Ind, Frequency: 1/day; Transport the target instantly to a place to which you have an Arcane Connection; Base 35, +1 Touch; Total Effect Level: 35);
Share Senses with Familiar (InMe 25; Details: R: Touch, D: Conc, T: Ind, Frequency: 1/day, Concentration; Base 15, +1 Conc, +1 Touch; Total Effect Level: 30);
Mental Communication (Complex) (CrMe 5; Details: R: Touch, D: Mom, T: Ind, Unlimited use; Base 4, +1 Touch; Total Effect Level: 15);
True Sight of the Faerie's Might (InVi 35; Details: R: Per, D: Sun, T: Vision, Frequency: 1/day, Penetration: 50; Base 5, +2 Sun, +4 Vision; Total Effect Level: 60)

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Notable Covenfolk

Some of the most important of the mundane inhabitants of Obodas are described here, but the troupe should supplement them to develop their own themes.

Companions

Only two of the companions associated with obodas are detailed here, Taguhi has found an arab man to be her companion. He’s a grizzled traveler, with Second Sight, and he’s been leading her following clues as to the whereabouts of the mystical Simurgh. Benoit has a merchant that handles the sales of his wines and makes use of his enchanted brews when needed. And, last but not least, Selene has a woman of Bedouin origin as her companion. They are traveling the desert of Edom, looking for signs of incoming incursions, and it is whispered that they are also lovers.

Maurice

Maurice comes from a family that has served as custos to Obodas for five generations now. Each of them was sent early on to the university of Paris, to be schooled there, so they could serve as both custos, and as learned advisors to the magi council.
Maurice not just excelled at his studies, he graduated as a Magister in Artibus, and spent a few years after teaching there. But when his father passed away, some 5 years ago, he came back, and established contacts with the nobles of the Crusader Kingdom of Jerusalem, to make sure that the mundane operations of the covenant, namely, the toll on travelers, and the waystation, will continue to be independent.
Since his return, relations between him and Felix of Bonisagus have deteriorated over disagreements regarding Aisha bint Fuad. Maurice doesn’t fully trust her, but Felix is unwilling to hear a bad word about her.

Characteristics: Int +2, Per 0, Pre +3, Com +2, Str -2, Sta -1, Dex 0, Qik -1
Size: -2
Age: 43 (38), Height: 3'3'', Weight: 34 lbs, Gender: Male
Decrepitude: 0
Warping Score: 0 (0)
Longevity Ritual +9
Confidence: 2 (5)
Virtues and Flaws: Arcane Lore (50/50), Magister in Artibus (240/240), Self-Confident (Confidence: +1), Sidhe Blood, Unaging, Well-Traveled (50/50), Social Contacts (Nobles of Jerusalem), Linguist, Enemies (Bishop of Jaffa), Covenant Upbringing, Greedy, Dwarf
Personality Traits: Greedy +3, Hungry for Knowledge +3, Loyal +3

Combat:
Dodge: Init: -1, Attack --, Defense -1, Damage --
Fist: Init: -1, Attack +0, Defense -1, Damage -2
Kick: Init: -2, Attack +0, Defense -2, Damage +1

Soak: -1
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-3), -3 (4-6), -5 (7-9), Incapacitated (10-12), Dead (13+)
Abilities: French 5, Area Lore: Crusader Kingdoms 4 (politics), Faerie Lore 4 (desert faeries), Artes Liberales 3 (rhetoric), Latin 5 (academic usage), Teaching 5 (Latin), Aramaic 5 (academic usage), Philosophiae 2 (natural philosophy), Code of Hermes 2 (mundane relations), Awareness 2 (alertness), Bargain 3 (Buying goods), Carouse 3 (staying sober), Covenant Lore: Obodas 3 (personalities), Guile 4 (lying to authority), Intrigue 4 (alliances), Arabic 5 (Bedouin), Leadership 4 (inspiration), Order of Hermes Lore 3 (politics), Ride 3 (speed), Survival 2 (Edom), Autocrat 6 (Obodas), Steward 6 (Obodas)
Equipment:
Encumbrance: 0 (0)

Aisha Bint Fuad

Aisha rgew up in one of the Bedouin tribes in the region, and from a young age was both beautiful, and had away with animals, and with her words. She could make men do what she wanted, but it wasn’t just her station as the sheikh’s daughter.
She grew up to be a beautiful woman, who attracted not just any man, but who attracted attention from animals and from magical creatures, who always sought to be near her. As she grew older and listened to the stories of her people, she became obsessed with trying to find, and tame, a magical creature known as Camel of the Pearl, these bigger than normal, pearl-white colored, camels, were said to be both magnificent, and powerful healers, and were said to bring great prosperity to those who befriended them.
But her plan to steal away and locate one of these came to a halt when one of the Mushawa Al-Badyia told her father that her beauty and talents should be used to thwart the Obodas covenant magi from learning their magical secrets. It was the first time her father said no to her, and the sting of that happening still burns. And so, she worked her way to the trust of Felix, and has been doing what she can to throw him off the trail. She dislikes these Hermetic Magi, and their foreign ways, but at the same time, she also came to realize that with their desire to find and catalogue magic, and magical creatures, she can steer him to help her find the Camel of the Pearl, and thus fulfill her heart’s desire.

Characteristics: Int +1, Per 0, Pre +2, Com +2, Str 0, Sta 0, Dex 0, Qik 0
Size: 0
Age: 30 (30), Height: 5'6'', Weight: 158 lbs, Gender: Female
Decrepitude: 0
Warping Score: 0 (0)
Confidence: 1 (3)
Virtues and Flaws: Venus' Blessing (Bonus: +3 Com and Pre with sexually compatible characters), Social Contacts (Mushawa Al-Badiya), Puissant Guile, Affinity with Guile, Learn Guile from Mistakes, Alluring to Magical Beings (Bonus: +3 to Communication and Presence with Magical Beings), Animal Ken, Master of Animal Creatures, Puissant Animal Handling, Alluring to Mundane Animals (Bonus: +3 to Communication and Presence with Mundane Animals), Anchored to the Desert [Penalty: -3], Dark Secret: Seeks to lead Felix Astray, Dutybound, Hatred (Hermetic Magi), Lycanthrope (Hyena, Soak: +3), No Sense of Direction

Combat:
Dodge: Init: +0, Attack --, Defense +0, Damage --
Dagger: Init: +0, Attack +2, Defense +0, Damage +3
Fist: Init: +0, Attack +0, Defense +0, Damage +0
Kick: Init: -1, Attack +0, Defense -1, Damage +3

Soak: 0
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Abilities: Arabic 5, Area Lore: Edom 4 (legends), Animal Handling 5+2 (camels), Awareness 2 (keeping watch), Etiquette 3 (faeries), Folk Ken 3 (magi), Guile 6+2 (Magi), Intrigue 3 (gossip), Stealth 3 (natural areas), Ride 3 (camels), Survival 3 (Edom), Hunt 1 (tracking), Animal Ken 3 (camels)
Equipment:
Encumbrance: 0 (0)

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Grogs

Sargis

Sargis is Taguhi’s younger brother. When Taguhi was taken, her parens thought that maybe Sargis was also Gifted, but he discovered he wasn’t, he still allowed him to stay, and to use his talents to help his older sister. Since then, he has traveled with her, doing his best to help her. He isn’t that young anymore, and his age is starting to show. Taguhi has been gathering Vis to pay for a Longevity ritual for him.

Characteristics: Int +2 (1), Per +2 (1), Pre 0, Com 0, Str -1 (1), Sta +1, Dex +1, Qik -1 (1)
Size: 0
Age: 49 (49), Height: 5'6'', Weight: 158 lbs, Gender: Male
Decrepitude: 1 (5)
Warping Score: 0 (0)
Virtues and Flaws: Skinchanger (Raven), Premonitions, Wise One, Nocturnal (All Rolls: -1 between dawn and midday), Broken Vessel, Afflicted Tongue [Spells Using Words: Extra botch die]
Personality Traits: Blunt +2, Brave +2, Decisive +3

Combat:
Dodge: Init: -1, Attack --, Defense +3, Damage --
Dagger: Init: -1, Attack +8, Defense +4, Damage +2
Fist: Init: -1, Attack +5, Defense +3, Damage -1
Kick: Init: -2, Attack +5, Defense +2, Damage +2

Soak: +1
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Abilities: Armenian 5 (prose), Area Lore: Cilicia 2 (legends), Awareness 4 (alertness), Brawl 4 (Dagger), Charm 4 (first impressions), Folk Ken 5 (townsfolk), Stealth 4 (hide), Survival 4 (Edom), Faerie Lore 2 (Desert faeries), Magic Lore 5 (creatures), Premonitions 7 (Threats to Taguhi), Arabic 5 (Levantine), Guile 4 (fast talk), Area Lore: Edom 2 (personalities)
Equipment:
Encumbrance: 0 (0)

Coenraad

Coenraad grew up in the Wadenzee covenant, where he was trained as a warrior, and shield grog. When he grew up, he asked for permission to see the Holy Land. As he made his way to the Holy Land, he proved his ability at resolving conflicts with strength of arms, but he has run afoul of the Church. So when he arrived to the Holy land, a lot of doors remained close to him, and he found himself penniless and starving. When a man appeared and was willing to hire him as a guard, in return for his loyalty, his situation was so dire that he agreed to it despite the bad vibes he got, though soon he recognized them as those of the Gift. And that’s how he’s come to serve as a shield grog to Felix.

Characteristics: Int -1, Per +1, Pre -1, Com 0, Str +2, Sta +1, Dex +2, Qik +1
Size: 0
Age: 30 (30), Height: 5'6'', Weight: 158 lbs, Gender: Male
Decrepitude: 0
Warping Score: 0 (0)
Virtues and Flaws: Covenfolk, Warrior (50/50), Tough (Soak: +3), Puissant Single Weapon, Covenant Upbringing, Ability Block (Logic), Offensive to Divine Beings (Penalty: -3 to social interactions with Divine Beings)

Combat:
Dodge: Init: +1, Attack --, Defense +1, Damage --
Sword, Long: Init: +2, Attack +14, Defense +10, Damage +8
Bow, Horse: Init: -2, Attack +12, Defense +6, Damage +10
Fist: Init: +1, Attack +2, Defense +1, Damage +2
Kick: Init: +0, Attack +2, Defense +0, Damage +5

Soak: +9
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Abilities: Dutch 5 (Hollandic), Area Lore: Holland 2 (geography), Area Lore: Edom 3 (geography), Awareness 3 (keeping watch), Athletics 3 (jumping), Animal Handling 3 (horses), Carouse 3 (drinking songs), Etiquette 3 (nobility), Folk Ken 2 (nobles), Hunt 3 (tracking), Ride 5 (battle), Survival 3 (Edom), Single Weapon 5+2 (Sword, Long), Bows 4 (Bow, Horse)
Equipment: Shield, Heater (Init: 0; Atk: 0; Dfn: +3; Str: 0; Cost: Standard); Full Leather Scale Armor (Soak: 9) (Soak: 9; Protection: 5)
Encumbrance: 2 (4)

Gilbert

The first son of a winemaker, we was trained to take over from his father, however rumour has it that he knifed a neighbour over an off colour comment over his sister. Rather than face justice, he left his hometown of Blaye, never to return. He has travelled extensively in the Provence and worked when he could as labourer for winemakers in the Bordeaux and Burgundy region. Unfortunately his temper gets the better of him and forces him to move on. He has learned to live off the land as much as he can.
And this is what’s brought him to the Holy Land in fact. In Burgundy he met, and fell in love with a breweress, named Blanche, but when her brothers told her they forbid her from marrying him, he beat them, and the two of them ran off.

Characteristics: Int -1, Per +1, Pre 0, Com +1, Str +1, Sta +1, Dex +1, Qik +2
Size: 0
Age: 25 (25), Height: 5'6'', Weight: 158 lbs, Gender: Male
Decrepitude: 0
Warping Score: 0 (0)
Virtues and Flaws: Wanderer, Well-Traveled (50/50), Puissant Winemaking, Unaffected by The Gift, Wrathful, Offensive to Animals, Infamous
Reputations: Hot-Headed 4

Combat:
Dodge: Init: +1, Attack --, Defense +6, Damage --
Dagger: Init: +1, Attack +8, Defense +7, Damage +4
Fist: Init: +1, Attack +5, Defense +6, Damage +1
Kick: Init: +0, Attack +5, Defense +5, Damage +4

Soak: +4
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Abilities: Area Lore: Burgundy 2 (geography), Area Lore: Bordeaux 2 (geography), Area Lore: Edom 2 (geography), Athletics 3 (endurance), Awareness 4 (searching), Brawl 4 (Dagger), Carouse 4 (Wine), Craft: Winemaking 4+2 (Red Wine), Folk Ken 2 (peasants), Provencal 5 (Brewing terms), Guile 2 (lying to authority), Hunt 3 (poaching), Stealth 3 (sneak), Survival 3 (Farmlands)
Equipment: Partial Leather Scale Armor (Soak: 4) (Soak: 4; Protection: 3)
Encumbrance: 1 (2)

Mirabelle

Mirabelle was a normal child in he covenant. And as normal children do, she grew up, taking her up her mother’s role as a shepherdess, and met this wonderful young man that she fell in love with. But then, some 20 years ago, the Bedouin attacked the covenant from ambush, and while the covenant itself withstood the attack, Mirabelle, Joesph, her lover, and their herd, were out. Their warriors captured her, and had killed Joseph in front of her eyes. Feeling anguish, she called out to the rams of the herd, and instead of words, she bleated like a sheep, her magical gift manifesting, and the rams suddenly attacked the Bedouin warriors, killing some, and making the others flee.
She took time to grieve, but returned to her task, but now she didn’t even need the hounds to keep the sheep in order.

Characteristics: Int 0, Per +2, Pre -1, Com 0, Str 0, Sta +1, Dex +2, Qik +1
Size: 0
Age: 36 (36), Height: 5'6'', Weight: 158 lbs, Gender: Female
Decrepitude: 0
Warping Score: 0 (0)
Virtues and Flaws: Animal Ken, Affinity with Profession: Herder, Gossip, Covenfolk, Lost Love, Palsied Hands (Penalty: -2) [Casting Spells: Extra botch die], Feral Scent (Penalty: -1 on social interactions)
Reputations: Unclean 2

Combat:
Dodge: Init: -1, Attack --, Defense +3, Damage --
Staff: Init: +0, Attack +7, Defense +6, Damage +2
Fist: Init: -1, Attack +3, Defense +2, Damage +0
Kick: Init: -2, Attack +3, Defense +1, Damage +3

Soak: +1
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Abilities: Provençal 5, Animal Ken 4 (Sheep), Animal Handling 3 (Sheep), Area Lore: Edom 3 (personalities), Athletics 2 (running), Awareness 4 (keeping watch), Charm 4 (animals), Folk Ken 3 (peasants), Hunt 4 (tracking), Leadership 4 (Animals), Profession: Herder 5 (Sheep), Survival 4 (Edom), Brawl 3 (Dodge), Great Weapon 3 (Staff)
Equipment:
Encumbrance: 1 (1)

Covenant Organization

The covenant of Obodas is based within the Regio of Avdat. And most of it is hidden from plain view. Within the Regio, and outside, they have pastures and vineyards that they operate, as well as a very large way station, for caravans crossing the desert to rest and refresh.
Ismahil is the person most travelers meet, as he’s the one operating the waystation. With him is Garth, a man of English origins that has little head for the business side, but is able to speak multiple languages, and acts as interpreter.

And of course, Pierre, Benoit’s companion, that is usually found traveling the Crusader kingdoms, selling wine and beer made at the covenant, and gathering rumors and news.

Magi and Redcaps arriving, when they identify themselves, have Maurice greet them, and welcome them to the covenant proper. Few outsiders have seen the covenant grounds.

The covenfolk are divided, almost half are locals, mostly from Bedouin origins, though some Jews reside there. But the majority are of European descent, mostly from France, and countries close to it. There’s some slight schism, but nothing major, so far.

Hierarchy and Governance

Vivienne rules the covenant, even though there’s a council of Magi. Few dare to speak against her, but that’s partly because she usually lets the Magi do their own work, unless something is need that some or all need to cooperate. But everyone knows that she’s getting close to Final Twilight, and they work on maintaining good ties, so the covenant doesn’t explode when that comes to pass.

Maurice likewise rules supreme among the covenfolk, but he does take advice from others, when it comes to issue he’s not familiar enough with.

Income Sources

The main source of income is the waystation. It is situated on a well traveled road, and many stop here, since there aren’t many such stations on the way, and the Arabs and Bedouin sometimes strike at night.

But they also sell wine and beer that they produce, and they engage in some minor trade themselves, buying spices and fragrances and selling them to the Crusader Kingdoms, and beyond.
The herds of cattle are a very minor income source, as they sell meat, milk, and cheese. Unfortunately, there aren’t many pastures, so they have to keep the herds small.

External Relations

The Covenant of Obodas is situated at the edge of the Crusader Kingdom of Jersualem, has dealings with the locals, and due to its position, and the prestige of Vivienne, it has had many dealings with the Order of Suleiman, and the Church.

The Church

The church is well aware that there’s an Hermetic covenant there, though they don’t know it’s exact location. The Archbishop of Jerusalem, who technically holds sway over the region, isn’t happy about it, but even he can’t help but let them stay there. The covenant has been a major player in stopping raids from the Edomite desert, and in allowing trade to continue, bringing wealth to itself, but also the Crusader State, and to Venice, who holds most of the trade from and to Jerusalem.
In contrast, the Bishop of Jaffa has had to deal with Maurice, the steward of Obodas, and is, to put it mildly, not very impressed. He ssupects that Maurice, and the Magi, are heretics at best, and pagans at worst, and is scheming to try and cause them to misstep, so that they will be crushed.

Crusader Kingdoms

The trade fostered by Obodas, and the wine and beer they produce, have been popular in the Crusader States, and even among the Holy Orders. In addition, their help in making sure the southern border is relatively safe, has made the leaders of the Crusader States to be on their side. Knowing that they are able, and willing, to stop raiders, and armies, from invading.

Locals

The local arab population doesn’t view the crusaders very well, but even they have to admit that as far as invaders go, the covenant of Obodas has not only hired some of them, for very fair wages, but has been a stabilizing force, and allowed trade to pass, and that also helps some of the locals.

But there are those who still resent them. These are the Bedouin tribes, who are the primary raiders, whose raids have been thwarted. And with them, the remnants of the Mushaya Al-Badyia hedge tradition, who see them not just as usurpers of their area, but also of one of their most sacred sites. Those of them who have met Vivienne, have marveled at how long she’s been around, and are awaiting her demise, to try and exact their vengeance.

Order of Slueiman

While the Sahirs are not a single unified order, even less so than the Order of Hermes, they have heard of Vivienne. And they know that with time even their Jinn, at least those from the Edomite Desert, have grown to praise her, and regard her with admiration. This fact has caused two main reactions.

There are those among them who think that they should strike at her, lest she usurp their Jinn away from them. But their voices aren’t many, and when three of them sought to confront her in the desert, they discovered that her mastery of the desert is much better than theirs. They barely made it back.

The others, more calmer minds, seek to study this, and figure out how this happened, and decide then. For now, even their Jinn cannot fully explain how she gained their admiration, and so they are cautious. Was it some great sorcery?