[size=150]SITE[/size]
+1 Regio: the covenant is based around a regio accessible throughout the city; all entrances are not controlled by the covenant
+5 Aura: the regio has an aura of 6; auras of individual lacunae may vary
+2 Healthy Feature: the covenant has a particularly pure spring in the regio where all of the residences gather their water
-3 Urban: the covenant is in the city of Thessaloniki
-1 Road: Thessaloniki is a port city
[size=150]FORTIFICATIONS[/size]
+0 Manor House: the various structures of the covenant are normal buildings
[size=150]RESOURCES[/size]
+1 Wealthy: the primary income source is a greater income source (docking fees).
+1 Secondary Income: the covenant has a secondary income source (an apothecary shop)
+1 Vis Grant: the covenant grants vis to the members of the covenant as a matter of right
+2 Hidden Resources: this gives 500 BP for future storyguides to use as rewards
+1 Right: A local leader (see Powerful Ally below) has arranged for the covenant to be granted the right to collect docking fees at some of the local docks.
[size=150]RESIDENTS[/size]
+0 Peasants: what covenfolk exist are commoners
+1 Veteran Fighters: The covenant has a core of skilled fighters that serve as guards for the school and the magi
+1 Literate: the covenfolk are by and large literate (this seems appropriate especially given that we're centered around a school)
+1 Loyal Covenfolk: the covenant has been around for a long time; what covenfolk we have are loyal
+1 Strong Community: we're an old covenant; the covenfolk are more tightly knit than green covenfolk
-1 Rights and Customs: the covenant has been around for a long time; the covenfolk have come to expect some things
-3 School: the center of the covenant forms the grounds of a local school; all of the magi are publicly associated with the school
[size=150]EXTERNAL RELATIONS[/size]
+1 Felicitous Tribunal: the Theban Tribunal is easy to get along with
+1 Local Ally: the covenant has a friend in the city government or the Church
-3 Mundane Politics: the covenant is involved in the mundane politics of the city
+3 Powerful Ally: either a powerful nobleman or a prince of the Church has allied with the covenant
+3 Prestige (mundane): about a year ago, the covenant helped the city deal with a plague; this has the city thinking very kindly of us
[size=150]SURROUNDINGS[/size]
+1 Hidden Ways: The magi can use the covenant's regio to quickly move around the city
-3 Meddlesome Saint: the patron saint of the city is the covenant's patron as well, and has taken an interest in the covenant
[size=150]OTHER[/size]
+2 Floating: each residence gets to pick two minor boons that applies only to their residence
-15 Unknown: we'll have 5 points of mystery hooks, one for each storyguide
[size=150]0 TOTAL [/size]
Okay, so based on feedback, I adjusted the boons and hooks as noted above. I dropped one of the Secondary Income sources, added Hidden Ways, and added Prestige (mundane). I figure if people want a great Edifice, they always have the option of getting it with their floating boons.
I ran some quick and dirty numbers and even if the covenant size swells to 250 members (which seems far higher than we're ever likely to reach), we can still afford upkeep with a little left over for a rainy day. 350 MP/year goes a long way. That even counts giving 10% of our income in tithes to the church and 10% of our income away in tithes (taxes) to the city. (We'll need to figure out total tithes. But 10% to the church seems a fairly common requirement. Not sure what we think about city taxes. Maybe 20% total payment for tithes is too high.)
Now, a comment on floating boons, It seems to me that some are inappropriate for just a residence, and some need to be adjusted to avoid unbalancing things. Here are minor boons that I think we shouldn't allow for residences: Aura, Difficult Access, Hostile Environment, Mystical Portal, Regio, Seclusion, Unnatural Law, Vast Aura, Vivid Environment, Artillery, Bedrock, Shell Keep, Tower Keep, Vast and Labyrinthine, Writ of Crenellation, Right, Vis Grant, Famous Resident, Inhuman Residents, Useful Curse, Benefice, Promised Favors, Ungoverned, Chase, and Minority. Some of these just don't make sense in the city; others really ought to be bought for the covenant as a whole or not at all. For example, if we have a Mercere Portal, it should be for the covenant as a whole, and not for just one residence. I also think that three minor boons should be modified for the floating boon to take into account that each floating boon is really only 1/5 of a boon. I think Secondary Income source should give 20 MP/year, not 100; and Hidden Resources should give 50 BP, not 250. Wealthy, likewise, should only raise a Secondary Income source to 50 MP/year, not 250. This is only a suggestion, of course, and I may have missed something. I beg people to use their judgement in deciding what is and isn't appropriate for a floating boon.