A brief description of the covenant layout:
Lough Caillte sits in a semi-circular bay roughly 200m across, which is open to the south. If the Gate everyone came in at is 6 O'clock, the stables are at 6:30, and the grog barracks are at 5:30. Guest Cottages are at 4:30, and there are a total of 6. Each is basically a bed, desk, a couple of chairs, chest (containing good wool blankets), armoire, and a fireplace, about 4.5m x 3m. A trundle bed is under the main bed. Sleeps 4 comfortably, 6 with crowding. The door can be barred, and a window (with real glass) looks out into the courtyard.
At 2:30 is the first cluster of labs. One resembles a foundry and forge, Torsten was an armorer by trade. Glendower's resembles a bunker, with deep set windows. Scorch marks on the outside walls near bronze covers indicate that he liked to experiment (sometimes with spectacular failures). Sylphie's lab looks more like a comfortable house with an extensive garden; It is also 2 stories, 1st floor larger than the second.
At 1 O'Clock is Angus' residence. This is a fairly large house, as befits his status. His three younger sons still live here, along with 2 daughters, and his wife. His office is off to one side of the house, where he can be found working on the books, or receiving mundane guests of importance.
At 12 O'Clock is the feasthall, the domain of Helga, the Cook. Some tall tales are told about her, who supposedly held off a pack of bandits with nothing but a skillet for a weapon (which hangs proudly in the kitchen, and it's HUGE) and a pot for a helmet. Helga definitely has some viking blood in her family, given her blonde hair, blue eyes, and warlike disposition. On top of that, she's an excellent cook. In the kitchen and scullery, her authority is supreme. The kitchen help are the typical mix of young lads and lasses, and the occasional custos on kitchen duty for some infraction of the rules.
At 11 O'Clock is the library and scriptorium. It has the most glass of any building here on the premises, to allow as much light inside as possible for reading. It is also gaurded; The 2 gaurds are kitted out in full scale, wearing tall, peaked helms, bearing a round shield blazoned Sable, an Elm tree Argent on a Hill Proper (Black, with a white elm tree on a green hill) They both have long swords, and medium length spears. Thier features are fine, and you are watched carefully by amber eyes, but they say nothing. They also won't allow you entry, so a tour of the library will have to wait...
At 10:30 is the vellum maker, whose journeyman tells you he can't spare the time to talk to you at the moment. Ink is also kept here (some of it locally made, some of it imported), along with some new-fangled stuff called "paper". It looks like it is only his workshop; many covenfolk live in the hamlet just outside the gate.
At 9 O'clock is the second set of labs; Diedre's looks like a cross between a country house and weapons test range, though the blast marks on the vitrified stone walls behind the lab are old (and probably permanently part of the wall). Kallias' Lab is a small, elegant place, with a small garden, a fountain, and what appears to be a ship's crow's nest on the roof. And then, there's Mab's. It is a collection of trees whose branches have been skillfully woven together to provide a weather proof shelter, and flowers and hedges abound. Miach typically naps just inside the door, when Mab is inside, and doesn't allow you more than a glimpse inside. There is no door, and you can see the interior is partitioned off by curtains.
At 8pm is a largish, squat and ugly stone building. The doors are made of Bronze, and are of good craftsmanship. There is also a big lock on those doors, and Angus has the key. They keep a fortune in Tin and Zinc in the building, he explains (Tin and Zinc are what are added to copper to make Bronze and Brass - Foundryman Steve).
At 7:30 is the stable smithy, where one of Liam's journeyman works to meet the covenants needs. At 7:15 is where some leather work is done. A large, low barn runs from there to the stables. Right now, it's mostly empty, though it appears there has been a scuffle of some sort in the last few days. Several children (and sometimes Mab) can be found playing in the pile of hay in the corner. There are a couple of wagons, in good repair, and what appears to be a chariot of some kind, made of wicker and leather.
The paths between buildings are set with cut stone, expertly set. There are a few trees, and the aforementioned pond with the lily pads (though none have begun to bloom), about which are set a few benches.
In general, there is very little iron used inside the covenant; Beyond the tools in Torsten's lab, it's Helga's skillet and the lock on the tin bunker. Everything else is bronze.
"And this concludes your tour of the covenant," says Tour guide Mab. "Thanks for coming, and we hope you visit again soon! Bye-bye!"