The Enemy We Know: Conquerors of Praesis

Note For Players:

Everything in this description of Praesis is considered "public knowledge" for the game. While not everyone in Hibernia would have this depth of knowledge of the Conquerors of Praesis the Magi of Inchmore have a direct interest in these less than favored neighbors.

As further information becomes known concerning any of these characters this description can/will be expanded.

Clarification:

Praesis has been moved slightly, as one might notice if referencing against the Hibernia book. This is for several reasons but mostly to deconflict it from our concept of Inchmore being on one of the islands of the lake and to make it actually be where the marker for it is on the Tribunal map.

This means the location described for Praesis in TCI is now the location of Inchmore, however Praesis was never located there in our Saga canon.

Praesis

Praesis was once the archetype of Hibernian tradition. Founded on the site of a magical spring on the borders between Connacht and the rest of Ireland it has seemingly always been a place with a foot in all worlds. An independent small fortress in border country it has stood in the midst of Irish conflict as a place of almost classical druidic wisdom and moderation before all sides. Politically Praesis had a long history of supporting the Hibernian Traditions and Peripheral Code, especially the Treaties and dealings with non-Hermetics.

In particular the Covenant has historically been the neutral meeting place between the Magi of Hibernia and the Hedge Wizards of the Coill Tri. Many times in the past the adjudication of disputes or grievances on either side of that divide have taken place at Praesis, were expected to take place at Praesis, and such mediation sustained the Pax Hermetica in the land. Praesis was also the place where the Hedge Wizaards of the Coill Tri felt safe delivering their required tithe of Gifted children to the Order of Hermes.

This is certainly no longer the state of affairs after the conquering of Praesis during Wizard's War by Continental Magi. The war is no simple topic however to many Hibernian Magi it was unjust on the face of it. Stealing a Cathach is no light matter. Regardless Praesis now lies in ruins. The Coill Tri in no way feel safe there any longer.

Today Praesis is lies neglected and dormant. The dangerous remains of magical warfare are spilled all around the site and moreover when the Conquerors abandoned the site there is no question they left hazards behind for those who would take spoils they saw as rightfully theirs.

Location & Structure

Praesis once was a proud collection of several sizable towers arrayed in a small glen around a central Great Hall. Once the towers each formed the individual Sanctum of a Mage and their retainers while the central Great Hall and outbuildings formed the communal parts of the Covenant. Tradition once was for new Magi in the Covenant to begin their residence in Praesis with the construction of their own tower. Over the centuries Praesis has accumulated nearly twenty such edifices to former Magi. Of these older constructions only one was still in service, the one adjoining the Great Hall which served as the treasury and makeshift central keep of the Covenant. Praesis was close to Winter already before the siege transpired.

The glen itself is somewhat removed from any common path of traffic but not especially secluded. Several miles northwest from the mouth of the Lough Ree, not directly on the lake, Praesis is none the less quite close to the home ground of Inchmore. The palisade of the Covenant surrounded the entirety of the towers and glen and was the boundary of the Aegis.

Praesis however has long since slidden into Winter. All of the original Sanctum towers are long ago in a ruined state and the Great Hall has been even more so the central hub of the Covenant for at least a century. The surrounding ruins of towers and their nearby structures were as much as mystery to the last residents of Praesis as anyone else. There are great rumors as to both the magic that these ruins could contain and the dangers of trying to reclaim it.

Cathach

The Gae Bulg, an ancient necromantic spear of debatable origin yet quite respected power. (Contested Isle pg 46) The Conquerors have made no secret of the fact that they retain the Cathach and have no intention of giving it up.

The Conquerors

Since the founding of Inchmore those who conquered Praesis, in order to avoid direct conflict with the coalition of Covenants and Magi that backed the establishment of Inchmore, abandoned their prize. Instead now they have taken refuge in the friendly hospitality of Ashenrise, a Covenant that supports the Continental Reform movement in Hibernia. From there they as a group continue to lay claim to Praesis being their rightful prize of Wizard War and that they intend to press the claim when the time is right. This makes them no friends of Inchmore.

Ballack of Tytalus
Age: 80 (Apparent Age: 65)
Personality Traits: Confident +3, Driven +2, Patient +1

The new Lord of Praesis as he once styled himself. A Terram Master from the Rhine Tribunal and the primary instigator of the siege of Praesis. There is a great deal of controversy and dispute between the Continentals and Hibernians as to whether his actions are justified. His seeking vengeance for the death of his filus Holzner is understandable. However, in Hibernia, so is a lack of moderation in the defense of a Cathach. Ballack has no small mastery of Terram yet seems to be showing a great deal more restraint in his use of it since the conclusion of the siege. It is not completely clear as to why yet the rumors are that this is associated with the size of his war debts.

Ballack is neither shy nor subtle about his determination to squeeze Hibernia for every scrap of profit he can until those debts are balanced. To this effect though he rarely leaves Ashenrise himself he gives considerable aid and backing to various profit motivated enterprises by the Continentals. No doubt he turns a blind eye, or indeed gives tacit approval, to the activities of Guillaume for the same reason.

Baetain of Tremere
Age: 60 (Apparent Age: 47)
Personality Traits: Regretful +3, Conflicted +2, Pragmatic +1

Baetain is known throughout Hibernia as the traitor who gave up Praesis to Ballack.

He has become a recluse since the conclusion of the siege, rarely leaving his rooms in Ashenrise. Rumor has spread that he is listless and inconsolable in his infamy. Or that he is intent upon some great project the purpose of which changes from rumor to rumor. Prior to the siege he had a very different reputation and is known for his broad skill with Muto and his sense of humor, often hand in hand.

Guillaume of Flambeau
Age: 65 (Apparent Age: 52)
Personality Traits: Bombastic +3, Aggressive +2, Patient -1

A classical Flambeau master of Ignem and the School of the Founder, Guillaume is the archetype of the bellicose and destructive member of his House. He was pivotal in the successful prosecution of the siege of Praesis, personally slaying many of the Covenfolk and younger Magi both of the Covenant and of those who tried to lend them aid. He publicly expresses his amusement that Magi with a tradition like the Cathach are so deficient as warriors. Guillaume does not however simply speak his mind. He has taken the Cathach of an independent magus, of no Covenant, as well as their apprentice and Covenant resources.

Less overt yet not precisely a secret, Guillaume also has low opinion of the Treaty with the Coill Tri and while he has not exposed himself to direct accusations of lawlessness by crossing into Connacht ... he does send his mercenaries into Connacht quite regularly to raid and bring back mystical spoils. The Coill Tri have a justified and growing fear of him.

Cacht of Criamon
Age: 50 (Apparent Age: 40)
Personality Traits: Remote +3, Cold +2, Precise +1

For those few who are familiar enough with the Criamon to understand, Cacht is not shy about being a follower of Strife. She is also a skilled combatant and follower of the Ramius School. She had no small participation in the siege yet no one is certain where her loyalties if any may actually be placed and what she will do as the Hibernian conflict continues to unfold.

Frederik of Tytalus
Age: 60 (Apparent Age: 45)
Personality Traits: Patient +3, Driven +2, Cruel +2

Frederik is a younger filus of the same master as Ballack. Similarly a very determined and bellicose Magus his interests however are decidedly different. A Master of Corpus and Mentem he is known for his skill as a necromancer and a healer both. There are rumors that the ruins of Praesis are now guarded by the dead and a dangerous place to trespass, and for those who know of Frederik there is little doubt that these words are true. Likewise Ashenrise has his mark upon it now, and if any of the Continental guests there are wearing out their welcome it is most likely Frederik. While no doubt motivated by filial loyalty and profit much as Ballack there are many and varied speculations as to what projects this open necromancer pursues in secret.

Phillipe of Flambeau
Age: 45 (Apparent Age: 35)
Personality Traits: Cheerful/Friendly +3, Pious +2, Brave +2

An Iberian Flambeau of the School of Sebastien, Phillipe is on the road to mastering Auram. His facility with wind and lightning as direct attacks already appears well developed, though he is more reserved in his employment of violence than most of the other new members of Praesis. Phillipe is sometimes the restraining force on Guillaume, seeking to moderate the actions of his Sodales with thought to good Christian conduct. This is not consistently successful though nor does does it always fail. Phillipe seems capable of travelling with incredible speed and is known to still have a foot in the conflicts of Iberia and his longstanding loyalties there.

Significant Supporting Characters

Oscar von Harz

A massive giant-blooded warrior who personally serves Ballack both as body-guard and as guardian of the Gae Bulg. He is clearly not a knight and instead is simply as big as a man could really be and not actually be a giant himself. A brawler and raw unrefined warrior of frightening savagery.

Eamon of Carrick

The captain of the mercenaries hired by Guillaume that serve conduct his raids into Connacht. As a third son his education and training have been largely all the inheritance he hopes to have.

He is however none the less an ambitious man who is not shy about building his mundane wealth through the endeavors of Guillaume, and if anything his involvement makes the Briefne mercenaries even more out for any possible gain when they are afield. A knight of no small skill Eamon however does not fight in tournaments or do well with the niceties of courtly society, he is an educated born warrior with goals and isn't shy about pursuing them.

Briefne Mercenaries

An armed band of heavy warriors, all mounted with arms and armor, currently in the service of Guillaume and sometimes Ashenrise. There are perhaps twenty of them. They are however plainly mercenaries and out for profit. They also have started getting a reputation, as such men often do, for seeking food, wine, and women in the surrounding areas. The villages nearby Ashenrise have already started viewing them with resentment and fear.

The many towers of Praesis sprawl throughout the mystical clearing which is filled by the aura there. They are more concentrated near the central building but spread out steadily from there in all directions around it.

If anyone takes an interest in any particular one of these we can dive deeper.

The Innermost Towers
Clustered near the central hub. The grounds are overgrown and tangled with vines and creeping plants which likewise have a healthy presence on all of these towers unless otherwise described.

Tower 1: The Rootbound Spire

This structure is barely recognizable as a stone tower. It has been almost entirely overwhelmed by the massive petrified roots of an ancient oak tree, creating a suffocating wooden cage that dominates the tower. A air around it is thick with the heavy damp smell of ancient foliage and earth. A door is only partially visible behind one of the larger roots, thoroughly blocked by multiple branching tendrils the size of human limbs. Scattered throughout the roots and on the ground around them are weathered bones of many shapes and varieties.

Tower 2: The Sunken Keep

Leaning at a severe, even precarious, angle this tower has physically sunken deep into the marshy ground in the glen. A faint unnatural mist seems to cling thickly to its base and a doorway is half-buried in the muck despite a lack of visible rot. The tower is made of stone, seemingly a full keep tower, and is a multiple stories though how many exactly is concealed.

Tower 3: The Fluted Pinnacle

The stonework of this tall slender spire is masterfully fluted and carved in a strange willowy shape that despite not moving seems to drift up and away at an odd angle. Even a slight breeze in the glen causes the hollow spaces in the fluting to emit faint ghostly acoustical hums that reverberate through the trees.

Tower 4: The Tower of White Doves

The exterior of this highly weathered tower is covered in hundreds of overlapping and faded white circles and strange symbols that look as though they were drawn with thick chalk. A motif of doves or pigeons is carved above the arched entryway though the stone is heavily pitted by erosion.

Tower 5: The Bone Cairn

A more traditional, albeit crumbling, tower in arrangement yet bizarre composition. The exterior walls are studded with large simplistic Ogham carved stones and ancient weathered bones of assorted shapes and sizes which are visibly embedded in the mortar. The doorway is composed entirely of bones layered and interwoven to form a solid barrier.

The Central Band
The towers outside of the central cluster but still somewhat near to them. There is a clear transition to towers that all appear significantly more fortified and unapproachable via whatever individual means they are secured. They are also significantly less worn and aged than the Innermost Towers.

Tower 6: The Obsidian Block

Formed from what appears to be a single seamless block of obsidian stone. Squat and featureless if it weren't where it is and in the unnatural and precise dimensions and shape of a tower matching the others it would be difficult to know what it is. The dark stone is scorched and fused. A gentle but palpable heat emanates from it accompanied by faint scents of sulfur and smoke. There are no windows, doors, or other openings or markings of any kind.

Tower 7: The Bastion

This tower was built with strict martial principles resembling a military keep more than a scholar's sanctum. It features narrow arrow slits and heavily reinforced, albeit rusting, iron gates. If one listens closely, the faint, rhythmic sound of marching boots seems to echo from deep within its stone walls. Being here makes it seem out of place. It would be indistinguishable as a defense tower built into a major fortification.

Tower 8: The Sealed Cylinder

A grim windowless cylinder of grey stone. The masonry is heavily stained with metallic streaks and the single heavy iron door is visibly sealed with thick strips of dull lead that are melted into place on the outside, overlaying one another until there is not the slightest crack around the door.

Tower 9: The Mirrored Belfry

The exterior of this tower is difficult to clearly perceive and it is unpleasantly disorienting to try. Its walls, what can be clearly made out, are embedded with some sort of brightly glittering and refletive material that catches the light and casts unexpected and unusual reflections. Beyond this unusual visual refractions and bends of light and perception surround it. This maze of perpetual illusion shifts and wavers through the air granting only occasional partial glimpses of the tower itself. Occasionally the toll of a great bell can be heard from within.

The Outer Stretches
There is a transition away from the more martial and clearly difficult to access towers as one moves farther out. Instead another group begins of towers that appear less martial and more unusual.

Tower 10: The Verdigris Sentinels

A massive tower with a great deal of seemingly weathered brass or bronze, mottled in green. It is easily twice the size of second highest while also having a large enclosed courtyard attached on the ground level and sealed by a barred gateway and similarly barred fencing around the enclosure. The bars give a plain view of a group of perpetually marching bronze automata that patrol the courtyard endlessly.. Their weathering matches that of the tower.

Tower 11: The Shattered Archway

From outside a relatively normal seeming tower appears to have been catastrophically shattered by an explosion. Yet the rubble still hangs in midair, seemingly frozen in place. Shards of stone, motes of dust, and twisted fragments of rubble and metal hang in place without motion. The door is open.

Tower 12: The Observatory

The roof of this tall and spiraling tower is completely open to the sky, serving as what appears to be an astrological observatory in ancient style. Faded celestial symbols and the names of planetary powers are etched deep into the exterior stone. Giant exotic bird feathers litter the ground around its base and a thick musky scent hangs in the air.

Tower 13: The Den

This is a large mound approaching the size of the other towers with what appears to have once been an open entrance directly in the side. However this opening is completely blocked by hard packed earth and stone. A perpetual reek of intensely raw animal musk hangs in the air.

Tower 14: The Screaming Stone

The wind howling around this tower sounds like arguing, whispering, unintelligible but hostile seeming voices. The exterior stonework is intricately carved with agonized open mouthed faces somehow reminiscent of classical philosophers. The whispers emanate from their mouths.

Tower 15: The Pristine Villa

In stark impossible contrast to the surrounding ruins this building appears to be a pristine sunlit Roman villa complete with perfect frescoes and unblemished marble. However the perceptive eye will notice that this view never changes. At all. Not the slightest waver of a blade of grass or a shift in the glint of sun on windows no matter the angle of the sun or the presence or lack of clouds overhead.

Tower 16: The Edifice of Ash

A grand five story construction that appears thoroughly burnt out, yet still somehow retains unimpeded structural integrity. There are no flames but the entire structure continues to strongly emanate heat and remains surrounded by blackened char on the ground. This view is disturbed only by the perpetual drifting descent of flecks of ash.

The Lonely Few
These are the farthest out, close to one another but clearly separated from the others.

Tower 17: The Twisted Spire

A tower that would be mundane and average in appearance if it weren't seemingly bent in half. This tower is twisted, bent evenly and cleanly at a perfectly uniform angle. It rises a bit more than one level into the air and then abruptly shifts and continues almost parallel to the ground. This strange shift in dimension does not appear physically supported by the architecture or anything else.

Tower 18: The Folly

This tower appears to have never been finished. Scaffolding, wood, and loose stone are strewn about. Much of the wood appears rotting. The mortar is crumbling in places and falling away from the unsealed stones.