Covenant Mechanics

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Ars Magica: Nova Semitae Saga
ArM5LogoColor.jpg
GM
Mark
Game Start
Anno Domini MCCXX, hiems
A.D. 1220, winter
5 Neanne 1, Hiems
Game Year
Anno Domini MCCXXXV, aestas
A.D. 1236, summer
7 Aulus 2, Aestas
Magi of Nova Semitae
Geoffroy de Dreux of Jerbiton
Joshua Levi of Verditius
Magni of Flambeau
Obscurus Ignis of Flambeau
NPC Magi
Aulus · Neanne · Fr. Thomas · Vitria
Apprentices
Ysabelo discipulus Aulus
Esyllt discipula Geoffrey
Sigrun discipula Magni
Hermetic Status
Companions
Lady Angharad ferch Madog, Princess of Powys Fadog
Ritter Sigmund, German ex-Crusader
Sir Daniele d'Audrieu, Norman merchant
Sir William Cornwell, English ex-Crusader
Other Characters
Covenfolk · Agents
The Redcaps · Notable NPCs
Chart of Languages Spoken
Notable Animals
Guests
Hortense of House Bonisagus
The Covenant
Hermetic
Covenant Charter · Membership Record
Record of Offices · Covenant Service
Council Voting Records · Hermetic Politics
Stonehenge Tribunal
Mundane
Mundane Geography · Mundane Politics
Village of Melverley · Melverley Castle
Village Laws · Village Rumors
Medieval Farming
Covenant Resources
Covenant Library · Varana's Tomb
Hospital · Hospital Library
Vis Sources and Stores
Covenant Magical Items · Mundane Wealth
Classes and Training · Covenant Experts
Covenant Mechanics
Other
Ars Magica House Rules
Ars Magica Expanded Notes
Campaign Log · Loose Ends
Ars Magica PC Reference
Player Resources (PDFs)
Experience Point Worksheet
Character Sheet (Variant 1)
Character Sheet (Variant 2)
Experience Point Chart

Back to Ars Magica: Nova Semitae Saga

Boons and Hooks

This is the covenant equivalent of Virtues and Flaws. Boons are things that directly benefit the covenant and its members; hooks are complications and story opportunities.

Site

Boons Hooks
  • Magic Aura x2 - The covenant has a Magic Aura of 5
  • Creo Tether - The covenant enjoys a +3 Creo attunement to its aura
  • Difficult Access - About 3/4ths of the covenant is surrounded by a river that impedes easy access to raiders
  • Healthy Features - The Creo tether of the covenant allows all living creatures to enjoy a healthier existence
  • Mystical Portal - The covenant is home to a Hermes Portal operated by the Redcaps
  • River/Road - the Severn is navigable, and thus brings traders and other visitors on occasion
  • Flickering Aura - the Creo tether is a bonus, but has specific needs to remain viable

Fortifications

Free Boons Hooks
  • Manor House x2 - The covenant has two conjured manor houses made of stone
  • Small Tower x2 - The covenant has two conjured towers
  • Walled Peninsula - The covenant has wall blocking off the peninsula they live on

None

Resources

Boons Hooks
  • Secondary Income - The covenant enjoys two sources of standard income
  • Vis Salary - Magi must work for their vis, and are not afforded a vis allotment automatically

Residents

Free Boons Hooks
  • Peasants
  • Missile Weapons - The majority of the covenfolk are trained in bows
  • Strong Community - The jewish community is especially tight-knit
  • Veteran Fighters - The covenant maintains a small grog contingent whose sole duty is guarding the covenant
  • Local Language - A majority of the covenfolk speak Medieval Hebrew or Yiddish, which makes it difficult for visitors to understand or infiltrate the community.
  • Mercer House (Major) - The Mercer House provides for visitors and Redcap retirees, bringing news and stories
  • Rights and Customs - The covenfolk have certain rights and privileges that are formalized and that they are accustomed to; violating them would cause discontent among the community
  • Suffrage - The covenant allows women to pursue any employment within the community irrespective of tradition; this is looked upon by the broader society as unnatural
  • Jewish Population - The vast majority of the covenant are jewish covenfolk. This has benefits and particular drawbacks in England and Wales

External Relations

Boons Hooks
None
  • Centralized Kingdom - There is no allodial land in England, therefore the covenant is part of the feudal system and ultimately is answerable to a higher noble
  • Hermetic Politics - Despite being new, the PCs will need to deal with the legacy of the former members being active in Hermetic politics. The covenant owes three favours, but is owed three favours in return
  • Missing Founders - The founders of the covenant are all missing. Why is this? Is another covenant or power responsible?

Surroundings

Boons Hooks
None
  • Faerie Court - The covenant has a local faerie court in the region that it needs to keep peace with