Ars Magica Mystic Halls Campaign
Covenant of Ellynaecot

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The Covenant of Ellynaecot was defined at one point during the campaign as a response to serious problems between some of the players and the then Campaign Master. Most of the player characters proposed to leave the Covenant of the Mystic Halls and found a new covenant somewhere in western or northwestern Wales. The problems resolved themselves when the campaign master was required, for personal reasons, to leave the campaign. The little information about the covenant that existed is noted herein.

Other than the general location, only the basic covenant characteristics from the Covenants source book were established. The following characteristics were set for the covenant.

Note: This covenant is not in play in the campaign.


Season: Spring
Negative Points: -14
Positive Points: +10
Defense: -2
Watch: -1
Contacts: +1
Morale: 0
Year Founded: Never (would have been about 1240 AD)
House Affiliation: None
Symbol: None specified
Grog Loyalty: 0

Covenant Attributes
Subject Category Option Value Notes
Setting Locations In a valley +1 In a relatively small valley, with steep ridges for sides.
Magic Aura 3 0
Other Details None 0
Fortress Size Limited -3 Buildings are small in size. The buildings of the magi are small with limited, but adequate, laboratory space. The magi must construct their own dwellings, as must the covenfolk. The central tower (when it exists) could house fifteen to twenty people (maximum, crowded).
Defensibility Poor Defenses -1 The physical defenses are very limited. A wooden stockade or a squat tower may be built.
Integrity Well Maintained 0 The covenant's buildings, when they exist, will be well maintained by an adequate number of covenfolk.
Other Details None 0
Inhabitants The Magi Normal 0 Wizards work together in covenant concerns, but there may be rivalries and minor feuds.
Apprentices - 0 Magi must spend their own time to find and recruit apprentices.
The Grogs - - 30. The total fighters available to the covenant will be limited until the covenant has matured notably. Most will come with the magi when the covenant is founded.
Grog Armaments Standard -1 Grogs may have inexpensive and standard weapons. The covenant cannot afford expensive equipment.
Grog Discipline Highly Disciplined +1 There are good leaders for the grogs. These will come from the warriors with the founding magi and possibly a village leader.
Grog Loyalty & Morale Committed +1 Once people have been recruited for the covenant, the grogs will be committed to the covenant. All start with a Loyalty +3 trait.
Grog Training Average Grogs 0 Grogs are created according to the standard rules.
Covenfolk Functional +1 May have the consors the magi bring with them, and may add one additional specialist in the next year (without having to make a special adventure).
Outside World Contacts Normal Contacts 0 Over time the covenant will be able to develop special contacts in the local towns and with the local nobles.
Hermetic Status Normal 0 The covenant will be moderately respected, but not well known.
Mundane Relations Little Interaction 0 The area in which the covenant is located is effectively uninhabited and not tightly controlled by a local noble.
Liege Lords None -
Enemies Enemy Covenant -3 Blackthorn will harass the covenant members when on expeditions, since they claim all of the area as theirs.
Firends And Allies Merchant Friend +1 The brother of one of the magi helps in the acquisition of special equipment. Because he lives in York, he cannot provide quick or short-term requirements.
Reputation Neutral 0
Mystical Attributes Arcane Library Standard 0 Just what the characters bring with them.
Magical Laboratories Superior/Inadequate -1 Starting magi may have the laboratories they bring with them (after suitable setup work), but new magi will start with no laboratories and will be required to create their own laboratories from scratch.
Magical Artifacts None 0
Protected Vis Extravagant +4 40 pawns of vis. Free for the taking, once its location is discovered. This may be in multiple locations.
Contested Vis No Vis 0
Aegis of the Hearth No Aegis -2 This may be in the books of one of the magi, but is not generally available to the covenant members.
Other Details None 0
Mundane Resources Mundane Library Modest Library 0 Just what the characters bring with them.
Equipment Standard Equipment 0 New grogs may have inexpensive and standard equipment, but no expensive equipment as starting weapons.
Source of Income Poor -2 Once a decent village has grown up at the covenant (minimum 4-6 years), each magi may collect about 50 SP per year. Later (6 or more years) this may be increased to a maximum of 100 SP.
Mounts Poorly Mounted +1 Only a few good horses for the fighters (maximum of 5). The magi may own a few modest horses for their own use, but most of the people at the covenant must walk where ever they travel.
Ships None 0
Obligations Time Judge -1 Once a small village grows near the covenant (minimum 2-3 years), the covenant will be required to supply one person qualified to be a judge and counselor each season. This will require a full season of a person's time per year.
Raw Vis None 0
Other Details None 0

Covenants

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Back Ars Updated: 20 June 2000