The Covenant

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Revision as of 17:54, 11 February 2006 by Rencheple (Talk | contribs)
The covenant is the single most important character in most Ars Magica sagas, because it is the character that all players contribute to. It is their home, a secure base, and the place where they study, improve, and create magical wonders. Thus, coming up with the concept for the covenant is very important, as it will have a strong influence on the feel of the saga.

Page 69, Covenants, Ars Magica 5th Edition

Contents

Hooks, Boons, and Build Point Wish List

Build Point Wish List


The design of the covenant is being held on our discussion board.

Founding the Covenant

n.b. All the information pertaining to game setup will be removed once the chronicle starts, and placed elsewhere.

Naming the Covenant

The name of the covenant will be decided by the magi as part of the story, and how they do this will be entirely up to them.

Initial Resources

For free, the players will recieve:

One stone building large enough to accomodate all characters. Enough resources to cover the day-to-day requirements of the covenant (at least initially). A level 3 Magic Aura for the Covenant. One fighter grog per magus/maga. Two covenfolk (such as servants or craftsmen) per magus/maga (specialist may include blacksmiths and carpenters). The Covenant has an aging modifier of 0.

(The assignment of these resources will be determined by the players as a group.)

Can we choose to swap a blacksmith for a fighter? We may not have to, but it's nice to know. After all, if it comes to it, I'd rather have 10 guards and 5 craftsmen over 10 craftsmen and 5 guards. We can always put the guards to mundane, unskilled work, but getting your carpenter to help you hunt down the undead may be trickier. Or do people disagree?--Perikles 09:09, 18 January 2006 (PST)


Ars Magica 5th Edition, Page 71, under heading "Baseline":

"There is about one grog (fighter) per magus, and there are about two other covenfolk, such as servants or craftsmen, per magus. The available craftsmen include a blacksmith, carpenter, and maybe a bookbinder, but more exotic specialists are not present. While the covenant is hard to get into, it could not withstand a serious military assault without magic."

Basically, it is impractical, and undesirable, to have a significant percentage of soldiers in the covenant. Soldiers can't wander into a forest to find just the right bent tree for a principle joint in a timber-frame building. They aren't skilled cooks, nor will they demean themselves by acting as servants in the kitchen (and when you are cooking for forty, you want help...)

  • Actually, cooking for 40 by yourself isn't the problem. Cleaning up after cooking for 40 is the problem:-) JBforM


Covenant Information

Inhabitants

  • Companion
  • Lily, Mnemosyne's companion
  • Gruffudd, Eirlys' companion
  • Llewys, Ambrosius' companion
  • Companion
  • Companion
  • Companion
  • Covenfolk ()
  • Covenfolk ()
  • Covenfolk ()
  • Covenfolk ()
  • Covenfolk ()
  • Covenfolk ()
  • Covenfolk ()
  • Covenfolk ()
  • Covenfolk ()
  • Covenfolk ()
  • Covenfolk ()
  • Covenfolk ()
  • Covenfolk ()
  • Covenfolk ()
  • Covenfolk ()
  • Covenfolk ()
  • Diarmait, Marcus' uncle and bodyguard
  • Grog (fighter)
  • Grog (fighter)
  • Grog (fighter)
  • Grog (fighter)
  • Grog {fighter}
  • Grog {fighter}
  • Grog {fighter}

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