Quaerentes in Extremis
BOONS & HOOKS
Site Boons: These reflect the physical location of the Covenant.
Aura (Major) (x2): Buchan Hill has a Aura of 3 (the base level), but within the Motte the Aura is a 5. Each Major Aura boon increases the aura of a limited area of the covenant by 1. This is only worth taking if the whole covenant is at Aura 5, as you want the general Aura to be 5 or less so it doesn’t warp the covenfolk, but you may want a specific space to be higher than that for the casting of spells.
Aura (Minor): As you climb the manmade hill to the Bailey, the Aura increases to a level 6. The Covenant has yet to ask what makes that area so magical? _ Because of the higher Aura, folk who spend a lot of time there risk warping. Each minor Aura boon increases the aura of the entire covenant by 1._
External Relations: Diplomacy!
Powerful Ally (Major): Alan FitzRoland, Lord of Galloway, provides covert support to the magi. This is of someone powerful whose agenda is not uncomfortable for you. Who is your ally and why do they like you? Of course, you’ll have to help them and not piss them off in return.
Resources: This has to do with your wealth.
Right (Minor): Four metals were mined commercially in Britain during the period: iron, tin, lead and silver using a variety of refining techniques. Alan FitzRoland has granted the magi the right to mine lead from the hills around Lock Trool and the Merrick. This right has yet to be expanded upon. You have been given the right by some powerful individual to collect income from a privileged source. Maybe you can seize shipwrecks, get a portion of all smuggled goods you find or have a monopoly on timber from the royal forests. You don’t get extra income, but no one will ever challenge that source without great provocation.
Lead was usually mined as a by-product of mining for silver, with mines in Yorkshire, Durham and the north, as well as in Devon. Economically fragile, the lead mines usually survived as a result of being subsidised by silver. However, no large silver deposits have been uncovered as of yet.
The medieval miner was usually a farmer. He did his mining in the early summer in that quiet time before harvest. Mining stopped during harvest and over winter.The miners had rules on how to mine. Whenever a new vein of lead was found, the miners elected a bermaster. The bermaster ensured the new find was divided up fairly. The miners either dug a series of shafts or followed the vein by digging a huge groove in the ground. The miners did all the jobs: mining the ore, separating the valuable metals from the waste, and smelting the lead. The miners had to pay the landowners a fee, known as ‘loot’ or ‘lot’, on all lead sold. Breaking the rules could result in harsh punishment:
Secondary Income (Minor): You have an additional Typical source of income, distinct from your main source. It protects you from income failure and overall increases how much cash you have. You can take this multiple times.
Peasants (Free): Your defenders are farmers for most of the year, and do not practice at weapons, though most know how to use some cheap weapon and are very fit. You can’t call them up in large numbers during planting or harvest seasons, but you don’t have to pay them wages.
Criminals (Minor): Actually more like Smugglers/Mercs in the employ of Bjorn Killsgaard. They are skilled and need no payment beyond food, shelter, alcohol and, if they’re still in business, loot.
Fortifications: These reflect the physical fortifications of the covenant.
Ringwork (Free) : You can only take this with the Major Hook Castle. You have the most primitive sorto f castle, with a vast ditch and rampart ringing the area. Inside are wooden buildings and a short tower of little defensive value. The ringwork may partition the space into two wards, with the inner for the rulers (you) and the outer for the covenfolk. Ringwork can’t handle determined assault long, but it’s cheap to maintain and can be used as a staging area…so aggression will alarm all nearby nobles.
Site Hooks: These reflect the physical location of the covenant.
Roman Ruins (Minor): There are Roman Ruins nearby, including an old fort, which has fallen into ruin as well as Roman Fire/Watch Towers visible on the Coast to the west of the Covenant near Caern Ryan.
Fortification Hooks: These reflect your defense.
Castle (Major): You have a castle. Castles are designed as refuge from armies, staging grounds to assault your neighbors and claim to political force. They take a lot to maintain and many places require the king’s permission to build one. It is a claim to power backed by force. A force of knights backed by a castle can attack any target in ten miles and return home by nightfall. Anyone in that radius is going to be aware of the castle. Nobles cannot ignore the threat a covenant iwth a castle represents, and they’re likely to cause you a good deal of trouble.
Outbuildings (Minor): This is Loch Trool Village located at the base of Buchan Hill on the edge of the Lake. A road passes up the river and along the lake to reach this village. Another road heads further east where it hooks up with the Upper Way, and old Roman road that ran through the Galloway Hills. You have a lot of outbuildings that are outside your walls. They may or may not be in use, but if a siege were to come, they’d provide good cover for the invaders.
Wooden (Minor): Your fortifications are wood, not stone. They are vulnerable to fire – and Hermetic labs are one of the few sources of explosions in Europe. At least they’re cheap and easy to make, right?
Faerie Court (Minor)