Spear Peak

Covenant Description

This page provides a description of the Covenant and its resources. I have loosely used the headings from the Covenant section of ArM4, but have not provided the statistics/scores (because I don't like the way they're done).

Site

Map of the surrounding area.

The Covenant is situated on the southern slopes of Mt Pilatus, near Luzern. About 2/3 of the way to the summit, on a good day, the inhabitants of the Covenant can view the peaks of the Bernese Oberland (Jungfrau, Eiger, etc.), most of the Vierwaldstatersee and the valley of the Sarner See below them.

Access

Although it can be reached by travelling across the mountain, nearly all traffic to the Covenant comes up the track to the gates. This track curves round the eastern side of the mountain before splitting. One fork goes to the lake, Vezay and Sarnen, all about a (long) days journey from the Covenant The other fork leads to the Bern-Luzern road at the Twelve Trees Inn. This too is about a days journey. It takes at least an extra half day to reach Luzern itself, or Pasaquine.

From the local villages and the Inn, as well as from its own resources (gardens and goats), the Covenant has access to supplies equal to those of an average peasant. However Francois Chef requires excellent supplies of ingredients for his creations, and these can only be gained through contacts in Luzern (although many of them come from much further afield). Much of the grog's beer comes from Pasaquine. Apart from what is in stock the Covenant has no regular supplies of metals, building equipment, glassware or writing equipment.

Seclusion

There is no reason for anyone to be climbing the mountain unless they are a goat-herd. As such casual visitor are very rare. Added to this Mt Pilatus has a bad reputation. Anybody who climbs the mountain is said to cause bad weather to descend on the lands below. As such the local peasants and townsfolk actively discourage any curious souls from visiting the mountain. At present it is unknown whether this reputation was caused by the disappeared old magi, or due to other factors. Research into the regios of the summit may reveal more. The peasants discouragements have been known to turn violent. (Historically, some priests were burnt to death when they refused to scrap their plans to climb the mountain in the 14th century).

Environment

Whilst the mountain air is good for the health, the intense winter and frequent storms mean that the environment has no effects on health. However there is a mystical enhancement which seems to inhibit aging. This has something to do with a deal made by the old magi, but details are sketchy at best. This provides a +2 modifier to rolls to avoid afflictions worsening.

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Buildings

Within the Covenant walls there are 4 buildings as well as access to significant underground areas.

Picture of the Covenant.
Groudplan of the Covenant.

The Towers

The smallest building is the 2 story wood and stone tower, at one corner of the site, that serves as Callistro's Living Quarters and Sanctum. As one wall overlooks the gorge it has proved difficult to keep this building in good repair. Inside there is barely enough room for the laboratory and living quarters but Callistro's research often takes him outside so it isn't too great a burden. The balcony overlooking the gorge provides easy (and hidden) access and egress to anybody who can fly (as long as they can get past the Aegis - which Callistro casts, so he's alright).

The gatehouse is basically a stone building that holds both the iron-bound wooden gate and, above it, the dormitory of the turb. The dormitory barely accomodates 10 men and their equipment, so the (few) remaining men live in huts in the courtyard along with the other covenfolk.

The Rotunda is a large four-storey stone tower (plan), at the other end of the front wall to Callistro's tower. The ground floor is used for storing non-perishable goods such as metals and building materials. The next floor is, technically, the armoury and holds spare spears, crossbows, arrows and bolts. However most of the grogs have learned to keep their weapons handy, so this large chamber is under-used. The second floor was once a lab, but has been stripped of all its equipment. It is currently empty and unused, a state of affairs that Augustus promotes. The top-floor is Augustus' laboratory (plan). He also sleeps here although he has other chambers set aside for that purpose at the top of the main building's tower.

Imposing itself on any who enter the Covenant is the Via. The walkway of this stone bridge stretches from Augustus' lab to his putative living-quarters at the top of the main buiding. The walkway is barely two feet across, without railings, and no person has crossed it during the saga's lifetime (although some have got halfway across before turing back). Supported by two colomns, the three graceful arches add a sense of awe to the Covenant surroundings, and it is commonly accepted that the whole structure must have been raised by magic.

The Main Building

The main building of the Covenant is a huge four storey edifice, with two further floors of tower, and atttached stable and smithy. The ground floor (plan) is taken up by the reception hall, kitchens and great hall. The great hall is used every day for the evening meal, which few dare to miss as the wrath of a snubbed Francois Chef is feared by most right thinking folk (as well as the magi).

Plan for the other floors

The first floor holds the main store room for perishable goods and household equipment as well as Chef's quarters and a guest-room previously used by Enrico as his quarters. The second floor has recently undergone some changes. As well as quarters for Niccolo and Elsa, the majority of it used to be taken up by a very large (unused and un-equipped) laboratory. It has now been divided up by wooden panelling into four bed-chambers and a reception room. One of these chambers is currently occupied by Enrico, although the whole suite can be (and has been) set aside for groups of visiting magi.

The third floor holds Gerard's quarters, the small library and the Great Council chamber. This chamber is floored with marble slabs, and holds a huge marble table, around which are set ten marble chairs. The exspensive spledour of this chamber is slightly offset by a set of wooden cabinets (of average quality) along the back wall. These are locked (Niccolo has the key) and contain the Covenants expansive Occult Lore library.

The floors are connected by a wide spiral staircase. The central pillar of the staircase is hollow and at each floor there is a locked door to a small store-room where the Covenant valuables are held (except the vis - Augustus has that in his lab).

The first tower level holds Al-Nasir's lab and living quarters (plan). The bedroom is cramped into the central column of the staircase, whilst the lab streches around the stairwell. Whilst providing excellent views from the windows, this arrangement can hinder some lab-work.

The top floor is set aside as Augustus' living-quarters, but was recently found to be completely empty as he lives in his lab. It contains access to the Via and to the flat roof of the tower. On the roof is the myserious Zyggurat, a magical device of unknown origin or use, inscribed with magical symbols, some of them decidedly non-hemetic (Niccolo says they're Egyptian, but how would he know?).

The Underground Areas

Behind the Covenant gardens is a small set of linked caves which have been carefully (magically?) sculpted into Haas' Sanctum. It also has egress into a tiny hidden valley, where Haas grows his vines.

Beneath the Covenant is a set of seemingly endless caverns. At present these are little explored as most are just the type of natural caverns prevalent in the region. Two areas have significant workings, both accessed from the Covenant cellars.

One area is apparently only accessable through the well (although logically there must be another way in from the Covenant). The well shaft leads to a large underground cistern, decorated in pale blue and turquoise mosaics and connected to two more cisterns one in red and the other green mosaics. Al-Nasir has acquired lab-notes for the intended enchantment of these cisterns. The water for these enters through well constructed wooden channels.

These channels lead to a large cavern where the channels are suspended far above the floor. The water comes from a spring at the head of the cavern, presumably bourne from somewhere further up the mountain. An overflow channel lets excess water descend to the cavern floor, where it passes an underground garden before descending into the natural caverns (through which it is possible to exit much further down the mountain, but the path is treacherous, and it is easy to get lost). A ledge in the cavern also holds an abandoned sanctum, now thoroughly looted.

The other area has a much larger worked area, and obviously used to be a thriving part of the Covenant. Beyond a huge chamber, which obviously once held impressive events, a magically hidden/locked door leads to a set of chambers including one with coffins stacked high. Close by is a sanctum with enchanments still active. Although it has proven difficult to investigate this chamber it seems likely that the occupant was a necromancer/vivisectionist of some description. Beyond an impenetrable magic barrier several books appear to be intact, although this may just be an illusion.

Other chambers in this area seem to have been abandoned long before the disappearance of the old magi, and include one more sanctum. At the base of the levels of these chambers is what appears to be somesort of minewoking, but what for is not in evidence.

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Defenses

Site

Although it is possible to climb the mountain and descend down onto the Covenant, no one has done so. All approaches to the Covenant are up a track that winds round the mountain. Not far from the Covenant gates this track passes between a steep rocky slope and a ravine. At one point along this section the track has been (magically) destroyed, and replaced with a simple wooden bridge (easier to remove/destroy).

The southern (gate) and western approaches are via steeps slopes, the eastern approach is guarded by the ravine, and the north backs onto the mountain. Altogether the Covenant is hard to approach on the ground. Those who fly may have an easier time of it.

Extent

A 10ft high sturdy stone wall surrounds the Covenant, connecting the towers and the mountain cliffside at the rear. The gatehouse is a large sturdy structure with a flat roof. A lookout here (usually Big Johann) can see approaching visitors well in advance of their arrival. The wall does not have a parapet, but all the towers have small windows from which missiles (or POF) can be fired.

Attackers approaching from up the mountain, or via the caverns, will find the Covenant defenceless.

Repair

Recently repaired, most of the defenses are in good condition. However Callisto's tower needs repair on the parts overhanging the ravine, and the Rotunda is too large a structure for the average stonemason to consider major work upon it. As such the repairs are incomplete and will need expert masons or magic (probably both) to complete.

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Stores

Vis stocks

Virtually none. Whenever there is enough, the vis is split equally between the magi. Any odd amounts are kept by Augustus until more is obtained. Lac Neuchatel Covenant owes each magus 6 pawns of vis.

Supplies

All the surplus cash gained from the gold acquired by Enrico from Dolgold has been spent. The Covenant still has significant supplies of metal and building materials, as well as some spare Venetian glassware. There are dwindling supplies of vellum, but no coloured ink. But we've got some goats.

Reputation

The disappearence of the old magi has caused many magi to treat any news from Spear Peak with distrust. The young magi are regarded as totally out of their depth, and in need of a "helping" hand. The local nobility and church distrusts anybody who lives in the Covenant, regarding the place as an ungodly home of those who would upset the natural order. The local peasantry have mixed opinions. The Bishop of Lausanne (when he was sane) regards the Covenant as an unholy nest of vipers, but insignificant compared to the evil of Lac Neuchatel.

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Relations

Allies

The magi of Lac Neuchatel, particularly the younger ones, seem to be our allies - although maybe they need us more nowadays (Addendum - we've had information recently that causes us to suspect their good intentions). The old magi in the Spirit Realm have given us their blessing, even if they appear to be powerless. Whoever it was they made a deal with, may be our allies, as they seemed to help us out with events pertaining to the disappearence. The villagers of Vezay, Pasaquine and Langnau, generally have a good word (and some nice demons/beer/cheese for us when we visit). Magi from the Matterhorn, Valnastium and Kaiseraugst have all given us aid, but probably cannot be counted as allies.

Enemies

The Bishop of Lausanne and his minions have declared us as enemies. However large numbers of these now have doubtful sanity, and are kept out of the way by their relatives and friends. Thus they are of little danger at present. The Knights of St John may regard us as enemies after the disappearence (that word again!) of Sir Gabriel, whilst leading a force against us. Whether the magi of High Valley regard as enemies, or just kicking boys is anyones guess. Shanack seems to really dislike us, but then he seems to really dislike everybody - probably been studying Perdo too long. The Renounced magus Nordegai may harbour a grudge.

Contacts

Enrico maintains a network of contacts from whom he receives the latest rumour and gossip. None of these is known to have any Hermetic or supernatural information. Of these Erwin the Tinker is both particularly useful and unreliable at the same time. His greed for gold means he is easily corrupted. Before he went on Pilgimage, Sir Gerard used to provide information to Baron Tamita about the Covenant, but in a very scrupulous and open fashion.

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Improvement

Income

Due the forgery (by Niccolo) of a note bearing Karens seal, the Covenant books balance unless Chef spends too much - which he does with alarming regularity. None of the magi is really bothered about this mundane stuff, so they leave it all to Enrico. Enrico, in turn, doesn't understand how the magi might help him, and so doesn't bother them.

Vis Supply

On the Spring Equinox, after he has led his flock ("the Sable Kin") up and down the mountain, the Faerie Sheperd presents us with his crook. This is worth a rook of Rego vis. Five pawns of this are immediately used to cast the Aegis of the Hearth Ritual.

Later in Spring, blossom is collected from the cherry trees in the lowest level of the mountains regio. Normally this amounts to eight pawns of Imaginem vis.

During summer a visit to the same trees provides the Covenant with eight pawns of Creo vis, in the form of cherries. Each of the eight trees supplies one pawn of vis - this is a lot of cherries per pawn! Haas is considering using some of the cherries to make special cherry brandy.

At varying intervals - presently once every five years, the magi compete with magi from High Valley and Lac Neuchatel for vis from the Dragon of Wurmschweister Alp. Each attending magus must provide the dragon with an original spell. The Dragon gives the vis to the magus whose spell he liked the most - the criteria the Dragon uses in this contest are unknown. The reward, in the form of shed dragon scales, amounts to an average of two rooks of Vim vis per year. Thus with a five year gap, the reward is expected to be a queen of vis! The dragon may choose to split the reward, or reward it all to one magus.

Inhabitants

Including the player characters the Covenant holds four magi, seven specialists (autocrat, librarian, chef, bard, knight captain, smith, carpenter), and about thirty covenfolk and grogs.

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Library

All the books have their own page.

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Mystical Attributes

Supernatural Aura

Around the Covenant there is a level three magical aura. On Mt Pilatus there is at least one Fearie regio, and the top of the mountain is a multi levelled magical regio, leading to a gate into the Spirit Realm.

Magical Items

The library has a special third magnitude version of Chamber of the Spring Breezes cast on it. This provides the library with constantly dry clear air (we were having problems with damp), and is due to last 100 years (from 1205).

There is a keystone from some sort of infernal prison. This conveniently fits the hole in the gateway to the spirit realm. We left it up there next to the gateway.

The cisterns have all been opened for enchantment, although none have been invested with powers yet.

There are probably other enchantment of which we know nothing as yet.

Laboratories

All the labs have a +1 bonus due to the excellent brass equipment raided from Dolgar's Villa, and the Venetian glassware.

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Ars Magica and many related terms are Copyright Trident Inc. Order of Hermes and Tremere are Copyright White Wolf Inc. Unless otherwise indicated all other material is property of Eric Grove-Stephensen, Richard Slattery, Dean Scothern and Robin Leah. Permission is given to copy it for non-profit purposes as long as due credit is given.


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