Valnastium

Turb Structure and the Black Guard

 The 100 man turb of Valnastium is separated into 4 25 man "Guards", each designated by a colour, Red, Green, Blue and Black. The Black Guard is dealt with separately later on this page. The other three Guards identify their members with scarves or sashes in their colour. Nearly all members of the turb are drawn from the families living in the valley below the Covenant, and as such all are loyal to the Covenant. To ensure that ties with the valley are continued, each season, excluding Winter, one of the "Guards" is allowed to return to their families for the entire season, except in times of crisis. In times of extreme crisis the entire population of the valley may be taken inside the walls of the Covenant, although this has not occurred in living memory. The season given "away" is rotated between the three "Guards", so that once every three years their families have help with the harvest.

The "Guards" are organised as six teams of four men plus a Captain. When escorting magi, one team will normally guard one magus, although extremely dangerous magical/fae/infernal missions are normally assigned to the Black Guard. All the men are competent with at least two weapon classes. The Red Guard use Great Weapon (Battleaxe) and Single Weapon (Shortsword). The Green Guard use Weapon and Shield (Shortspear) and Longshaft (Spear/Lance), they specialise in mounted combat, although all turb members can ride. The Blue Guard use Weapon and Shield (Shortspear) and Crossbows. The Covenant has horses to mount over 50 armed men, plus many ponies for rough terrain and mules for pack animals. There are also some exotic/magical animals which may be used for riding. Many of the mounts have been raised to accept magic and those with the gift, although there may still be some problems.

When a turb member becomes too old or decrepit to continue his functions the Covenant will look after him. Most will join their old community in the valley and raise a family there. Some will stay within the Covenant as trainers, craftsmen or other productive members of the Covenant. Those who are badly crippled also tend to stay in the Covenant, helping where they can and receiving aid. The Covenant's care of grogs and their families has ensured generations of loyalty.

The Black Guard

The Black Guard is the elite of the Valnastium Turb, tied to the Black armour they wear. If a member of the other "Guards" is considered worthy, and if there is a place available among the Black Guard then he will be asked to join. This is considered a great honour, even though it will mean totally abandoning their friends and family. Once accepted into the Black Guard no-one will see them again except encased in full armour with a full helm. The new Guard is initiated in a private ceremony within their barracks, no-one (not even magi) is present.

The members of the Guard are named for the armour they bear. Each set of armour (but one) has a Greek character embossed on it. The Captain wears Omega. If Omega dies then the new member of the Guard will be the Captain/Omega. Omega has only died once since the Guard began. The guard with no symbol is never seen by a non-Guard. He guards the Barracks. As the Barracks has never been attacked he is the original guard.. If the armour of a dead member is recovered it may have some subliminal memories of older guards, which would be influence the new Guard.

Trusted Verditius members of the Covenant know how to make the armour, and it has been improved over the two centuries since inception. However it takes a high level of Verditius magic to make it.

The Guards are unsleeping. Their primary duty is to the safety of the Covenant - above the safety of individual magi. They are Tireless, Fearless and exceptionally skilled. However they are set in their ways and lack initiative. Some of the magi see a future problem with the Guard, where the need of the Magi/House/Order clashes with the Guard's view of the need of the Covenant. However they cannot see a way around this without disbanding the Guard (If that is possible - the Guard as a whole is very potent).

The Armour of Black Iron is very good protection. It is particularly well enchanted against the Fae, but also has enchantments against magic and the Infernal.

The Guard are not mindless automatons. They think, indeed most are intelligent for grogs. They feel pain - although they are adept at blocking it. They want to do what they are doing. It was a great honour to be chosen and the armour's enchantments increase their dedication. Whilst not quite the ultimate warrior, they come close.

If not visiting mundanes, two will often escort important Covenant magi (sometimes up to five). Usually one will guard the magus' quarters and the other will join the watch. Five, including the Home Guard will always stay at Valnastium, guarding the magi there.

They speak and understand both Latin and Bavarian German, but hardly ever speak except amongst themselves, and in private. They speak to the magi if the situation demands it. It is very rare indeed for one speak to anyone else. Occasionally they may pass a message through the Grey Brothers (the mages personal servitors).

Back to Valnastium Intro page.


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