Andorra Covenant In 1236


Season: Summer
Established: Originally in 807, revitalized in 1111, then again in 1230.
Members: various
Location: Andorra, in the Eastern Pyrenees
Symbol: a Coat of Arms featuring a Griffon grappling with a Dragon. The dragon is on the right, red on a field of white; the griffon is on the left, white on a field of red (Per pale, gules and argent, a griffon and dragon combatant counterchanged).
Aura: Magic 5

Description: The Covenant of Andorra owns and occupies a small castle nestled in the mountains atop a small plateau overlooking the village of Arans. The covenant of magi owns alodial title to this land and other local poperties, as is the custom in Andoora. Other locals, such as the villagers below and people nearby, own their land as sovereigns as well. But there is a symbiotic relationship beneficial to both. The magi are sworn protectors of the people, and likewise the local folk have come to the aid of the covenant on several occasions. Amongst magi of the Order, the covenant has been noted for prestige and power, and is especially known for its affiliation with House Flambeau (specifically the Knights of Seneca). House Mercere has been a longtime influence as well, and maintain an important Mercere Lodge here. The covenant has suffered more than its share of setbacks, and has survived attacks that would have destroyed lesser institutions. Indeed, as they currently stand (1234), Andorra Covenant is one of the more influential power players in the Pyrenees region of Provencal and Iberia.
The covenant lies in disputed jurisdiction. When originally founded, it was part of what was then known as the Val-Negra Tribunal. However, it was not assigned a new designation when the Grand Tribunal divided Val-Negra into the Iberian and Provencal Tribunals. The Quaesitores have ruled that neither has the authority to force a decision, and the matter must be resolved by the Grand Tribunal if they won't choose willingly. The covenant has managed to avoid a Grand Tribunal ruling so far because of two main reasons. First, this is a very small issue and really not important enough to take up the time of a Grand Tribunal. So Far. Second is that the covenant has thus far managed to play a successful political game. In Provence, they have traditionally had the support of Doisettep, and some covenants in the Pyrenees have toyed with the idea of creating a splinter Catalonia Tribunal along with Andorra and Barcelona. But other Provencal covenants really want to press us into a decision. In Iberia, the covenant has been allies with Barcelona and Estancia Escarida. Barcelona supports the Catalonia plan, and Estancia Escarida helps insure that no vote on a resolution to force a decision is ever brought to the table. Duresca is ambivalent. They do not like the situation, but they support the letter of certain codes and rulings and have made the best of the situation. There are also other Hermetic allies who have seen the advantage of having a safehaven of neutrality to do business (mirroring the Andorra of the real world). These include the Mercere and the Tremere.
The Covenant of Andorra (or Andorra Covenant) takes the name of the wider region to signify they claim Hermetic Authority over the whole of the collected parishes of Andorra. But in reality, they occupy only a single village and manage the resources located in their parish. Expanding their influence, they chose to establish an outpost in the Balearic Islands in partnership with Barcelona Covenant. This precedent, and the lack of Tribunal protection, has exposed the covenants vulnerability to encroachment by Hermetic colonists.History: Long and Convoluted

Boons & Hooks

Unknown -9

(3 x -3) Three Unknown Hooks: The Unknown Hook is reserved at least three times so players can design and run stories of their choosing.

Site +5

+2 Aura: The Covenant is situated in a Magic Aura of 5
+1 Difficult Access: The covenant is built atop a rocky plateau, overlooking the village of Arans. It can be approached by a long road alongside the cliff, which makes it pretty well secure. However, the mountains soar higher still and overlook the plateau.
+1 Healthy Feature: Clean Mountain Air
+1 Mystical Portal: The covenant has established Mercere Portals with Barcelona, Doisettep, and Harco. Through Barcelona, the covenant also connects to their properties in the Baelaric Islands.
+1 Seclusion: The covenant is located in a remote portion of a remote principality.
-1 Regio: There is a magical Regio underneath the covenant, in the catacombs and caverns beyond. The extent of this area and the fact that it is a regio is not quite known, but the covenant has been able to utilize the space. Perhaps Past Masters knew more than we do now. The Eternal Flame, the Ice Cavern, Vault Thirteen, the Magma Chamber, and other odd sites are in this area.

Fortification +3

+3 Curtain Walls & Mural Towers: The covenant consists of a hall keep, an inner and an outer bailey, an inner gate house barbican, an outer gate of two towers, and seven other towers. There are also numerous interior buildings. The main keep is built atop the old ruins, and incorporates elements of them in its structure (columns, sculpture, etc).
+1 Artillery: On top of the towers, the covenant has ballistae rigged to be able to aim at aerial targets. They have been attacked by flying opponents in the past.
+1 Writ of Crenellation: This is part of the culture of the land, no restrictions are placed upon construction.
+1 Vast and Labyrinthine: As mentioned above in the Regio Hook, the catacombs and caverns beneath the covenant are quite extensive. This space is unorganized and underutilized because it rambles on in a chaotic fashion.
-3 Castle: This is a castle after all.

Resources +8

+0 Base Income: Agriculture from the village below is the primary source of income. The villagers each own their own properties and parcels of land, but also provide the employment for the covenant's fields.
+3 Additional Income (multiple sources): The covenant owns a silver mine located nearby in the village of Argent. A separate mundane mining guild operates the mine, and the magi are totally hands off. However, the magi maintain loyalty and control through agents it has in the town and in the guild leadership. The covenant also makes money off of rents fees in Arans and to the Mercere, they are invested in the Salt Mines of Las Salines, they have foreign investments and do a little Hermetic Banking on the side, and more.
+3 Hidden Resources: Taken as a Major Virtue, representing an undetermined amount of minor if stuff we can uncover with a little effort. the most obvious example is our arrangement with Sigmundo.
+3 Wealthy: Agriculture revenue is increased due to superior quality produce, the production of excellent wine and olive oil, silver mining is bountiful, and they have many investments.
+1 Vis Grant: Members of rank automatically receive a certain amount of vis annually as a right.
-1 Regional Produce: The exceptional quality of the local vineyards is causing the area to develop a prestigious reputation for its wine. Aristocrats have begun to treat nearby Vallnord as a seasonal resort village because of the wine over there.
-1 Vis Wages: Low ranking magi must perform duties and services in order to earn a share of vis. Magi of all ranks can also earn greater wages by performing more and more duty.

Residents -5

+1 Loyal Covenfolk: Prosperity and good treatment go a long way.
+1 Strong Community: This is the natural result of living in an isolated region such as this. Everyone in the covenant and the village of Arans know each other, and this is common throughout the parish of Ordino.
-1 Alienable Lands: The covenant has no choice about this. Just as they own their land, the people of the village that supports them own their lands as well. They can sell, rent, mortgage, or buy lands. They owe the covenant neither rent nor service, it is merely a beneficial economic arrangement. They work their lands for their own benefits and they tend the covenant vineyards for wages.
-1 Rights & Customs: The traditions of the covenfolk are intertwined with that of the village, and go back for centuries. In some ways, the covenfolk have more control than the magi. This is part of the reason why their Custos are treated so exceptionally well, and they expect the magi to invest vis in their health care. A grog that gets his hand chopped off gets it restored with ritual magic, and officers receive Longevity potions. And as mentioned above, covenfolk do not serve out of obligation, but because they are paid wages and treated well. In addition, an ex-officio vote is granted to certain key covenfolk (such as the Autocrat and the Captain of the Guard).
+0 Magical Guards: In 1230 and following, Arachné establishes animated mannequins in circles drawn over the parapets. While unable to leave their circle, these can still use crossbows, or defend their station against invaders.

External Relations +0

+3 Autocephalous: This pretty much defines the mundane political situation of the entire principality.
+1 Hermetic Prestige: This is due to the acclaim of past (and current) magi. Although this reputation reflects well upon members of the covenant, it also means that more is expected of them.
-1 Missing Founder: Antonio, Carmen's father, is currently lost in Twilight and it is unknown if he will ever return. In any case, the covenant must cope with the legacy he left behind.
-3 Tribunal Border: This was mentioned earlier, whether Andorra lies in the jurisdiction of the Provencal or Iberian Tribunal is a disputed matter.

Surroundings -2

+1 Hidden Ways: Representing the many various mountain paths
-1 Monster: There is an Elder Dragon that lives within a few weeks travel through rough mountain passes (via flight or teleportation it isn't all that far at all). This is Sigmundo of the Pyrenees, Dragon of the Tome. Sigmundo lives in a massive cave deep underground in twisting tunnels. He commands numerous drakes in the vicinity, some of them his offspring, and has control over other interesting creatures as well. He is a well educated dragon, and himself has a massive library of academic and arcane knowledge. His favorite subjects include Philosophiae, Magic Lore, and Legendary Sagas (Area or Organization Lore). He is able to change shape and can take on a human form. Sigmundo has worked out several treaties with the covenant. Recently, because of the fact that they knew he had Hermetic books in his library, felt compelled to ask him to swear to the Oath of Hermes (using his power to shapechange to assume the guise of a Roman scholar, as he was already fond of doing).
-1 Protector: The covenant is responsible for the protection of the village below.
-1 Caverns of Entropy: Located within a few miles of the covenant, the Caverns of Entropy is a strange and mysterious supernatural site.


Governance: Democracy layered over an old Hierarchy

Prevailing Loyalty: +4 (Base -33, +30 Loyal Covenfolk, +20 Living Conditions, +20 Equipment, +10 Salary, +10 Pension, +10 Captain; = 67)

Magi: (11) Carmen of Flambeau (Pontifex), Arachne Ex-Miscellanea, Fedora of Mercere (Mistress), Guillme of Flambeau (Master), Solomon of Gurnicus, Vibria of Flambeau (Mistress), Vocis of Tremere (Master), Vulcanus of Flambeau (Master), Kesara of Flambeau, Estaban of Jerbiton, Tiana of Mercere

Companions (including Familiars & Apprentices): Alexandro Perez the Captain (Pre +2, Leadership 8 ), Bernhard der Blutig, Mica (apprentice of Vocis), Celeste (familiar of Vocis), Egon (familiar of Vulcanus), Astrid (familiar of Guillme)
Specialists: few
Covenfolk: 12 old guard (Moe, Armando, Carlos, Javier, Oscar, Alberto, Alonso, Jorge, Bartolome, Camillo, Elena, Estaban), 20 new guard (A company of Almogavars from Barcelona), 8 old covenfolk, two-dozen new hires (including teamsters)
LivestockHorses and Livestock: about twenty horses and various other livestock


Mercere House: The Inhabitants and other expenses of the Mercere House are figured into the costs and expenditures of the covenant. However, they contribute to Rents, in addition to other fees, providing both a portion of Income. The Mercere House keeps a separate ledger for its own money and vis.

Total Gross Income (before expenditure):

1200£/year (three souces of income (additional times two) and Wealthy (Major)

Noteworthy Expenditures or Cost Savings:

Expenditures: 761£ (39£ Buildings, 60£ Consumables, 41£ Laboratories, 150£ Provisions, 90£ Wages (3£ per ten point for good pay with pension), 3£ Armaments, 15£ Writing Materials, & 2£ Tips & Pound of Enumerus)
• 300 points of Inhabitants (110 for eleven magi, 15 for companions, 64 for soldiers, 32 for other covenfolk, 29 for animals of various sorts, 50 for servants and teamsters)
• 410 points of Laboratories
• 960 points of Weapons &Armor (32 soldiers with standard partial armor, 20 have standard armaments and 12 have expensive armaments; plus five pieces of artillery and lotss of miscellaneous extra armaments)

Cost Savings: -100£ (-24£ Laborers, -76£ Magic)

Total Expenditure: 300£
Total Net Income (after expenditure): 900 £/year
Sources of Income: Vinyards, Agriculture, Rents, Silver Mining, Investments & Banking

Lands and Possessions

Castle, Vineyards, Silver Mine, a few cottages in the village, a townhouse in Barcelona

Noteworthy Mundane Items

Quality Armaments (Toledo steel swords, chain mail, variant and customized armaments, etceteras), Artillery pieces (ballistae and light catapults, mounted strategically on towers), Lots of stuff (like a little city, or a well equipped covenant), Lots of other stuff
Noteworthy Weapons or Armor: The Andorran Guard can custom outfit themselves as they choose and/or as needed.


Vis Sources: (700rp)

Overall, Andorra brings in an average of 200pvf annually (actual breakdown equals 60pvt & 80pvf, equaling 140 pawns altogether). Since the covenant has an even exchange rate through the Mercere House, that is all that is important to note for the sake of easy bookkeeping.

Vis Stocks:

6p Creo, 10p Ignem, 10p Vim


Summer 1230: Vulc deposited 6p Creo, 10p Ignem, 10p Vim (from the phoenix hatching)

Magical Defenses:

Detection and Warning


05 guards are equipped with cloth belts that, when struck firmly or by a blow, produce a loud noise for a Diameter, enough to alert guards to the problem.

Magical Windows

At the end of Autumn 1236, Arachné had circles of various sizes engraved all over the covenant's battlements and buildings, on the inside walls. Then, she cast Windows of Singular Direction on them, allowing grogs to spy outward covertly, and magi to use magic while staying unseen by outside assaillants.

Animated Guards

In 1230, Arachné commands several wooden mannequins from grogs.
She then puts them in Circles of Spell Sustaining carved on Andorra's walls, that maintain the Carved Assassin spells animating them. Despite being unable to leave the circles, this still allow them to stand their ground against intruders, or to fire at them using arbalests or bows.

To ensure their magical nature is not instantly detected, she also puts them under simple MuIm spells (Base 2, +1 touch, +1 conc = lvl 4) that make them look and sound that normal guard, although untalking ones. These spells are, of course, held by further castings of Circle of Spell Sustaining.

Stats (ported from LoH, similar effect, adapted): Characteristics: Cun +0, Per +0, Pre –3, Com –3, Str +3, Sta +3, Dex –1, Qik –1
Size: 0
Pole Arm: Init +2, Attack +6, Defense +3, Damage +11
Crossbow: Init +4, Attack +4, Defense -1, Damage +7 (The bolts are useful in bypassing MR)
Soak: n/a: they do not suffer damage like humans. Rather, it is possible to remove a limb from the mannequin with any blow that deals 10+ damage. Méle weapons used by the mannequins are subject to MR (Penetration 18 + die, let's say 23), thus the crossbows.

Magical Weaponry

Unerring Daggers

03 trusted guards have been given daggers that, when thrown while saying "Strike True!", never miss their target, provided she has no magical resistance.

Flying Ballista

As of Summer 1232, Andorra has its own flying, auto-firing and reloading ballista. Or so it seems. In fact, it's just a mundane ballista, animated by the 3 ballistic rings arachné created over the course of 3 seasons. They can take control of any one ballista, having it fire once per round.
Ballista: Init + 5, Atk +5, EF to hit 6, Dam (treated as non-combat damage) +15, range 50
1) Ring of Bow Command
Effect: "Fire at Will"
ReHe base 3, +2 voice, mom, +1 flexibility = 10 + 10 unlimited uses = lvl 20
This effect has the hook release, seize and pull the ballista's bow.
2) Ring of Bolt Reload
Effect: "Lock and Load"
ReHe base 3, +2 voice, mom, +1 complexity = 10 + 10 unlimited uses = lvl 20
This effect takes a ballista bolt and position it perfectly so that it can be fired.
3) Ring of the Winged Ballista
Effect: The Hovering Ballista
ReHe base 3, +2 Voice, +1 size, +1 Concentration = 15 + 05 items maintains concentration, + 05 for 24 uses per day = lvl 25.
This effect makes a huge piece of wood, such as a ballista, fly slowly, and move at the caster's command

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