Covenant of Andorra

Like anything living, Andorra shift and changes with the years, growing and shrinking as turn the weel of fate. Thus, only the current state of the covenant is listed here.

Rules for Membership

For those seeking the wisdom of the past, here are
Andorra Covenant in 1220
Andorra Covenant in 1230
Andorra Covenant in 1234
Andorra Covenant in 1236
Andorra Covenant in 1240


The Principality of (Mythic) Andorra, centered on the castle at Andorra La Vella, was established by Charlemagne as one of the Spanish Marches created as a barrier against a Muslim invasion. According to tradition, the Andorrans were granted sovereignty over their lands as a reward for valiant and stalwart service against the Muslims. However, in time Andorra and her sovereignty were forgotten about by the outside world. On occasion, the Counts of Urgel (in Spain) and Toulouse (in France) allege lordship over Andorra, sometimes squabbling over their disputed claims. Neither has ever visited though, and they are not likely to press their claim anytime soon (IRL, the historic Andorra was designated as a jointly ruled status sometime in the 1260's, but other than paying lip service to it, they remain independent and govern their own affairs to this very day in the 21st century).

Maxamillian of Jerbiton was one of the Andorran people at that time, and with his Gentle Gift, he covertly assisted the Knights of Charlemagne in their battle. Maxamillian was thought of as more aggressive than other magi of his House, mainly because of his background as a knight. The lore of Andorra, as recorded, occasionally makes the mistake of referring to him as Maxamillian of Flambeau. Though he did have many associations with that House, he had never joined them (nor did he desire too). However, some descendants of his magical lineage did migrate over to House Flambeau, and at times they distorted the record of history.
In the spirit of the self sovereign culture that was the gift of Charlemagne, Maximillian claimed allodial title over the site of an old Roman ruin, a fallen temple with a magic aura. He also invested in the town of Arans, buying up property and hiring on villagers as employees & retainers. He built a tiny keep on the site of the aura, along a mountain plateau that overlooks the town. Since then, the keep has grown into a small castle, and is well fortified with mundane and magical reinforcement. However, though it is a castle, is situated so remotely that it isn’t considered a threat by any means. And we are not the only alodial property owners to build fortified homes in these mountains. And, as an allod, he was able to lawfully designate the covenant as a whole as his rightful heirs.

Mirroring events of the mundane world, the tribunal jurisdiction of Andorra is in dispute. When first established in 807, they were originally part of the Val-Negra Tribunal; and in fact they have the only existing unmodified charter granted by Val-Negra. The Duresca Charter was also issued by Val Negra, but was modified and amended by the Grand Tribunal ruling to be placed in the jurisdiction of Iberia. Andorra was never reassigned jurisdiction when the Grand Tribunal ordered the partition of 1096. The reason for this is because covenant ha slipped into the obscurity of winter. They had lost contact with the outside world during the Schism War, and no one had heard from them in almost a century.

Their isolation did not last long thereafter though. Though it languished in winter and was all but forgotten, the Light was never extinguished. They were rediscovered in 1111 AD by a magus named Francisco Florenzo of Flambeau. He and a few members of his societates, the Knights of Seneca, came to Andorra while on the trail to uncover the truth behind some of their own legends. Apparently the parens of Valdarius of Flambeau was Gregorio of Verditius, who had been a member of Andorra. Valdarius, founder of that lineage within the Knights of Seneca, had renounced his original House during the Schism War, accusing them of timid inaction and double dealing. He was the amicus of Delendos of Flambeau, and together they founded the Knights of Seneca during the Schism War. Allegedly they both used Andorra as a strategic retreat during the War, and the artifacts and manuscripts discovered here indicate that this was indeed true.
When first rediscovered, all the magi of Andorra had all passed into mortality or twilight. All save one that is, a magus named Schroeder of Bonisagus. Ancient and twilight scarred, he greeted the newcomers as if he had been expecting them, and threw wide open the doors of the withered legacy of a once great covenant. Infused with new blood, the Council of the Covenant of Andorra reconstituted itself under his authority. They all affirmed their allegiance and swore the Oath of the ancient covenant’s Charter. Schroeder passed into Final Twilight shortly thereafter, but the Covenant of Andorra was rejuvenated with a New Spring.

As mentioned above, Quaesitors have ruled that only the Grand Tribunal has the authority to force a decision on them. Other pressures could be brought to bear, but so far no one seems to be too concerned with the matter and it seems beneath the notice of the Grand Tribunal. Political savvy has allowed them to manage well thus far. If any magus of theirs causes a transgression, they will resolve it in the Tribunal in which it occurred. If another magus transgresses against one of them, they take the matter to the Tribunal of the offender. They must maintain vigilance, lest an enemy use this quirk again them, or worse yet, lest an internal conflict disrupt this delicate balance.

Andorra *was* rich in many resources; ancient, old, and new.
Some items that were in their collection of texts and artifacts dated back to the early days of the Order, and the Knights of Seneca brought many items with them from the dissolved Covenant of Valencia. But much of this is now gone. An attack from an unknown assailant has occurred recently (1230), while many members were away on personal business. They returned to discover the covenfolk were all dead or missing, and the Archmagus Antonio had gone missing. In addition, many of the aformentioned treasures and relics were plundered. Their vis stocks were also plundered, material wealth taken, and the library caught fire.
But Andorra is still wealthy in secure resources. Though the vis they stored was taken, their vis sources were unaffected. However, without the Mercere house associated with the covenant, they will loose the benefit of the 1-to-1 trading ratio they had enjoyed. A ratio of 2-to-1 is the norm, but it may be possible to negotiate more favorable terms once stocks have grown again (as the Mercere need a variety to continue their profitable trade). The same is true for their mundane resources. Though robbed of silver as well as gold & priceless jewels, most of the covenant money is outside the castle; invested in property and kept in Mercere banks. None of this was affected by the raiders.

The Covenant has vacillated between various interests and allegiances for some time now, and they may be soon forced to make some serious decisions. House Flambeau has always been a presence, but the irony is that the majority of members are usually from other Houses. The Flambeau societas known as the Knights of Seneca is the main source of that influence, legend claiming that this was once the home of two of their founding members; Delendos of Flambeau and Valdarius formerly of Verditius but turned Flambeau during the Schism War (he accused his house mates of timid inaction and double dealing). The Senecans come and go, and usually one or more become members of the covenant. But they are not based here. Members of the Knights of Seneca in the 13th century are scattered throughout a handful of other covenants such as Doisettepp, Campus Ares, Para Belli, Novus Mane, Mons Electi, and etceteras.
House Mercere has also traditionally been a strong influence, and for a long time a Mercere house was based here along with at least one Mercere magus covenant member. But it appears that those days are over, unless the magi can convince the Mercere to return and reinvest (in the attack, though all of their staff and personelle were also slain or gone missing, none of the resources stored in their private vault were touched.

The recent history of Andorra has also been quite active. Leaving aside the famous exploits of the missing Archmagus, the magi of modern Andorra have been involved in magical discoveries and legendary achievements. They formed an expedition that discovered lost Val-Negra and met with the ghosts of magi that still dwell there. They also flushed the renegade known as Metron out of hiding, and eventually tracked him down. Metron was stripped of his power and brought to Duresca by Octavian of Tremere so that the rogue could face a just trial. Metron now sits rotting in a dungeon cell (a wizard's prison), languishing in remorse for his past crimes and praying for the Lord to have mercy on him. The magi also mounted an expedition to the fabled Arc of Fire, and liberated a city of jinn from a tyranical efreet (or so the story recorded by Rodrigo of Mercere claims).
The current state of affairs is as mentioned above, the covenant was recently attacked and raided, and their eldest magus disappeared. But Andorra carries on. The covenant council, called to order by Carmen, set forth a plan to heal and reinvigorate themselves. This has not been that difficult as of yet, for as mentioned, most of the covenant's wealth and resources were outside of the castle. What is really needed now is to repopulate. To that end, a call of recruitment has gone out. And as always, new magi are drawn to the call. Hiring new covenfolk is more of a challenge, for though they can find many loyal laborers in Arans (who will work for wages), they lack specialists and veterans.
This is the current goal of the covenant, restore and rebuild stronger than ever before.

One more glitch. The old original charter issued by the Val-Negra tribunal, that legal document which was never invalidated and delcares their independent status. It is missing. Doubtful that it was stolen, this priceless document was likely lost in the fire. Or hidden by the missing Archmagus so well that we will never find it. On the positive side: all the old archaic rules and ranks are gone, swept away. The by-laws document, based on said charter, is being rewritten. But still, it is in the covenant's best interest to keep secret the fact that the original charter is missing.


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 and Hooks

Site +4

  • Aura (Minor Boon x2): The Covenant is situated in a Magic Aura of 5
  • Difficult Access (Minor Boon): 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.
  • Healthy Feature (Minor Boon): Clean Mountain Air, healthy food, good environmental conditions. This grants a +1 bonus to Aging rolls.
  • Mystical Portal (Minor Boon): The covenant has established Mercere Portals with Barcelona, Doisettep, and Harco. Through Barcelona, the covenant also connects to their properties in the Balearic Islands.
  • Seclusion (Minor Boon): The covenant is located in a remote portion of a remote principality.
  • Regio (Minor Hook): 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.

Uncontrolled Portal (Minor Hook): In reference to the Mystical Portal Boon, the covenant does not have control over them. They have full access to them, but cannot limit their use by others travelling through.

Fortification +3

  • Castle (Major Hook): This is a castle after all.
  • Curtain Walls & Mural Towers (Major Boon): 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).
  • Artillery (Minor Boon): 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. There is also magical artillery.
  • Writ of Crenellation (Minor Boon): This is part of the culture of the land, no restrictions are placed upon construction.

Vast and Labyrinthine (Minor Boon): 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.

Resources +13

  • Contested Resource (Minor Hook): The covenant’s single largest vis source isn’t owned by them. It belongs to the Covenant of Barcelona, who in turn pays generously for the covenant to manage the source and keep it secure. There is some discrepancy on the arrangements and balances, but they are trivial. Regardless, it has come up before and will come up again. And the main point is that the covenant does not actually own their largest vis sources.
  • Hermetic Economics (Major Boon): Because of the close affiliation with the Mercere, and due to the vast resources they control, Andorra has become a hub for Hermetic economics. The primary advantage is fair trade exchanges at even value using the Vim Standard. A pawn of any Form is worth one Vim, a Technique two. A pawn of Vim is worth 12£ silver. A Hermetic Text on Arts is worth a number of pawns equal to one-fourth of (Level + Quality). There are other opportunities and benefits from this arrangement.
  • Regional Produce (Minor Resources Hook): 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. This is an unusual bounty, since there is little arable land in Andorra. In real-world Andorra, only five percent of the land is suitable for farming. Even doubling or tripling that for mythic Andorra, this does not account for the amount and quality being produced in this region.
  • Secondary Income (Minor Boon x4): Though the majority of income is generated by silver, the covenant generates nearly as much from additional sources and is well diversified. They have a partnerhip in the salt mines of Las Salines, and their silver allows them to profit from a little Hermetic banking and investing through House Mercere. These are both considered Typical Sources of Income, each yielding 100£ per year on average. The covenant also profits from Agriculture and Real Estate (Rents), which are more prosperous and discussed under the Minor Boon version of Wealth.
  • Vast Library (Major Boon): The covenant has a vast library, having quickly recovered from the attack a decade ago. Most of the best were saved by proper cautions, others were replaced or repaired by Sigmundo. Further improvements and additions were accomplished by Vocis, Lucas, Fleur, Fredrika, and others. Further expansion is easily facilitated by exchange through the connections attracted by such a library.

Essentially, due to efforts in game thus far, the library has expanded far beyond the relative values of Build Points. Tracking such is no longer required. The only concerns are the current content and new acquisitions, as already in play and accomplished in game. Keeping track of the trade value of the contents is still relevant.

  • Vis Grant (Minor Boon): As a right, members receive annual Vis dividends, with an amount depending on Rank. The amount is trivial for low ranking members and may not be readily visible, since it is paid in silver.
  • Vis Wages (Minor Hook): Members may earn vis by performing extra duties and services for the covenant. For most low ranking members, this is their primary source. Higher ranks receive a vis grant, but often still perform services as officers that earns them additional shares.
  • Wealth (Minor Boon x2): The covenant is prosperous with Agriculture and Real Estate. Agriculture comes from the village below, Mythic Arans. Arable land is not as scarce in Mythic Andorra, yet is still uncommon and these lands are exceptionally fertile. Grains are the main crop and enough is produced to export to Valnord and La Vella. They also produce an excellent mountain wine unique to this Parish of Ordino. And somehow they are also able to produce olive oil. The olives themselves are not so good, but they make pretty good oil. The covenant owns their own fields, plus the villagers also own property and provide the employment for the covenant's fields. The covenant also profits from Real Estate, though this was not intentional. A token is paid by House Mercere for leasing their Quarter. Their arrangement mainly involves mystical and political exchange, but this set a precedent. The covenant owns other properties in Andorra, and has always collected minor rents and fees. These include some farmland in Arans, a tavern in Valnord, and a manor in La Vella. The Covenant of Bellaquin leases the La Vella property, and pays a large sum for the privilege. These each are upgraded to Greater Sources of Income, each yielding 250£ per year on average.
  • Wealth (Major Boon): The covenant’s primary income is in silver, and owns a silver mine located nearby in the village of Argent. A separate mundane mining guild owns the rights to operate the mine, paying the covenant a generous share, and the magi are totally hands off. Loyalty and control is maintained through agents it has in the town and in the guild leadership. This is considered a Legendary Source of Income yielding 1000£ per year on average.

Residents -6

  • Alienable Lands (Minor Residents Hook): 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.
  • Chapter House (Major Residents Hook): Sa Dragonera, situated at various sites in the Balearic Islands.
  • Literate Covenfolk (Minor Residents Boon): Education is available and encourages for all covenfolk and is sponsored in the town below.
  • Loyal Covenfolk (Minor Residents Boon): Prosperity and good treatment go a long way.
  • Mercere House (Major Hook): House Mercere occupies a portion of the covenant casually referred to as the Mercere Quarter. It includes a lodge and outpost, a vault, various operational facilities, and three Mercere Portals (Barcelona, Duresca, and Harco).
  • Rights & Customs (Minor Hook): 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)
  • Strong Community (Minor Boon): 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.
  • Spies (Minor Hook): Interested others have been able to gain knowledge of the arrangements and activities of the covenant. Security efforts in place minimize this, but with the set up at hand there are bound to be numerous holes.
  • Superiors (Minor Hook): The covenant has a three-tiered hierarchy; Journeyman, Master, and Pontifex. All members have rights and freedoms, but with increased rank comes increased influence and privilege..
  • Veteran Fighters (Minor Boon): The covenant maintains a staff of professional mercenaries, and made officers of the few remaining veterans of the old Andorran Guard.

External Relations -5

  • Autocephalous (Major Boon): This pretty much defines the mundane political situation of the entire principality.
  • Hermetic Prestige (Minor Boon): 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.
  • Hermetic Politics (Minor Hook): The covenant has been unable to avoid the entanglements of politics, but this comes with the territory of what they have established.
  • Hermetic Services (Major Hook): The prosperity and influence of Andorra is tied into the Hermetic Services provided here. This involves the activities of the Mercere and being a hub of Travel and Hermetic economics. This also includes the covenant’s monetary exchange services, and the growing book-exchange practice.
  • Missing Founder (Minor Hook) : 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.
  • Rival (Minor Hook): Vulcanus of Flambeau has apparently chosen Andorra as his beloved rival or vendetta or something. Unless there is something else behind all of this.
  • Tribunal Border (Major Hook): This was mentioned earlier, whether Andorra lies in the jurisdiction of the Provencal or Iberian Tribunal is a disputed matter.

Surroundings -7

  • Hidden Ways (Minor Boon): There are obscure mountain paths and areas nearly impossible to access. The covenant has mapped several of them and travel is of little difficulty for the magi.
  • Monsters (Minor Hook x3): There are three specific monsters, or groups of monsters, that the covenant needs to be wary of.

- The first is Sigmundo, an Elder Dragon that lairs within a few weeks travel through rough mountain passes (via flight or teleportation it isn't all that far at all). Sigmundo is a Dragon of the Tome, Scion of SuGar who is the Great Wyrm of the Pyrenees, Peer with the likes of Pan Caudrax and Fetillusclaviceps, Smok Vavalski and Fafnir, and others of that magnitude. 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). Though Sigmundo is an ally, this counts as a Hook because this is a looming political concern, and because his numerous offspring inhabit the mountains.

- The second concern is a group of monsters, a horde of ogres and goblins that inhabit other secluded mountain areas. They often rival each other, but will unite against an outside threat. Any individual is easily defeated, but in large numbers they are a threat.

- Thirdly, there are a lot of mystical creatures in my vision of mythic Europe, and the isolated mountain regions of Andorra are ripe to be populated with them. Griffons are common in higher altitudes. Owlbears range in nearby woodlands. There is a known hag on the loose somewhere. None of these are immediate threats, but they are out there close by.

  • Mythic Location: Caverns of Entropy (Major Hook): Located within a few miles of the covenant, the Caverns of Entropy is a strange and mysterious supernatural site. There are multiple Regio layers, Magic and Faerie, and there are strange inhabitants that dwell within.
  • Protector (Minor Hook): The covenant is responsible for the protection of the village of Arans down below.
  • Uncontrolled Portal (Minor Hook): Though the covenant benefits greatly from the Mercere Portal Hub in that Quarter, they have no control over it. Random visitors could pop in at any time.

Undetermined -2

  • Hidden Resources (Minor Boon x4): The covenant has several hidden resources. Some have come into play during this saga, such as the library arrangement with Sigmundo, the thirteenth Vault of Valdarius, and the payoffs received from Barcelona and Bellaquin. It is certain there are more, with a few probable locations but no definitive knowledge or sense of urgency to dig around. Excavation of the Vault of Dimir Taar *might* yield some useful magical items, but with little effort put towards it there have been no results. They say his vault was built upon a second vault, one crafted by the legendary Valdarius. There is more than one Vault of Valdarius, and they all contain mysterious treasures. But where they are and how to open them and what they contain is often a Hook. There are many mysteries, and maybe dangers, in the caverns & catacombs (& regio) below the keep. There is the Eternal Flame, the magma chamber & the hot waters, the Ice Sanctuary of Glacius, more Vaults, and who knows what else.
  • Undetermined Boons (Major Boon): There are various little detailed yet open to development. For example, the Sa Dragonera Journeymen have some variation in Personal Boons & Hooks. Residents at Arans have more static advantages but more of them. Things can be tweaked, and new Boons (and Hooks) can always be discovered or added of the Troupe so desires.
  • Unknown Hooks (Major Hook x3): The Unknown Hook is reserved at least three times so players can design and run stories of their choosing. Or for me to drop a secret spontaneous story on you. And when used up three times, it opens up again three times.


Governance: Democracy layered over an old Hierarchy

Loyalty: +3 (47)
Base Loyalty: -35 (-210 Blatant Gift x two, -150 Gift x five, -0 Gentle or No Gift x three, = -360, divided by ten magi (round up) equals -36
Prevailing Loyalty: +3 (Base -36; +18 Familiarity, +30 Loyal Covenfolk, +20 Living Conditions, +20 Equipment, +20 Salary, +10 Pension, +7 Captain, +5 Steward/Chamberlain; -15 Devastating Event (massacre of 1230), -15 Other crazy past Events (cumulative), -6 Attitude (cumulative of all magi), -6 High level of Arcane Activity, -3 Discipline & Punishment, -3 High Stress Occupation, = 47)

Magi (12+1):

Carmen of Flambeau, Arachne Ex-Miscellanea, Solomon of Gurnicus, Vocis of Tremere, Vibria of Flambeau, Roberto of Flambeau++, Lucas of Mercere++, Acutus Ilfwetis of Bjornaer, Antoine of Verditius, Fleur de Bonisagus++, Fredrika Ex-Miscellanea, Guiverna Ex-Miscellanea, Cecelio the Younger of Bonisagus (Pledge)
(** Blatant Gift, — Normal Gift, ++ Gentle Gift/No Gift

Apprentices (1+3):

Micaela (filia Vocis of Tremere, Senior soon to Gauntlet), Gabriel, Lucien, Clotide

Companions (9+2):

Selim ibn Ahmed (Advisor, Guide, Interpreter), Bashir (Doctor, Scholar), Bernat (Spy), Donna (Craftswoman), Father Clemente*, Marius* (Teacher, Scholar), Draganna (Teacher, Linquist), Armando (Captain), Carlos Gutierrez, (Custos, ladies man), Jacsik (Groom of the Dragon), Phillipe (Knight Brother Templar)

Animal Familiars & Companions (8+1):

Intessa, Sophia, Celeste, Cidito, Felecia, Horus, Mike Lemon, Semsuhfaw, Purity
Spirits Familiars and Friends: Melantha (companion), Sergeant Roger (grog)

Specialists (16):

Adan (scribe), Amada (scribe), Andre (special assistant), Anna (craftswoman), Epona (hunt mistress), Faith (scribe), Fausto (Teacher, Sword Master), Nicasi the Silent (librarian), Yanni (master chef), Yenni (craftswoman), Xemina (nurse), more scribes, more craftsmen, more clerks, more professionals

Soldiers (30):

Albert C. (lieutenant), Oscar (lieutenant), Slick Carlos (lieutenant), Gerrard (sergeant), Liberto (sergeant), Alexandrus (sergeant), Alejandro (corporal), Kami (corporal), Marcos (corporal), Ruger Mckenzie (guard), Camisa V. (guard), Camisa R. (guard), Chesime Rouge (guard), Ruĝa Ĉemizo (guard), Camicia Rossa (guard); Javier (lieutenant), Alberto H. (sergeant), Petrus (sergeant), Alexi (corporal), Alphonse (corporal); Antoni the Lion (commander), Assumpcio (sergeant), Triste (sergeant), Cristobal (Corporal), Guy, Vidal, four others unnamed: (5+2 officers, 7+1 sergeants, 6 corporals, 12 others)

Covenfolk/Other (18+99):

Eva, Lucia, Marajolain, Vocis's Family, Vibria's Kids; Patricia Porter, Larry Laborer, Sam Sweeper, Alex, Alice, Aaron, Peter, Paul, Percy, Sally, Steve, Tim, Tom, Tony, Mary, Chuckles, Lenny, Carl, Sue, Betty, Bert, Al, Ernie, Gerry, Joe, Richard, Otto, and others

Important Animals (12):

three storm sheep and whatever


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.


Gross Income 1700£
Costs 970.4£
Net Income 729.6£

Income Sources
Salt Mines, Typical, 100£
Mercere Banking, Typical, 100£
Agriculture, Greater, 250£
Rents, Greater, 250£
Silver, Legendary, 1000£
Total: 1700£

Inhabitant Points: Combined Grand Total of 435 points
10 times six magi equals 60
5 times seven Companions equals 35
1 times four Familiars equals 4
3 times six Specialists equals 18
2 times fifteen Soldiers equals 30
2 times eleven Important Covenfolk equals 22
1 times six Important/Magical Animals equals 6
Subtotal: forty-three people & nine animals/familiars or 185 points
2 times seventy Staff equals 140 (37 Servants, 18 Teamsters, 15 Laborers/Employees)
Grand Total 325 points for one-hundred-nine people and nine familiars/animals

Sa Dragonera
5 times six magi equals 30
3 times two Companions equals 6
1 times four Familiars equals 4
2 times ten Specialists equals 20
1 times eighteen Soldiers equals 15
1 times eight Important Covenfolk equals 8
Subtotal: thirty-five people & four familiars 83
1 times thirty-five Staff equals 35 (17 Servants, 8 Teamsters, 10 Laborers/Employees)

Grand Total: 116 points for sixty-seven people and familiars

Annual Expenses: 970.4£
Base Total 983.4£
Savings 92£
Subtotal 881£
Additional Expenses 79£
Grand Total 970.4£

Buildings: 55.3£
Base 44.3£
Boons 11£

Consumables: 89£

Inflation: stable

Laboratories: 64.5£
Carmen 12.5£ (Upkeep +5, 2.5£owed)
Arachne 6£ (Upkeep +3)
Solomon 19£ (Upkeep +7, 9£ owed)
Vocis 1.5£ (Upkeep +1)
Vibria 1£ (Upkeep +0)
Fleur 1.5£ (Upkeep +1)
Roberto 10£ (Upkeep +4)
Lucas 3£ (Upkeep +2)
Acutus 3£ (Upkeep +7, 25£ owed)
Antoine 3£ (Upkeep +6, 18£ owed, subsidized)
Fredrika 1£ (Upkeep 0)
Guiverna 3£ (Upkeep +4, 7£ owed)
((Master/Pontifex: up to 10£ plus half over that))
((Journeyman: up to 3£))

Provisions: 221.5£

Wages: 528.6£
Double Base 438.6£
Double Soldiers 60£
30£ Pension Fund

Armaments & Equipment: 10£
3200 points of Arms, Armor, and Equipment

Writing Materials: 24£
twelve magi, twelve scribes/clerks
Savings: -92£
-10£ twenty Laborers/Employees
-36£ twelve Common Specialists
-36£ four Rare Specialists

Additional Expenses
170£ Tithes, Tributes, Taxes, & Donations
9£ Miscellaneous

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.

The Covenant of Andorra has several separate sources of vis income. In most cases they own the source outright, or the rights to it. In some cases the source is shared and they are paid dividends. Since the covenant has an even exchange rate through the Mercere Quarter, a large portion is traded so that the covenant has a resulting annual income of at least a Rook in every Art. A few key Arts are kept at higher levels, as determined by the Treasurer.

Having an income of a Queen of Vis is legendary, placing Andorra in the top ten alongside legendary covenants such as Durenmar, Coeris, and Doisettep. Andorra does have a large population though, a dozen resident magi and others ranging afar. They also have expenses such as Grants, Salary, Wages, Stipends, Pension, Ritual, and so forth.

Total Vis Income: 200 pawns (66pvt, 134pvf)

Breakdown of Individual Arts
Creo 36, Intellego 6, Muto 7, Perdo 8, Rego 9
Auram 12, Corpus 3, Herbam 3
Ignem 22, Imaginem 3, Mentem 3, Terram 12, Vim 76
After Trade (Exchanging Creo & Vim to even out somewhat)
Creo 16, Intellego 11, Muto 12, Perdo 13, Rego 14
Animal 10, Aquam 10, Auram 12, Corpus 10, Herbam 10
Ignem 22, Imaginem 10, Mentem 10, Terram 12, Vim 28

Total Vis Expenses: Minimum 34, Maximum 76

Annual Aegis (from tablet): 4 Rego, 6 Vim
Grants: 12 various (three pawns times three resident Masters and a Pontifex)
Salary/Stipend: 12 various (three pawns times four officers)
Wages up to 42 various (three pawns times twelve potential wage earner seasons)

Annual Accumulation:

With the exchange rate, the minimum is paid by reducing the accumulation of every Art to a Rook, two Rooks for Ignem and Vim. Wages and Gifts are paid out of the Stocks.

Specifics on Individual Sources

Every Source has four traits: Yield, Access, Security, and Rights.
Yield simply means the amount of what Art of vis is gained from the source (as an annual average).
Access indicates how easy or difficult it is to gather the vis. Easy means a simple hand-waved chore or direct deposit. Moderate requires some travel and/or effort. Difficult means that it is a challenge to get to and/or tap the source, not so much as to inhibit the gain but enough that logistics need explanation and/or the source is tapped only on occasion.
Security indicates how safe the source is from attack or interference. Low means the source is out in the open somewhere and/or managed by someone else. Medium means the area is guarded and/or difficult to access without proper knowledge and/or preparation. High means the source is secure somewhere within the covenant and/or closely guarded.
Rights indicates what rights the covenant has to the source and/or why they are due. The reasons I can think of off the top of my head, which would apply here, are: Owned outright, Payment for services, Dividends from a share, and traditional Gifts or Tributes.

Sa Dragonera Spring

Yield: 60 Vim
Access: Easy
Security: High
Rights: Payment
At the center of the circle (of the regios "vestiges") is a spring that bubbles up water containing vim vis, that fills a small natural pool (that holds 8 pawns of the water) Once the pool is full, the water overflows and seeps back into the ground, with the overflow being unharvestable. All of the sanctum "vestiges" encircle the pool, making it the focal point of the regio
With thirteen lunar cycles per year, the spring can potentially yield 104 pawns of vim if tapped regularly.

The Sa Dragonera Spring is the covenant’s largest single source of vis, yet they do not own it. It was discovered by a magus from Barcelona, and is registered by that covenant. However, they did not have the ability to secure and manage harvesting it, they struck a complicated deal with Andorra. All of this is discussed in detail elsewhere.
Suffice to say, sixty pawns of Vim is paid to Andorra for supporting and managing a Chapterhouse in the Balearic Islands networking around the spring as their center. They safeguard it and are responsible for maintaining the maximum potential yield. This is simply done by having someone tap it every fortnight. The spring produces a pawn of Vim every three-and-a-half days, which is two pawns per week, which is eight per lunar cycle, totaling a queen and four pawns a year. However, the spring “fills” when it reaches eight pawns, so it must be harvested regularly so that it keeps producing. There is a little ReVi Lesser Item handy and somesuch.

Antonio’s Awesome Orange Tree

Yield: 36 Creo
Access: Easy
Security: High
Rights: Gift
Located in the roof top Garden of Delight, Antonio’s Awesome Orange Tree belongs to Antonio and in turn the Pontifici, but the larger portion of the yield is given over to the covenant. The tree is small, producing six to eight fruits per year. These oranges are magical and contain Creo vis, six to eight pawns each (in the seeds). Five fruits are given over to the covenant, the rest kept in private coffers. As treasurer and Pontifex, Carmen has it noted in as a regular 36, the minimum yield.1

The Eternal Flame

Yields: 16 Ignem, 16 Vim
Access: Easy
Security: High
Rights: Owned
The Eternal Flame of Andorra is a potent mystic asset dating back since the covenant was established. It was already burning in its enclosure, and was part of the ruined temple that the castle was built on top of. Ignem is obtained from the sooty resin that collects on the stony walls. This is collected during annual cleanings. Vim seems to absorb into the very walls. Though tapped when needed, it is usually just tapped and left in the walls, which have a seemingly endless capacity (this has never been pushed to a test beyond a Queen though).2

The Silk Silver Vein

Yield: 6 Muto, 12 Terram
Access: Easy
Security: Medium
Rights: Owned
The covenant owns nearby silver mines, and in one there is a vein of strange silky silver. The guild that owns the mining rights and labors for the covenant sets this strange material aside for them.3

Herbs from the Garden of Delight

Yield: Muto 1, Perdo 4, Corpus 3, Herbam 3, Imaginem 3, Mentem 3
Access: Easy
Security: High
Rights: Gift
Archmagus Antonio, former Pontifex lost to Twilight, established this rooftop garden many years ago atop the main covenant keep. Seeds and grafts were taken from magical foliage he discovered in a Regio in the ruins of Babylon whilst adventuring. He named this garden after the one he discovered there. It is a nice garden, and there are many pretty flowers. The fact is that the majority of the plants are mundane in nature, just exotic. Some yield fruits or edible roots. But there are a few plants that have magical properties and/or yield vis.4

Storm Sheep

Yield: 12 Auram
Access: Easy
Security: Medium
Rights: Owned
Three storm sheep were discovered/captured by Carmen during the adventure involving Vulcanus’ former rival. They were found inside the regio, outside the property. Details were never definitively ascertained. Regardless, the sheep are semi-intelligent (childlike) and will nag when they need their wool sheared. With the wool growth rate of their breed, this needs to be done twice a year. This wool is a material manifestation of Auram Vis, the heavy shearing in Spring yields 3 pawns per animal and the light shearing in Fall yields one pawn each. This equals four pawns times three sheep, for a total of 12 Auram per year.5

Share of the Tagus

Yield: 6 Ignem, 4 Perdo
Access: Direct Deposit
Security: Low
Rights: Tribute
Due to their association with the Knights of Seneca, they own a fraction of the vis resources controlled by that group, located in the historic Tagus River Valley. It is registered and harvested with and by Redcaps, and it all goes into the Mercere account records (anachronistic bankers that they are).6

Sanctuary of Ice:

Yield: 9 Rego
Access: Moderate
Security: High
Rights: Owned

The Stone Sentinel:

Yield: 6 Intellego
Access: Difficult
Security: Low
Rights: Owned
Discovered long ago and set high in the mountains, this statue of a man sitting staring east seems crudely carved and/or worn away by endless ages. It has seen many things. The eyes glow slightly as the sentinel slowly fills with Intellego vis. The rate has been measured as one in spring, two in summer, three in fall, then none in winter. The vis builds up and the capacity is unknown, but it is tapped at least every five years.7

Vis Stocks (1241)

I don’t want to do the math or breakdowns for this part. In truth, the Major Boon granting the even exchange rate is intended to make things easy on *me*. The benefit to characters is a side effect.
So, making a handwave guestimate; abstractly accounting for losses and finds, the price of doing business, random expenses and bonuses, and all that stupid BS;

Vis Stock Totals: six-hundred-and-twenty-three pawns 1242 (valued at eight-twenty-five)
Creo 59, Intellego 41, Muto 33, Perdo 48, Rego 30
Animal 28, Aquam 23, Auram 32, Corpus 28, Herbam 33
Ignem 99, Imaginem 22, Mentem 21, Terram 29, Vim 97

It may look pretty, but keep in mind that maintaining a high level vis stock is the main reason the Mercere are so willing to do business with us. We have an even exchange rate with them, and likewise they with us.

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.


Due to the nature of magical traps, Arachne usually deploys few of these, and only in places when they are not liable to hurt an innocent grog or impede one of her sodales.
Note that several of these can be combined. For example, breaking the circle that holds an illusion might end a holding spell, which in turn releases another spell.
Most effects rely on Arachné's Circle of Spell Sustaining effect.


- Hidden Ways An entrance, mechanism or passageway may be concealed behind an illusory wall:
CrIm 04 : Base 2 (Create an illusion affecting sight and touch), +1 Touch, +1 Conc.
- Sleeping Monster: A statue with glowing eyes, a sleeping manticore… These may distract an intruder from another trap, or keep him from a place.
CrIm 04 : Base 1 (Create an illusion affecting sight and hearing), +1 Touch, +1 Conc.
With +1 size and CrIm 05, a small sleeping dragon is also possible.
- Hidden Trap A hole in the ground may be concealed until someone falls into it, as can boltholes from arrows.
More devious: The opposite side of a small chasm may be illusory, so that those wanting to jump over it instead plummet to their doom.
CrIm 03 : Base 2 (Create an illusion affecting sight), +1 Touch, +1 Conc.
- Hidden Guard: A elemental, guard mannequin… may be made invisible, so long as it stays inside the Sustaining Circle.
PeIm 15: Base 4, +1 Touch, +1 Conc, +1 changing image
As of 1242, Arachné can't cast this effect yet.

Vim-based traps

- Held Spells: An effect may be put on hold indefinitely. When the circle is broken, the container expires, thus releasing the held spell. This can hold any spell up to level 20.
ReVi 10: Base 03, +1 Touch, +1 Conc

Animated Guards

Wooden Soldiers

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. Melée weapons used by the mannequins are subject to MR (Penetration 18 + die, let's say 23), thus the crossbows.

Earth Elementals

A massive covenant project, the Kingly Rod of Elemental Control was completed in Spring 1241 by Arachné, Fleur, Lucas, Elena, and Antoine.

This bronze rod is designed to control Andorra's Earth Elemental Guardians.
It is hollowed out, opening at its bottom, which allows arcane connections to be stored into it. It can control up to 25 earth elementals, allowing for different orders, and recasting the enchantment twice per day.
Unless the Arcane Connections are fixed, one need to scrap a little stone from the elementals every few years, to replace the fading connections.
Base 05, +4 Arcane Connection, +3 Moon duration, +0 Individual = lvl 40, +06 for 50 uses per day, +8 for Penetration 16, +3 Trigger (sunrise/Sunset), +3 Restricted (magi who participated to the aegis ritual) = lvl 64

Arachné then used up most of her stored vis to create 10 earth elementals.

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.
The spider later created another set of such rings, arrayed onto a metal wand, meaning Andorra now has 2 such ballistae.

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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