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Pulse: Seeking a site for the covenant

From Mons Obscurus

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Contents

[edit] Where the trips fit in the calendar

I want to get this clear now. I kicked Longinus off, to get this underway, but everyone is following in their own random fashion. What we need to do, is decide on several 'trips', then for each trip, a rough start date and i), ii), iii) etc above. It is obvious from the responses that the first 'trip' will be to the Long Mynd - ie right where we are. Then it seems the order is likely to be as I proscribed for Longinus' preference, simply because no-one else has said anything different. Note; according to http://www.hermetic.ch/cal_sw/ve/ve.php

  • Vernal equinox 1220-03-20 06:59
  • Summer solstice 1220-06-21 14:19
  • Autumnal equinox 1220-09-22 20:55
  • Winter solstice 1220-12-21 04:30

So we have until late June (two months) to work in this 'season' without 'wasting' any seasonal time.


[edit] Current status of the trips

[edit] Basic Information

Caer Caradoc

  • Magical Aura 4
  • No regio
  • A few sheep.
  • Prominent, but defensible location.
  • Healthy location.

Hockestow Forest

  • Magical Aura 5
  • No regio
  • Faeries and a couple of demons.
  • Location was previously a covenant.
  • Secluded, but near to good travel routes.

Long Mynd

  • Magical Aura 4
  • Multi layer regio with two boundaries still uncrossed.
  • Elementals, goats, and others.
  • Both prominent and secluded.

Potter's Field

  • Magical Aura ?
  • Unexplored regio that can be accessed at least one day a year.
  • An entity watches over the area.
  • There is a strange ritual associated with the site.
  • On a major thoroughfare, but utterly secluded.

Vis sources

  • Potter's Field : Assorted. A few of the bodies buried beyond the pale evidently contain varying forms of vis. Occasionally, a fresh burial at the Potter's Field contains another corpse containing vis, but it is predominantly a finite resource.
  • Potter's Field : Corpus/Animal. The Solstice sacrifice burns at dawn leaving ash that contains vis of the appropriate form. If not collected, it is scattered by the wind.
  • Long Mynd : Aquam. There is a large quantity of Aquam vis in the elemental cave beneath the Long Mynd, but the inhabitants are unlikely to wish to part with it, and the magi are unlikely to be able to take it.
  • Caer Caradoc : Aquam. A spring bubbles up at the top, from which Aquam vis may be distilled.
  • Hockstowe Forest : Muto. Within the depths of the faerie forest, there are a couple of sources of Muto vim. To be described when the magi next venture within on an adventure.
  • Long Mynd : Vim. Aside from the fact that some magical disaster appears to have pushed a significant area of the second regio layer into another layer, the residual effect of the disaster is such that the plants growing in the small circular patch of ground in the middle of the white temple produce seeds which contain vim vis. The plants are mainly grasses and those small hardy plants that grow upon the Mynd amidst the grass and heather. This appears to be the nexus of the disaster, and s spot where it might be possible to cross into the other layer.
  • Long Mynd : Rego. The goats are definitely a good source of frustration, the very model of obstinacy, alacrity, and defiance, but above all this, they exude an aura of Rego vis.
  • Long Mynd : Creo. The first bloom of heather each year contains Creo vis, which the magi can harvest if they can get to it before the goats eat it.

[edit] The Sites

[edit] Long Mynd

  • Present: Longinus, Mnemosyne, Ambrosius, Llewellyn, Geraldous, Bedo, Marcus ... ?
  • Dates: Estimated 24 April 1220 - 1 May 1220
  • Travel: already here, inside by foot?
  • Methods of investigation: As detailed by individual characters. Discussion of each days events and findings each evening together with planning for next day.
  • What we are looking for: as detailed by individuals, and modified by findings and nightly discussions.

This is old... image:levels.jpg

This image should give you an idea of the lines I was thinking alone when first designing the regio levels. When an area drops into a regio, it leaves an decayed version of itself in place - if this occurred iteratively, a mountain could become a Mynd. :) Each layer does not contain the whole Mynd from top to valley floor, but only that above a certain arbitrary height.

This is new and current image:levels2.jpg

The shape of the mountain overlaps within a narrow margin with the squatter, broader, more heavily weathered version in a lower regio. At this point of convergence, there is a band running around the hill where travel is possible within the regio layers.

Once the magi are adept at navigating within the boundary zones, they can pretty much just walk up the hill to access the higher regio. The highest layer that the magi have explored does not possess a band, but rather a small area of ground at the top of the mountain appears to be the crossing point. There is an additional crossing point on this level at the monument which may or may not go to the same regio level. For the sake of simplicity, this map does not show the elemental region. The bands run closer together, horizontally speaking, where the ground is steeper, but the distance between them vertically never changes appreciably.

The magi try to pass through the peak regio layer, but encounter some difficulty. It is unlike the other bands in that it can simply be viewed and passed through. The magi experiment with it for a while to no great success before moving on to explore other aspects of the Mynd.

The Cottage

  • In reality, the cottage is a tumbled and ruined heap of stones.
  • In the lowest level of the regio, a cottage in excellent condition exists, or would, had it not suffered some sort of fire.
  • In the next level of the regio, there is no cottage.

Investigations of the cottage show that the fire which destroyed it started outside, the cottage, not within it as would be expected with an accident. A search of the ruin reveals no remains consistent with a human or similar. Given that the exterior of the structure is principly stone, it was unlikely the work of the goats.

The Ringed Mound / White Temple

  • The building is circular, with steps encircling the base which lead up and under arches supported by elegant columns. The interior is bright and airy with a high domed roof decorated within with geometric patterns and stars created from blue-glazed bricks and golden coloured tiles set in the white surface which is possibly white-washed stone. The centre of the pagoda contains six thin trees with dark green waxen leaves which grow in a circular well in the middle of the floor. A simple hemp rope is strung between them, describing a hexagon about the patch of ground. The ground looks as though it has remained untouched during the construction of the building, and is at the same level as the ground without - so is thus around three feet below the raised floor of the temple. A circular band of brass has been inscribed with some unknown tongue, and encompasses the hole, ground, and trees.

The patch of ground clearly contains a regio boundary. The entire area within the walls seems to fall under the shadow of another regio layer with the white temple at the centre appearing to be some sort of nexus. between the two. While the boundary can be readily discerned, attempting to cross through by magically observing the boundary fails to work. Clearly, the manner of crossing is more involved.

The building appears to be a mausoleum or monument to persons long forgotten. The inscriptions are in a tongue that the magi do not recognise. A careful investigation of the building shows that it is little more than an impressive piece of stonework - possibly constructed magically. This thought is reinforced when it is noticed that a small zephyr tends to the building, quietly cleaning filth and detritus from the white stone. The magi interrogate it, but the simple creature cannot tell them much about the place - it was brought here while the temple was being built, and rubble from ruins all about were being wrought into the walls that ring the area by a lone human using magic. The zephyr is bound to the site.

Is the writing at all similar to that which so entranced Mnemosyne at the mound during the initial exploration? (Reference: Atop the Long Mynd, part 6 "The Regio", 5th paragraph)
No. The pillars on this incarnation of the mound lack the carving on the ones outside the regio, which seems to imply that it was decorated by others who came along later.

The magi decide, after a little debate, that it was likely that there was some kind of settlement here, which dropped into a deeper layer and became cut off from this layer trapping the local residents on one or other side of the nexus. With no real means to interpret the writings at this juncture, they decide to leave attempts to cross the divide to a later date.

The Steps down.

  • In reality, the corridor is filled with rubble, and the mound has sunk and collapsed.
  • In the first regio level, the entrance corridor is in good condition, has a working magical door, and steps that lead down.
  • In the second regio level - I have to check.
  • In the third regio level, the corridor is a little simple. Many of the stones look to be the same, but have not been reworked. The door is non-magical, and there are no steps down at the end, but rather what is left of a burial chamber with a large, circular sarcophagus.

During the investigations of the nature of the Mynd's regios, attempts to spot and navigate regio boundaries were largely successful for the passage to and from reality, intermittently successful for the passage to the next level, and extremely frustrating for the level after that. Like the faintest of stars, lurking ever out of the corner of your eye, or forever one step ahead like the base of a rainbow (the characters are not very skilled at spotting regio boundaries). The routes between reality and the first and second regio levels are mapped, and the terrain, though bizarre, is found to be consistent and apparently unchanging - which is a refreshing change for those who have visited faerie regios. Experiments with grogs show that, given a map, they can navigate the way on their own.

The stairs down proceed at a very steep angle by dint of being quite narrow and quite tall. The eventually end at a mushroom shaped corridor. The corridor has a domed roof, and two shelves cut into the walls at chest height, resulting in the overall mushroom cross-section of the tunnel. Following this for a few metres, the tunnel suddenly breaks out into a cavern of sufficient size, that the magi's faint lights do not illuminate the sides. The shelves become walls which bound the path on each side. On the far side of the walls lies a flat expanse of water which rises up to just a few inches below the top, with the sunken path running betwixt them.

At its end, a large circular garden of rocks, flowstone cascades, and various subterranean funghi and bacteria grows happily. The magi meet a water elemental in this garden, who appears to be one of many, who appears to scrutinise them carefully, before trying to communicate with the magi. It transpires that he bears the secret of the door. The magi determine that the water of the lake is magical, and that the lake is truly vast. Once their eyes acclimatise, they realise that their is a faint luminescence to the water and the funghi in the garden, and that there are things moving about in the darkness beyond the light they have conjured.

The magi decide that the nature of the lock means that it cannot be opened by the elementals themselves as it invariably requires an element that is anathema to one of them. The deep-living water elementals of the Mynd appear to shun the light, and thus seem most likely to remain on this side of the gate, and seek not to enter the regio proper.

The elementals attitude to the magi is somewhat alien. If they have emotions, they are not akin to whatever the magi have experienced before. The elemental in the garden is impassive, observant, and in the meeting with the magi, seems to examine them in detail. Occasionally, a smaller elemental appears to confer with him before disappearing off into the darkness, from which a tangible feeling of 'watching eyes' radiates. The water elemental asks a barrage of questions to the group and individually, which seem to make no real sense to the magi, but seem harmless enough. In return, the elemental permits some questions about the cavern and its occupants, and after talking a little, closes the conversation down. It seems that the magi have nothing that the elementals are interested in, which the matter of trading comes up, and the magi leave feeling unsure as to whether they made a good impression or not.

Natives

  • There is a lot of evidence of sentient creatures having lived on the first two regio levels in the past due to the structures lying around.
  • The Water Elementals still reside in the underground lake.
  • The goats, which it transpires can breath random gouts of goatily-foul smelling fire, appear to communicate with one another in some primitive tongue, and seem adept at skipping between rocks to the extent of teleportation - thus managing to elude the magi to a large extent. Initial attempts at cornering a goat result in goaty smelling fiery belches being cast about by rapidly disappearing goats. The goats appear to be quite predjudiced against having any meaningful interaction with the magi, and disappear off to find fresh blooms of tasty, gas-inducing foliage to munch upon. The few cantrips successfully flung at them did not appear to affect them.
  • The heather attracts quite an array of insects, and a fair few birds who feast upon them.

image:mound.jpg

[edit] Hockestowe

  • Present: Longinus, Llewellyn, Geraldous, Bedo, (Ambrosius, Marcus, Mnemosyne - Longinus will press, hard, that it is necessary for Mnemosyne to be present as Quaesitorial witness as it is a potential Diedne site. He will also press hard that everyone should visit the two main sites at least)...?
  • Dates: Estimated 6 May 1220 - 14 May 1220
  • Travel: by foot?
  • Methods of investigation: As detailed by individual characters. Discussion of each days events and findings each evening together with planning for next day.
  • What we are looking for: as detailed by individuals, and modified by findings and nightly discussions.

I have misplaced my Hockestow site drawing, so this is a crude, but clear diagram of the basic layout:

image:hock.jpg

The entire site is is circular, bounded by the ward. Within the main circle are two smaller circles which fit the circle in the same manner as the circles in a yin-yang symbol neatly fill the width. The two vaguely triangular sections that lie within the large circle, but outside the two smaller circles contain buildings scattered amidst the trees, and the style of the structures on each side is noticeably, but not drastically, different from the other.

In the centre of the southern circle, the one first encountered on the first expedition, is the carved pillar with dancing figures. The majority of the circle is an open grassy space, but it is fringed by dense, tall trees which reach up to form a partial dome over it with a circle of sky visible in the middle.

The outdoorsy grogs amongst you are able to determine that there are fresh hoof tracks around the pillar, and it seems fairly clear that Eirlys has returned to this site at some point since departing from the meeting on the Mynd. There is a horses' heart in the opening in the pillar belonging to the steed that Eirlys had taken, though it is now quite dry.

I don't know to what extent the magi desire to interact with the pillar...

The northern circle is similarly bordered by enormous, dense trees, but rather than possessing a clear area, it has sparse, great boughs placed about it, like tall pillars, to the effect that the area has a thick and complete canopy dome covering it. In the centre, there once stood a mighty, majestic oak tree, of incredible girth and stature that stood more like a great tower than an organic entity. This however, appears to have been blown into a oblivion by a great work of destructive magic, and in its place, the gleaming black obsidian block now rests.

The entire site is ruined, and apart from the block, no structure has escaped the wrath of war or time, and suffered greatly by both. The site appears to have been picked clean by a combination of the fight's survivors, the forest denizens, and recently, by Eirlys, assuming she found anything. There are no signs of any great excavations, except along the northern edge of the ward, where someone seems to have gone to great lengths to try and tunnel out of the ward along a fifteen metre section, to no effect. The trench is sufficiently deep that the inner bank has collapsed at one end, partially filling it, and allowing the magi to scramble within easily to view countless claw marks covering the sides, though in places, the outer side of the trench has been worn into a smooth vaguely curved surface as something scrabbled repeatedly against the ward.

Ambrosius, leaning on his knowledge of form and function, picks a few likely buildings, and the magi perform a thorough search - removing large volumes of earth, moss, and foliage in the process. During the search they establish that one of the buildings was clearly a hermetic laboratory, producing some small quantities of rego vis from a collapsed stone chest. In the next structure, they find the bones of a number of what appeared to be grogs, who were caught in bed when the ceiling collapsed upon them. Removing the roof, the magi recover insignificant amounts of coinage which the grogs present pocket happily, and a large amount of equipment which has seen the worst of rot, rust, and time.

Can we use the coinage to apporixmate a date that the roof collapsed? --Tim 12:32, 25 September 2006 (UTC)
Yes, the site's destruction clearly dates to the schism war. The ward predates the destruction of the covenant, but there are signs of additional carving and reworking about it.

The magi begin exploring the rest of the forest, and spot a young lad watching them from afar. They give chase, and the lad stumbles into a snare-vine which begins to choke the life from him. Cutting him free, they find that he has been watching them for the fae, whom he lives with. A goblin intercedes at this point, and thanks them for sparing the boy from harm, and in return, offers his service for a year and a day to magus responsible. The magi quiz him about the site and the forest. He tells them about the court that dwell further to the west, away from the awful place they have just visited. When asked if he is scared of it, he counters that he has been there before, and it is merely common sense that keeps him away - the ward, he tells them, only affects demons and humans. The magi meet tentatively with the fae, who basically tell them that the place is theirs if they wish to claim it, but the rest of the forest is under fae dominion. Thereafter, the magi have the feeling they are being watched intently until the moment they leave the forest.

Which Magus does he pledge his service to? Does he stay with us while we explore? Does he accompany us out of the forest? --Tim 13:29, 25 September 2006 (UTC)
The goblin is Grufydd and he will pledge service to whoever wants a companion for story purposes, though currently I have him earmarked for Longinus, so if you are interested you may want to check with Corban first. I'm sure he can furnish the magi with any information James wants to pass on. --Perikles 15:21, 25 September 2006 (UTC)
The implication here seems to be that at least one demon was imprisoned within the ward and released when Eirlys destroyed it. What further informaton can we glean from Grufydd and anything else? --Perikles 16:15, 26 September 2006 (UTC)

He doesn't really know who else has been in the area; noone is supposed to enter the place as it has always been said to be dangerous. The only people he knows who openly possess items from the old covenant are the King and Queen, who recieved them from the magi not long after the covenant was first erected (within a decade).

Can Grufydd elighten us as to what might have been trapped within, or what might dugg that trench or left those claw marks? --Tim 17:47, 26 September 2006 (UTC)

He never saw it, but he knows the trench you speak of. Upon finding the claw marks in the trench, he scrambled out of it, and across the ward to safety. He walked the circumference, looking for the creature in question, but could see nothing amidst the trees.

[edit] Caer Caradoc

  • Present: Longinus, Llewellyn, ...?
  • Dates: Estimated 4 May 1220 - 5 May 1220
  • Travel: by foot?
  • Methods of investigation: As detailed by individual characters. Discussion of each days events and findings each evening together with planning for next day.
  • What we are looking for: as detailed by individuals, and modified by findings and nightly discussions.
The Creature
Studying the creature proves difficult. Getting too close results in a few close calls for the magi, and using intellego reveals imagery best left unseen. In the end, the magi kill the creature, and investigate things more safely.
The body in the river, though far more decomposed, turns out to be the daughter of the Castellan - the creature's latest victim. The creature's clothes contain several large, heavy stones, and her wrists and ankles still bear rotten fragments of rope, which appear to indicate that this creature was created by the murder of a young women in the stream many years before. The lair contains the bones of a few more people.
The creature's body contains four pawns of aquam vis.
The discovery of the remains of the Castellan's daughter is significant enough that (as a player) I suspect it should interupt our plans. It seems to me that Marcus and Mnemosyne would be best suited to transporting the body to the Castellan, and taking advantage of a potentially very beneficial political gain. Perhaps this could be done while the rest of the magi examine Caer Caradoc? --Tim 12:07, 24 September 2006 (UTC)
I'm fine with this if the players are. --James 13:25, 24 September 2006 (UTC)
Is the knowledge that it is the Castellans daughter available immediately, or is that knowledge accrued upon returning the body? If the first, Longinus will point out that while we do have time for a delay to our plans, and it is morally correct to return the body immediately, not to mention an excellent opportunity politically, most of the reasons for each of the mages to visit each site remain. He will suggest that at the very least, the remaining Magi wait at the Caer for Marcus and Mnemosyne to return to them so they do at least get a short opportunity to form an impression of the site. --Corbonjnl 13:45, 24 September 2006 (UTC)

Marcus and Mnemosyne return with the body, and with deft words and dubious spellcasting, they are feted like heroes for disposing of the creature, though the death of the girl is a great burden. Their guises become better known in the area than it is possible they would like. It seems that over the past few years, and number of girls have gone missing in the woods, and it was thought to have been the work of some foul wretch. They gain the favour of the Castellan, but wisely forestall naming their desires in case it will help with founding the settlement in the case that consent is needed for anything.

Marcus is careful to maintain his reputation as a man of faith and if possible will try to leave most of the credit and so forth with the others, painting himself as more of an observer and spiritual advisor to the actual "heroes." JBforMarcus 12:17, 29 September 2006 (UTC)
The Site
The ramparts protecting a large part of the summit are already quite formidable, and could clearly be completed and made more formidable if this was done in a subtle, and gradual way.
The little stone shepherd's hut shows signs that it is in fact a watch post. There are some crude notes which appear to be concerned with movements upon Watling Street. The location offers not only a good view of Watling street, but also offers a very distant view of the old Portway, where it drops off the northern end of the Myd, and heads down into the foothills.
Clarification, please: Is the hut function as a watchpost more recent than the Caer? What is the approximate aging of the notes? --Tim 12:14, 24 September 2006 (UTC)

The use of the shepherd's hut as a watchpost is a relatively recent thing. The fort is very old indeed, while the shepherds hut is less than twenty years old in all probability. The notes are less than a month old, judging by the hue of the gall ink. Magically, it is determined that the notes are just over three weeks old.

The spring produces remarkable water of great clarity, and testing confirms that it contains trace amounts of vis which might be harvested over the course of the year. Drinking it seems to be marvellous for the constitution, and improves the health of those in the covenant.
The location clearly rests upon Bedrock, which means that there is no shortage of quarriable stone, and the site has good, solid foundations. The woods on the side of the hill could also be harvested for materials.
Permission to build certain kinds of mundane residence on the site may well be accepted by the local noble.
Privacy. The site is in a location that few have cause to go near, though any structure taller than ten metres high will be readily visible from below. Quite loud noises will pass unnoticed, though bright flashes and gouts of black smoke might draw attention.
The aura is as high it can be without deforming the mundane inhabitants of the covenant.

[edit] Potter's Field

  • Present: Trip 1; Bedo + a grog? Trip 2; Longinus, Llewellyn, Marcus, Bedo , Mnemosyne ...?
  • Dates: Estimated Trip 1; 1 May 1220 Trip 2; 19 June 1220
  • Travel: by foot?
  • Methods of investigation: As detailed by individual characters. Discussion of each days events and findings each evening together with planning for next day.
  • What we are looking for: as detailed by individuals, and modified by findings and nightly discussions.

--Corbonjnl 07:57, 4 September 2006 (UTC)

Given those present and their abilities, the magi clearly identify it as a ritual arrangement of stones aligned around the summer solstice (Summer solstice 1220-06-21 14:19 - thanks Tim), which has been used first as a pagan burial ground, and later by the church for 'beyond the pale' burials. Some of the mounds are not burials at all, but markers for the stone alignment. The magi believe they have distinguished the older earthworks from the later burials.

Taking a journey to the top of the hill which marks the horizon for the alignments major axis, they find a simple arrangement of a large flat stone and a large stone needle, which has snapped with age.

Is there anything else you specifically investigate? --James 09:13, 18 September 2006 (UTC)

We definately want to be there on the solstice, and I think we should be there en masse. JBforMarcus 11:56, 19 September 2006 (UTC)

In that case, there would be two additional trips. The first to establish the solar alignment, and the second, falling toward the end, if not the end, of the exploration period, when you return to see what happens. --James 14:11, 19 September 2006 (UTC)

I've been trying to send an email to the mailing list for the last two days, but it's not showing up, so I'll past my comments in here:
If all agree with Longinus' suggestions, I believe the exploration should go something like this (modified slightly from Corbon's bit):
  1. All Magi investigate the Long Mynd, at least a full week. During this time, Bedo may take a day and investigate the astrological alignment of the fields' stones and determine when it would be best for all to return.
  2. When appropriate, all Magi investigate Potter's field.
  3. Spend a day or two investigating Caer Caradoc, but not much as we would do so on our way to...
  4. ...a full week (at least) at the ruins in the Hockstow.
--Tim 16:28, 19 September 2006 (UTC)
Seconded. --Corbonjnl 04:34, 20 September 2006 (UTC)
Works for me JBforMarcus 13:09, 20 September 2006 (UTC)
I vote, aye. --Perikles 18:17, 22 September 2006 (UTC)
[edit] Summer Solstice at the Potter's Field

The weather that day is somewhat cloudy, but high above, a brisk wind kept the clouds skudding across the sky at a keen pace. The magi keep half an eye on the site for a few days before the solstice.

Ambrosius, with his keen eye for structures, is the first to notice that over the course of the week, the actual layout of the graveyard has changed. The numerous fresher burials seem to have shifted around into quite precise arrangements. Even the standing stones seem straighter and more imposing.

Marcus wanders around Little Stretton a good deal, in the week prior, and notices that the local villagers begin to get edgy as the day draws closer. Normally a time of celebration, it seems clear that something is wrong. He pries gently, and learns at length that around this time, it is normal for one of the young women of the area to go missing, and even for livestock to do some strange things.

He reports this to the others, and Mnemosyne proposes that the matter warrants investigation by a more intrusive means, as the timing of the disappearances bears all the hallmarks of some ritual, in an area where some rather dodgy rituals are already known to have occurred (Hockestow Forest being not so far away).

He is able to uncover that one of the women in the village previously disappeared, and returned a year later with no memory of the time since their disappearance. He visits the girl and discovers that she really does have no memory of that time whatsoever, and sees no signs of tampering with her memory. It seems she returned to the village, confused and having aged a year, but otherwise seeming in good health and bearing the same clothes and possessions that she parted with.

On the the day in question, the magi gather just after midnight to watch events unfold. Before dawn, a girl arrives in the graveyard. She is clearly sleeping heavily as she walks, and comes to a stop before the large mound in the middle.

One of the magi approach her slowly and carefully cut a lock of her hair, before hurrying away back into hiding as Phaedrus's avian companion gives warning that something is coming.

Up on the hill, a nervous group of farmers arrive with a cow in turn. They tether the cow by the large flat rock, replace the point of the needle, and wait around, looking out into the darkness. Eventually the magi/magus stationed up near the summit see someone approach on their own. Whoever it is, they are set upon by the farmers and bound securely.

As the sun rises, and the light creeps toward the point of the needle, the farmers kill the cow, making sure that it's blood falls all about upon the flat rock, and drag the corpse so it lies properly over the stone, before retreating a good distance away. The corpse is still twitching when the first rays of light touch upon the needle, and in that moment, the cow bursts into dull flames.

The bound figure writhes with muffled screams of rage as the cow burns, attempting to free itself of the bindings. One of the farmers keeps a careful eye on the captive, but doesn't go near them during this display.

Down in the graveyard, a first light to top the needle pulses brighter, and the whole of the Potter's Field seems to glow faintly under its radiance. The light builds until presently, the mound, which now seems somehow bigger than before, appears to have a white door of marble appear in the eastern side. Illuminated from behind, the young women descends the stairs and disappears within.

The magi are able to learn (there are a couple of ways this could be done without the farmers noticing) that through the doorway there is, what appears to be a regio in which they can see a large green field stretching away before the door, and a few standing stones hither and thither.

At length, another women appears, and begins to head back toward the village. The farmers do not depart directly, but wait around until a few moments later when the door disappears, and the mound shrinks - then they quietly slip away in weary silence - accompanying the girl back to the village. The cow now just a pile of fine, dry, black ash, which turns out to be animal vis.

The captive wriggles back to the place where they were leapt upon, and retrieves something from the grass. After cutting themselves free, the boy crawls over to the sacrificial slab, where he breaks down into tears. The magi are able to learn that he is a local shepherd. He has no recollection of why he has come, and he also does not recognise the origin of the blade he carries, which appears to have been constructed by his own hand. Eventually, he appears as though waking up from a dream, and wanders back across the hill.

Observing that a door has opened for an indefinite duration, in a manner that likely only occurs but once a year, the magi decide not to head through the doorway.

Investigations regarding the girl who returns to the village reveal little more than the magi found out about the previous victim.

[edit] Player Queries

You're right presuming that Bedo won't head inside. He might slip off and see if he can spot where the woman that has appeared goes to - at least trying to spot which building, or where in the village, or trying to spot her face so he'd recognise her again. --OldNick 11:05, 9 October 2006 (UTC)

I know it's a long shot, and probably would require a roll to see if Ambrosius even thinks of this, but would it be possible to grab and cut a lock of the girl's hair after she enters the cemetery but before she descends the stairs? - Tim (forgot to log in)


Ambrosius would suggest that, if time allows and the other magi agree, the lock of hair should be used to scrye upon the now missing girl. He would also go out of his way to acquaint Llewys with the young shepherd in hopes that a friendship would develop. Finally, in whatever time he has, he's like to take a closer look at the blade the shepherd carried - particularly if there appears to be a mystical element about it of any type. --Tim 12:04, 10 October 2006 (UTC)

It is basically a long 'needle' of flint, skillfully sharpened from tip to end. There are no bindings upon it anywhere, such that it would bite deeply into the hand of anyone who grips it tightly without sturdy gloves. It looks like it would be good for driving deep into something, but the long straight sides might also be useful for paring or slicing. It is disturbingly unlike anything he has seen before, and is clearly an object which inflicts pain or death, unlike most knives which can at least appear to have some sort of mundane utility beyond such things.

The method of construction requires a skill that is little practiced in this day and age, and certainly not to this level of ability. --James 16:31, 10 October 2006 (UTC)--219.174.96.5 16:16, 10 October 2006 (UTC)

Unless I have missed it, you did not mention that the shepherd's hand was cut, though he was clearly wielding the blade. Am I mistaken? Also, unless my soldae disapprove, I'd like to set this blade aside for a season or two of study once we get our labs set up. --Tim 12:09, 11 October 2006 (UTC)
His hand was not cut very much, as he was not gripping the knife tightly. He has the hands of a young farmer, rather than the tender soft palms of a programmer. :P As for how you spend your seasons - I am sure there will be many demands placed upon your time, so I do hope you are able to indulge in such curiousities. :D

Attempts to locate the girl by her hair fail, or produce strange and erroneous answers, as though she were located outside of reality, in a regio, or similar. --James 16:34, 10 October 2006 (UTC)


Marcus tries to make an ID of any and all the participants in the ritual for later investigation -- what farmers were involved, does he recognize them and if not try to memorize their faces so he can find them later. Can we get the blade from the shepherd and examine it for enchantment/vis/construction/age/etc. Just to clarify ... the shepherd boy was the bound figure, shrieking and so on? So he seems to have been possessed, perhaps? Do all the girls who dissappear come back after a year, or just some and if some about what percentage? JBforMarcus 13:33, 10 October 2006 (UTC)

There is no problem with identifying the people responsible either by arcane or mundane methods. Amongst the farmers, they are considered to be the 'old boys'. The shepherd boy similarly fails to recall anything about that night when examined subsequently, and possession/control seems likely. All the women that magi can find information about returned safely. It seems that the old men are only really concerned for the well-being of the shepherd boy whom they tied up that morning. The women appears to return, unharmed, much as she left. It seems that at some point in the past, the villagers tried to obstruct the boy from performing the ritual without supplanting it with some alternative, and the experience went badly for all concerned. Now they grudgingly trudge up the hill, and spend some livestock to complete the ritual.

In the shepherd's shelter on the hillside, the magi find flakes of stone, which indicate that someone constructed the stone knife there upon the hillside. He denies making it. --James 16:31, 10 October 2006 (UTC)


Longinus's assertions have raised a couple questions in my mind:

  • Is it true that the only entry *we found* to the first level of the regio is through the barrow?
    • No, but the barrow is very convenient if coming from Church Stretton, though evidently one way. My original intention was that it was actually two way, and that the way back was blocked by the stone doors, denying either retreat to mundane or access to the first level until the puzzle was solved, but that never made it into the story.
      • Based on our experimentations, what methods can be used to enter the regio? I have a *great* deal of difficulty accepting the idea that you can simply enter the regio by walking up the Mynd.
  • The thread in which Ambrosius and Mnemosyne first explore the Long Mynd suggest that the border between the first level and the second level a a geographic barrier - that is to say that each level of the regio encompasses smaller and smaller portions of the summmit of the Mynd. Ambrosius was able to simply walk up the path and cross from one layer into another. The question I have is this: Is it possible to REACH the summit in each level by simply avoiding regio boundry ccrossing points or will any attempt to reach the summit result in crossing into higher and higher regio layers?
    • Rather than thinking about the regio layers as a series of rings of decreasing size, you should consider them to be a stack of circles of decreasing size. Not passing into a higher regio layer when you encounter the next boundary will permit you to walk to the summit. Every layer has a summit.
      • Ok, that's good.
  • I got the impression when writing the Long Mynd thread that the distance between the regio boundry leading off of the Mynd and the boundry leading deeper into the regio was fairly significant, perhaps 75 to 100m, which strikes me as plenty of room in which to build a covenant. Is this accurate?
    • This doesn't matter unless each of the lower layers are rings, but they are full spheres. Having your Aegis of the Hearth crossing the boundary layer would not be good though. --James 16:43, 31 October 2006 (UTC)
      • Ok, that doesn't really answer the question though. What is the distance between regio boundries, i.e. how much room do we have to build a covenant without crossing a regio boundry?

Thanks --Tim 18:22, 28 October 2006 (UTC)

[edit] Corbon

I'll see if I can kick start this off...
- Longinus will want to go to each site if possible, taking Llewellyn with him. In order of importance, Mynd, Hockestowe, Potters Field, Caradoc.
- I think at least (or up to) a week on-site in and around Hockestowe and the Mynd. Maybe only a day or two for the other two sites.
- Travel mostly by foot is his plan - if others have faster ways that is fine, but he will not suffer another casting spells on him for this (or almost any other) purpose. Staying at sites will mostly be camping style I guess, or up to others. If he, or others, feel unsafe some sponted Creo Terram should make temporary, relatively secure accommodation.
- Methods of investigation are likely to be determined by / copied from others. They will include physical searching and probably Intellego magics (various types depending on occasion including but not limited to Vi, Te, Co, He, An) after watching/talking to some of the other mages. Longinus has had no teaching on Intellego at all beyond Arts having been opened and general Magic Theory (his at 3 is fairly low). After observing some of the others using Intellego magics and discussing with them he is likely to try all sorts of things in the excitement of discovery - but at very low levels of course. By staying on-site for several days and cooperating together he would also hope that a fair amount of discussion and speculation between the mages might not only start to deepen relationships but possibly bear fruit in different methods or angles of searching as well.
- Looking for; Auras (type, strength, boundaries), Regios, inhabitants - both sentient and not, monsters (well not-monsters preferably), potential vis sources, random vis, artifacts, water sources (current and potential), food sources (current and potential), income sources (current and potential), buildings, intact or not, stories/legends about the areas, anything anyone else can think of.
There, thats a start... --Corbonjnl 09:31, 29 August 2006 (UTC)
Good stuff. 2xweek long investigations, 2xbriefer investigations +travel, let's call it a month?
A month at least. Just to clarify, Longinus expects these investigations to be group efforts in general, rather than the splits for cursory examination. Not necessarily 'every' magus, but certainly most, should go to the two most promising sites. --Corbonjnl 13:32, 31 August 2006 (UTC)

[edit] Tim

[edit] Ambrosius

  • First and foremost, Ambrosius needs a shield grog. He's going to be a little picky about it, looking for someone willing to learn the martial arts but at least somewhat skilled (or just enthusiastic about) theology or philosophy, or some type of higher thoughts. Education and income are not important as far as the grog goes. Since he's going to be spending any time outside of his forge with this guy (or gal) he wants to make sure they are willing to converse. As seen in the thread, he's approached Marcus for assistance with this search.
Diarmit by any chance??? duh, he's been with Marcus already! JTime for John Greensward or Howell to turn up? --Corbonjnl 08:03, 4 September 2006 (UTC)
Diarmait would be perfect, but I was assuming that he was Marcus' shield grog, since Blalthmac clearly isn't :) --Tim 22:16, 4 September 2006 (UTC)
  • Ambrosius would like to spend his remaining time investigating the Long Mynd Regio and, should there be any time left over, the Hockstow Forest.
James, please see the "First and Foremost" point above. - --Tim 13:32, 25 September 2006 (UTC)

That's a pleasant conundrum. Martial abilities probably means a noble, as does the education. A young male, who isn't first in line is probably your best bet. Trained in combat, but also schooled in theology for his inevitable entry into the clergy, as befits a landless noble. Magical persuasion might be a good thing here, I think. --James 17:24, 27 September 2006 (UTC)

[edit] Long Mynd Regio

  • Exploring here first, he wants to check out the following places, in this order, as long as any others that investigate with him agree:
    • First Level
      • Down the stairs in the barrow, as thoroughly as reasonable, depending upon how expansive it may be
done.
      • The extents of the first level - how far around does it go. Are there any more structures or items of interest?
The mynd has quite a few megalithic features, but the only ones of great arcane interest have been detailed. The first level covers the whole Mynd above a certain altitude.
    • Second Level
      • The cottage, on the second level (the one where we were unable to see it because of the hills)

Exploration reveals that there is, and was, never a cottage there. Evidently, it was constructed by someone in the first regio layer, and the ruined version in reality is either a regio-shadow (TM), or a similarly placed copy. It is not possible to tell though, because the geography has become sufficiently exaggerated to frustrate attempts at comparing locations with any great precision.

      • The pavilion with the regio boundary in the middle
      • The Barrow
done and done.
    • While exploring the site (and presuming a safe return to the mundane realm each time), Ambrosius would prefer to stay at the cottage.
OK
    • While investigating, he will make use of the following spells:
      • On each level, and in each distinct location, he will check aura type and strength with spontaneous magic.
I've never been in a game where aura types were mixed inside a regio, and found no reference to it in either of the books I checked on the subject. I always thought that if a significant change occurred to a regio layer's aura, that it would lead to the area becoming a seperate regio that was directly linked to by the mundane world. The idea of inter-realm links within a regio seems odd to me, given the way that the realms are described, and the rules for things like second sight. If you have encountered this sort of thing in canon, then let me know where to look, please, and I'll go and dig it out.
      • He will spont (w/ fatigue) the same vision enhancing spell that he did in "Under a Perfect Blue Sky: Setting Forth Upon the Mynd-cum-mountain"
Regio-boundary-spotting spell? That is in the site description - apologies for the delay, but I wanted to draw some maps and finalise a few things for myself before I detailed things further.
      • On each level, he will also Formulaically cast "Probe for Pure Silver" wherever it seems appropriate
There are no large cashes of silver, nor veins of silver in the rock of the Mynd itself. The geography is not conducive for such. There is possibly some silver used in the decoration of the monument, and there might possibly be a small find to be made in one of the grave locations, but nothing worth detailing.
      • Finally, he will make it a habit to, whenever he is out exploring or in a potentially dangerous situation, casting "Doublet of Impenetrable Silk" on his Grog's armor.
Right. Aim for the head. Got it.
    • He's not looking for anything specific, but rather is seeking to know as much about this place as he can. As far as general information, it'd be nice to know who constructed the place, and why it is no longer inhabited (or is it?).
The first level of the regio is inhabited below ground by the elementals. Above ground, there is evidence of a dwelling that was destroyed by fire. In the second level, there is evidence of a large settlement which has disappeared into a regio layer. It is possible that the cottage was related to the settlement on the second regio layer.
I don't follow this part: "In the second level, there is evidence of a large settlement which has disappeared into a regio layer." Can you explain a little more?

[edit] Hockstow

  • Since he'd be coming here rather late in the pulse, if at all, I expect that others may very well have done some or all of this. If that's the case, then he'll simply assist any magus that has been investigating the area longer than him.
  • In the forest, there are some specific things he'd like to look at:
    • Is the obelisk around which Eirlys danced tied to the land (like on ley lines) or can it eventually be moved back to his lab for study?
The pillar does not look like it is wholly, or possibly even partially, the product of hermetic magic. None of the characters have heard of a Ley-line, bar Phaedrus, who might recall the name if someone else mentioned it, and nothing more.
It's a stone in a big circular field, and it made trees in the area glow.
    • Is the tower of obsidian enchanted in anyway?
The situation it is found it makes it appear to be very old, indeed, but it is perfectly clean. It is in perfect condition. Were it not for the physical evidence, anyone would presume from a distance that it were an illusion created by an unskilled magus, sitting incongruously amidst the wreckage of the old tree.
    • Do any tools, books or relic remain of the previous occupants in any of the remaining structures?
Nothing with an ounce of magical enchantment in it is to be found, beyond the big black block and the now defunct ward. You are the latest in a long line of visitors, and evidently not the first hermetic magi to poke through it, as the attackers would have gone over the site, too.
There are the remains of tools that grogs might employ in their labours, but are in awful condition given that they have been buried in a forest since the war.
    • Can he recover any seeds from the large, dead tree in the center? If not, grab a twig or the like from the tree - perhaps it can be revived with Magic. (His goal is to eventually plant it in the regio if it is reasonable.
If there were any parts of the tree that were going to grow up into a full tree, they would have sprouted and taken root by now. The canopy above the black block has a large circular hole where the great tree would have previously completed the canopy-dome.
Given that sunlight is falling unobstructed on the forest floor here, there is a surprising lack of young trees and saplings competing for their share of the light.
    • Examine the broken ward for anything out of the ordinary (as far as "ordinary" goes!)
Apart from the point where something tried to get out, there are lots of places where animal trails skirt the edge for part of the circumference. There is a disturbing lack of any traces of animal activity within the circle, though there are a few traces that have been left since the ward fell.
  • It's sort of hard to guess at what spells he'll use.
    • He definitely will want to try the same spell that he did in "Under a Perfect Blue Sky: Setting Forth Upon the Mynd-cum-mountain", searching for a regio or hint thereof.
There are no regio boundaries within sight.
    • He will want to check the type and strength of any aura, at multiple locations, within and without the warded area.
It is consistent within the bounds of the circle, regardless of section or sub-circle.
    • I'm not sure how this might be done, but he'd like to check for secret rooms, doors and storage spaces. Maybe InHe/InTe?
  • While investigating, he has no qualms against staying in the old covenant buildings.
After performing this investigation, Ambrosius is impressed by the thoroughness of the hermetic magi who attacked the covenant. It seems they left no stone unturned, and wherever an underground space is located, there is evidence that it has been tunnelled down to - though most of these short tunnels are collpased,

[edit] Warren

  • Warren will go into this pulse with the following goals
    • He will continue to cultivate a relationship with a carefully choosen wench of the Castellan's staff.
    • He will look for work in some type, suitable for his skills
    • He will stay in touch with Phaedrus through messages, the first of which I hope to have now posted. If his help is requested, he will attend to Phaedrus as soon as he is able...or, at the very least, as soon as it is beneficial...

[edit] Samuel

I do not have much inspiration now but anyway...

[edit] Phaedrus

Phaedrus will reply to any message from Warren promptly, or did Marcus say anything about contacting him? (One thing Phaedrus will ask about is folklore about the sites.)

For the exploration, Phaedrus will start by looking at the Regio, since it is closest and thus won't waste too much time. (Besides he is curious.)

He will also like to visit the two other locations.

As the only magi with a scrap of magic lore, Phaedrus's council is sought repeatedly throughout the explorations regarding anything and anything that isn't strictly magical. He earns himself no small measure of kudos by identifying the zephyr by name, and affirming that the water demons dwelling in the underground lake are in fact elementals.
During the conversation with the elementals, it is Phaedrus who manages to get some questions answered, though the elementals seem to find Ambrosius interesting too.

[edit] Peri

Some random thoughts of the top of my head.

[edit] Long Mynd

Mnemosyne is most interested in invesigating more of the Long Mynd. I think Tim's layout for the plan there. She would like to particularly investigate alternative exits out of the regio and between the layers.

[edit] Hockstow Forest

While she acknowledges that Hockstow Forest is a definite area of interest, she has a bad feeling about it, based on the reports she heard. As such she would prefer not to visit that site at this time, and will attempt to avoid it if possible. If confronted, she may reveal her misgivings. However, as they are not terribly logical and based more on 'feeling' than logic, she is rather embaressed about this and would generally prefer to avoid the subject.

[edit] Potter's Field

While Mnemosyne does not believe this site to be of any use as a potential site for the Covenant, based on Marcus' report, she does think it is likely there is more to be learned about this site. She suspects that there could be a valuable Corpus vis source in the area. Also, given that it is a graveyard, it is possible that her expertise of Mentum may be of use here, as it also governs spirits and ghosts. Any ghosts around? If there are, investigate.

[edit] Caer Caradoc

Mnemosyne has dismissed this site as being basicly without major interest at this time. In her opinion further investigation can await an expedition which will have the dual purpose of rooting out the creature which attacked Bedo, harvesting it for vis, and making a more thorough survey of the area for any other sources of vis.

[edit] Others

Given the strong focus of Mnemosyne into Mentem magic, unless someone can see something she has missed, she will not be of great use in physically constructing the covenant - wherever its location. On the other hand, she probably can be of some help in recruiting willing workers, random coven-folk, arranging for supplies and other such mundane activities. No doubt Marcus would also be useful in such things, especially given his better social comfort around mundanes, gentle gift and general nature as a Jerbiton magus. However, with Mentum, Mnemosyne could be most useful in getting people motivated quickly, efficiently and inexpensively.

[edit] Nick

Not a lot to add

[edit] Bedo

Bedo is keen to see the Regio, but will make it clear he doesn't want the covenant to be formed within it. He will though do his best to help find out what's within it.

He's also keen to see the forest, and will seem positive about forming the covenant that distance away from Stretton

Distance from centres of population is good.

He's not keen on Caer Caradoc or the Potters Field, but will be willing to guide people up Caer Caradoc if needed (if only to avoid the creature there).

Nick, you said, "Bedo is keen to see the Regio, but will make it clear he doesn't want the covenant to be formed within it." Might I asked that you include this in the "Magus Congressus" thread, please? I feel this is an important enough point that it bears some IC discussion. --Tim 12:11, 5 September 2006 (UTC)
Remembering that a regio, to the magi's knowledge, is a magical area, which is magical, and sort of area-ish, and quite definitely not the product of hermetic magic.

You don't really know anything else, apart from the name, really. Phaedrus might know more...

For my part some of this sort of thing also needs to be discussed IC, although perhaps _after_ the deeper investigations, not before. Anyhow, IMO the Magus Congressus thread is hanging waiting for a Eirlys resolution, as both the substance and style of any post-conversation will IMO be altered by the shape of the Eirlys resolution. --Corbonjnl 12:28, 5 September 2006 (UTC)
I've put a short comment from Bedo into the thread, but I tend to agree with you, it's a point for after the deeper investigations. --OldNick 12:42, 5 September 2006 (UTC)
I would thing that depends on his reasons - if there is some general detriment to living and operating within a regio, I think it should be addressed sooner rather than later. Frankly, asside from the dangers of living within an aura, I can't think of a reason to not abide in a regio; if I am mistaken, I'd like to be corrected. Also, if there is a chance that Bedo know something of this regio specifically (a la Longinus and the Hockstow), then that should be addressed before any serious investigation should take place. Just my opinion.--Tim 13:32, 5 September 2006 (UTC)
Again, it's a regio. What's your magic lore?

Bedo would want to visit Potters Field on both occasions, the first time to help work out when the second visit should occur.

[edit] Jeff

Jeff, Diarmait is Marcus' shield grog, right? --Tim 17:37, 20 September 2006 (UTC)

I suppose that's more or less correct, yes ... JBforMarcus 18:15, 22 September 2006 (UTC)

[edit] Marcus

Marcus will try to keep his hand in back in "town" as much as he can; his 7 League spell will help with that. In general, he's not too useful at determing auras, regios and what have you, but he talks pretty good if we find anything that needs talking to ...

Corbin's notes about what to look for pretty well cover Marcus' ideas as well.

  • In the Strettons, he will (using gossip liberally) keep an eye open for those who might be useful to augment our ranks -- potential covenfolk, grogs (especially a shield grog for Ambrosius), and so on.
Potential servants abound, but it is probably a bit premature to go recruiting now. Marcus manages to check out a fair few faces on his rounds in the community, and files away a few faces for later reference. His inquiries about scribes and literate persons leads him to believe that the village of Bishop's Castle might be a better place to look, as apparently the Bishop employs some scribes who are not part of the church.
I'm working on the theory that the kind of people we want are not going to be easy to find and we should grab them when we can ... but, this is really just laying groundwork mostly. At some point take a trip up to Bishop's Castle and check it out.
Perhaps Shrewsbury might be a better bet? "Town of the Bishop's" as Bishop's Castle was still known at this time was a pretty minor place, really only a settlement below the castle, which had only recently been rebuilt in stone. It took until 1249 until it was large enough to be granted a charter for a market. --OldNick 13:52, 2 October 2006 (UTC)
Marcus certainly willl be going back to Shrewsbury at some point -- for the Choir if nothing else -- and will be keeping an eye open. JBforMarcus 15:21, 4 October 2006 (UTC)


  • Potters Field - Marcus wants to go back with whomever to determine the dates (which has been done) and then encourages everyone to be present on the Summer Solstice to learn what we can at that point. (Which has not been done, I don't think.)
The magi heartily agree to be present. None of them have the blindest idea what might happen, and guesses and wild speculation abound, stirring their curiousity.
Noted. This'll be fun.


  • Long Mynd - Marcus is interested in the regio, of course, but leery about the idea of setting up shop in there. He has no specific things he's looking for, but will help as much as he can. His reservations about the site have to do with the effect it will have on the people living there; he's a Jerbiton, he wants people and doesn't want to be too isolated.
How much does Marcus actually know about regios?
Not much I suspect. Not his area of speciality.
  • Hockstowe - Much the same thoughts as the Long Mynd, although not quite so drastic since it's not a regio and not likely to be so detrimental to the covenfolk. He's concerned about the isolation, though.
  • Caer Caradoc - Marcus rather likes this site, and will help explore it as much as he can. It's closer to the real world, which is a good thing in his mind.
Noted.

General thoughts:

  • Marcus doesn't like the idea of putting the whole covenant in a regio for two reasons:
  * negative effect on mundanes
  * too isolated
From a rules perspective, Marcus's first objecction makes no sense. Regios don't harm grogs - auras do, and they don't hurt them, so much as cause them a bit of change if they haven't already got some form of supernatural virtue, which most of them do - besides which, they are all going to grow old and die, get killed in fights, and generally spend their lives in your service and need replacing anyway.
Well, only sort of -- Warping is bad. And maybe we've got an assumption mismatch; I don't expect all or most of the grogs and covenfolk to have supernatural virtues.
From a character perspective, that's fine. He knows no better, and it fits with his character. :D
But, yes, that was my intent mostly anyway:-)
  • Marcus isn't too excited about Hockstowe either, mostly because of potential problems with the fae. The Eirlys situation has exacerbated this feeling.
  • However, he's not dead set against either site, but will aggresively campaign for some kind of satellite facility close to the real world and civilization -- something near the Potters Field, up on Caer Caradoc, or even just in the town (the cottage, for instance), would do. He might or might not build his laboratory there, but will almost certainly begin building a (magical) transportation network, especially if the main Covenant site is distant.
Fair enough.

[edit] Alicia

Alicia will, generally, accompany Ambrosius or remain with Llywellan.

[edit] Blathmac

Blathmac will go wherever he's needed, of course, although going with someone who speaks Irish Gaelic would be a good idea. Alternatively, he might simply remain centrally located, perhaps at the cottage, and tend to the animals. After all, that's what he's good at.

Given all the plant prodding, animal tracks, and general need for mundane knowledge relating to the natural world, Blathmac should probably go along with the magi.
Works for me.
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