Stranggore Boons and Hooks
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Hooks
Hooks are more interesting than Boons, so we list them first.
- Centralized Kingdom
- Simply setting the Saga in England is worth a Hook, because every piece of land has an owner and everyone is subject to the king's law. This is especially a Hook when the king is John Lackland.
- Contested Resource
- The covenant has a distant vis source in The Weld: an enchanted pear tree that yields 4 pawns of Muto vis per year. Unfortunately they haven't been collecting from it for a few decades and now other individuals, including Godwyn, think it's up for grabs.
- Crumbling
- The castle is ancient and crumbling. The player characters are probably going to want to fix it up, which would require stories to get both the money and the labor.
- Flickering Aura
- The magi of Stranggore must perform occasional mystical ceremonies in order to maintain the Magical aura. Sometimes these ceremonies require odd ingredients, involve obscure prophecies, or are otherwise interesting.
- Protector
- The covenant is the mundane overlord of the village of Barstow and some surrounding hamlets. This provides income in the form of tax revenue but also creates an obligation to protect the village.
- Rights and Customs
- The grogs and covenfolk have traditional rights and customs that go back to ancient days. They expect lots of holidays and two annual feasts. The grogs technically can't be fired by the magi because only the lord of the castle is supposed to do that; and there has not been a lord of the castle since the eleventh century.
- Road (minor)
- The covenant is located along the Fosse Way, one of the mystical ancient roads of Britain. We chose this as a Minor Hook because we don't want it to dominate the Saga. It will definitely create some stories, though.
- Unknown (x3)
- Each player has one Hook that is Unknown and can be developed later.
This totals 10 points of Hooks.
Boons
The Wizards' Council of Stranggore enjoys the following Boons:
- Fortifications (Major)
- We are using the Fortifications Boon from the core book, rather than the Castle Hook from Covenants, because we don't really see how having a castle produces a major amount of stories. The covenant is an ancient ringwork castle with a (less ancient but still crumbling) hall keep. There are some additional magical defenses to round it out to Major Fortifications.
- Favors Owed (Major)
- In ancient days, before the Order of Hermes came to Britain, the Wizards' Council of Stranggore forged alliances with numerous mystical beings: spirits of the wood and streams, ghosts of pagan kings, Ravens of Virtue, and so on. Some of those alliances are still honored, though they will require research and diplomacy to activate. (Whether those allies can also ask help of the covenant falls under the Unknown Hooks we've left to the discretion of the storyguides.)
- Aura
- The Magical aura for the covenant and its living area is +4.
- Informants
- The villagers of Barstow report interesting happenings to the covenant. Merewen also has other descendants scattered about the shire who can occasionally feed information, and of course Argus (or more accurately, his familiar, Cedric) is a significant source of information in his own right.
- Loyal Covenfolk
- Largely because of their rights and customs, the covenfolk and grogs are especially loyal.
- Unknown
- We have one point of Boons left to balance the Hooks; it is currently Unknown and can be assigned by some future storyguide. Probably it will take the form of Hidden Resources.
This totals 10 points of Boons.