Being a short description of the
surrounding areas that the Covenant of Surren's Rune find themselves in.
The Covenant of Surren's Rune is a largish, sprawling manor of glossy, black
rock, situated on a hill near an escarpment, overlooking the sea. It is located
near the town of Port Surren on the island of Athoar.
The gaily colored sills of the many windows in the manor break up the otherwise
brooding appearance of the manor. The black rock used in the manor is almost
transparent, like high-quality obsidian, and is quite obviously not natural.
No other rock on the island is even nearly as black as that rock, and it is
quite obvious for any astute observer that the manor was probably raised from
the bones of the earth by magic - and powerful magic, at that.
The cobbled road leading up to the Covenant from the town of Port Surren is
cobbled with stones of many colors, and is almost magically durable. If one
stares at the road from a vantage point for a long time, one can almost, but
not quite, see a complex, weaving pattern that may or may not have some deeper
meaning. Or, one will see a random splattering of color, further breaking up
the dark, imposing shape of the manor.
The manor itself has many wings, positioned roughly in a five-edged star shape
if looked at from on high. Its centre is a rather large, pentagonal main building,
with a large, open atrium in the middle, completely paved with large, pentagonal
slabs of highly polished black rock. In the exact centre of that atrium, there
exists a black slab of rock five times the size of the other large, pentagonal slabs.
This centre slab of the atrium is veined with myriad of colored lines, said to
glow when it is dark in the atrium - which it seldom is, due to the faintly
glowing magelight balls hovering in always-changing patterns in the atrium.
This centre slab is Surren's Rune, and the theoretical origin of the Covenant.
In addition to the manor itself, there exists a few low, wooden buildings built
some two hundred yards from the manor. This is where the serving staff - gardeners,
visiting scribes and the like - are lodging. An almost fortress-like structure
of expertly dressed stone closer to the manor notes the place where the
Defenders of the Hearth, a dwarven clan-of-clans, make their living, close,
but not too close to the manor which they protect.
Some small, cultured fields show where various herbal gardens are located,
but there are no large, sprawling fields of any sort near the manor. The manor
is a place of learning and magic, not farming.
The presence of the manor and its occasionally fairly powerful residents does
not mean that there are no wild spots near the manor itself. For instance,
beneath the steep escarpment near the manor, where the sea incessantly pounds
the soft rock, there are deep caves and caverns leading deep into the island
rock itself.
Though the known mouths into these caverns are covered with
stationary wards and barrier spells, the occasional curious apprentice explores
these caverns. Some does not come back. Others report of strange stone constructions
and weird creatures. So far, the Lords have not taken notice. Besides, it
keeps the adventuresome apprentices from other mischief, and the occasional
mishap is nothing more than can be expected.
A scattering of islets - nothing more than large rocks in the sea, really - can
be found a few hundred yards out from the shoreline near the manor. In earlier
times, it was considered quite fashionable for the Lords to live there instead
of in the manor itself.
Nowadays, the crumbling ruins of various towers and
other, more exotic forms of abode can be seen on various of these islets. The
only Lord that currently resides there, is the Lord of Transportation, Lord
Myanmet Thurr, his affinity for water leading him to live as close to the sea
as he can come. His daily commuting to and fro the Covenant itself on his winged,
endweomered clockwork whale is something that many visitors find intensely
fascinating.
History:
Being a short overview of the
history of Surren's Rune, its origins and its past.
The Covenant of Surren's Rune is named after its founder, the Diviner Surren,
and his greatest creation, the Rune bearing his name. It is said that he raised
the manor itself from the very bones of the earth in but one night, but that
he labored mightily for nine years, nine months, and nine days to create the
Rune, which was to become his crowning touch.
It is uncertain when the Covenant was established, but the records of the
Covenant itself date it as being there at least five hundred years ago. Most
scholars agree, however, that the Covenant is probably nearing its millennial anniversary
soon, though it has not always been awarded the high esteem the locals award it
today.
Originally, only the centre manor itself was erected by Surren himself, the
various wings of the manor being added by various Lords when the Covenant outgrew
its boundaries. Today, the manor is home to about fifty apprentices of various
levels of skill, with a number of about a score graduates dropping by to teach
classes, do research, or share spells with the Covenant's Lords of Magery.
Surren's Rune was created by Surren in order to warn of some cataclysmic event
that he expected would happen in the future, and hopefully the mages of that
day could use the Rune to help prevent that cataclysmic event. This, of course,
is common knowledge of the apprentices and graduates of the Covenant, yet their
strictures prevent them from discussing this with others.
One of the more notable events in the Covenant's long but undistinguished history,
is the Clash of Elements, a battle that happened during the third Mage War, some
four centuries ago. During this battle, all but two of the then-reigning Lords
were killed, and three-quarters of the manor itself was destroyed in the fierce
magical battle. That the Lords managed to resist the Tyrants is in itself incredible,
considering the vast arrays of powers that the Tyrants possessed - according to legend.
Some say that the Tyrants came because of the Rune, and some say the Lords repelled
the Tyrants and their forces due to the Rune. However that may be, occasional
strange, magical incidents that happen near the manor can be ascribed to that
occasion, as well as a clearly defined, star-shaped wild magic area near the
manor.
Function:
Being a discussion of the perceived
function of Surren's Rune, and its place in the local politics, as well as a
deeper discussion of its original function.
The Covenant of Surren's Rune function much as a wizard's training ground,
allowing apprentices showing an aptitude for magic to find their specialization,
and to develop their fledgling expertise in magic further. Furthermore, the
Covenant act as a stabilizing factor in local power-games as well, as noone (but noone)
wants to be on the Lords' bad side.
The Covenant's Lords of Magery use the manor as a way to research and develop
their own powers in relative peace, in exchange for sometime tedious spellcasting
in the annual Ritual of Retracing, as well as having to teach classes of young
(and not so young) apprentices.
The full extent of the true function of the Rune and its Ritual of Retracing
is perhaps not known to anyone alive today. However, the current Lord of Farsight,
the Diviner Szospret Lynnart suspects that the Rune is a sort of lock, or
magical detection device that is connected to some sort of planar struggle
against a powerful, if obscure, magical force, and that the Ritual of Retracing
strengthens the Rune.
Strictures And Tenets:
Being a discourse of the duties,
tenets and strictures of the members of the Covenant of Surren's Rune, and
their ethics concerning magic, as well as an overview of the internal power
structure of Surren's Rune.
The Covenant of Surren's Rune has a fairly strict structure for how they
handle magic. Obviously, the Lords have the right to pass new edicts, as well
as loosen old ones when a Council decides to do so. Here, however, is a list
of the current tenets and strictures of the Covenant of Surren's Rune.
The
Lords do not have any official codex restricting their behavior, though a
gentleman's agreement exist restricting their use of magic, as well as guiding
their power struggles within the Covenant, using heated discussion instead of
powerful spells as their weapon of choice when defending their views in various
matters.
Tenets of the Covenant
The Covenant of Surren's Rune exist to Retrace the Rune in the Ritual of Retracing.
The Covenant's primary obligation is to protect and maintain the Rune.
The Covenant must spread and promote the responsible use of magic.
Responsible use of magic is to show restraint in the application of magic, and respect for those that cannot wield it.
Every member of the Covenant is obligated to develop new magics whenever possible, and to share this knowledge with other members of the Covenant.
A member of the Covenant may not slay any mage, except in self-defense, and may never profit from the act of killing a mage.
Duties and Rights of the Apprentice
An Apprentice is required to work hard and dilligently in the pursuit of magic, always heeding the Lords to the fullest extent.
An Apprentice must always be obedient and curteous to senior members of the Covenant.
An Apprentice is not allowed to share the spells that he has learned with other such as he, as his mastery and understanding of magic is incomplete at best.
An Apprentice may not slay any other Apprentice using spells or otherwise, on pain of death by life draining.
An Apprentice must always share any magical discoveries or spells recovered with his superiors, in particular the Lord of his department.
An Apprentice may not leave the Covenant unless specifically allowed to do so.
An Apprentice may never sell his magical knowledge, as his improper understanding of magic may endanger both him and others.
An Apprentice may never reveal lore he has uncovered in the Covenant, except to the Lords or those appointed by the Lords.
An Apprentice may never pose as a Graduate of the Covenant, nor may he ever answer falsely when inquired about his status at the Covenant.
An Apprentice has the right to sufficient training in casting, scribing, and developing the Art of Magic.
An Apprentice has complete right and mastery of his own body.
An Apprentice must never be the target of a spell cast by any caster, unless the Apprentice has allowed the spell to be cast on him.
An Apprentice is allowed to sell his services as a spellcaster to earn his apprenticeship, but must always get prior authorization from the Lords or those appointed by the Lords.
Duties and Rights of the Graduate
A Graduate of the Covenant is not allowed to reveal the parameters of his Test to Apprentices of the Covenant.
A Graduate may freely sell his services as a spellcaster to others.
A Graduate may freely cast spells for his own benefit, or the benefit of others, yet may not cast spells targeting Apprentices, Graduates or Lords of the Covenant except where explicit permission has been given.
A Graduate may not teach others magic, except by the explicit authorization by the Lords of the Covenant.
If a Graduate encounters magical lore regarding the Covenant, he must reveal that lore to the Lords of the Covenant.
If a Graduate has developed or uncovered unique formulae, the Lords of the Covenant may purchase a copy of those formulae with a fair and equitable trade of formulae.
Apprenticeship:
Being a discourse on the nature
of apprenticeship, its advantages, and its disadvantages, as well as the type
of apprenticeship one can receive.
Graduating:
Being an outline of the graduation
ceremony of the Covenant of Surren's Rune, and the process of how to get there.
Social Life:
Being an outline of what one can
do in and around the Covenant of Surren's Rune. Ofttimes, an apprentice can
get in trouble - and a Lord of Magery can get even deeper in trouble!
Support And Services:
Being an outline of what one can
expect from Surren's Rune after graduation, as well as what the Covenant and
its MageLords expects from a graduated mage after graduation.
Sample Lords of Magery:
Being a few sample Lords of Magery, as
well as other characters that are in and about Surren's Rune.
Lord of Farsight, Szospret Lynnart.
Lord of Transportation, Myanmet Thurr.
Magical Items Of Surren's Rune:
Being a few sample items of magic both
powerful and simple that can be found in the Covenant of Surren's Rune.
Adventure Hooks:
Being a random, jumbled list of
possible adventure hooks in and about the Covenant of Surren's Rune. If you
don't come looking for trouble, you can pretty much bet your wand it already
knows where you are.