The Covenant [Approved]

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Taelian Edevane
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Mon Jan 20, 2020 7:18 pm

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The Covenant


The Covenant is a global organization, though it is reserved only for the utmost arcane elite. Many would call the Covenant a networking group for powerful mages, a method of acquiring allies and resources otherwise not offered to them, though with the price of fulfilling the objectives underlined by the Umpire. More than all of this, the Covenant acts as an alliance: mages within it band together against their opposition, forming a lobby against magical repression and discrimination, and inducting and teaching new mages who show considerable talent. While the organization claims neutrality on most issues, the members within it are all fairly political, and this reflects in their actions.


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Unlike many magical collectives across Atharen, the Covenant is not a group meant for fostering new magical knowledge or studying the concepts of the arcane; whether lost or undiscovered. It is not meant for preserving magic or maintaining a sacred, almost religious deference to it. To the Covenant, magic is a path to power, and that is all. It is a method of fulfilling greater ends, and one is cautioned to act carefully in its application. Magical use by the organization and its members is typically pragmatic, and they tend to act fairly reserved in learning of it and extending its use. Nevertheless, each ranking member within the Covenant tends to be far more powerful than one might find in other magical factions, as only those with the most talent are invited and dangerous mages are quickly expelled. The Covenant's risk tolerance is fervently geared towards the lower end, and much of their actions demonstrate this very clearly.

As the Covenant has far fewer members than the Arcana, it is tightly-knit and its members tend to know one another very well. Many of them form alliances among their peers, more strictly bound than that of their overall group commitments. Nonetheless, the majority of them tend to be friendly towards one another and the group actively attempts to foster a community-like atmosphere. This often makes disagreements among them even more volatile, given the interpersonal relationships that form.

Before anything else, the Covenant is a political organization and it is led by the wealthy elite. Though the group tends to be fairly practical in its approach, the stench of unpalatable aristocracy remains; the far majority of Members and Thespians dress incredibly well, speak well, and frame their conversations in geopolitical 'macro' terms. This is not to say that the members are generally born into privilege, however, as most of them originally came from peasantry. To the Covenant, magic is a form of Nobility in and of itself, one that does not pass down between generations and therefore acts as a true form of legitimacy.

Customs
Customs are techniques the Covenant employs within its own circles to ensure that its members are well suited for court. These 'customs' are extremely rigorous and can be destructive to the psychology of weak-minded individuals, but they tend to build incredible speakers and navigators of court, desired by those in proximity with them.

Cohesion: Cohesion is the act of ensuring total aesthetic coordination. It is performed between two members of the Covenant, generally those closely aligned with one another (such as masters and their apprentices) or even in groups. It is the act of -- like a piece of art -- being critiqued to a fundamental level by one's peers, as they assist in deciding every aesthetic characteristic of the mage. These sessions of critiquing are often peer reviewed as if a scientific journal, with some of the members of the Covenant specializing in what is known as 'construction'; the formation of a cohesive aesthetic, ground-up, every detail at a time.

The subject, at first, is always nude. How this may look from the start is that the subject will be examined thoroughly by their peer, or peers, with aspects of their physique and features noted mentally or even in writing. From there, concerns are raised; a peer may declare that the bridge of the mage's nose does not match the depth of their forehead in a pleasing manner. Or perhaps that their leg muscles feel imbalanced with the rest of their body. Or perhaps that their hairstyle does not suitably coincide with their general appearance, or suit the positive traits of their hair. Any muscular or feature-based issues may be corrected by a Necromancer within the faction, reshaping the mage to become more idyllic in appearance. After this comes the formation of a cohesive wardrobe, with such a meticulous attention to detail that individual fabrics, patterns, colors and other aspects of each piece of attire are utterly criticized.

The end result is a truly stunning mage, though physicality is not enough to secure a mage's place in the political landscape. And so come the remaining two aspects of the Customs, consistently kept up with to ensure the sorcerer's mind is always honed.

Eloquence: Eloquence is an incredibly rigorous and tiring practice performed within the Covenant, though its results are noted to be incredible. Eloquence always requires a subject and a peer, though said peer is often a subject as well. The subject will begin by speaking into a mirror for up to three hours. During this time, they are expected to constantly respond to the topics of discussion raised by their peer, weaving rhetoric into their responses and ensuring their charisma is maintained at all times.

They stare at a mirror so they may constantly examine their own facial expressions, learning how to manage the way their thoughts and emotions manifest upon their complexion. They learn to master the false smile, the appearance of being overjoyed, the expression of broken and distraught emotional signifiers to one who may value them enough to be moved by these things. Each time they make a mistake, such as stuttering, pausing too long, slurring a word, clearly coming off as false or deceptive, using incorrect words, displaying emotions that do not match the tone of the conversation, or contradicting their words in some way (such as with poor lies) they are ridiculed by their partner and forced to return to the start of their current point.

When the two peers are both subjects, they will maintain eye contact and focus on body language and mastery of their emotions through difficult topics. They will debate one another for hours on end, ranging from completely trivial discussions to those of the greatest importance, including those with personal significance to one of the debating individuals. They learn how to act objective and measured against their human compulsions, and always to at least display confidence and knowledge in all conversations.

Eloquence is, effectively, a process of creating a master at persuasion, rhetoric and deception. Thespians are known to be true masters of the political landscape they belong to, and many of them are employed as spymasters to powerful Lords for this reason. Eloquence, ultimately, is the reason for this reputation.

Glamourie: Glamourie is an offshoot of Eloquence. It is the act of learning what is desired by an individual, and then embodying it to an almost fantastic degree. The mage becomes the fantasy of those important enough to deserve their Glamourie, often powerful Nobles, Merchants and peers within their court. They may become the immensely desired but unattainable love interest of a monarch, who is yet unwilling to leverage his or her power to force them to acquiesce, as Glamourie often involves influencing others in a way that makes them fall in love. It is the act of commanding one's heart totally, and instilling another with true feelings of trust and personal significance even where such emotions may not exist for the sorcerer themselves.

In fact, one of the focuses of Glamourie-based training is the mitigation of such emotional ties. The sorcerer learns to detach themselves from any feelings they may hold for their 'targets'; they learn to view them almost as a game, and to focus on rooting themselves within said individuals rather than forming genuine bonds. While it often appears to many who employ a Covenant sorcerer that the employer and their mage may hold an inseparable bond, this is merely the success of Glamourie, and it is often one-sided.

The original application of Glamourie, more difficult to master, is applied based on their region or what they understand about their peers in court. They act a role they may not necessarily possess, or they may embellish that part of themselves. They will incorporate local mannerisms; they may learn all about the nautical vessels produced in the city they operate within, and will speak of their reverence for them at length. They may learn to complain about the things their local environment enjoys complaining about, perhaps from an outside perspective, and by doing so validating the biases of their peers. Glamourie is generally the act of forging a likable, trustworthy self. In doing so, far many more doors open, and secrets from all avenues begin to spill.

Rules of Entry
1. To join the Covenant, one must be recruited by a member of the Covenant of Thespian rank or above.
2. All members of the Covenant must be mages.

Ranks
The Umpire: The Umpire is the leader of the Covenant, though they are - in many ways - simply Thespians with certain administrative privileges. They have the ability to call for votes (with their own vote counting for two), call for mandatory gatherings, to name new Thespians and to remove members who they can justify as a threat to the Covenant. The Umpire is elected by the Council of Thespians once every two years, at the beginning of Glade, with the next election being Glade 2nd, Year 4623. In general, the Umpire trains Understudies to become Members, and fosters the talents of Members so that they may become Thespians. The Umpire is titled this for their regulation of the political games that occur within Melitene; they act as an arbitrator and referee, ensuring things do not become noxious or dangerous.

They are given access to a powerful artifact within Melitene: The Muse, a small butterfly-like ornament, installed into the bones within their neck by Necromancy. The Muse allows the Umpire to uncover lies. This is ultimately how they regulate the organization to root out betrayal and hubris, though it has wonderful application in political affairs. The Muse appears to whisper afterthoughts into the Umpire's head; quiet yearnings for truth and dissatisfied complaints in the face of deception. It is said to be an artifact of Mentalism, initially made by a Daravinic Runesmith.

Thespian: Thespians are the core of the Covenant. They are mages who have acquired great positions of power and have therefore been recognized as fundamental pieces of the faction. The Thespians of the Covenant tend to be some of the more powerful mages outside of Daravin, and their influence and alliances with one another tend to allot them incredible political capital both in their home domain and globally. Thespians are all members of the 'Council of Thespians', the ruling and voting body of the Covenant. They decide all matters within the Covenant and also help to determine the next Umpire.

It is common practice for Thespians to take on apprentices, typically Understudies who they assist in raising to Member or above. These apprentices will often assist their 'master', as they are called, in their affairs and will diligently perform duties for them when necessary. In exchange, they are given access to great knowledge and the focus of a skilled tutor, as well as facilities that may be reserved for the group's more weathered elite. These master-apprentice relationships often thrive well beyond any visible rank; many Thespians retain close relationships with their apprentices even after they achieve the rank of Thespian themselves, and these individuals tend to form the closest alliances.

In order to become a Thespian, the mage in question must be at least Expert in the Mark of Resonance. Due to the nature of these mages, they are typically scattered a world away, and require Resonance in order to collaborate, communicate and reinforce one another. A Thespian must also be a Master in at least one additional magic.

Member: Members are full-fledged Covenant sorcerers; as they have graduated as Understudies, they are shepherded into positions of material wealth and influence by the Covenant and are given access to factional resources to achieve their ends. Thespians will often assist them in establishing a base of power in their homeland or a new realm. Noble sorcerers may be offered assistance in 'cleaning up' their line of succession; generally however, members are encouraged to move into the role of court sorcerers or ranking members of other powerful factions. It is common for Members to enter into religious organizations, as well, as religious entities often hold equal or more political power in certain domains. Members are given full access to all World Magic creation rooms, and though they may not vote on matters concerning the Covenant, they may observe proceedings and even debate within them.

Members are typically not allowed this status until they reach the rank of Expert in at least one magic, though they are generally expected to be of at least Journeyman competency in two or more.

Understudy: Understudies are simply mages recruited to be trained within Melitene, due to their apparent arcane talent. The role offers little other than tutoring services, though to many this is quite the boon. Understudies tend to acquire an incredible education, and for this reason there are many Nobles and Merchants across Atharen who have explicitly paid for their children or other relatives to attend Melitene as an Understudy.

Members
The Umpire
1. Eloise de Lyonesse (NPC)

The Thespians
1. Regis von Graditz (NPC)
2. Iridith Karadin (NPC)
3. Wylen Elben (NPC)
4. Miranda vis Anoura (NPC)
5. Naimre de Altonesse (NPC)
6. Taelian Ela'Rannoch

The Members
1. Lethiril Vil'Ardevin (Companion NPC)
2.

The Understudies
1.
2.

NPC Rules
• Despite the rules below, PCs can apply for specific clearance (of a higher level) in the SF if they have valid reason, or for specific NPCs. This will often be for those PCs with a specific mentor in mind. Often, mentors will also be assigned to a PC upon joining the faction, and the member may be granted level 2 Influence with them immediately.
• Understudies of the Covenant can utilize all NPCs, save for those labeled 'Companion NPC', with level 1 Influence. This Companion NPC rule applies to the other ranks, as well; companion NPCs are exempt from being utilized by other players within the faction. These rules also include even up to the Umpire, who can at least be played partially by all members.
• Members can utilize all NPCs of the Covenant with level 2 Influence.
• Thespians can utilize all NPCs of the Covenant with level 3 Influence.
• The Umpire can utilize all NPCs of the Covenant with level 4 Influence.


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Melitene, the Culling Grounds


Melitene, often dubbed the 'Culling Grounds', was given this title for its history: it is the site of one of the largest witch hunt massacres in Atharen's history, resulting in nearly two hundred mages being butchered by a coalition of anti-magic militants from across Tyrclaid. Left nearly in ruins after the purge, it has since been sold to Eloise de Lyonesse by the city of Grimholdt, allowing for the foundations of the order seen today.

Melitene is a large castle that acts as a dwelling, a fortress, a chamber for debate and an academy for learning, as well as a place of crafting and furthering arcane pursuits. Melitene has virtually everything a mage may need; interior botanical gardens for Necromancy and Alchemy, a series of arcane forges for Runesmiths, workshops for Artificers and halls designed specifically for Scrivening and other ventures. Personal Mages are given access to courtyards and training rooms, while all mages are allowed access to the exterior garden for training and personal development. This garden carries within it a maze, one that is itself a Runesmith's artifact, enchanted by Wylen Elben.

The maze is a product of Remnant, and it forms what is akin to a dreamscape for a mage to practice their arts and hone their skills against illusory foes. With the hedge lined with anti-magic properties, and the illusion careful to split mages apart so they do not do battle with one another, this serves as an excellent method for Melitene's mages to gain faux combat experience.

The entire building is heat-regulated by other magical artifacts. It always appears to be summery and warm, though with the occasional rolling, cooling breeze. For this reason, mages of the Covenant tend to wear somewhat open, light satin or silk garments, dressed much like the Nobility of a fairer and warmer realm. Melitene is often bustling with activity, both in day and night, due to the various Archetypes, Husks and Golems wandering the premises, the Golems studiously ensuring the maintenance of the castle and its grounds.


Éloise

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Name: Éloise Arrosa de Lyonesse
Date of Birth: 8th of Frost, Year 4563
National Origin: Daravin
Race: Half-Hyr'Norai, Half-Human
Court: Royal Court, Tyrclaid

Details: Éloise Arrosa de Lyonesse is a Daravinic mage and the former leader of a somewhat well-renowned Daravinic faction, the Gilded Tribune. Known for her outward kindness and grace, and her lethal mastery of the Candor, the woman was primed to come into the role of an Entente before a plot to undermine a local Montese backfired and led her to be hunted from the Empire's grounds. Humbled by the experience, but still highly ambitious, Eloise has since moved to Tyrclaid where she serves as a court mage to a local Lord. Holding a tight grip on her surroundings, the woman eagerly awaits opportunities, and tends to create them where they were not previously found.

Eloise is charming and magnetizing to those around her, always known for her ability to compel the interest of others and carefully navigate their affections, political interests and emotional flaws. She tends to reveal little, if anything, and is never the first to propose a deal. Instead, Eloise draws the minds of others to her aims, carefully with each well-placed word. She tends to appear humorous and humble at times, and acts as if she is truly concerned for the wellbeing of others around her. In truth, Eloise is a fairly self-centered woman, though with a soft spot for some. Typically she truly does act maternal and loving to those she is closest to, and as leader of the Gilded Tribune she led many young and disenfranchised Elven mages to great heights.

Note: As Eloise leads a global organization, only the Architects are allowed to determine her directive and the outcomes of any votes that she initiates. This does not include any votes that will directly impact their own PCs, and in such cases another moderator must review the subject matter and make a determination.

PC-Specific Influence
N/A

Regis

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Name: Regis von Graditz
Date of Birth: 12th of Searing, Year 4570
National Origin: Lorien
Race: Human
Court: Essen, Brandt

Details: Regis, along with Eloise, was a founding member of the Covenant and effectively acts as the Umpire's unofficial right-hand. He is said to be the organization's most powerful mage, and is known to be a Master Squall mage, as well as holding considerable skill in a few other arcane trees. Regis is perhaps the most ideologically motivated of the Thespians, and is a dual-member with the Northern Pact, a group deriving from Lorien's Omen. He faithfully serves the Duke and Duchess of House Galbrecht as one of their primary political advisers, assisting his homeland in what he views as the Kindred's corruption and oppression.

He is a well-spoken and wise man, and does not commonly weigh into debates until late in their term, preferring to gather information and make informed decisions. Despite this, he tends to be very passionate about the issues he speaks on, and has even been known to express rage at other Thespians who act entirely with selfish motivations. Regis is the Covenant's 'hunter'; he is often dispatched by Eloise to deal with rogues who would sell Covenant secrets for gold or to curry political favors, and as an incredible magical duelist he has often left his foes as charred corpses, smothered by thick snow.

Despite his passion and ideological principles, Regis tends to be a fairly cautious voter and is generally swayed by practical solutions. He is quick to persuade others using passion, but is often skeptical of it himself, making him a very difficult man to persuade into rash action.

Iridith

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Name: Iridith Edurne Karadin
Date of Birth: 63rd of Frost, Year 4588
National Origin: Grisic Empire
Race: Jindai
Court: Tilema, Radenor

Details: Iridith was the Covenant's first official Understudy, and she learned directly under Eloise's tutelage. As a result, she is a similarly skilled Resonance and Baptism mage to her original tutor, and carries many of the same caution-focused views as Regis and Eloise. Despite this, Iridith has -- of late -- began to place emphasis on cultural trends sweeping across Atharen, ones that generally appear to target mages with suspicion and doubt. She has frequently raised proposals to Eloise for voting, and these proposals often revolve around the Covenant becoming directly involved in matters of anti-magic and mage discrimination.

Iridith believes the Covenant is directly responsible for attacking anti-mage groups and dealing with mage-hunters, considering the relative inaction of other mage-groups in such matters. It is her general view that mages are, in a sense, exalted; that their survival of the initiations they face is a mark of divination that they are meant to determine the affairs of those beneath them. While not an incredibly rare view, this often leads to Iridith facing flak from other members who believe that magic is simply a tool to be used. Iridith, who strongly identifies with magic as a facet of her being, tends to vote favorably towards direct action in support of mages. She is also, quite respectably, one of the most helpful to her peers in assisting them with their goals.

Wylen

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Name: Wylen Elben
Date of Birth: 37th of Ash, Year 4592
National Origin: Tyrclaid
Race: Human
Court: Western Province, Tyrclaid

Details: Wylen is Melitene's expert in all things World Magic. He is a Master Necromancer, a highly skilled Alchemist, and a notable Artificer. He is also a master at presentation; for this reason, he is the pioneer behind the custom of Cohesion, and is often seen as the go-to for all critiques. Wylen not only assists other sorcerers by resculpting them and styling aspects of their appearance and mannerisms, but also builds much of the wardrobe for the mages of the Covenant.

In exchange, Wylen is given access to an immense amount of Melitene's resources, and effectively utilizes the castle as his playground. A large portion of the funds flowing into the Covenant are directed to Wylen, and he has used these subsidies to insurmountably improve his expertise in World Magic, whilst also forming powerful alliances with those he has helped to perfect. Wylen is known to be one of the most ambitious of the Covenant's sorcerers, though he has a deep appreciation for Regis and Eloise, with the former being among his original tutors in magic.

The World Mage is known to hold entirely pragmatic positions on most things. He focuses on logistics and long-term impact, with some of these values certainly trickling unto him by Regis' lessons as his tutor. He is also highly focused on protection and deterrence, and wishes for Melitene to expand so that it may acquire the resources necessary to place considerable weight on even Empires.

Miranda

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Name: Miranda vis Anoura
Date of Birth: 54th of Searing, Year 4595
National Origin: Radenor
Race: Human
Court: Malevin, Jorikford

Details: Miranda is often referred to as a prodigy, as she has not been a mage for an incredibly lengthy period of time, but despite this is said to be among the Covenant's most powerful sorcerers. Miranda had no true 'master' or 'tutor' and largely picked up smaller things from several of the Thespians of the time, too independent in nature to commit herself to a singular philosophy or style of education. These traits demonstrate in her now, as well, as she is one of the most individualistic sorcerers among the Thespians and many of her peers are quick to call her volatile for what appears to be a predilection towards radicalism.

She is rumored to be one of the lovers of the Kyng of Jorikford, making her among the more important people in Radenor. This only lends further justification, in her mind, for her unorthodox methods; she is arguably in the most prominent political position of all Thespians, despite deviating from their carefully curated tactics. Just as many would argue that she simply preyed upon the Kyng's sexual desires, and that his love interests are often disposed of.

A Master of Malformity, and a skilled mage in Mentalism and Brand, Miranda is lethal and diverse in her magical application, making her a frightening duelist. She tends to vote very radically in the Council of Thespians, keen on pushing the boundaries of magical toleration and seeking the total elimination of structures that would repress magical thought.

Naimre

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Name: Naimre de Altonesse
Date of Birth: 82nd of Glade, Year 4584
National Origin: Daravin
Race: Orkhai
Court: Oxentide, Northradica

Details: Naimre is often called the 'Seducer of Oxentide', and it does not typically take individuals long to rationally identify him with this moniker. Naimre is a master of Mentalism, a factor many consider to be the source of his success in a typically anti-mage court such as that of Oxentide. He is incredibly charming and persuasive, whether by magical means or through his charming tone and humor, and due to his appearance many find him to be strikingly exotic. Naimre is quick to utilize psychology as well as sensuality to his benefit. He is a master at forming social dynamics with others and manipulating their doubts and inadequacies to his advantage, though he appears to form a genuinely strong emotional connection to those he favors.

Naimre is, of course, a master of Glamourie. In fact, he is considered to be the master of Glamourie within the Covenant. This is, equally obviously, due to his years partaking in the Daravinic Candor. Naimre was a master of the Candor and viewed his mastery of it as the only avenue in which he, as an Orkhan, could become a powerful Valran within the Empire. He is passionate about teaching others his craft and forms many strong relationships with his students; a considerable number of Melitene's residents have had... intimate encounters with him.

Naimre tends to vote based on empathy and compassion when concerning the Covenant's direction. He is often opposed to violent measures, and believes that diplomacy and discussion can most often lead to the best solution. He does, however, recognize that in some situations the only answer is to defend one's self when their life is truly at stake.
Last edited by Taelian Edevane on Mon Jan 20, 2020 9:04 pm, edited 1 time in total. word count: 4832
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