The Covenant [Approved]
Posted: Mon Jan 20, 2020 7:18 pm
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.
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.
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.