VIA MUNITUS | HARNIC TRIBUNAL | Part III
The covenant of Via Munitus was founded in 661 TR by Ealchere ex Jerbiton and Astrigonius ex Criamon. The tower was constructed, via the Art, several years later by a magus from Esevria in the Alsian Tribunal.
Location
The tower lies on the slope of Mount Gonbar in the Hemura Forest of Kaldor. A remote location, the tower is often obscured from vision by the thick mist that rise and linger along the sides of the mountain. The tower is approached by a switch-back dirt road that is augmented by gravel and various flat stones. It has been known to wash out at times but no serious effort has been made to strengthen or pave it. The magi of the covenant generally remedy any damage or wear it suffers as needed but permanent improvements have not taken place for many years.
The trail, wide enough for a wagon and a half, winds back and forth down the slope of the mountain until it levels out for several miles until it reaches the Fur Road. This course is more even but twists and turns its way through the thick forest. At the junction of the trail and the Fur Road there is a large black stone that appears to be of volcanic origin. The trail to the covenant requires some inspection to discover behind the trees that frame the rock.
The Saltmine
Less than a mile away, the covenant maintains a small salt mine for its benefice and trade in nearby Olokand. The miners reside in a small community with their families near the mine itself and do not consider themselves to be a part of the covenant. The covenfolk and the miners are friendly and cooperative with each other but clearly distinct. The miners do have amiable feelings towards the scholars in the tower for their pay and conditions are generous and they have seen the benefits of magical assistance from time to time. Several injuries have been healed over the years and an infestation of goblins was dealt with by Adaelia back in 682TR. For those reasons, the divide between the two communities is more reminiscent of one between neighboring villages. The miners are under contract with the local Salter’s Guild by means of a nebulous arrangement achieved by Ealchere ex Jerbiton. A representative from the Guild maintains communication with the foreman of the community but it is common knowledge that the Guild wants little to do with this particular location. Community residents believe that a portion of the income derived from the salt is chiseled off by the Guild officials privy to the arrangement.
The mine itself provides a steady income for the covenant and its residents. The teamster wagons that transport the raw materials to the Guild operate on a monthly schedule from Spring to Fall. In the winter, most activity ceases other than exploratory work.
The mining community numbers around 18 men, 14 women, several small children. It also has a small three-walled enclosure that is used for saying Mass when FRIAR is visiting the community.
The Tower
The covenant of Via Munitus is based out of a stone tower stretching thirteen stories from the rock fce on which it just as if embedded by a giant’s hand. The tower has smooth stone walls and a rounded core buttressed by four squared off columns to make it cornered. The columns are seamless with the core of the tower and formed of the same dark grey stone that is clearly not local. The semblances of dragons can be seen from subtle carvings along the columns. The tower itself appeared almost overnight according to the local storytellers and the truth is even more impressive. Crafted by a contracted magus from the covenant of Esevria in Chelemby, the tower was conjured into form on a dark night in the Autumn of 661TR. Built to the specifications of the Via Munitus magi, it was designed to have ample room for growth as the prospects of the covenant seemed strong at the time.
The Roof
The roof of the tower is flat and has only a marginal stone railing along the circumference. There is a disused avian coop (a.) that was once intended and used for carrier pigeons by Ealchere. It has not been used in years. The coop is attached to a dilapidated rough study (b.) with an old table used for composing and responding to missives. There is also an enclosed shack (c.) that is used for sentry duty. The view affords complete observation of the trail leading to the covenant. The guard schedule requires a grog on duty between sunrise and sunset.
There are two staircases that descend from the roof. On the south side, the stairs lead down to the Council Chamber. This staircase has been blocked and the door nailed shut on both ends. On the north side, the staircase is spiral and leads down to the 3rd floor. An alarm rope leads down the staircase from the roof and is attached to a large bell on the third floor.
13th Floor, The Council Chamber
The Council Chamber sits at the top of the tower and encompasses the entire 13th floor. A large round table surrounded by chairs sits in the middle of the room. An enchanted candelabra glows above the table with light emanating from the various arms. The chairs are high-backed and worn wood with frayed seat cushions. One of the chairs is made of a darker wood and the back extends a half-foot more than the rest, it is here that the Council Superior generally sits during session. The walls of the chamber are mostly occluded by shadows from the singular source of light in the room. However, hanging on the wall behind the Council Superior are three portraits. Closer inspection reveals them to display three individuals, two male and one female. The portraits were clearly the work of competent artists and depict…
The center of the floor is the top of wide staircase that spirals down the middle of the tower and deposits an individual on the 6th floor. A wooden banister carved in a dragon motif runs around the rim of the staircase where it is visible on the 13th floor.
A stone bench, carved from the exterior wall, runs the entire rim of the chamber.
12th Floor, Astrigonius’ Sanctum
11th Floor, Vevrina’s Sanctum
This floor is entirely the domain of Vevrina and contains her lab, living quarters and guest quarters. The stairs open into a narrow hallway with several pressed and framed blossoms hanging on the walls. The previous occupant, Ealchere, had installed a suite of three guest rooms (a.) for his personal visitors. Vevrina only maintains one of these rooms and the others are dust-filled and covered in cobwebs. The antechamber (b.) has several potted plants that fill the room with the sweet smell of spring. The privy (c.) is accessible from this room. Vevrina’s living quarters (d.) and her laboratory (e.) remain off-limits to others.
10th Floor, Library
The largest room on this floor is the Library (a). It is clean and well-kept with only a slight smell of mustiness inevitable with large amounts of old parchment. A series of wooden tables, inclined for ease of viewing, are spaced around the edges of the room. A larger table takes up the center of the room with a few reading stands placed upon it. Writing supplies such as ink, quills and parchment are also located here. Lighting is supplied by three carvings of the sun, glowing at all times, that are chiseled into the walls. Open flames of any sort are not allowed in this room.
The other half of the floor was originally intended to be another Sanctum, containing a living room (a.), laboratory (b.) and privy (c). As it stands now, the rooms are jammed full of clutter. There is no sense of organization or logic to the stacks of objects and it is apparent that much of the cleaning conducted by the covenfolk involved piling unknown things here.
9th Floor, Empty Sanctum
The former Sanctum of Adaelia ex Flambeau, these rooms have been cleaned and tidied. The antechamber has a few chairs covered by rough sheets under which they bear small cushions for sitting (a). The living quarters are bare at the moment with only a bed and chest (b.) and a thick wool curtain covering the privy (c). The adjoining room is large and has only a few tables and empty reading stands (d). The furniture appears to have been recently added and simply placed to fill the room. Standing ajar is a door that fits snugly to disappear into the wall, it leads down a half-circular hallway (e.) that terminates in a smaller room with a few more tables (f). The entrance was clearly intended to be secret but is open to inspection at this time. It is clear that the covenfolk are unaware of the private chamber.
8th Floor, Empty Sanctums
This floor has room for two Sanctums which currently have only a few pieces of furniture. The antechambers are small but suitable (a). There are living rooms (b), laboratories (c), and privies (d). The furniture present is limited to a single bed, chest and a few tables.
7th Floor, Empty Sanctums
This floor has room for two Sanctums which currently have only a few pieces of furniture. The antechambers are small but suitable (a). There are living rooms (b), laboratories (c), and privies (d). The furniture present is limited to a single bed, chest and a few tables.
6th Floor, Privileged Quarters
This floor holds several rooms suitable for distinguished visitors. A pair of suites (a) are reserved for nobility or magi while a multitude of single rooms for other guests are also available (b). Only about half of them are fresh and ready to receive visitors. The custos also make their quarters here in the single rooms… A small room for the lavatory has a tub for washing and a cauldron over a firepit with stocked firewood (c). The two privies are accessible through this room (d).
5th Floor, Gallery
A stone balcony runs the length of the wall and looks down onto the Great Hall.
4th Floor, Great Hall
This floor contains the Great Hall in its entirety. A great oak table sweeps around this room forming a three-quarter circle. Benches are arranged around the outside of the table, so that all seated look into the center of the room. Folks can be heard to wonder how the single piece of wood could have been brought into the tower.
3rd Floor, Covenfolk Quarters
The bulk of these rooms are the living quarters for the covenfolk and their families (a). The older covenfolk, whose children are grown, are given two connected rooms, while younger couples have a single room. Unattached covenfolk share a common room (b) and dormitory (c), and many of the women sleep in the kitchen (d). The kitchen is a large room dominated by an open fire and stone oven. Wine, smoked fish, and meat, bread, and vegetables fill the well-stocked larder (e). There is a guard room where at least one grog is on duty at all times (f). There are two lavatories (g), and those who wish to bathe do so in a wooden bath in the kitchen or the river.
2nd Floor, Mundane Guest Quarters
Most of these rooms are set aside for mundane guests. Two suites of rooms are provided for visitors of note (a), while a further nineteen rooms (b) are provided for lesser visitors, such as wandering clergy, grogs and companions of visiting magi, or a noble’s retainers. Two lavatories (c) and a bathroom (d) are provided.
Three other rooms here have distinct purposes or residents. Gareth Left-Quill resides in the room next to the stairs (e), opposite of the stonemason’s room (g). The final room (f) is a defensive room and usually has a grog on duty or nearby. The defensive room rests above the gate and includes arrow slits, chutes for boiling oil, and small openings in the floor which allow defenders to shoot into the entrance hall.
1st Floor, Entrance and General Quarters
This floor contains an entrance hall (a), a room designed to store several carts (b), and stabling for visitors’ and the covenant’s horses (c). Additional stabling is provided (d) although at present the covenfolk keep a small herd of goats and sheep here. Riding equipment, hay, oats and firewood are next to the stables (e), along with a tent, various lengths of rope, scrap leather, cloth and other detritus.
1st Sub-Cellar
One of these rooms (a) has been set out with straw mattresses and other very basic furnishings, to house mercenaries or other soldiers temporarily taken on by the covenant. Most of the furnishings are a bit mildew due to disuse. The largest chamber (b) is used by the grogs for weapons practice and two other rooms are used for storage (c). These contain all manner of junk, plus a few useful objects, and are in shambles. The final room (d) has a heavy door with strong iron bolts, and is designed to contain wild animals or berserk prisoners.
2nd Sub-Cellar
The large chamber (a) which dominates this level is one of the largest in the tower. It is often used by resident magi to test spells and cast other magicks. The walls to the room are strangely pitted, multi-colored and rippled in places. A number of secure cells are also maintained here (b), with an unused guard post (c).
3rd through 6th Sub-Cellars
These cellars primarily unused at the moment. There is random junk and barrels strewn about the area. Created during a period of experimentation in Terram, the cellars are not furnished and have not been used for some time. An unpleasant smell of mildew permeates all of them. These rooms do constitute some of the larger rooms in the tower but lack good circulation and lighting.
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As mentioned earlier, I used the Mistridge supplement for the Tower. I'll see if I can sift some more stuff from all my notes without spoiling all the GM stuff.