Mythic Hibernia
The Province of Ulster
Ulster or Ulaid is the northernmost province of Ireland. In the days when the famed king
Conchobhar mac Neasa ruled from Emhain Mhacha, the Ulaidh (meaning Ulstermen) gave Ireland some of its most powerful legends of heroes and kings. These tales form the Ruadhraigheacht, better known by its English name of The Ulster Cycle. None of the kingdoms that comprise the province in the thirteenth century have an Ulaidh king, but the Ulstermen are still fiercely proud of their heritage and remarkably coherent for a people who have lived under “foreign” kings for so long
The history of Ulster is one of warfare and bloodshed; not for nothing did the druids associate the northerly direction with battle and strife. It was in the north that the Tír Fhomóraig (“Land of the Fomórach”) once stretched from east to west, and dominated the Nemedians and the Túatha Dé Danann. Once this monstrous race was driven from Ireland the land was settled by the victors, and soon entered the hands of the Érainn.
Mercere House of Leth Cuinn
The Mercere House of Leth Cuinn serves the covenants of the northern half of the Tribunal, using principally the Slighe Mhidhluachra, the Slighe Assail, and an tSlighe Mhór. In stark contrastto their southern partner of Leth Moga, the northern Mercere House is known for its warlike nature, its training of warriors, and the heroic Redcaps it trains. Like Leth Moga, Leth Cuinn does not have a cathach. Its existence is guaranteed by the Hibernian Peripheral Code rather than by the rules that govern other covenants.
Since its inception in 898, Leth Cuinn has been interested in martial pursuits. However, things took a dramatic turn in 1029 when Dáire Farranta returned after a seven-year absence and challenged the leader of the covenant — who was his parens — to Wizard War. Dáire won this war without a spell being cast (since both opponents were unGifted) using remarkable feats of athleticism and swordplay that were straight out of legend — the clesrada. The remaining Redcaps were exiled, and he repopulated the covenant with his own kin. among the incomers was Úathach, the faerie woman who had trained him in the clesrada. Dáire Farranta turned the Mercere House into an outpost of the Cult of Heroes, and it is still run by his descendents
Lough Neagh in Ulster, at its northeasternmost point where the great Slighe Mhidhluachra turns west to Doire. The Mercere House resembles nothing less than a king’s hall, a bold gesture within the territory of the Earl of Ulster, and yet the hall is hidden from accidental discovery by the Shrouded Glen. Outside the hall is a combined parade ground and exercise yard where, at any one time, up to a dozen men can be seen practicing gymnastics, weapon play, and feats of strength and endurance.
Qui Sonant Pro Quieto
Symbol: A rope of silver strung with balls of gold along its length
Season: Summer
Cathach: A huge gold and silver necklace once worn by Caer Ibormeith
None know the truth for sure, but the legends say that the giant Finn MacCumhaill is cursed to sleep beneath the hillside all the while the sound of song is heard above him. To this day, the magi of Qui Sonant ensure the songs are sung. This is also the location of the final resting place of Ireland’s magi, hedge wizards, and even faerie and magical beasts, and the covenant acts as a great chantry wherein the magi and their covenfolk continually sing songs to honor the souls of fallen magi.
There have always been druids who sang the giant to sleep, and the site was old when the Order came to Ireland. Even then it was a burial ground for the magical powers of Ireland. When those druids joined the Order, the covenant was founded around them and the Order in Ireland has buried its dead there ever since. The Schism War saw large numbers of magi and their heroic companions brought to Qui Sonant. The records as to who was buried here during that time were lost after the war, but references remain in the numerous Vitae Magna found in Hibernian libraries.
Qui Sonant is located high in the Ulster Cuailnge on a ridge of mountains said in local folklore to be where the giant Finn Mac-Cumhaill sleeps. It can only be reached by a series of treacherous winding tracks and frequently suffers harsh winters. The covenant consists of a number of low stone buildings outside a large walled manor surrounding a cobbled courtyard. This provides everything the magi need, including sanctums, libraries, and the chantry. The covenant craftsmen maintain their workshops outside the wall.
Throughout the day and night the sound of unaccompanied chant emanates from this drab stone building. The chant superficially sounds the same as might be heard in any church anywhere in Mythic Europe, but in fact the songs venerate heroes of myth and legend, they urge the giant to sleep, and they remember the dead buried not far away. By tradition, no magic is used within the chantry itself and it is sparsely lit with candles, which are replenished through the day. The choir, which includes magi and covenfolk alike, usually numbers a dozen or so. Two open cloisters join the chantry to the rest of the covenant.
The burial grounds consist of a range of dolmens, cairns, and mounds of pale grey stones found all across the hills and peaks surrounding the covenant. All are within the covenant’s Magic aura but few are easily accessible and most have a cold, bleak, and solitary aspect.
Vigil
Symbol: Two huge boar tusks wickedly curved from root to tip
Season: Autumn
Cathach: The tusks of an immense magical black boar
The covenant of Vigil stands watch over Hibernia, defending Ireland from those with dark designs on her people. Or at least that’s how it used to be, but those days are long since gone and Vigil has grown fat and lazy on its past glories.
Cionn Mhálanna is Ireland’s northern-most promontory, a jagged coastline jutting into the Atlantic, rich in ample grazing land but frequently lashed by the storms that sweep in from the sea. Vigil extends across the head as a number of halls and homesteads protected by ringforts, each housing one of the magi, their households, and their sanctums, and each enjoying a moderate Faerie aura. The old fortress of Vigil, raised by the original Merinita founders and perched on the rocks looking out to sea, has long been abandoned and little remains since its stone was taken away to service new buildings.
The subterranean vaults are flooded and largely ignored. There are, however, numerous magical weapons and devices brought to Ireland from distant lands that have survived this centuries-old rot. With the old records lost, today’s inhabitants are oblivious to the potential beneath their feet, but references to these vaults can be found in the Vitae Magorum written by Hibernia’s magi. Cionn Mhálanna is scattered with Faerie auras and it seems that there are as many faerie kings living around the coast as there are mundanes. The magi of Vigil ensure continued good relations between both.
Vigil is defined by the rule of conspicuous consumption. The old Merinita of Vigil fought hard and enjoyed the spoils of their victories, trading vis to the Verditius who crafted arms and armor, which they used against the Vikings and the Diedne, winning more through conquest. The magi of Vigil enjoy the boisterous things in life, such as hunting, certamen, and raiding the lands surrounding their covenant. In particular, they relish baiting young magi in their Macgnímartha. But they also uphold the old treaties, especially the Treaty of Cnoc Maol Réidh, and are fiercely protective of all the Tribunal’s old traditions. Vigil encourages its magi to take wives, not for dynastic or political purposes but for the simple comfort of having a wife, the magi even clothing them in the Parma Magica to provide relief against The Gift.
Magi are also encouraged to bind a familiar and to make a talisman early so as to enjoy all the trappings of Hermetic life. Magi who visit Vigil with neither are subject to much well-meaning mockery. Outsiders may consider the magi of Vigil to be boastful, as all members construct winding tales of peril, adventure, and romance with themselves as the hero, often exaggerating the exploits of his familiar or the creation of his talisman.
The Covenant of Longmist
Season: Winter
Symbol: A Wolf Pelt
Cathach: The pelt of a Bjornaer Wolf
Few visitors come to this mist-shrouded valley in Hibernia’s northern Ulaid province, but it is home to faeries who live deep underground in the dark, giants, and an isolated and insular covenant of magi. Deep in Winter, the covenant of Longmist is dominated by two elder magi, one living at the top of the tower in the light and air, and the other in the cellars and cisterns amid the dark and the earth. Its magi live life according to a strict rule describing the structure of their days, their conduct, and even their studies. Despite this, Longmist is a conflicted covenant, bereft of leadership, and destined to fall in on itself; reprieve from Winter seems unlikely.
Longmist was built in a mist-shrouded valley between Lough Beagh and the smaller Lough Inshagh in Donegal in the province of Ulaid in Hibernia. The weather-ravaged hillsides surrounding the covenant support few trees, but there is some woodland by the shores of the nearby lakes. Winters are generally mild but wet, and summers pleasantly warm, though midges and other biting insects are an annoyance.
Longmist’s valley is typically obscured by a low-lying unnatural mist. In its early days, the covenant developed devices and spells to clear the mist, or to control it at will, allowing visitors a clear path. These have now either been lost or broken, and in any case the magi currently have no intention of making things easier for visitors. Buying supplies from nearby villages typically takes a long day’s round trip.
The main structure is a set of two intersecting oval courtyards with a four-story tower at their center. The outer walls were once plastered and whitewashed but these are now cracked, dirty, and flaking. The larger of the two courtyards has two large gates of iron latticework that once made for an impressive entrance. These have long been rusted shut and the two magical statues of warrior women that once hauled the gates open and shut have seized with them. The paved yard has a large fountain at its center, though the device that created the water has also failed.
Alongside the fountain is a bronze man. Larger than a natural man and understood to represent the Fir Bolg in their glory days, this apparent statue is dressed as a blacksmith and he stands looking out to the gates. Some say he has a wistful look upon his face. The courtyard is overgrown and the paving stones have risen, uneven with the roots and small plants that grow up between them. It is no longer the grand entrance and all manner of broken carts, barrels, crates, and sacks find themselves stored here under the numerous wooden sheds and shelters built against the walls.
A smaller courtyard at the rear of the tower, enclosed by a smaller wall, is now the functional entrance to the covenant. It was once used only by the covenant staff but since the failure of the magical gates, all visitors to the covenant must come through the humble wooden gates to this courtyard, which is littered with water troughs, chicken runs, and other signs of a working covenant.
Clan Mac Tire
Season: Spring
Symbol: Unknown
Cathach: None (Unofficial Covenant)
The nomadic Clan Mac Tire, a collection of seven Bjornaer magi, is Longmist’s enemy. The founder of their line was murdered and skinned to provide Longmist’s cathach and it is an insult that the clan’s current leader, Cú Chonnacht Cluasach Mac Tire, has vowed to put right. This unofficial covenant moves across Hibernia with the seasons, setting up their mobile laboratories in one of the many booley villages, collections of simple dwellings occupied for only a season or two before the occupants move on to the next booley.
The Clan makes what money it needs primarily from robbery, raiding, and in hiring its services to other magi and covenants. Their grogs are proficient enough thieves that they earn enough to pay for the provisions the covenant needs.
Given their itinerant lifestyle, the clan lacks the raw magical power they need, but they now control a large band of robbers and mercenaries, enough to challenge the faerie powers that guard the cathach on Longmist’s behalf. It will not be long before an assault is mounted
This message was last edited by the GM at 12:39, Sat 09 May 2020.