The Rhine tribunal; a land of deep forests, vast rivers, and an ancient history of conquerors and the conquered. Through the Rhine tribunal is a network of covenants, or agreements between small groups of wizards. They study in great forests, under magical oaks, and on desolate moors; but also in the hustle and bustle of towns, on the vast networks of trade that flow through the rivers, and even on the dangerous seas to the north.
The Rhine Tribunal. The oldest tribunal, and many would say the heart of the Order of Hermes. Inside sits Durenmar, the place where the original founders came together and set aside their differences; but many other places also exist.
Just before your wizards gauntlet, your masters received a puzzling message, which they informed you of after your gauntlet. The Prima, or head, of house Bonisagus, Archmaga Murion, despite not knowing any of your Parens (Your masters) particularly well, has asked that all of you be presented to her as of the first day of Spring, 1220. Other than a gift to your master, nothing else was mentioned.
Some of you travel by Hermes Portal, and others travel as the crow flies or as the wind blows, but you arrive in Durenmar on the first day of Spring.
If you travelled from outside the covenant and mundanely entered, you were met by a guide who took you through the dark forest around Durenmar, and when you arrived were lodged at an Inn. Otherwise, you arrive through the portal.
None of you being from particularly prosperous covenants, you see Durenmar as perhaps everything it should be. It is a beautiful valley surrounded by dark forests, with a number of towers - one is broken, and another has a great vine wrapped around it. The Great Hall where Grand Tribunal is held is here, as is a house made almost entirely of glass! A great standing stone sits near a truly enormous oak that is almost the centerpiece of the whole valley, and to the east lies what is best described as a small town.
However, despite the grandeur and beauty of the covenant, there almost seems a lethargic lull over the place. You aren't sure what you were expecting - great works of magic, vast magical items, great Certamen battles - but none of it is happening. In fact, you don't meet any mages at all. Grogs of different dispositions wander about and generally try to be elsewhere when you go near them for the most part. A few animals walk around the compound as if they belong there, and one particular tortoiseshell cat follows you at a discreet distance.
You do meet a middle aged lady - about 30, pretty, but not somebody who looks like she'd brook any trouble. She introduces herself as Heidi and lodges you at one of the inns. This doesn't shock worldly wizards such as yourselves, but she speaks fluent Latin and does not wear a had or a headpiece of any description! Truly, were this in the mundane world many glances would be cast at her and much disapproving muttering would come from the mundane women.
When you are all settled, Heidi curtsies to all of you. 'Greetings, good Magi. I hope you are well. As I have said, my name is Heidi, and if you need anything around Durenmar it will be my pleasure to serve you. The Prima has been informed that you have arrived, but is busy with important matters until this evening, where she has time for you after dinner. Unless you have any pressing matters, please make yourselves comfortable or go into town if you wish. The Prima Murion has asked that you try to get to know your fellow sodales as quickly as you can.'
Heidi waits for a moment for any questions. and if not she disappears quickly, probably busy with something else.
You are left sitting in a fairly comfortable inn with drinks and food supplied free of charge. There is a female innkeep but she appears to be busy with the open-to-air kitchen out the side, next to the pig pens. A few other travellers have pallets on the large common floor. Many games (Such as Boules or Rashing) are available to play if you wish but as it is yet mid morning there aren't many people in here other than yourselves. It might be a good time to describe and introduce your characters.
The Rhine Tribunal. The oldest tribunal, and many would say the heart of the Order of Hermes. Inside sits Durenmar, the place where the original founders came together and set aside their differences; but many other places also exist.
Just before your wizards gauntlet, your masters received a puzzling message, which they informed you of after your gauntlet. The Prima, or head, of house Bonisagus, Archmaga Murion, despite not knowing any of your Parens (Your masters) particularly well, has asked that all of you be presented to her as of the first day of Spring, 1220. Other than a gift to your master, nothing else was mentioned.
Some of you travel by Hermes Portal, and others travel as the crow flies or as the wind blows, but you arrive in Durenmar on the first day of Spring.
If you travelled from outside the covenant and mundanely entered, you were met by a guide who took you through the dark forest around Durenmar, and when you arrived were lodged at an Inn. Otherwise, you arrive through the portal.
None of you being from particularly prosperous covenants, you see Durenmar as perhaps everything it should be. It is a beautiful valley surrounded by dark forests, with a number of towers - one is broken, and another has a great vine wrapped around it. The Great Hall where Grand Tribunal is held is here, as is a house made almost entirely of glass! A great standing stone sits near a truly enormous oak that is almost the centerpiece of the whole valley, and to the east lies what is best described as a small town.
However, despite the grandeur and beauty of the covenant, there almost seems a lethargic lull over the place. You aren't sure what you were expecting - great works of magic, vast magical items, great Certamen battles - but none of it is happening. In fact, you don't meet any mages at all. Grogs of different dispositions wander about and generally try to be elsewhere when you go near them for the most part. A few animals walk around the compound as if they belong there, and one particular tortoiseshell cat follows you at a discreet distance.
You do meet a middle aged lady - about 30, pretty, but not somebody who looks like she'd brook any trouble. She introduces herself as Heidi and lodges you at one of the inns. This doesn't shock worldly wizards such as yourselves, but she speaks fluent Latin and does not wear a had or a headpiece of any description! Truly, were this in the mundane world many glances would be cast at her and much disapproving muttering would come from the mundane women.
When you are all settled, Heidi curtsies to all of you. 'Greetings, good Magi. I hope you are well. As I have said, my name is Heidi, and if you need anything around Durenmar it will be my pleasure to serve you. The Prima has been informed that you have arrived, but is busy with important matters until this evening, where she has time for you after dinner. Unless you have any pressing matters, please make yourselves comfortable or go into town if you wish. The Prima Murion has asked that you try to get to know your fellow sodales as quickly as you can.'
Heidi waits for a moment for any questions. and if not she disappears quickly, probably busy with something else.
You are left sitting in a fairly comfortable inn with drinks and food supplied free of charge. There is a female innkeep but she appears to be busy with the open-to-air kitchen out the side, next to the pig pens. A few other travellers have pallets on the large common floor. Many games (Such as Boules or Rashing) are available to play if you wish but as it is yet mid morning there aren't many people in here other than yourselves. It might be a good time to describe and introduce your characters.
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