The Vault (Update)
The Vault is final of the four major structures on the Magus level of the Covenant Regio. It is a solid slab of black basalt, with a steel and basalt double door entry. Within its armored depths are housed the majority of the Covenants Vis and silver, as well as a large collection of enchanted items both understood and uninvestigated. It also stores text considered dangerous. Any access to this building is tightly controlled, with only the most trusted grogs allowed access and guard duty.
The ground floor is made up of many chambers housing collections held by the Covenant. Two library rooms house text, one of the Landen Mystery Cult and the other those considered to dangerous to allow access to for any but the Magi. Among the other chambers are collections of paintings, tapestries, and statues (worth roughly 100 MP combined). Several of the collections are Realia (mostly 4 to 20 pieces each), most collected as trophies over the last century.
(Note: Many of the enchanted items in storage will be part of later collections and thus not listed in this post. Otherwise this post would be far to large and unwieldy.)
Already Stated : Sun Stone, Stone of Summer Breezes, Fire Guardian, Ring of Retrieval, 3x Landen Portal
The Entry to the Vault
The entry into the Vault is a solid slab of basalt, the only way to tell it apart from the rest of the structure being the steel banding. Until activated it is effectively part of the outer wall, meaning there is no way into the Vault without magic or knowing how to activate it. Just through the doorway is the entry chamber, where two guards are stationed and the Ring of Retrieval is located.
Guardian of the Vault (Invested Device, used 11 of 20 spaces)
The doorway into the Vault is an enchanted device, made from a slab of basalt nearly 12 tons in weight.
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Open the Doorway
Re(Mu)Te, Level 20, P/C/I, Base 2 "Manipulate Slightly Unnatural", RDT 1, Requisite 1, Size 1, MC +5, U/day +10
Upon command to open the Guardian will retract all vault bars, unmeld its edges from the structure, and open outward on hidden pivots. When commanded it close it will close inward, meld its edges with the surrounding structure, and extend vault bars all around. Only the Magi and the trusted guards know the command to activate this effect.
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The Impenetrable Vault
MuTe, Level 39, T/S/S, Base 4 "Highly Unnatural Change", RDT 6, Stone 1, Constant +4
This effect makes all basalt in the Vault effectively immune to damage. This includes the basalt which makes up the door.
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Ward Against Rot
PeAq(He), Level 39, T/S/S, Base 4 "Dry", RDT 6, Requisite 1, Constant +4
Destroys all damp, mildew, & mold within the Vault. This will only affect dampness and not containers of liquid, such as vials of ink. However it does cause the ink of fresh writings to dry near instantly, making smudges nearly impossible.
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The View through the Barrier
CrIm, Level 9, T/S/I, Base 2 "Sight & Sound", RDT 3, Constant +4
A large section of the interior side of the door functions as a one way window, allowing the guards inside to see and hear what is happening on the outside of the door. Thus they will know if they should open the door for a visitor or not.
The Vis Vaults
A spiral staircase on the right side of the entry chamber leads down to the counting room of the Vis Vaults. From there a long hallway leads deeper, with twenty doors on its right side. Through each door is a chamber used for storing Vis. The first fifteen are for chambers storing normal Vis of each Art, while the final five are for more exotic forms of Vis. (Note: There are over 16 Queens of Vis stored here, all belonging to the Covenant rather than individual Magi)
Within the counting room is a collection of enchanted items for finding, categorizing, and manipulating Vis. This allows mundanes to handle processing, freeing up a Magus from the duty. A copy of the Vis inventory records is stored here.
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The First Scale of Hermes
InVi, Level 20, T/D/I, Base 4 "Judge Amount Vis", RDT 2, U/day +10
As 'Scales of Magical Weight'. The scale has a single arm, upon which an item containing Vis is placed. It will dip and move the pointer to show how many pawns are contained. This is a commodity item that was traded for with the Redcaps.
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The Second Scale of Hermes
InVi, Level 20, T/D/I, Base 4 "Determine Art Vis", RDT 2, U/day +10
As 'Sense the Nature of Vis'. The scale has a single arm, upon which an item containing Vis is placed. It will dip and move the pointer to show which Art is contained. This is a commodity item that was traded for with the Redcaps.
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The Collector of Hermes
ReVi, Level 20, T/M/I, Base 10 "Move Raw Vis", RDT 1, 24/day +5
A similar effect to 'Gather the Essence of the Beast', transferring a single pawn from an item on the extraction tray to an item on the collection tray. Mostly used to breakdown items with multiple pawns. This is a commodity item that was traded for with the Redcaps.
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The Earring of Vis Divining x2
InVi, Level 20, T/C/H, Base 1 "Detect Vis", RDT 5, U/day +10
A fancy silver device designed to hook over the right ear, when activated and concentrating the wearier can "hear" Vis within roughly 30 paces. A Per + Finesse (Diff 6) roll can pinpoint any Vis in range to roughly a 1 foot area, though no roll is required once the Vis is within arms reach. Hearing was chosen instead of Vision since it can detect Vis hidden from sight.
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Mask of the Truffle Hunter
InHe, Level 20, T/C/S, Base 2 "Locate Plant", RDT 4, Maintains Concentration +5, 24/day +5
As 'Hunt For The Wild Herb' targeting truffles. A leather half mark with silver decorations, this used by a Grog to find the truffles before the Collars below were created. Now it is normally worn by the Grog handling the hounds to provide backup and confirmation.
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Collar of the Truffle Hunter x2
InHe, Level 20, T/C/S, Base 2 "Locate Plant", RDT 4, Maintains Concentration +5, 24/day +5
As 'Hunt For The Wild Herb' targeting truffles. These are silver studded leather dog collars, used with trained scent hounds. Activated by the handler touching touching the collar and speaking the command word. Used for finding the Truffles of Virtue growing throughout the Covenant, enhanced by a hounds greater sense of smell.
The Secure Vaults
A spiral staircase on the left side of the entry chamber leads down to the counting room of the Secure Vaults. From there a long hallway leads deeper, with twenty doors on its left side. The first three doors are to chambers storing silver (just over 600 one pound bars and just under 2,000 MP of coin), gold (over 200 one pound bars and another ~100 pounds of nuggets & dust), and gemstones (a mixed collection of over 3,500 precious and semiprecious stones). The forth room houses a large collection of fine furs, including many exotic examples. The fifth contains a large collection of boughs of rare and exotic wood. The next five store charged items, Casting Tablets, and enchanted armaments. The final ten are used for storing unknown and dangerous items, the entire area a grid work of wards.
The items in the first five chambers make up much of the ready wealth of the Covenant and materials used in crafting enchanted items. The combined value is north of 7,000 MP, enough to support the Covenant for over three decades (or less than one decade without the cost savings).
There are two copies of enchanted items which will be stated later: The Enchanted Porter and The Chest of Weightlessness. They ease the transportation of heavy things into and out of the Secure Vaults.
Charged Items:
18x Potion of Jumping (Gift of the Frogs' Legs)
14x Potion of Plant Speak (Converse with Plants & Trees)
20x Potion of Homecoming (Leap of the Homecoming, to Entry Courtyard)
78x Bolt of Relentless Burning (modified Coat of Flames, a vial designed to place in Springal bolts)
47x Bolt of Choking Smoke (modified Wreaths of Foul Smoke, a vial designed to place in Springal bolts)
55x Bolt of Wooden Destruction (PeHe, Destroy 10 cubic paces of wood, a vial designed to place in Springal bolts)
12x The Instant Breech (PeTe, Destroy 10 cubic paces of stone, a slingstone stored in velvet bag)
21x White Magic Bandages (gives +9 to recovery rolls for a moon)
21x Grey Magic Bandages (Bind Wound)
17x Sphere of Foul Smoke (Wreaths of Foul Smoke)
11x Fire Rod (Pilum of Fire with 20 Penetration)
10x Black Smudge Stick (Circular Ward Against Demons 20 with 20 Penetration)
12x Green Smudge Stick (as Circular Ward Against Demons 20 against Faerie with 20 Penetration)
9x Red Smudge Stick (as Circular Ward Against Demons 20 against Magic with 20 Penetration)
[Note: These are spare items stored at the Covenant, there are more copies of them carried on ships and by Covenfolk]
Casting Tablets:
Aegis of the Hearth 20 (4 Vim)
Aegis of the Hearth 40 (2 Rego, 6 Vim)
Disenchant 40
Incantation of the Body Made Whole 40 (4 Creo, 4 Corpus)
Restoration of the Defiled Body 25 (5 Corpus)
The Bountiful Feast 35 (2 Creo, 5 Herbem)
Watching Ward 30 (6 Vim)
[Note: The Magi do not have much need for Casting Tablets anymore and have mostly traded them away. These are what is left.]
Armory:
This stores the enchanted weapons and armor which have not been issued out to grogs. The vast majority of them is build to some extent using the Guidelines in Parma Fabula (4th Edition, p. 4~6, a House Rule) and would not fit into a game that does not use it. They have their own post lower.
Dangerous & Unknown:
Many of these items are non-Hermetic and I could not tell you what any of them do. There are a few wands and staffs, a pair of swords with blades of glass, an owl crafted from metal, a crystal sphere half filled with water and a small boat (the water always stays in place even if the sphere is rotated), a puzzle box that no one knows how to open (and resistant to magic), and a bone dagger. Mostly they are stored in their own room and surrounded in wards (including ones against humans in the hall and on the doors to keep mundanes out). One of the chambers is used to store the unused Landen Portals (without AC inserted).