Amurgsval, like any covenant, has some things it attempts to keep quiet.
The materials on this page are only meant for the eyes of folks who are
either already in the campaign and aware of them, for storyguides using
Amurgsval as an NPC covenant, or for folks definitely not planning on
interacting with Amurgsval in their Saga.
Gambrinus' Breeding Project
Gambrinus spent many decades
attempting to sculpt the folk of Amurgsval into being more magical
beings. The population keeps to generally Celtic cultural patterns,
including the worship of pagan gods. The annual fertility festival at
Beltane was arranged to provide great mixing of bloodlines, with many
local faeries and other supernatural creatures being invited to come
along. With the supernatural blood mixing in from one direction and
the warping caused by the magic aura being +6 or higher for quite some
time, the peasants of Amurgsval have become quite peculiar, and quite
magical. This is one aspect of Gambrinus' master plan: by having the
entire population take part in magic-- both being magic and the magic
of contact with pagan gods-- he was attempting to heighten the power
of magic in the Valley.
Another facet of Gambrinus' master plan was to meddle with the local
leylines. He did this by setting up a standing stone network around
the Valley, and where that wasn't quite enough, rearranging the local
landscape, to cause all four local leylines to converge on the
standing stone in the middle of the main brewvat at the bottom of the
covenant. The most extreme thing he ever did toward this end was to
build a mountain using a level 100 ritual that he had invented (with a
lot of time and the help of a couple of apprentices). Since he didn't
actually need the mountain for his purposes-- just the leyline going
through the valley-- he made it into a gift for the local Seelie
Court, receiving an excellent apprentice, Ciaran, in return.
Gambrinus' efforts have certainly been effective: Amurgsval had a
+5 magic aura before the magi settled there, and since then, the valley
has become a +7 regio.
The Four Treasures
When Gambrinus was about to build his mountain, several powerful
gnomes-- the same sort who build weapons for gods-- showed up wanting
one to be created for them. Gambrinus acquiesced, and they paid for
the effort with four great treasures. The whole matter of these is
generally kept quiet, since the news that Amurgsval has limited
capability for resurrection would attract unwelcome attention.
- Brenna, the Spear of Amurgsval: a spear with the power of
sunlight, made of alder and bronze that must be kept in a vesel of water, as
its head tends to be burning-hot and will blaze up when enemies
threaten the valley. Gambrinus used
it to put out one of the eyes of the dragon serving Tharviz.
- Skarpr, the Sword of Amurgsval: a sword with the power of
starlight, dedicated to fight demons; it is always kept with the
scabbard Skarpkono, since their powers are lessened when separated, and
a geas suggests this would be fatal.
- Styrkr, the Boots of Amurgsval: hammered in darkness, these
boots grant great strength and fortitude to the wearer. The man who wears
these boots must never wash the socks he uses with the boots.
- Djupastr, the Cauldron of Amurgsval: the most amazingly powerful
artifact in the valley, it possesses truly impressive powers of healing. It
is powered by the vis-rich beer brewed in Amurgsval, and is capable
of creating vast quantities of food, of contributing greatly to the crops,
and (when using large quantities of vis) healing folks of any disease
or wound, including death. (This mode of healing involves being chopped up
and cooked in the cauldron; Vector Tempestatum
has done this for Aeolus, and this is how Aeolus gained his title Thrice-Born.)
The vessel must always have its lid on when not in use, and the meat of dogs
may not be cooked in it. The players call it the "E-ticket ride."
One of the more impressive enchantments in Amurgsval, the Scriptorium
is a room bearing all fifteen Verditius runes and containing several
scribing lecterns; Corylus managed to talk Gambrinus into creating the
enchantment with the help of a few junior masters. The room contains
four invisible, tireless scribes who function with Strong Writer that
are capable of reliably copying magical texts around the clock. (The
enchantment is around level 80.) Amurgsval has quietly been backing
up its tremendous library this way. This is not a completely
terrifying enchantment, but it is nevertheless kept hushed up around
the covenant; someone noting that Amurgsval also has a formulaic for
creating a Sun. duration copy of a book might put two and two together
and decide the Scriptorium had great potential for espionage. (A few
texts in Amurgsval are kept hidden from visitors who might report back
to the original covenants that the books appear to have been
duplicated. Whether or not this is against the Code is arguable--
it's certainly not depriving a magus of their power, as the original
is still intact-- but the magi of Amurgsval would prefer not to argue
it, and try to obtain books by paying or trading for them when
possible.) Books copied by the Scriptorium can easily be discerned by
the naturistic themes of illumination.