Ars Magica Digital Codex

Laboratory Story Seeds

Far and Wide

The construction of the shipyard itself presents opportunities to run stories. The buildings that will contain the magical power to be invested in the boats may require special components, such as wood from a magical tree. The shipyard itself may be plagued by faeries or demons during and after its founding who can perhaps see some ill or good that might come from the shipyard in the future.

Hermetic interest will also be piqued and a magus with the facilities to enchant large devices will draw customers from across his Tribunal and beyond. Covenants and mundanes alike who desire their own magical ships will come calling, or rival Hermetic shipwrights (such as those mentioned in Guardians of the Forests) may attempt to sabotage the shipyard and the magus' business.

Further Laboratory Options

Rather than enchanting the ship's hull, variations might see the ship's mast, sails, or even the ropes used to rig the ship being used to carry the enchantments. These options might influence the type of laboratory that gets created. If the magic is to be contained in the rigging, then the laboratory may be constructed as a rope walk (the long shed housing the ropemakers and their tools), or as a sail loft if the sails themselves are enchanted. But this is down to