Ars Magica Digital Codex

Hooks

This story is suitable for use by a beta storyguide, and as events unfold gradually, some care must be taken to sow the seeds. First, the vis resources under threat need to be of significance to the magi, so they should be brought into the saga in advance of the start of the story. Secondly, the player characters should become aware of the Soterist and Wächter movements and their philosophies in advance. This gives the players an opportunity to decide how their magi view this situation. This can easily be included in a Tribunal meeting, by having one item on the agenda be related to the differences of opinion between magi from the two camps.

The story works best if the next Tribunal isn't just one year off, as the intent is open conflict, not a Hermetic courtroom drama. The suggested time frame fits the events between Tribunal meetings, assuming that a meeting happens just before the story opens. If you want to run the story over a longer period, the Tribunal should fall in the early years of the changes, while the conflict isn't as intense and not all the facts are known. Of course, if you like Hermetic courtroom dramas, you can adapt the story to lead up to a Tribunal meeting.

If the potential loss of resources or the philosophies of the two factions isn't enough to get the player magi going straightaway, the escalating situation should. One of the themes of this story is to get the player magi to make important decisions, but they need not agree and form a united front. More drama unfolds if the covenant has magi of different opinions. This makes the choices even harder, and magi of the covenant might support different factions or even work against each other.

The troupe style of playing fits this nicely, as one or two magi supporting the one faction can play one story, where they take their loyal covenfolk and work for their cause, while the following story can see the opposing magi using covenfolk of their own to work against the others.

The scenario outlines the expected sequence of events. The storyguide may adapt and modify events to best suit the saga and characters involved. Bear in mind that these are great events; the major plots of two factions have a life of their own. The climactic and violent end intended for the poor village happens only if the player magi allow it or fail to thwart it. Most likely, the meddling of the magi causes setbacks and changes the grand plan. The Soterists take political action if their project is ruined, while if action is taken against them for loss of vis, they simply offer good compensation. The Wächter in all likelihood do not stop with the abandonment of the village, but push further against the surrounding villages to reclaim more land for the wild. But how and when the player magi act affects the aftermath and shapes the area geographically as well as the player covenant and the Tribunal as such.