Ars Magica Digital Codex

Situation II

Siding with the Soterists

If the player magi genuinely sympathize with the Soterist cause, they might want to help. Relisius happily accepts sympathizers and recruits, but keeps his distance to begin with. The player characters need to prove themselves first, by ending any sabotage and meddling in the village. This might even include ending interference stemming from their own covenant if the player magi do not provide a united front. Relisius is careful not to give any orders or even direct suggestions to break the Code. In the short term, he wants to thin out the ranks of Iselin's group and have his plans for the village to progress without setbacks.

If events like Act II: A Church is Built and Act III: The Clay Pit haven't been resolved yet, the player magi take the part of Relisius' agents and try to successfully expand the village, while Wächter agents try to foil their plans. Otherwise the storyguide should run some additional situations for the player magi to prove their loyalty to the cause. Ideas for these can be found in the nearby insert.

With the player magi supporting the Soterists the chances of their main plot succeeding become very high. The story follows the Acts described under Expected Sequence of Play closely, and Act V: First Blood and Act VI: Open War are likely to happen, unless the opposition has been thoroughly dealt with by that time. In this case the section

Aftermath: The Soterists Win should be referred to. The remaining Wächter may go to the Quaesitores if they can find evidence; refer to the section Legal Repercussions in the Aftermath section in this case.