Ars Magica Digital Codex

Situation III

Siding with the Wächter

Once the Wächter faction is noticed and individual magi are identified, the player magi have the option of joining this side. The Wächter are very simple in their expectations and demands from supporters: they want to get rid of the village. Their plans are to make a statement with the razing of the village, where the support of the Soterists is exposed in the end and nature strikes back. Ideally it should look like faeries are the driving force, but the Wächter are content with some of their numbers being identified as collaborators. This is particulary true in the Rhine Tribunal , which does allow for this kind of action with the Guardians of the Forest Peripheral Code ruling (see Guardians of the Forest, page 18).

If any magi in the player covenant are actively working against the Wächter or even supporting the Soterists, Iselin wants this resolved. Should some player magi still be neutral she wants them to act just enough to make it clear that they have chosen a side.

Again, the events of Act II and Act III could be run with the player magi taking the role of the Wächter and trying to sabotage them, or the ideas from the insert could be used. At any rate with the Player magi helping the Wächter cause the story should progress nicely through Act V: First Blood to Act VI: Open War.

If Iselin believes that the player magi are deeply committed to her cause, she involves them in planning the final assault on the village, and if they come up with a good plan, she accepts it, instead of using the Dark Huntsmen. Otherwise, she tells the characters immediately in advance, telling them to go to the village to ensure that everything goes according to plan.