Stopping the Planetary Divinities
The divinities don't care much who wins; they prefer getting the promises from the cardinals and then having the cardinals do as they promise. As long as at least one cardinal votes for Tommaso the faeries plague their dreams. Dealing with the planetary divinities is as easy as herding cats, and magi should have their hands full stopping the persistent faeries. Magi skilled in Perdo Vim magic can kill them, a brutal but effective way of removing them from the scene. A Rego Vim expert might be able to close the regio entrance, trapping the divinities inside their supernatural cubbyhole. Any method that prevents the divinities from tampering with the cardinals should be considered a success.
More than playing with the cardinals, the planetary divinities want to be worshiped. They want their shrine to regain its elegance and popularity so that they can gain Vitality. The player characters might have ingenious ways to do this, and the faeries will make deals with the magi if offered dazzling promises. If the magi swear to fill the Septizodium with pagan Romans, for example, the faeries will leave the cardinals alone. However, they make the magi promise that the other unseen manipulators also abandon the game; the planetary divinities will stop if the influences of both wizards and the demon are removed from play.