Wizards' War

Originally Published:  2008-06-12
Last Updated
:  2010-08-16
Original Concept Scott Kennerknecht
Final Design:  Gerry Harris

Search:

This free script provided by JavaScript Kit


House Rules

Home

House Rules

Campaigns

Dark Ęther

Space 1889

 
 
 
 
 

For centuries the magical community has been a loose conglomeration of secret societies and individuals with no central directing authority.  Those non-magical individuals and organizations aware of the existence of the magical community have generally considered this situation ideal.

Now, however, a mysterious person or group is attempting to unite the diverse magical community under a single banner.  Those seeking to thwart this effort, including members of the magical community, are systematically and ruthlessly hunted down and exterminated.

Background
Conclusion
Editor's Note

Situation

Editor's Note

This is not a "one-off" adventure, but rather an ongoing campaign (either the primary story, or a background struggle that occasionally involves the player characters) set in the Dark Ęther universe.

The war begins sometime in the late 19th or early 20th centuries.  The PCs, whether Empathic or not, should not be aware of the war initially, and should only awaken to it over a period of many adventures.  Referees should include news reports dealing with mysterious crimes, assassinations or accidents (along with other news) and let the players eventually deduce the ultimate cause of these incidents for themselves.  A few red herrings never hurt, either.

Background

In the late 19th century, a mysterious secret magical society simply known as The Order began actively recruiting Empaths around the world.  Empaths who refused to join disappeared or died under mysterious circumstances.  At the same time its members began infiltrating and influencing governments and corporations.  It soon became obvious to the few people following the situation that The Order was making a bid for world domination.  Various individuals, government agencies, and secret societies (magical or non-magical) began either to opt to join The Order in its schemes (with the hope of a say in the coming order) or to band together to fight it.  Thus began "The Wizards' War."

Situation

PCs can become involved in the war in any number of ways:

  • PCs working as government agents (for any government) might be recruited by a special department within the agency with knowledge of the ongoing struggle (c.f., MI-B).  The agency may be working for The Order helping it track down and recruit or kill Empaths, or it may be fighting against The Order.  Either way, the players should only be given enough information to accomplish their missions; knowledge of the war should only learned as the PCs begin piecing together various clues spread across numerous adventures.

  • Non-governmental PCs may be hired to protect an individual from The Order or by The Order or one of its subsidiaries to kill an individual. 

  • Empathic PCs will eventually be approached about joining The Order.  However, this will not be a direct recruitment, and the PCs may believe they are actually working for someone else altogether.  Only after they begin to piece together various clues should it become apparent what is actually happening.

Above all else, the referee should refrain from revealing the existence of the war and let the players piece it together for themselves.  

Conclusion

There is no "conclusion" per se to this campaign.  The Order may eventually be defeated or succeed in its endeavors; however the PCs are highly unlikely to learn this, even if they have a hand in it.  Even if The Order is defeated, various elements may survive to wage a guerrilla war or work to reconstitute the organization at a later date.