Nigrasaxa Book, Introduction
Welcome to Nigrasaxa, a three-part mini-saga that provides an extended introduction to Ars Magica Fourth Edition. Nigrasaxa works in tandem with the Promises, Promises Jump Start Kit to teach new players the basics of the game. Although Nigrasaxa does not continue the story presented in Promises, Promises, it assumes the level of familiarity with Ars Magica that Promises, Promises provides.
You’ll probably want to purchase a copy of Ars Magica Fourth Edition before playing Nigrasaxa. Although you might be able to get along without one (as you might have when playing Promises, Promises) it will be harder going here. You’ll have more fun if you can refer to the rulebook during play.
If you’re not planning to be the storyguide for Nigrasaxa, you should stop reading now. You’ll only spoil your fun.
As Nigrasaxa’s storyguide, the first thing you should do is read through Nigrasaxa in its entirety, including all of the handouts and all of the player characters. You might want to start by reading the description of the covenant of Nigrasaxa on page 18. It’s located at the end of this scenario because it’s intended to be copied and given out with the other player handouts, but it’s must-read information for you, too.
Next, you should look through the Ars Magica rulebook. You certainly don't need to be able to recite it from memory, but you should know where things are. Make sure you take a good look at the Introduction (page 4) and Hermetic Magic (page 64) chapters. You should also have a good grasp on the rules presented in Promises, Promises. After that, you’re ready to go!
Overview
The events of this mini-saga take place at the covenant of Nigrasaxa and in the surrounding area. Nigrasaxa is located in Suffolk, in the Stonehenge Tribunal. That particular location is not materially important, though. If you want this mini-saga to tie into a developing saga in some other location, you should be able to adapt this material very easily. The player characters are relatively recent arrivals at the covenant, which was founded by a wizard named Maximianus who remains its leader.
This booklet has three main parts. The first, “One Small Favor,” involves the characters in the search for the missing daughter of a local lord. This adventure introduces the players to the medieval setting of Ars Magica: the nobility, the church, commoners, and the fay. It provides many opportunities for the use of spontaneous magic.
The interlude between the first and second parts gives the characters a chance to use the development rules, which are a major part of Ars Magica.
The second part, “Maximianus' Final Twilight,” takes place entirely within the covenant. It introduces the characters to the organization of a covenant and the various roles played by non-magi within it. It also introduces the concept of Wizard's Twilight, (which the players have already experienced if they have played in Promises, Promises) and provides more opportunities to use magic.
The interlude between the second and third parts provides another opportunity to use the development rules, and also to meet a Redcap and find out about the Order's message network.
The third part, “The Tribunal,” introduces the players to Hermetic politics.
In addition to the scenario material, Nigrasaxa contains six pregenerated characters and statistical background on Nirgasaxa itself. In addition to having copies of these available for your players, you might also want to have a few copies of the rule and background briefings from Promises, Promises handy.
It should be easy to play through this entire kit in three sessions, and you may be able to do it in two.
Attribution
Content originally published in Nigrasaxa, ©1998, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 ("CC-BY-SA 4.0)
