Hey everybody, so I have been a very very long time Ars Magica reader and buyer (I own every 5th edition book, Grogs is on the way to my house as we speak, and all previous edition unique tribunal books), though I sadly have yet to ever play or run (mostly run) a game using its rules. Anyway, I really want to run an Ars Magica game as I think its about time and I am having some difficulty when it comes to coming up with certain adventure chronicle possibilities.
Basically below is a description of what I have so far, though I very much would love to have additional ideas from you guys. Especially if anybody has run or played in a city-based covenant game or just has some thoughts.
So, yeah, preemptively thanks for any thoughts, suggestions, or advice.
Backstory
Deep in the wilds of the Isle of Britain lie one of the most ancient of covenants, and it is from this one where all our newly risen mages have come from. The elder mages of the other covenant wished to expand their influence and that of the Hermetic Order into London, and so they have their newly risen mages be the spearhead for Hermetic activity in that city. The basic covenant site was bought for them already, but they must take that and expand it into an actual economic, political, and magical worthwhile and productive covenant. Of course, the presence of a divine aura impedes magic, which is another thing that must be solved.
At the start the basic covenant site included three buildings next to each other around a central city square. As time moves on further expansions can be made outward (new buildings bought), upward (current structures given new levels), and downward (building in the caves and tunnels under the city).
Some Ideas
One of the longterm themes is trying to figure out how to counter the power of divine aura as it relates to hermetic magic. There are many possibilities for this sort of theme that the players can look into. Examples of such include making it so the divine aura has no negative impact on magic, to combine the two so that the divine aura's actually benefit mages, to actually finding ways to remove the dominion entirely. Another major theme is to try and maintain and expand both the covenant and hermetic influence and power in the city. These attempts relate to merchantile, social, and governmental interests in the city.
While the covenant won't start off with a regio, just some nice magical auras, their is a potential to gain one later. An idea I had is to have the players go underground, establishing additional regions of the covenant deep underground in a magical regio. If this is done than it can twist into a slightly more fantastical sort of game than the more normal surface version.