The Trial of Ezoneus Vrernas
Spoilers
Stop reading if you are a player. There are heavy spoilers below and it may damage your game experience.
The Trial of Ezoneus Vrernas
Act 1 of The Fox and the Flame.
Overview
Ezoneus Vrernas, a mage accused of reckless planar sorcery, stands trial in Velbrann’s Hall of Justice. His case is deliberately ambiguous: his experiments may have skirted catastrophic danger, yet his intent remains unclear. To some, he is a fool; to others, a visionary. To the rest, he is an opportunity.
Though minor compared to the great succession arc, this trial is a crucible of law, faith, and political ambition and part of the Fox and Flame southern struggle. Each verdict carries consequences beyond the Hall — from strengthening inquisitorial zeal, to emboldening foreign rivals, to destabilizing the balance of southern Velbrann and Tarsus itself.
Primary Factions in Play
House Meridante (Justicar Stirling) → Seeks to preserve legitimacy and appear impartial. Too overt a bias risks undermining the Crown’s credibility.
Inquisitors of the Chain (Inquisitor Halwen Drosk) → Demand execution as a warning to all mages. Ambiguity is weakness; only fire and iron keep heresy in check.
Magisters Tribunal (Magister Thelian Odrast) → Call for measured restraint: binding oaths, regulation, or rehabilitation rather than destruction.
Aetheric Vaults (Arcanist Quinn Drenn) → See Vrernas as dangerous but invaluable. Prefer containment in their vaults, where his knowledge can be studied — and controlled.
Argent Spire (Professor Sborwel Devoran) → Defend him as a misguided student. Redemption through service is preferable to ruin; execution risks alienating the next generation of casters.
House Cerovante (Dame Drashalee) → Boldly argues to hire Vrernas into their service, presenting it as a boon to the realm — especially in countering Zahara’s growing hostility.
House Santiage (Indirect Influence) → While only present in the galley, their raids on Zahara add urgency to the matter. If Cerovante wins Vrernas, whispers say he’ll be deployed south — either bolstering Santiage’s recklessness or reining it in. Either way, Zahara will not ignore it and Santiage wants more say in the matter.
Branch Outcomes
Execution (Inquisitors Triumph):
Vrernas becomes a martyr in magical circles.
Inquisitors gain momentum for harsher crackdowns.
The Argent Spire simmers, fearing a broader purge.
Imprisonment in the Crown’s Custody (Meridante “Balance”):
Neutral outcome, satisfying none but maintaining legitimacy.
Opens path to later prison-break or political bargaining.
The Magister's Tribunal gains favour and legitimacy.
Transfer to the Aetheric Vaults:
Vrernas is bound, silenced, and effectively erased.
Vaults gain leverage, but also new enemies among rival factions.
Redemption under the Argent Spire:
Strict oaths bind Vrernas to the Spire.
Strengthens ties between Spire and Tribunal.
Inquisitors see it as a dangerous precedent of weakness.
Hired by House Cerovante or Full Control to House Santiage (Santiage Angle):
Inflames tensions with Zahara; Santiage raids escalate under arcane support.
Other houses accuse Cerovante of opportunism.
Meridante risks looking weak if this outcome passes unchallenged.
If Santiage is given full control, these risks increase.
Player Hooks & Sub-Branches
Investigative: Uncover suppressed or fabricated evidence; sway the trial by revealing or concealing truths.
Diplomatic: Align with one faction; persuade, bargain, or threaten to tip the scales.
Moral Dilemma: Weigh justice, mercy, and political expedience.
Secret Paths:
If executed: Vrernas’ research resurfaces in black markets or cult circles.
If imprisoned: A rescue or breakout arc can be triggered.
If given to Cerovante: He may reappear later in the south, either ally or adversary.
If redeemed: His loyalty may aid future PCs — or he may relapse, proving the Inquisitors right.
Tone for the GM
Keep the trial tense, theatrical, and unpredictable. Each faction has valid arguments and vested interests; none are “right.” Players’ choices ripple outward into politics, foreign relations, and magical policy. This minor arc is designed to show that in Tarsus, justice is never neutral — it is a weapon, and every verdict draws blood.