The Lisbon Arrangement

A ready-to-play starter scenario for unGOD Magica - three months of intrigue in the city of seven hills.

The Pitch

It's early February. Word has spread through the hidden channels: this year's Walpurgisnacht will be held in Lisbon, Portugal. The coastal city, built on seven hills overlooking the Tagus River, has hosted before—1755, the year of the great earthquake. That Walpurgisnacht ended badly. The city still remembers, even if it doesn't know what it remembers.

The players are practitioners who've decided to make the Pilgrimage together. Maybe they're from the same city. Maybe they met on the road. Maybe they have a shared history that predates this journey. That's for Session Zero to decide.

What matters now: they have twelve weeks until the Moon rises over Lisbon. They need to get there, establish themselves, and survive long enough to contest the Wish.

Starting Conditions

Veil: 6
Next Full Moon: 3 weeks
Time until Walpurgisnacht: 12 weeks

Lisbon: The Host City

Lisbon is a city of light and shadows, of tiled facades and crumbling grandeur. The 1755 earthquake leveled most of it; what stands now was rebuilt by the Marquis de Pombal according to Enlightenment principles—rational grids imposed on ancient hills. Practitioners know the truth: the reconstruction was also a massive magical working, wards and bindings woven into the foundations.

Those wards are failing. That's why the Moon chose Lisbon this year.

Key Locations

Alfama

The oldest district, one of the few areas that survived the earthquake. Narrow streets, fado music drifting from taverns, laundry strung between buildings. This is where the old practitioners live—families who've been in Lisbon for centuries, who remember what the city was before Pombal's grid.

Useful for: Information about the city's magical history, traditional alliances, old debts.

Baixa

The downtown grid. Pombal's masterwork. The streets are mathematically precise, the buildings uniform. Beneath the rational facade, the wards are carved into every cornerstone. This is where the Pombaline Compact maintains its headquarters—the local faction that's kept Lisbon's magical peace since the reconstruction.

Useful for: Official channels, negotiations, understanding local law.

Belém

The waterfront district where the explorers departed for the New World. The Tower of BelĂ©m guards the harbor. The JerĂłnimos Monastery holds secrets in its cloisters. This is where the foreign practitioners are gathering—those who've made the Pilgrimage from abroad.

Useful for: Meeting other outsiders, forming alliances, gathering intelligence on rivals.

Sintra

Not technically Lisbon, but close enough. The fairy-tale palaces in the hills have always attracted practitioners with a taste for the dramatic. The Pena Palace is gaudy, colorful, and sits on a site of genuine power. Several elder practitioners have taken up residence for the season.

Useful for: High-stakes meetings, ancient knowledge, dangerous bargains.

The Factions

Lisbon is contested ground. Several groups have stakes in how Walpurgisnacht unfolds.

The Pombaline Compact

What they want: Stability. The wards held for 250 years. They can hold for 250 more—if outsiders don't break anything.

Who they are: Local practitioners, mostly Galileo and Agrippa bloodlines, who rebuilt Lisbon's magical infrastructure after the earthquake. They see themselves as custodians, not rulers. They're wrong about that, but they're sincere.

Their leader: Dona InĂȘs Ferreira (she/her), a Galileo elder who remembers the reconstruction firsthand. She's 280 years old and exhausted. She doesn't want to fight—she wants to retire. But she won't abandon the city.

What they offer: Sanctuary. Safe passage. Access to the ward network. Information about the local terrain.

What they demand: Respect for local law. No open conflict before Walpurgisnacht. No damage to the wards.

The Saudade Circle

What they want: Change. The old wards are failing anyway—better to let them fall and build something new.

Who they are: Young practitioners, locals and foreigners alike, who believe the Compact has become calcified. They're drawn to Crowley and Tesla bloodlines—transgression and innovation.

Their leader: TomĂĄs Saldanha (he/him), a Crowley scion who grew up in Lisbon's shadow and resents every minute of it. He's charismatic, reckless, and convinced he's the hero of his own story. He might be right.

What they offer: Freedom from local rules. Access to forbidden knowledge. Allies who don't ask questions.

What they demand: Action. If you're not helping tear down the old order, you're part of it.

The Fado Collective

What they want: To be left alone. They're not here for the Wish—they're here because this is their home.

Who they are: Practitioners who've woven themselves into Lisbon's mundane culture. They run fado houses, tiled workshops, pastry shops. Their magic is subtle, domestic, protective. Mostly Hildegard and MéliÚs bloodlines.

Their leader: No single leader. Decisions are made collectively over long dinners. The most respected voice belongs to AvĂł Celeste (she/her), a Mother Shipton hedge-witch who's predicted every Walpurgisnacht winner since 1923. She won't tell you who wins this year.

What they offer: Safe houses. Local knowledge. Warnings about what's coming—if they like you.

What they demand: Don't bring trouble to their doors. Don't expose the mundanes they've spent generations protecting.

The Rivals

Other practitioners are making the Pilgrimage. Some will become allies. Some will become obstacles. Here are three who'll definitely cause problems.

Mireille Vautrin

Bloodline: Nostradamus | Class: Oracle

What she wants: To prevent a vision she's had since childhood—a future where Lisbon burns again, worse than 1755. She believes the Wish is the only way to stop it.

Her problem: She's seen so many futures that she can't tell which one is real anymore. Her predictions are accurate but her interpretations are paranoid. She sees enemies everywhere—including in the player characters.

Her approach: Manipulation. She'll try to maneuver the PCs into positions that serve her vision. She genuinely believes she's saving them.

Distinguishing trait: She finishes other people's sentences. Not to be rude—she literally sees what they're about to say.

Solomon Achebe

Bloodline: John Dee | Class: Keeper

What he wants: His family's grimoire, stolen three generations ago by a Crowley who's since died. The book is somewhere in Lisbon—he's traced it this far. He'll use the Wish to locate it if he has to, but he'd rather find it the old-fashioned way.

His problem: He's a spy by training and inclination. He doesn't trust anyone, and his constant intelligence-gathering has made him enemies. The Saudade Circle thinks he's working for the Compact. The Compact thinks he's working for someone else entirely.

His approach: Information brokerage. He'll trade secrets, but every exchange is calculated. He's always listening.

Distinguishing trait: He never sits with his back to a door. Ever.

The Valdez Twins: Lucia and Marco

Bloodline: Houdini | Class: Both Veilwalkers

What they want: Freedom. They were raised in a Familia that treated them as tools—escape artists trained from birth to infiltrate and extract. They're done being used. The Wish is their chance to disappear forever.

Their problem: They don't know how to exist without a handler. They keep falling into old patterns—taking jobs, following orders, serving someone else's agenda. Every time they try to go independent, they end up working for a new master.

Their approach: Heists. They're very good at getting into places they shouldn't be. They'll steal what they need—including from the PCs if necessary.

Distinguishing trait: They finish each other's sentences, but differently than Mireille—they're so synchronized it's unsettling. Some practitioners think they share a soul.

The Complications

Three problems that'll emerge during the Pilgrimage. Use them when you need to raise the stakes.

The Earthquake Prophecy

Mireille isn't the only one who's seen Lisbon burn. A prophecy is circulating among the older practitioners—something about "when the Moon touches the river, the hills will fall." No one agrees on what it means. Some think it's a warning. Some think it's instructions. The Saudade Circle thinks it's an opportunity.

The truth: The prophecy is real, but incomplete. The full text is hidden somewhere in Sintra. Finding it might reveal how to prevent—or cause—the disaster.

The Ward Collapse

The Pombaline wards are definitely failing. Every few days, another section goes dark. The Compact is scrambling to repair them, but they don't have enough practitioners—too many have left for safer cities, and the young ones have joined the Saudade Circle.

The opportunity: A collapsed ward section means a gap in the city's defenses—useful for practitioners who want to move unseen. It also means something might get in that shouldn't.

The danger: If too many wards fail before Walpurgisnacht, the Moon's influence might not be contained to one night. The entire month of April could become... unpredictable.

The Mundane Investigation

Detective Inspector Ana Rosário of the Polícia Judiciária has noticed patterns. Missing persons who were last seen near the waterfront. Unexplained structural damage in Alfama. Witnesses who describe events that can't have happened. She doesn't believe in magic—but she believes in crimes.

The danger: She's competent, persistent, and protected by mundane law. Practitioners can't just make her disappear without consequences. If she gets too close to the truth, the Veil will strain.

The opportunity: She hates the Saudade Circle—two of their members are persons of interest in her investigation. Enemy of my enemy...

Session One: Arrival

The players arrive in Lisbon. Here's how to start:

The Opening Scene

Begin with the characters together—on a train pulling into Santa Apolónia station, or disembarking from a flight at Humberto Delgado, or driving across the bridge at sunset. Their first view of Lisbon: white buildings climbing seven hills, the Tagus River glittering below, the light that painters have tried to capture for centuries.

Then the feeling hits them. Every practitioner feels it when they enter a host city: the Moon's attention, like a spotlight they can't see but know is pointed at them. They're being watched. They've been registered. There's no turning back now.

GM Prompt

Ask each player: What's the first thing your character does when they feel the Moon's attention? Do they embrace it? Flinch? Pretend they didn't notice?

The First Contact

Within an hour of arrival, someone approaches the group. Choose based on the party composition:

  • If the party includes a Galileo or Agrippa: A representative of the Pombaline Compact—polite, formal, offering "assistance navigating local customs." Translation: we're watching you.
  • If the party includes a Crowley or Tesla: A Saudade Circle recruiter—young, hungry, promising freedom from "the old fossils." Translation: we want your talents.
  • If the party is mixed or none of the above: A member of the Fado Collective—older, wary, offering a place to stay "where you won't be bothered." Translation: we want to know what you're about before anyone else gets to you.

This first contact sets the tone. The faction that approaches first will expect something in return later.

The First Problem

Before the session ends, introduce one complication:

  • The characters witness a ward collapse—a section of wall in the Baixa suddenly crumbles, revealing geometric carvings that flare blue and die. No mundanes notice.
  • Mireille Vautrin approaches one of the characters and says something they haven't told anyone. "You're worried about [personal secret]. You should be." Then she walks away.
  • The characters' luggage has been searched. Nothing is missing—but someone left a calling card. A tarot card: The Tower, reversed. Someone knows they're here.

End of Session One

By the end of the first session, the characters should:

  • Have a place to stay (temporary)
  • Have made contact with at least one faction
  • Know that at least one rival is watching them
  • Have one lead to pursue next session

Award 1 XP for arrival. Award additional XP for any Doctrine triggers that occurred.

GM Notes

Tone

Lisbon is beautiful and melancholy. Fado music is about saudade—a longing for something lost, a nostalgia for what might have been. Let that mood infuse the game. This isn't a city of villains and heroes; it's a city of people who want things and can't have them.

Pacing

This scenario is designed for 8-12 sessions. The first third (sessions 1-4) should focus on establishing the characters in Lisbon—making contacts, learning the landscape, identifying rivals. The middle third (sessions 5-8) escalates the complications—the wards fail faster, the prophecy becomes urgent, Detective Rosário gets closer. The final third (sessions 9-12) is the convergence and Walpurgisnacht itself.

Flexibility

The factions, rivals, and complications are tools, not scripts. If your players decide to burn down the Saudade Circle's headquarters in session two, let them—and show them the consequences. The best games happen when plans fall apart.

The Wish

By mid-campaign, you should know what each PC wants from the Wish. If they haven't declared it, ask. The Wish is the emotional engine of the game. Everything else is just getting there.