Mage/Free Council

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Free Council
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The radical of one century is the conservative of the next. The radical invents the views. When he has worn them out the conservative adopts them.
Mark Twain
There are only three rules that the diverse body of mages known as the Free Council generally agree on. These are the Tenets, and form the core of our philosophy. They are:
  1. Democracy seeks the truth; hierarchy fosters the Lie.
  2. Humanity is magical; human works have arcane secrets.
  3. Destroy the followers of the Lie.

New Member's Guide

Getting involved with the Order and Sphere as a new player can be a challenge. This page will hopefully make that task a little bit easier. If you have joined as part of character generation, this is all you need to do. If you are an approved character and are joining after starting play, you'll need to be a probationary member for one month and make an effort to meet existing PC's before being voted in. Usually, this is largely a formality.

We strongly encourage new PCs to start as members in the order. There are far fewer hassles for you and it will save you some frustration.

Here are some things you should to do:

  1. Put in a request to staff for Free Council Status-1 if you don't have it already..
  2. Join the channel, the name is FreeCouncil. You are welcome to be on even if you are still waiting on approval or status.
  3. Add yourself to the Members section on this page by following the format used (for best alignment pictures should be 150x150, however any #x# that is square will work fine) or @mail any Free Councilor in-game to have one of them add you. Also, be sure to add [[Category: Free Council]] to your character's wiki page so they show up in the Libertine group on the main Mage wiki page.

Don't be afraid to page people! If you spot a Free Council member online, don't be shy, page them for a scene! Seriously, we mean this. We are friendly folks.

Politics

The Free Council is not the place to be free of politics. We are believers in direct democracy as an integral part of the process of finding the truth. We are extremely political and often argue among ourselves. The difference is in the stakes. Libertine politics is not about power, but is about Truth. We argue, we disagree, but personal 'face,' or honor, or status are not on the line. Afterward, we are friends, continuing our quest for the truth, together or apart.

The traditions of Atlantis belong to another world. A world without smartphones and the internet, or even the telegraph. Regardless of their historical caché they need to be examined in the fresh light of our modern reality. The tools of reason and the scientific method are how you strip away the Lie. Open debate, consensus and the sharing of information are how we, together, find the kernels of Truth.


For the latest (well, hopefully) updates on Free Council internal positions and procedures, visit Current Procedures

Magic

While we are perhaps inheritors of Atlantis, we are not bound to it nor do we believe that those ancient sages of myth possessed all the wisdom and knowledge in the cosmos. The secrets of the world are hidden everywhere around us. We as Awakened beings do not have a lock on truth. Every act of human creation brings something new into the world. We feel it, and recognize it. It's in the music we listen to, the architecture, the scribbles on bathroom walls. It is everything that makes us feel joy or pain.

The knowledge of the past is our foundation, not our prison. It is the stones we build enlightenment upon, not the walls of our potential. We are greater than those ancients because we persevere despite the consequence of their folly. We will find the truth and share it with all the world.

War

Our final tenet is the call to struggle. Not merely to fight against but a commandment to destroy. There is no quarter given to those who follow the Lie, for we know that they seek to destroy the truth that is the only worthy goal. Not all who foster the Lie support it, however. This deliberate ambiguity leaves considerable room for personal interpretation, and how much hierarchy we can tolerate varies from person to person.

Current Procedures

Assembly Procedures

Participation Requirements

Officer Positions

The Free Council has replaced the love of hierarchy of the other Pentacle Orders with a multitude of functional titles. Each has a certain minimum level of trust that must be achieved before the title can be granted, and a maximum level at which that duty is appropriate.

Voter (Status •+) is the simplest of these. Anyone recognized as a member of the Free Council is given this title, and allowed to participate in Assemblies. Assemblies may place requirements on this for mages just joining the order, including:

  • A simple declaration of intent
  • Regular attendance at assembly
  • Sponsorship of a Voter or Syndic

It is typically, however, very easy to attain. Unless a character has somehow significantly trespassed against the philosophy of the Free Council or committed acts abhorrent to the Assembly (such as committing violence against it) it is very uncommon for characters to be denied this Status. (TFC, pg 54)

Host (Status ••+) is a temporary title, granted to those who provide space for and host an Assembly. Often, Hosts will be recognized and thanked at the beginning of the Assembly. (TFC, pg 54)

Emissary (Status • – •••) Emissaries are among the most common positions in the Free Council. Virtually every Assembly names emissaries to serve as contacts for the local Consilium and the rest of the Pentacle. An emissary is, in general, only as good as he is liked by both the Assembly dispatchers and the audience to which he is sent. An emissary doesn't craft the message he delivers or debate the issues he brings word of; he simply talks and listens. To be a good emissary requires tact, poise, and a willingness to let others get the attention. In exchange, an emissary gains a ready audience, face time with influential local wizards, and a reputation for discretion. Emissary is not a prestigious position, but it can be a valuable one (TFC, pp 54-55)

Minuteman (Status • – •••) Any Libertine who agrees to fight (in some Consilii even just figuratively) may customarily be called a minuteman. In practice, however, only a Libertine who has actually fought on behalf of the order enjoys the benefits of added respect from the citizenry. A minuteman is expected to come when his cell phone rings or the strategos calls out to him through telepathy. Minutemen pull on their boots and convene in empty parking lots at four in the morning because a Seer pylon has found someone's sanctum. They drive to the Assembly site when a mage needs to be escorted out of town. These are the citizen soldiers of the Free Council, and they are all volunteers. (TFC, pp 54-55)

Citizen Agent ( Status •• - •••• ): The title of citizen agent is reserved for those Libertines who go beyond the call of the minutemen and serve the order as watchmen, spies, and covert operatives. A citizen agent's identity as an operative of the Assembly is seldom kept secret. His missions almost always are. It is an oddity of the order's desire for democratic transparency and its needs for security. These mages jeopardize their lives for the sake of the order, and in exchange they gain celebrity, clout, and a degree of unofficial authority. No real command structure exists for the citizen agents. They have no real subordinates and no generals to guide them. In practice, a citizen agent has good intelligence only if he is investigative and good weapons only if he arms himself.

Strategos (Status ••• – •••••) are granted broad authority to act independently over a particular area of expertise. The stereotypical Strategos is a general, given authority to lead the Assembly in war-time. Savants granted special dispensation to make decisions and act for the Order in affairs surrounding specific topics – “Atlantean” Ruins, for example, or vampires – are also given the same title. The office is almost always authorized only for a short period of time by the Assembly and must be regularly re-upped. (TFC, pg 55-56)

The Syndic (Status • – •••••) At their best, the syndics are statesmen, transforming complex and often delicate issues into surmountable topics for debate and eventual voting at Assembly. At their worst, they're two-faced politicos, reducing complicated issues into hot-button rhetoric and obfuscated schemes to manipulate voters and disguise the truth. In the eyes of the founding Libertines, the syndics might be idolized and revered -- certainly they should be appreciated and respected -- but they should not be elevated above the voters. In theory, a syndic is merely an agent of simplicity, translating many voices in a single cogent argument. But a syndic is meant to enjoy no more power than any other Libertine. A syndic gets one vote, the same as any other mage. A syndic should have responsibility, not authority. For that she deserves thanks, not obedience. In practice, syndics are as greedy, defensive, deceitful, and power-mad as many mortal politician -- or more so. Syndics can achieve a kind of celebrity, and with that comes status and prestige. The Syndic often presents topics and ideas during Assemblies, helping move along the voting process. (TFC, pg 56)

Full Charter

Hangouts

Lorehouses

The Free Council maintains a number of Lorehouses in the area. They, and their contents are listed below. You can use +lair ## to check the current stats. Reference 'Lair ##' in any relevant jobs.

Logs

No logs have been posted yet.


The Free Council

Granite Coast's Free Council

Recruiting Status: Yes


Local Libertines

Syndix
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Durga
Citizen Agents
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Minutemen
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Curie
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Domino
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Galatea
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Hatter
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Laverne
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Nicotine
Emissaries
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Yuriko
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Talbot
Voters
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Ember
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Boxius
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Broker
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Gato de la Negra
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Hextra
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Nova
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Wild Card
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Phoenix
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Rougarou
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Steve
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Tate
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Wanderer
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King Boo
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Lick
Proximi
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Joiners
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Fallen, Resigned, & Travelling Libertines
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Azrael
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Bling
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Drawmij
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Dust
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Fastjack
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Izimbali
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Nixie
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Skye
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