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For the King [Musketeer: the Sorcerers Crusade]

Joined
Aug 5, 2014
Background & Setting 1625ish
It is the 17th Century and France is the unofficial capital of Europe. Tailors (and swordsmen) copy the French cut. French absolutism is the model of government everywhere except the Netherlands and England. Italy might claim that haute cuisine is merely Italian cookery with French ingredients and that French music is merely a copy of Italian, and Spain might claim that France have appropriated their grand sense of noblesse and the Spanish love of style, but only in France do all these ingredients come together. The centre of French culture and society is Paris – at least until Louis XIV will move his court to Versailles. He leaves Paris because even he will be unable to dominate the City.

Paris straddles the river Seine in the centre of the Isle de France, the heart of French royal holdings from the Merovingians onward. The oldest part of Paris is the Île de la Cité (Island of the City). The Cathedral of Our Lady (Notre Dame) and the Palais du Justice (high Court of Justice) are on this island.

North of the river is the Right Bank. It plays host to the administrative buildings of Paris, including the Palais des Tuileries, the Louvre, the Palais Cardinal (the Cardinal’s residence) and City Hall. In the 17th century, the Right Bank is also the home of Paris’s unsavoury elements and poor neighborhoods. The city arsenal, the infamous Bastille, and the Knights Templars Commanderie (a prison at this time) are on the upstream end of the Right Bank.

The Left Bank is the most fashionable part of the city at this time. The residences of Louis XIII and queen mother Marie de Medici are here, as are the most exclusive fencing salles and the most popular duelling locations. It is also home of the Latin Quarter – the Sorbonne University district, which even in the 17th century had a reputation for wild living

While the Romans used open-air quarries to build the earliest settlements that later became Paris, French building projects from Hugh Capet on mined the stone blocks, generating underground quarries. This left extensive networks of galleries and tunnels under parts of the city, including areas that became hotbeds of intrigue and duelling action in the 17th century. Some galleries are as large as the greatest halls aboveground. Some tunnels are barely narrow enough to admit a single man. The quarries are not completely interconnected ... so far as anyone knows.

Rogues could easily disappear into their depths. Likewise, they could host any number of conspirators. The quarries are mostly on the Left Bank, and total nearly 200 miles of twisting tunnel length. The most extensive single network is more than 60 miles long and lies under or near the Sorbonne, the Club Cordelière (an exclusive nobles’ fencing club northwest of the Sorbonne), the Carmes-Deschaux, the Medici’s Palace, the St. Germain Fair (a flea market), and La Charité (free meals for the poor). The majority of the other networks are found outside the city proper, south of the Left Bank. The residences of the cardinal and the king are not over a quarried district. Neither are the Louvre, the Tuileries, the Palais du Justice, nor the Templars prison, by amazing coincidence. The only quarries north of the Seine are outside the city proper, but just east of the Bastille and the Arsenal. How convenient.

The famous boulevards of Paris won't exist for another 200 years. Except for the grounds immediately surrounding palaces and the finest hôtels, Paris is still a medieval city of twisting narrow streets, dead ends, and haphazard layout. The broad streets and centralized design we know today are a product of 19th-century military engineering – designed to make the city easier to defend by a limited number of mobile troops and prevent the construction of barricades by rebels.

Paris.jpg


Famous People 1625ish

D'Artagnan is a musketeer with dark hair and mustache, dark complected, with a long face, hooked nose, and prominent cheek bones. He is frequently in the company of Athos (almost 30, of somber appearance, average build, and noble, graceful mien), Porthos (a large, strong man with a booming voice), and Aramis (a gentle, patient man).

Cardinal Richelieu is the most powerful man in France. His will is of iron and his mind as sharp as any in his day. He is a master diplomat, grand schemer, and power behind the throne. There is a genuine friendship between Richelieu and Louis XIII, but also friendly rivalry. Cardinal Richelieu has a firm grip on the political situation of Europe at any given time. He has the most extensive, powerful, and efficient spy network in the world. His henchmen will commit murder for the cardinal, and he is fully capable of ordering such drastic measures, though he prefers to use the Bastille. He is generous to his friends, implacable to his enemies. He has an amazing ability to win foes to his side. If he considers France to be endangered, nothing will stop him from removing the threat.

Louis XIII is a weak king given to vanity and petty jealousy. His father was Henry IV, a strong and much admired man, who was assassinated when Louis was a boy. Louis tries to live up to that impossibly strong, boyishly unrealistic image of kingship and is doomed to condemn himself for failure his whole life. In the years of his youth, his mother (Marie de Medici) was the regent, and treated him with contempt. She doesn’t have much influence with Louis in his manhood and is eventually banished to her homeland of Italy in 1631. By the time he is 20, he has already picked out the name he wishes history to remember him by: Louis the Just. Flatterers will call him that after any decision he makes – it calms his nerves and makes him feel better. In general, he is uncomfortable making important decisions and defers to Cardinal Richelieu in nearly everything. Occasionally he will take control of the army during a war and surprise everyone with true bravery and sound military judgment. Perhaps if he had more self-confidence he could be a great soldier?

Anne of Austria is is Louis XIII’s queen until his death in 1643, at which point she was regent for Louis XIV until 1652. She was chosen for him by his mother when he was young, and neither of them really wanted to marry the other. Nonetheless, Anne is very beautiful, and Louis wishes she were completely in love with him. On her part, Anne wishes Louis would trust her and put some energy into wooing her. They are two spoiled children who never really grew up. Anne is a prisoner in her palace. The king mistrusts her and is jealous of any who go near her. His pride won’t let him woo her himself, though – he is the king! The cardinal is out to disgrace her. Any letter from her home country of Spain is viewed with the greatest suspicion – she is suspected of treason. Likewise, England is France’s enemy, and every attempt Buckingham makes to contact her brings more risk of suspicion of betrayal in more ways than one. She is nearly powerless, and any Musketeer helping her will be discreetly and graciously thanked.

Guilio Mazarin is a Papal envoy to France. An odd choice, given that he seems to carry himself with the ready swagger of a mercenary or soldier rather than the practiced graces of a diplomat.

Julie la Maupin has very fair skin, and bright blue eyes. She's tall, androgynous, but with perfect breasts. Brash, forthright, even brazen, she is the worst nightmare for any braggart or chauvinist - she can out-drink, out-fight, and out-insult anyone. Her habit of dressing as a man is notable but accepted as an eccentricity appropriate for an entertainer.

Prodigals & Outcasts 1625ish

Aisha ibn Maryam is a curiosity. She runs a small shop on the Left Bank selling exotic herbs and spices, and openly practices her Muslim faith. Rather more secretly, she is a Ahl-i-Batin shaykha, favouring the arts of diviniation. She maintains a lonely vigil in the cold northern lands, offering a harraam (resting place) for weary mages that likewise find themselves far from hom.

Brother Donadieu runs the Enfants-Rouge orphanage as part of his devotions as a member of the Celestial Chorus. His singing attracts a small but growing audience of the poor and dispossessed. Do you hear the people sing?

Adeptus Maior Tristan of Paix of House Bonisagus makes his home at the Sorbonne. Gruff, balding, and given to addressing people mainly in Latin or Attic Greek looks, acts, and talks like one would expect a member of the Order of Hermes to do. His primary interests relate to arcane theory, and what will, in centuries to come, be deemed arcane archaeology.

Mother Anna is a witch. She has no time for titles like 'wise-woman' or 'herbalist' or other nonsense. She follows the Old Ways of the the Verbena. At 25, she's relative young to be in a position of relatively seniority, but as she points out, she's both the most senior and the most junior of her kind for at least a hundred miles.

Julie de Treville is the only child of the current captain of the musketeers. As such, she grew up knowing more about firearms and warfare than most professional soldiers would ever learn. As such, she was the perfect Artificier recruit. She heads a small lodge of Mauls.

Inquisitor Carolus von Augsburg is a member of the Cabal of Pure Thought. He spends his time lobbying the Cardinal to take stronger measures against heretics, liberals, and other undesirables.

Contessa Maria de la Serra is the wife of the Spanish Ambassador to France. She is also the preeminent member of the High Guild in Paris; some would say France. She is fabulously wealthy in her own right, and rumour has it that she spends her days counting her wealth and cackling.

Captain Titus MacLeod is a 6ft tall, ginger Frenchman with a Scottish brogue. He is currently unhappily assigned to the nascent French navy in an attempt to modernise and formalise it. He also is the senior Void Seeker in the city, always ready to share wine (or more likely rum) with fellow explorers.

Francois Villon is the 5th generation Toreador Prince of Paris. He is elegant, tolerant, and a staunch supporter of the Convention of Thorns.

Goratrix of House Tremere is an unwelcome interloper in Francois' courtly ideal. The weaselly little cainite shitbag has a finger in every dark and sinister pie, and is rumoured to have been involved in the supression of the Templars.

Madame deFarge is a crimelord (or perhaps crimelady?) and head of the catacomb-dwelling Ratkin. Having successfully out-competed the local Nosferatu for dominance of the city's underworld and information networks, she is the place to go if someone needs something in the underworld - both metaphorical and literal. The Ratkin in this city are in the odd position of dominating the local Garou - the Bone Gnawers, although this is more by mutual agreement than outright conquest.
 
Current Concerns and Plot Hooks

Devilishly Good Fun
The magically-inclined population of Paris has been drastically reduced in numbers over the last few months. Whilst never particularly large, it has been reduced to slightly over a dozen of known Tradition and Order of Reason mages combined. As a result, a hasty truce has been declared.

Ongoing Recruitment
Both the King's Musketeers and the Cardinal's Red Guard are actively recruiting. Choose your allegiance carefully because one doesn't try out for both. Would-be muskteers should attend at M. de Treville's hotel, whilst those wishing to serve in the Guard should report to the Cardinal's palace.

Donna Beatrice
A beautiful Italian noblewoman from the tiny city-state of Santa Veronica is in town. She's the belle of every ball, and the has allegedly been the cause of at least three divorces and one suicide. Who is she? What does she want?

A Lady's Favour
Not really in keeping with her normal pursuits, one of the Queen's ladies in waiting, Lady Marine, has been seeing attending numerous duels and martial training grounds. When asked why the sudden interest, her response is to flutter her fan and say "I like strong arms and I cannot lie"

Magical Politics
Politics, it will be said in future centuries, makes for strange bedfellows. Enlightened politicians understand this sentiment perfectly. What will one day become the Ascension War often spills out into courts and counting houses. Still, these struggles rarely escalate into all-out warfare. Any shrewd courtier knows that an enemy turned is better than an enemy slain, and many Tradition magi and Daedaleans recognize potential allies even when the "allies" in question are on a different "side." Metaphors aside, politics is not a battlefield -the enemies are not divided into clearly marked armies, and individual truces are possible. Every courtier has his or her agendas, and when those agendas meet, bargains can be made. Thus, mysticks, Daedaleans, independent sorcerers, and even the occasional Infernalist make bargains, pacts, compromises and alliances with one another -and to hell with orthodoxy! Such alliances take many forms: Hermetic court wizards protect visiting Explorators in return for knowledge; Ksirafai agents manipulate witches to test the loyalty of other Daedaleans; Solificati trade alchemical secrets with High Guildsmen, and everyone tries to gain the support of mundane but useful lords and clergymen.

Realpolitik - the 30 Years War
France slowly stabilized under the competent and forceful Cardinal Richelieu. The Habsburgs had to be countered; the French had to be united; it was essential that France become the most powerful nation on Earth – these were Richelieu’s goals for the last 25 years of his life. To this end, he reduced the tension between Catholics and Huguenots, allied with the foreign Protestants in the Thirty Years War, and managed to eliminate all French fortresses except those needed for national defence. Without their local forts to hide in, the French were forced to stop fighting each other.
 
Character Creation

My primary concern is that characters are fun and interesting. If you wish to create a potence-celerity monster and hulk-smash your way through things, then this is perhaps not the game for you. The same goes with historical accuracy - I care more for a beautiful story than for the precise kind of headgear that people may have worn in 1523 as opposed to 1527.

Now, on to character creation.

If you've not played Mage, or any of the oWoD games before, do not be disheartened. Send me a PM and we'll walk through this process together.

Concept
Before putting dots to paper, think about who your character is, and what they're doing in Paris. Here are some suggestions (with skills in brackets):
  • Advisor (Academics, Culture, Etiquette, Law, Linguistics, Politics, Riding, Subterfuge)
  • Assassin / Spy (alertness, brawl, disguise, linguistics, melee, poisons, stealth, subterfuge; many also have arhcery, empathy, firearms, politics, and / or seduction)
  • Bishop / Priest (Academics, Etiquette, Expression, Instruction, Linguistics (Latin, if nothing else), Logic, Politics, Research, Symbolism, Theology)
  • Bodyguard (Alertness, Archery, Brawl, Dodge, Etiquette, Intimidation, Intrigue, Linguistics, Melee, Politics, Riding)
  • Courtesan (as opposed to Whore) (Academics, Empathy, Etiquette, Expression, Linguistics, Politics, Seduction)
  • Elite Guard, eg Musketeer / Cardinals Guard (Alertness, Brawl, Carousing, Craft (weaponsmith), Linguistics, Melee, Politics, Riding, Subterfuge)
  • Enforcer (Brawl, Intimidation, Linguistics, Melee, Stealth, Torture)
  • Entertainer (Carousing, Empathy, Etiquette, Expression, Politics, Subterfuge, and appropriate skill(s) of choice -Acrobatics, Artist, Athletics, Dancing, Musician, Singing, Symbolism ... and often Larceny.)
  • Merchant (Academics, Crafts (as appropriate to goods) ,Empathy, Expression, Leadership, Linguistics, Science (mathematics), Subterfuge)
  • Nobleman (Academics, Etiquette, Hunting, Intrigue, Law, Leadership, Linguistics, Melee (or Fencing), Politics, Riding, Subterfuge)
  • Noblewoman (Academics, Crafts (as appropriate), Etiquette, Expression, Intrigue, Law, Leadership, Linguistics, Musician, Politics, Riding, Seneschal, Subterfuge)
  • Monk / Nun (Academics, Crafts (as appropriate), Expression, Linguistics (Latin), Logic, Meditation, Research, Symbolism,Theology. Many monks and nuns also study Enigmas, Hearth Wisdom, Medicine or Science, too.)
  • Scholar (Academics, Instruction, Linguistics, Research, Symbolism. Areas of intense study include Culture, Enigmas, Invention Lore, Medicine, Occult, Politics, Science (any) or Theology; any scholar will have at least two dots in his area of expertise, and will probably have four or maybe even five, instead.)
  • Servant (Alertness, Crafts (as appropriate to position), Empathy, Etiquette (often three to five dots), Leadership, Linguistics, Politics, and other skills appropriate to job-Academics, Animal Ken, Hunting, Law, Research, Riding or Seneschal.

(Note that Culture and Dancing are regarded as signs of good breeding for both men and women in many courts of the age, and most servants will have intrigue, stealth, and subterfuge - don't underestimate the hired help!)

Linguistics is essential for a courtier. Anyone who cannot speak at least a bit of French, Latin, and / or German will be lost at Court.

Magical Tradition
The following magical traditions are acceptable. They are provided with a name, sample concepts, and then with their spheres and affinities. A tradition marked with (exotic) is one that will not exactly blend into Paris.
  • Ahl-i-Batin (exotic) Arabic physicians, traders, scholars, houris, alchemists, and defenders of the faith. Connection, Mind, Earth.
  • Akashic (exotic) Asian weapons masters, sages, translators. Mind and Water.
  • Chakravanti healers, guardians, merchants, assassins, spies, ghost-tenders, and necromancers. Entropy, Spirit, and Earth.
  • Celestial Chorus. Holy hermit, priest, church reformer, healer, scholar, knight, innocent, fallen person redeemed by faith. Prime, Forces, Air.
  • Order of Hermes. Young Wizard, rake, spy, artist, scholar, elemental master, judge, noble. Forces, Matter, Mind, Fire.
  • Seers of Chronos. Libertine, Dancer, Traveling Player, Prophet, Poet. Mind, Time, and Water.
  • Verbena. Hermit, Firebrand, herbalist, shapeshifter, healer, forester, witch. Life and Water.
  • Artificers. inventor, alchemist, blacksmith, architect, artillerist, gunsmith, war-machine master, toymaker, skyrigger, dragon-hunter. Forces and Matter, Stone and Metal.
  • Celestial Masters. Skyrigger, horoscope prophet, astronomer, mad inventor, scientist. Connection, Spirit, Air.
  • Craftmasons. Mentor, platonic visionary, reformer, outlaw leader, architect, occult librarian, artillerist, monster-hunter. Matter and Earth.
  • High Guild. Rakehell, ambassador, seductress, merchant, 'noble', spy, assassin, patron, diplomat. Mind and Water.
  • Hippocratic Circle. Physician, midwife, surgeon, artist, herbalist, zoologist, alchemist. Life and Water.
  • Void Seekers. bold explorer, sailor, sea-witch, captain, diver, chronicler. Connection, spirit, and water.

Briefly, in relation to Spheres:
  • Connection allows powers such as teleportation, seeing into distant areas, levitation and flying
  • Entropy concerns itself mainly with the study of order, chaos, luck and destiny
  • Forces relate to energetic Patterns, among them heat, light, vibration, radiation and gravity
  • Life embraces healing, disease, and living processes
  • Matter relates to the shaping, analysis, and control of physical 'stuff'.
  • Mind relates to emotions and telepathy.
  • Prime could best be summarised of as meta-magic.
  • Spirit relates to spirits, ghosts, and other dimensions
  • Time relates to the manipulation of the flow of time.


Merits & Flaws
Courtly life has a way of nourishing certain traits, to good and ill effect. Although no courtier is required to have Merits or Flaws (except, perhaps, for certain appropriate Titles), swashbuckling characters tend to have one or more of the following Merits, Flaws, or both:

Appropriate Merits: Code of Honor, Cupid's Gift, Graceful, Honeyed Tongue, Letter of Commission, Natural Linguist, Noble Bearing, Noble Blood, Ties (very common -duh!), Title (likewise), and Well-Traveled.

Other helpful but less common Merits include: ambidextrous, Bardic Gift, Beast Affinity (especially for servants), Enchanting Gaze, Ghoul, Hands of Daedalus, Innocent, Iron Will, Poison Resistance, Renaissance Man, True Faith, and True Love (see this or this)

Appropriate Flaws: Age, Beholden (very common), Dark Secret (likewise), Deformity (every court has at least one deformed "mascot"), Enemy (what courtier doesn't have them?), Family Enmit, Inconvenient Alliance, Infamy, Infirm,Oath-breaker, Obsession, and Stumbletongue.

Other courtly but uncommon Flaws include: Absent-Minded, Bard's Tongue (very dangerous!), Bound, Coward, Craven Image, Criminal Marks (like de Winter's brand in The Three Musketeers), Cursed, Dark Fate, Geas, Haunted (hello, Hamlet and Macbeth!), Magickal Rival, and Religious Aberrant.
 
On Magic

This isn't D&D. Not every mage can, or indeed should, toss fireballs around.

First of all, do you have the right sphere ratings to cast Fireball? Probably Forces 3 Prime 2 to conjure fire out of nothing and throw it at someone
Secondly, how does your magical tradition view throwing fireballs around? A member of the Celestial Chorus would probably regard it as invoking angelic wrath, whilst an artificier would probably think of it as using the "Mark VI Heretic-Punisher Musket".

You then follow these 'simple' steps.
 
Inspiration to Watch:
Brotherhood of the Wolf / Le Pacte des Loups
The Musketeers (BBC, 2016)
The Three Musketeers (Disney, 1993)
The Musketeer (Universal, 2001)

Drago and Titus may well babble about a skyrigger.
The Order of Hermes may be old, but that does NOT mean they're frail.



Inspiration to Listen:
The Musketeers theme - this is a time when being French was the epitome of swaggering badass. Remember that.
The Swashbuckler and the Fair Maiden - because epic requires orchestra.
Conquest of Paradise
O Fortuna! - you bring the duel, I'll provide the rooftop and the music.
Shrek
Canon in D Minor - music makes you brave!
Momentum - music to slay monsters to.
William Tell overture - there is no finer music to stage a chase to

I against I - this sums up the conflict between Order of Reason and the Traditions
The Matrix: Chateau Fight - because you can't break the laws of physics and kick arse whilst looking good to any other music. Especially if you involve bullet-time.
Glory and Gore This could well be the Order of Reason anthem
 
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