Forget faux-gothic towers and flowing robes, Free Council wizards are more at home online... and the opening fiction suggests this with a mock website approach surrounding a story about a cabal working magic through a camera and a TV show where the special effects are not the ones I learned from the movie business but magically-generated. Oh and one of them uses a PDA for a grimoire... scrolling through incantations to find the right one and all. Compelling imagery for truly modern mages.
Aimed at players whose characters are in the Free Council, this book details what that character would know as a member of the order, who he'd trust and fear and work with - details that should enable you to bring the Free Council to life in your game. Whilst much of the Awakened world looks to the past, traditions and history looming large, the Free Council applies modern technology - and thought - to ancient ideas. They seek enlightenment in the future, but know that they cannot abandon centuries of tradition on their way. They tend to harbour democratic ideals, which don't sit well with the hierarchical approach taken by other more traditional orders. For them, reason and wonder go hand in hand.
Chapter 1: Escaping Yesterday looks at how the order came to be (for some, any history is too much, they want to look forwards not back), tracing its origins to the mid-19th century and coming to a head when the Seers of the Throne tried to enlist the aid of various freethinking cabals in controlling Sleepers. Their resounding NO! rocked the Awakened world and led to the formal foundation of the Free Council as an organisation that stood for liberty and democracy and against lies. Wars and the rise of totalitarianism fuelled their determination to stand firm, whilst the accelerating speed of technological advancement provided many tools and toys for them to explore alongside New Age mysticism and an unparalleled enthusiasm for communications technology.
Next, Chapter 2: The Libertine Culture explores the Free Council as it is today. There's an extensive glossary, jargon that encapsulates what members of the order are like and how they think. Grades and roles within the order are discussed as are their Lorehouses, places where information is collected for the benefit of all. Some exotic locations are described and there are sample cabals and individual mages that might be encountered. Friends? Rivals? Allies? Up to you...
Then Chapter 3: Arcane Operating System presents three new legacies. When all is said and done, however much they may like their gadgets, Free Council members are still mages and they still practice magic... even if in ways that look a bit different from that fellow in a robe waving a wand and reading from a musty tome. Their philosophies and attainments are discussed, all you need to know if you are interested in following one of these paths. There's a bunch of new rotes here too, and other goodies for Free Council mages to enjoy.
Finally, there's an appendix: The Libertine Character. Here the startling philosophy is laid out that whenever you create a Free Council character - as a player or as a Storyteller - you're writing another chapter in the order's history. Each one will, by its very nature, be unique. It delves into concepts and ideas, and excites by the very freedom... if you haven't thought much about a Free Council character before, you will get excited by the possibilities now!
That sums this book up nicely: exciting possibilities. Maybe I'm predesposed to this technoglogical approach 'cos my day job is computer scientist, but it hadn't really been my first concept for a Mage: The Awakening character (he was an FBI agent who'd just inherited an old bookshop from a weird uncle, if you must know); but now I want to play one...