Belle Époque

7,00 

This game takes place in the period known as the Belle Époque, dated between 1871 and 1914, ending when World War I started. This is the time and the fictional place where Umberto Eco’s Simone Simonini – the most cynical and disagreeable character in the History of literature, as the author meant him to be – crosses paths with Jacques Tardi’s Adèle Blanc-Sec,Edgar Allan Poe’s Chevalier Auguste Dupin and Maurice Leblanc’s Arsène Lupin, amidst anarchist bombings, the echoes of the Dreyfus affair, the catastrophic side effects of secret societies conspiring in the shadows and the mysterious results of experiences conducted by mad geniuses. Not yet pulp, not quite historical, it is neither the right time nor the right mood for Steampunk or Dieselpunk. Welcome to the times of Nouveaupunk! (178 pages)

Belle Époque is a MicroRed Game

Belle Époque includes a summarised rendition of the Wretched Époque setting however, while Wretched Époque was merely a setting, dependent on the Wretched RPG core book to play, Belle Époque is a complete game, incorporating a condensed version of the Red rules, MicroRed.

Description

Belle Époque unfolds in Paris between 1871 and 1914. The streets buzz with invention and glamour, but blood stains the cobblestones more than most admit. Anarchist bombs rip through calm afternoons. Old grudges, fresh betrayals, and secret plots thrive behind Art Nouveau façades. Fiction and reality collide: those who know the names Auguste Dupin, Arséne Lupin, Simonini, and Adèle Blanc-Sec have already glimpsed this world.

The city hosts inventors, forgers, killers, and visionaries. Some move in salons by gaslight, while others roam in alleys washed by rain and shadow. One may find galvanists reanimating corpses in cellars, mesmerists working their strange craft, and sharp-eyed men in dusty archives chasing leads that could change France overnight. Science and sorcery clash in strange ways. Mesmerism works when handled by the skilled. Vampires and other supernatural beings mingle with nighttime crowds. Chemists push beyond safe bounds. Gallery owners, stage magicians, and priests all might answer to the same occult master. Societies like the Golden Dawn, the Theosophists, and their unknown rivals plot in silence. The world pushes hard for light, but the dark keeps pace. Every advance rides on secrets; every marvel hides its price. Paris offers many technological wonders: telephones, radios, motorcars, and electric lamps, but evil awaits in its darker corners.

Shadows
Secret groups hunt for old artifacts and ancient powers. The Knights Templar, the Illuminati, the Rosicrucians, and dozens more gather in secret. Some chase telluric currents, believing these lines of earth energy bend fate. The right device, placed on a city’s ley line, may call fire from the sky and bend minds like clay. History scars the world with violence. In a few decades, armies march from Crimea to the Balkans, Russia to the Atlantic. Bombings by anarchists tear through train stations. Rival empires bait each other, leaving corpses and orphans behind. Did this blood open a fault in the world, or draw in something not born of Earth? Perhaps false texts like the Protocols of the Elders of Zion mask deeper plots. Some traitor writes slanders and serves unseen masters; his reasons matter less than the chaos left behind.

Iluminations
In this age, new inventions amaze the world. Marie and Pierre Curie find radioactivity in Paris, 1898. Pasteur develops vaccines against anthrax (1881) and rabies (1885). Bell patents the telephone (1876); Edison delivers the phonograph (1877) and the lamp (1879). Santos-Dumont’s plane lifts above Bagatelle in 1906. Artifact hunters dig up Troy and Knossos. African and Arctic explorers mark the edges of maps—Serpa Pinto, Amundsen, Shackleton.

Yet, not every scholar craves facts alone. Mesmerism, phrenology, mediumship, and spirit photography draw crowds. Helene Blavatsky writes Isis Unveiled; fellow members of secret orders try to wrest meaning from the void. Spiritualists contact the dead. Sex and drugs seep into some rites. Ideas from America—New Thought and mind-over-matter cults—reach Paris on cheap pamphlets. A few turn dream and madness into power. Aleister Crowley emerges in England, writing laws for a new faith: “Do what thou wilt shall be the whole of the Law.”

The Dreyfus Affair
In 1894, Captain Alfred Dreyfus faces trial for treason. The army wants a scapegoat. Dreyfus, both a Jew and an outsider, fits the role. Officials push forged documents into evidence—the “bordereau.” Dreyfus spends years on Devil’s Island, impoverished and humiliated. The case splits France. Dreyfusards demand justice, and their enemies tighten their grip. Journalists, priests, and soldiers choose sides. Crowds riot in the streets. The forgery that started it all spreads, twisting as it falls into new hands. The Protocols of the Elders of Zion surface to muddy the story and stir hatred. No peace comes easily. France’s intellectuals turn the case into a war about the soul of the nation: truth or dogma, reason or hate. The affair sets Europe on edge. The face of progress hides a raw wound, still open, still bleeding. Behind every new idea, old hatreds wait.

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