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Found 8 results

  1. Mr Murk April 15th, 2018, Silvermans Books 9.57pm The Sun was down, and it was nearly closing time. Mr. Murk needed the sun to be down. And he would prefer it to be nearly closing time. Less people around. Wrapped in the Murk, he entered as a stiff gentleman of advanced years, in a tween jacket and thick glasses. He was blind, but he didn't need eyes to see in a book store. He could feel the sumptous wit of the ink around him, he could feel the souls of those in their, and all he had to do was avoid chairs. He went up to the counter, smiling pleasantly. The immortal soul of Grimalkin was there, and he could feel its taste, and taste its feel. "Good evening. I hope I do not intrude at this lateness of hour?" he asked, softly, voice dusty with age, with a mild American accent that spoke of New York and Europhillia. He had come on a mission that required his gentle touch. Grimalkin was an immortal, and should be offered the duties and benefits of the Codus Immortus!
  2. GM December 17th, 2018 Wales Being Wales, it was, predictably raining. True, at this time of year it could have been snowing, but so far the white had not fallen, and not settled. It was a tepid day, with grey overcast skies and a dull wetness to the atmosphere. The green valleys were brown and muddy, and the trees had largely shed their leaves. There was still the smell of fertile land, and the hills were dotted with sheep and cows chewing the cud. 'Twas here, countless millenia ago, after the last Ice age, that Morgen the immortal was born, and met Dreadnought and here she had lain in stasis. And it was here that there was, allegedly, trouble. 'Twas the village of Wrottin Pontyggub that she had gone to, closest it seemed to her ancient settlement. Wrottin Pontygubb was indeed an ancient village, stuffed to the brim full of myths and legends and history. Some of the history might even have been true. She had arrived a few months ago, keen to understand the history of this place. And then she had dissapeared. People now whispered of ghosts and witches and all sorts of spooky spookiness, and Morgen, it seemed, was the go - to - person to blame!
  3. Codus Immortus History In the late 19th Century, the blind immortal Mr. Murk started conceptualising the Codus Immortus as a voluntary and secretive organisation and code of laws that could be offered to immortals. He spent the most part of 20th Century refining his thinking and seeking out immortal contacts. This included study of philosophy, ethics, and law. By the early 21st Century, the Codus Immortus was written and Mr. Murk started offering immortals the choice of joining. The Rationale Immortals face particular problems that mortals do not. Firstly, there is the issue of endless torture or inhumane treatment which could not be applied to mortal men. Secondly, Immortals face risks from the mortal world, who, out of understandable fear or envy, would wish to eliminate them or try and steal their immortality. Throughout history, some immortals have suffered horrors both out of science and mysticism. Priests and theologists viewing them as an affront to divine order, sorcerers trying to extract some magical quality from them to gain immortality, and scientists attempting to experiment on them to understand their immortality for the greater good. In other words, until immortality is the normal, immortals are at risk. Thirdly, there is the issue of redemption. If an immortal truly lives for ever, then it is not a matter of if, but merely of when and to what frequency, they will commit a horrific crime themselves. Equally, in the case of an immortal criminal, it is also not a matter of if, but of when, they will repent. Hence, if both criminal act and redemption are inevitable, can killing an immortal ever be justified? This is not to say that punishment and incarceration cannot be humanely meted out, or that action does not lead to consequence, but the act of termination seems hard to justify as it will apply to every immortal sooner or later, despite the fact that every immortal will repent and rehabilitate. There is also the matter of punishment. If deprivation of life might be considered an infinite punishment for a mortal, as it robs him or her of infinite years. The Primary Laws The Codus Immortus is strictly voluntary. It comes with responsibilities and benefits. There is no compulsion to remain, either. There is, however, a codified section that serves to prevent people leaving and entering as it when it so suits them, by ensuring that there is a three month period between every “move”. Aside from various by laws and legal flourishes, the Codus Immortus has three main rules that act to protect Immortals from their particular threats. 1: An obligation to protect Immortal members from inhuman treatment or torture (such as might be termed Promethean torment). The scope of this is not easy to quantify. It clearly means not directly inflicting such horrors on another. It also usually means not handing over an immortal to another organisation who would in all probability do the same (such as certain dictatorships around the world). Allowing such torment to happen by inactivity is a more grey area that may need careful consideration based on risk to self and degree and likelihood of inhuman or torturous treatment. 2. An obligation to protect immortal members from death. This is very similar to law 1, and would prohibit deliberate murder of another immortal. A difficult area is the death penalty which still exists in some parts of the world. Whilst this would not mean rescuing an immortal from death row, it would mean trying, with reasonable effort, to prevent the death penalty from being instituted and if possible to have the immortal tried and convicted in an area with no capital punishment. 3. No fighting or violence in Club Immortus. As a final refuge, Immortals are expected to treat these clubs as safe havens. It does not mean that they cannot be expelled at all, but this requires a majority vote and a process of debate and consideration by the members. Secondary Laws The secondary laws of the Codus relate to the first and are predictably numerous, despite Mr. Murk’s best attempts at keeping the issues simple. However, some key secondary laws are: The principle of secrecy. The codus primarily works to keep immortals safe from threats peculiar to immortality. This includes the envy and resentment of mortals. Hence, there is a principle of secrecy, in that the Codus, the Clubs, and the status of immortality should not be revealed without very good reason. It is not absolute, but nobody wants the existence of the Codus to become more than rumour in the public consciousness. The Court of Three In cases where the Primary (or indeed secondary) laws are broken, three other immortal members should consider the facts and come to a unanimous decision that the law was indeed broken. If there is no unanimous decision, the case must be passed onto another group of three. If three groups of three cannot decide unanimously (all three groups are split), then it falls to the Lawmaster to consult with all nine members to see if he can obtain a consensus. If none can still be agreed, the Lawmaster has the “decider” vote. The Will of All There will come times of crisis, when the fate of all immortals is at threat. When the immortals must go to war, or change their way of living, or the Codus itself. Perhaps there might be a state that has captured and is experimenting on immortals, and they must be rescued. Perhaps the fate of the world hangs in the balance, and both mortal and immortal must come together. In this case, a grand meeting is held where all immortals are invited. If all present agree, or all bar one lone dissenter (to allow for crazed outside views), the members of the Codus will act as one in these matters. The Lawmaster The Lawmaster is master of the Law of the Codus. He or She must demonstrate good knowledge of philosophy, law, and ethics. The Lawmaster has no particular powers other than as described above in final arbitration of the court of three. He or she may be called on to advise on the word and meaning of the Codus, or technical points, but this is advisory only. Otherwise, his or her powers are no greater than other member. He or she may still vote in the above formats. The Lawmaster has, to date, only be held by Mr. Murk who is author of the Codus. If he resigns, or is ousted by the will of the immortals, an election will be held. The Codex Immortus The Codex is a splendid red leather bound booked inked in fine calligraphy. Its first part details the laws and principles of the Codus Immortus, its second part details its signatures of those who have entered (or indeed left). It is written in English and Latin (although copies exist in other languages). There are of course copies of the Codex. To preserve secrecy, it is not held in electronic format. The Bookkeeper is an official title that indicates the immortal member who holds responsibility for the care and maintenance, copying, translation, and indeed security of the Codex. In addition, the Bookkeeper will act as Lawmaster in case of absence or incapacity of the Lawmaster (as deputy). Club Immortus The Club Immortus is a privately owned by Mr. Murk. It is forbidden by the Codus to engage in violence there (unless in an emergency such as self defence or protection of others). It is a “safe haven”, although one can be expelled for poor behaviour. Technically, other places could be deemed to be protected Havens by the Codus, but this has as yet not happened. Club Immortus was originally set up in Soho, London. Further clubs have been opened up in Cairo, Delhi, Rio, Hong Kong, and Paris. They are technically private residences in the eyes of the local law but are of course open for Immortals. They all have a certain antiquated air (other than Freedom City, due to its relatively recent history!), with a flavour and style that matches the locality. Of course, superficially in the first rooms there is no particular evidence of association with immortality. The bar and lounge, the kitchen and dining room are all quite unremarkable other than in style. However, the clubs also contain mystic portals to the other clubs around the world, living quarters and even infirmaries (where injured members can recuperate safely). The Club is not strictly for immortals only. Some mortals are aware of the Codus, if a member can vouch for somebody else in terms of discretion and behaviour, they can be invited in.
  4. March 25th, 2018 Club Immortus, London... Late Evening Mr. Murk awaited patiently. He was a patient man. He had all the time in the world, and quite possibly longer. And yet, whilst things were not urgent, he felt the need to act. Something had gone missing, and that something was important. Not merely because that something happened to be an apparently immortal woman encased in ice in a hill in Wales, but because he could forsee some of the web of possibilities that had been wrapped up in this act. It disturbed him. The rules of the Codex Immortus were far from perfect, he knew, and must always be examined - not just by him, but by wise minds of its members. But he was, for the most part, glad that they were there. They had been used positively from time to time. He was not sure this was one of those times...not sure at all. So he had sent for Voin and Comrade Frost for help. Dreanought too, was intimately mixed up in this, but he would need awakening...it would be about now, by his timekeeping. He remembered their favourite drinks and favourite foods, and had arranged for them to be prepared. He knew, after all, when they would be arriving. For himself, he drank some Gin and tonic. For now, at least. He had a Pinot Noire and Chicken salad waiting, but he confessed to himself he had no particular thirst or appetite today...
  5. GM Wales, Aprox 10,000 BCE The last ice age had come and gone, and was consigned to oral mythology along with beasts and demons and cruel Gods of frost and ice. This was a time of humans, scavenging, hunting, and living primitive lives in the forests, hills, lakes and rivers. It was a harsh time, but there was time still for stories and worship, rituals and myths, and even magic. And sometimes, the magic worked. The prayers of the Chief had been answered, for through time - further than ever before - Dreadnought fell, to land in the middle of an vast forest, in a valley with clear water, surrounded by the tribe, with a fire, hot in the centre. Dreadnought could hear plenty of speech but not understand a word of it. But the tribes reaction was clearly startled. With stone spears and hand axes, they kept shocked eye on the giant. They were clean of body, wearing furs and skins, often with red hair, many with scars from accident and ritual. They were young to, by and large - for life was not long in this world, at least by modern standards. Rotten teeth, blemished skin, and sickness marred those even thirty years old, and few indeed would be called old.
  6. Reference Comrade Frost (Signed) Dreadnought (Signed) Voin Zhenshchina (Signed) Ok so the Codus Immortus is now signed by Dreadnought, Comrade Frost, and Voin. It is open to anyone who wants to plough through a dry tedious philosophical thread with me (which does of course require you to like me) and has an immortal PC. More importantly, I am now turning my mind to threads exploring the philosophy and ethic of the immortal, the codus, and life in actual play. This involves some legal thinking so if Thevshi (or anyone legally minded) wants to help draft something succinct with a bit of style, that would be great. But also, which Freedom City standard NPCs might have joined? If you have played these characters that would be particularly valuable as that gives a good insight - not that I am opposed to other opinions but nothing beats having them in a thread to get to grips with their mind set. I will update this list with suggestions and additions following advice, but as I see it, From FC Book...(as I am rubbish with Canon I dont even know if these guys are dead or alive or MIA so updates would be good...). Looking for a consensus, here... (As point of reference, Codus open to human or near human immortals. Undead is a grey area). Chapter 2 Lucius Cabot - possible yes? Chapter 3 the Patriot - no? Chapter 5 Daedelus - Not sure if he would sign Metropolis - Probably not? (not his agenda) Siren - Not sure Chapter 6 Horisima Shadow - Probably not? Although he has seen some horrors? Medea - Probably yes? A bit of paranoia and experience might want to give her the safety net and not much to lose? Baron Samedi - Probably no? (if elligible at all) Cosmic Mind - ? Dr Sin - sounds like a good candidate to me. Arrogant but perhaps less so towards immortals, self obsessed but would like the grandeur. Honorable despite everything? Hellqueen - not sure if elligible, but probably wouldnt anyway. Mastermind - interested, a maybe? He suffered horrible torment at his beginning.
  7. Codex Immortus: Voin Zhenshchina Soho, London, 1961 Verily, 'twas a most pleasant summer evening, with long shadows from dusky red sun, and the air, in those days, was not quite so $£%" as it had been in years before or years hence. This was London, greatest city in the world. Home to the swinging sixties and everything most splendid that circled that decade of style and hedonism. Club Immortus, London, was the oldest of the Clubs, and arguably the most splendid. Paris had better food, Freedom City had better function. But the club in London had a lovely feel, of warm old wood, crackling fire, and musty smoke. The Library was full of wonderful old tomes, some extremely rare editions, and even some very dangerous eldritch texts that would threaten the brains of any reader. Mr. Murk had money and contacts everywhere. Operating from the shadows, he had tendrils in many pies. Much of it was due to hard work, grind, experience, and canny judgement, mixed with a true skill in making friends (or in some casing exerting leverage on useful enemies). His visions of the future had, of course, considerably helped. An invite had been sent to Voin Zhenshchina, for an evening drink. The Ministry of Powers had been most helpful in procuring this invite. Steak and wine, straight from Paris. Mr. Murk waited patiently in the dining hall, mulling over his Russian. A bit rusty, but still there.
  8. Mr Murk History 50,000 BCE As the Neanderthal race is dying out, Mr. Murk was born in what is believed to be North Africa, Egypt, a blind albino psychic. His mother prevented him from being abandoned by the tribe despite his disabilities. Mr. Murk has, ever since, valued love and empathy above all else. 20,000 BCE Atlantis founded. Mr. Murk has forseen the event and visits. He is valued as a prophet and stays many happy centuries with Atlantis. 10,000 BCE The now decaying Atlantean civilisation fails to heed Mr. Murks warning and go to war with Lemuria, resulting in both continents sinking. Mr. Murk, for seeing this disaster makes his way to the what will become Greece, full of despair that his prophesies are unable to help. Lemurian and Atlantean civilisations write his prophesies, fragments of which remain as “The Pale Visions”, various translated fragments in Atlantean, Lemurian, Greek and Egyptian can be found by the exceptional scholar. 9500 BE Greece / Athens goes to war with the Atlanteans. Mr. Murk works from behind the scenes to broker peace. 3000 BCE Mr. Murk travels to Egypt to witness the birth of the Egyptian sorcerer Tan-Akto who murders Prince Heru-Ra. Uncertain Time Mr. Murk flees the Catholic church to land in Brittania, having been branded “Gott hammer”, or hammer of the God(s). It is uncertain whether this referrers to being an agent of God or a nemesis, and whether it applied to the old pagan Gods or the God of Abraham. Meets the oldest known version of Dreadnought who has fallen back through time. Provides suspended animation sleep underground in London. 1630 Travels to the New World. Lives with Native Americans for several years studying shamanism. Here, he is revered as “Blind-but-sees”. Witnesses the Founding of Freedom and tries to help them, sensing its vital importance centuries hence. 1694 Flees the prophet’s crusade witch hunt, travels to Canada / Alaska area. 1770 Sensing Civil War and its necessity, but unwilling to partake of its horrors, Mr. Murk travels to Paris where he works as a mortician, gains a reputation for kindness to the bereaved and sensitive working with the dead. Known as “The Candle in the dark”. 1820 Travels to London and starts studying law and philosophy with Mr. Ebeneezer Fiddle, Lawyer, who recognises his keen abilities. Sets up the beginning of Club Immortus and starts writing the Codex immortus (A document detailing the immortals of the world). 1850 Meets a time travelled Dreadnought who has fallen through time; this is the first time Dreadnough meets Mr. Murk, although Mr. Murk has now met several future versions of Dreadnought who he keeps in suspended animation under Mr. Fiddles offices (the future Club Immortus of London). 1890 As a lawyer, helps with the Dracula case in London, particularly, defending innocents from misplaced over-zealous police detectives. 1914-1918 World War 1. Spends time in France trying to defuse the situation by legal means. 1935 Meets the new Master Mage in America, Eldritch. Advises him on the history of Malador the Mystic. Later, briefly joins the Thule society, but has to run from them when he tries to divert them from horrible sorcery. Runs to Dehli, India, briefly teaches Law at their university. World War 2: Discovers and stops the Thule society from torturing and experimenting on immortals, keeping them in perpetual agony. Serves as impetus to form the Codus Immortus. 1948 Visits West Berlin in the aftermath of World War 2. Meets Comrade Frost and discusses possible formation of Codus Immortus.
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