Chapter 4 - Perpetual Society
Chapter Four: Perpetual Society
“Coin!” The King snaps, landing on his feet. Hurriedly, his squire opens the bag on the saddle and retrieves a Roman aureus and offers it to the King. The king strides up to me, holding the coin. I look at the coin.
“Go ahead, take it. Inspect it.” He says with an encouraging smile. “I want you to verify your payment.”
“I trust you my lord,” I say, taking my eyes away from him. Mortals like to see submission. It reminds them of themselves, and of course, they hate each other most of the time.
“I insist.” He says, still smiling.
Something is wrong here.
I take the coin. It’s heavy in my hand. And cold. Undoubtedly genuine. I close my hand on it, nodding approvingly. I offer it back, but he gestures for me to keep it. He makes another gesture and the squire hefts the bag with more coins and sets it on the ground at my feet, untying the cloth, spreading the small hoard out. All of the coins are identical to the one in my hand. Each one looks polished with care. And there are too many. This thought fills me with more unease.
“Well?” He inquires,
“I am satisfied, my lord.” I say. “You are most generous, this is more than we agreed on.”
“There’s more where that came from,” he laughs. “Interested?”
Ah! Relief floods me. He has another proposition.
“Extremely, my lord.” I smile.
He smiles with exquisite satisfaction, walking over to his black mount, which continues to stare at me. He strokes its cheek.
“Wonderful.” He swings around and onto the horse’s back. He makes a gesture and suddenly I am surrounded with men and grappled roughly.
“Take the traitor to the Blacksmith.” He orders.
“My lord!” I call in terror. I am surrounded by Bright Bloods. The force of their auras presses in on me.
My legs weaken.
He leans forward in his saddle.
“Did you really think I would trust a traitor who caused the downfall of her own lover?”
“Let go of me!” I scream. “You have no idea of the forces you affront!”
He laughs and leans forward even more, stroking his mounts mane. He blows a kiss on the wind toward me. The shadows of my disguise tremble and melt, revealing my true appearance to him. His men let out cries of consternation as I grow from a plain mortal into a preternatural beauty. “Lancelot was right,” the King mutters as the last of his willpower sweeps past with the tattered remnants of my disguise. “You are nothing but a whore painted up in…”
Introduction
This chapter describes all the major aspects of the Perpetual Society, a gathering of Himsati Immortals: their goals, methods, history and allies, as well as their organization, divided in Courts and Callings, with the respective description of each of them.
The Perpetual Society
The Perpetual Society is an organization that gathers most of the Himsati Immortals in existence for a better common protection against the Enemy. Their purpose is to defeat the Mad God known as the Sanguinary, which is only waiting to regain a foothold in our reality long enough to have a physical body once again. Although most of the Society is comprised by Himsati Immortals, many humans claim membership in it – from Mundanes to Makers and Bright Bloods and even (in very rare cases) Gifted.
History
At the time of its arrival to our world, the Sanguinary’s shattered body infected the dominant species on the planet, the dinosaurs. These Abzulim became sentient, intelligent, warlike and eventually paranoid. They created slave races, the current Immortals, to manage their swelling empires. Immortals broke free from their servitude through mutual cooperation. They formed large, organized pantheons they called Prides. These extended alliances, each containing Immortals centred in one of the various forces of nature, formed the first cohesive Immortal society. This diversity seemed to strengthen Immortals, but in reality they were unable to overcome their differences from one another for most of their history.
Eventually, the Prides became political entities concerned with status, power and competition. Having gone to war and nearly destroyed one another several times, they created a bloodless conflict, a political “game” which allowed members of the various Prides to reveal weaknesses in their rivals, ostensibly allowing the embarrassed rivals to perceive a weakness in themselves and thus be more difficult to exploit by the Sanguinary. It made perfect sense that such an exercise would create a force of wise and superbly trained warriors capable of confronting the Sanguinary in the final war. In reality, the differences between Immortals fostered constant mistrust and continued to inflate egos. The Perpetual Society of that age, as the Prides collectively called themselves, came to believe its own propaganda, that they had become the ultimate warriors, invulnerable to the Sanguinary’s best machinations. Proof of this came from a lull in attacks by the Sanguinary’s minions, which the Prides perceived as a growing fear of their own power. Too late, they learned the truth of their folly. Arrogance blinded the Prides to the danger they were in. Their organizations had been infiltrated by a number of the Sanguinary agents, turncoats who worked to undermine the solidarity of the Perpetual Society. Some Prides had their entire leadership subsumed by agents of the Sanguinary.
The Prides were attacked by hoards of the Droves in the year 1999 and obliterated with a scattering of survivors. This event was known as the Great Betrayal since a number of key Immortals were involved, traitors who orchestrated the downfall of their own people.
Those Immortals who fell were carried screaming back to the Sanguinary’s dark capital, there to be merged with the growing embryonic body of the monster. Far away, their brothers and sisters sensed their lights go out – death had come to much of the Immortal race. The survivors of the attack regrouped deep within their protected territories, the mantles. There, they realigned themselves into the same paradigms now known as the Courts, each connected to a different aspect of reality.
Beliefs
The Society’s main objective is quite clear: destroy the Sanguinary permanently. Since this cannot be attained in a direct as it might sound at first, the task must be divided first into smaller goals, such as protecting the human souls and minds, destroying the Sanguinary’s minions, defending the Society’s own assets, gathering knowledge and so on. It was for that reason that the Society is divided into several Courts, as each of them controls and is responsible for one of such aspects. Only thanks to a true cooperation between all of them, can the Perpetual Society to ever expect to achieve its goal. Because the members of a specific Court have powers and aptitudes similar to others in the group, there is a deeper understanding between members. This enhanced sensitivity has a number of advantages. The first is the relative difficulty of enemy forces to infiltrate the similarity inherent in the group. The second is a refined spirit of cooperation based on clear understanding of the objectives. Members of the Court understand the nature of what they are, the powers that influence them (and that they influence themselves) and where these influences need to be applied.
Sometimes, they are confronted with other Mad God-related events, and they will do their utmost to help – as long as their true face isn’t revealed or any primary missions compromised – for if having a Mad God around is bad enough, then, having two should be beyond a nightmare come true.
Organization
There are nine Courts in existence, each a political division, but with a focus on harnessing the full potential of its members.
The Immortal Courts are quite feudal in their makeup: at the head of each Court sits a Paragon, an Immortal whose power and dedication has allowed him or her to rise through the ranks of Lords and High Lords into that position. Then there are those who have achieved the highest levels towards enlightenment, and who dominate the pecking order – these are the Lords and High Lords. Those lower on the hierarchy are generally submissive to the will of those above them. Because the Lords tend to be known for their reputation of wisdom and thoughtfulness, such adoration is usually genuine. Plus, the enlightened members of the Court sponsor individuals or even whole Pantheons, acting as mentors and providing them tutelage. Individual members benefiting from their patronage are known as “Sons” and “Daughters”. Whenever an Immortal presents himself to a Lord, strict formal protocol is often expected. While the protocol can vary, there are threads of similarity in every Court, such for as the rule that decrees that all non-Lord members of the Court must observe a policy of never looking a Lord in the eyes without permission.
Within all Courts, there can be found members of all the Callings: one set of related things they excel at. Immortals of the same Calling gather together like a brotherhood, helping each other to hone their skills and abilities within that Calling. Callings are not professions, however: indeed, a member of the Slayer Calling, could very well be a doctor in his mortal guise, using his knowledge of the hunt to ferret out disease in the human body. All the Callings are also know by their individual Call Sign, originated thousands of years ago in ancient Babylonian times, and now used by many mortals as their signs for the popular Western Astrology. Although all Immortals instinctively have a Calling (and that tends to show in their skills), only those claiming membership in the Society receive an extensive training to improve themselves in that field.
Although each Court operates by its own particular standards and method of work, usually after each meeting of the Paragon Council, the Paragon of a Court will sit with his Chancellors and discuss the events of the meeting and how best their particular Court can lend itself to the needs brought forth during the Paragons' meeting. The Chancellors will then send out Emissaries to visit the various High Lords and needs and information are passed up and down this chain of command, strategies assessed in each region where the Court has standing, and assignments are given to those within that region. Assignments that an Immortal of a particular Calling may receive can come from a Lord, a High Lord, or even a Chancellor. When not working towards fulfilling a particular goal of their Court, most Immortals are left to pursue their own betterment, as he is expected to seek out his or her own goals on behalf of the Court, and not idly sit and wait for instructions or assignments. Furthermore, each Immortal is expected to spend time challenging himself, putting his skills to test, and to furthering the Cause by working with other Immortals, not only within his own Court and Calling, but of others as well.
Allies and Enemies
Rosicrucians: The master scholars are no doubt the Covenant with more overall information concerning the Society and Himsati Immortals in general, which is not saying much. Some of the Masters know something about these Immortals, and have even related some to the legends of the Old Gods, but little more, which suits the Society just fine. Even if the Gifted do fascinate them, they have to keep their identity hidden until they achieve a final victory over the enemy. They will work with this Covenant willingly and most often than with any, however, if that does not compromise their secrets – most of the time as a friend or lover of the Gifted – and by aiding him in subtle ways, such as dream weaving, or even by acting as a guardian angel.
Sentinels: The Sentinels are a touchy affair to the Perpetual Society, at the very least. For years they were the Old Gods, worshipped and followed by thousands and millions. Then, they started to be forgotten, traded by the One God, losing the faith and the worship of their followers, thus losing power as well at each passing day. But that was not the issue: what the Immortals have never forgiven the followers of the One God was the genocide made on His name: the Old Gods and their worshippers respected the religions of others, and believed they could co-exist peacefully side-by-side. But their former followers were either forced into worship or slaughtered, their holy places of worship were destroyed and desecrated, and they were called demons and devils out to corrupt mankind. For that reason – and although they will not harm a follower of the One God intentionally for his allegiance – most Immortals will go out of their way to avoid Sentinels, and only a matter of the utmost importance will make them work alongside them. It is less common for younger Immortals to have that problem, but the elders still remember the screams of their high priests and priestesses being tortured and burnt alive at the stake or inside their holy forests.
Lodge of the Undying: In spite of what one might think at first, neither Association has any particular knowledge on each other, although there have been cases of friends or lovers who find each other after millennia, which leaves in the hands of both the problematic task of explaining themselves. Since True Immortals can sense others like them, it will be impossible for a Himsati Immortal to pass for a True. On the other hand, most of the time, the Himsatis will take the other for a Bright Blood or even another Himsati. Since until now there haven’t been any obvious and blatant cases, the two groups have remained more or less oblivious to one another.
Wicce: The Wicce do not possess any special power or knowledge that might aid the Perpetual Society in its struggle against the Sanguinary, therefore they are of very little importance to the Society in General. However, members of the Court of Life are irresistibly drawn to these Gifted: their love for the nature and deep concern with the survival of the planet often brings them together, fighting against a common foe. Contact with this Covenant is made on an individual basis, and the looseness inherent to the Wicce leads the Immortals to think of them not as an actual organization, but just as a few scattered Gifted who follow the Old Ways.
Cabal of Psyche: The Seers fascinate the Courts of Fate and Dreams, and they would do nearly anything to be able of enlisting one of them into their ranks – as they believe that they could help them uncover the Sanguinary’s weakness, which would bring It down. However, and for some unknown reason, the Seers have chosen to remain apart from the Society, and remain undetected by it.
Twilight Order, House of Thanatos and the Fellowship of Judas: The Court of Death has frequent dealings with these three Associations, and will ally themselves with them at the briefest notice, when dealing with problems that involve death and the souls of humans. Their knowledge of death also fascinates the Court, and many days are spent listening to stories by members of these three groups. The true nature of the Himsati Immortals is not known to most of them, but some members of the House of Thanatos have recently discovered the truth about their Immortality, and are eager to know how they have found a way to defeat death.
Knights Templar: The Court of Secrets and their Empaths are the most likely to cross paths with this group – and sometimes things can go very wrong because of it – as both groups are unaware of each other, they can often get in each other’s way easily. Since a few years, the Society has started to cross swords with a strange group, with a hold over mankind powerful enough to shape the future of man: the Combine. This threat is not even as half as large as that of the Sanguinary, but it starts to draw more and more of their attention at each passing day –together with the Court of Fate, they have recently began throwing monkey-wrenches into several of the Combine actions, from hostile takeovers, to expansion of drug cartels, and even two assassination attempts. However, at least five Immortals were slain, one entered Lethe (the whereabouts of his Vox is unknown, but it is believed to be in the hands of the Knights Templar) and three teams of Templars were killed, while both Associations were trying to get to the common enemy and found each other instead. Since the Perpetual Society has the major advantage of immortality, and the Knights have a deeper understanding of the Combine, should they eventually unite their efforts that could very well spell disaster for the Combine.
Other Covenants: Dealings with other Covenants are null, except on a personal basis, and even so, exceedingly rare. Nomad Ferals are the most common, since they tend to often find Immortals with animal himsatis wandering around the wilderness in their animal shape – from these dealings often spring lifetime (of the Feral) friendships, since there are few who understand the calling of the Beast like the Feral and Animal Himsatis do.
Society Stories
Stories involving the Perpetual Society can involve a series of different situations. Some are described below.
Death & Rebirth: The Cast Members are the only survivors of a terrorist attack: a bomb as been set off in a mall and dozens of people have died – including the Main Cast - …or have they? As they awake in hospital together, they begin to wonder why did they survive… and what are they? Suddenly they are alone in the world – stronger, wiser, more powerful, but, even so, alone, except for each other. And as both the Perpetual Society and the Progeny race to get them in their ranks, they will have to decide who is a friend and who is a foe.
And the opposite can happen as well, if the Pantheon of the Cast Members receives the mission of rescuing a group of recently awoken Immortals… before the Progeny gets to them. But what if the Newborns lash back in fear, releasing their Serenades, and attracting the attention of the Progeny? How can the Cast keep their enemies at bay, retrieve the young Immortals unharmed, while avoiding losing their human bodies in the process?
A Past Tense: An Immortal is more than his present and future. In a world where many beings which defy the human laws of death inhabit, it is not uncommon for an Immortal to have to face things from his past, especially if his Avatars were cruel or downright evil – other Himsati Immortals, True Immortals, Vampyres and even Major Gifted might have a score to settle with the Cast Member. And how will react the rest of the Main Cast? What if one of them discovers that he lost something precious – honour, a lover, riches or even his own life – to him? Will the group fall apart? Will there be an unexpected betrayal? Will everything be forgiven and forgotten? Is the past dead and buried or does it haunt you for eternity?
Avatar In Control: An Immortal’s Avatars are a ticking time bomb – at any given moment they can go off, without warning, without mercy. Should one of them possess the body of an Immortal he is in the Avatar’s hands until the he falls asleep. But what if a powerful Immortal – the Main Cast’s mentor or ally – has been possessed several weeks ago, and does not show any signs of wanting to go back to being just another voice in the head? What if the Avatar tries to use the Cast Members as pawns, to get back at old enemies, who might even be newborn Immortals, friends of the Main Cast?
Callings
Immortals discovered about a dozen broad categories of abilities that they tended to gravitate towards, even through many mortal identities as they went through the process of Lethe and reawakened to their Immortal identities. When an Immortal joins the Perpetual Society, his Calling is quickly determined and he receives an intense training in the skills that suit him best. Each Calling has a set of Primary Skills associated with it, and the Immortal will be trained in them – that is reflected in the +3 Skill Rank bonus he receives for those same skills.
The Builders
The Callings that fall under the Builders category are dedicated to building up all aspects of Immortal society. This includes extending physical boundaries, gathering wealth, and building new structures and strongholds. It also includes efforts to improve as a species, which is very important to immortal beings.
Explorer
The masters of survival and also unarmed combat, the Explorers are the trailblazers who break new territory for discovery or conquest. The Explorer can always find his or her own way.
The Explorers wander the unknown fringe of mortal and Immortal society, pioneering new trails and recovering lost artefacts or other knowledge that can be useful in the war against the sanguinary. They travel constantly between worlds in pursuit of the undiscovered or the forgotten. Explores exist outside most social laws, but they have their own code which works for them in the wilderness they must wander. Honour is everything to an Explorer.
Call Sign: Aries, the Ram
Primary Skills: Notice, Survival, Drive
Quote: "We are the trailblazers who break new ground, and who conquer all that stands before us. Only we survive the harsh environs that others fear to tread. Train within our halls and master yourself as you master the world around you. Be it physical, mental, or social, our bodies and minds alone are the finest weapons to survive any path we follow. We go where others have not even yet imagined.”
Merchant
Practicality and an eventual sale always on their minds, the Merchants are deal makers and creators. Profit is the number one motivator for this Calling. They always have an eye for value.
Merchants are creators and dealmakers, and the Immortals’ main connection to the world of humans. Money and comfort are important to this Calling. Its creations (anything from a tool, to a temple, to an empire) are based on practicality and a return on investment. In the Merchants’ view, Immortals can only survive in the materialistic world of mankind by amassing their own fortunes and economic power. In fact, it was probably this Calling that helped create the materialism of human culture. A Merchant can, given a little time, produce most anything a person could possibly want or need… for a price. There is always a price. Profit is everything to a Merchant.
Call Sign: Taurus, the Bull
Primary Skills: Bureaucracy, Notice, Haggling.
Quote: "We have what you want, and if we do not, we will find it or make it. From the simplest quill and paper to the mightiest empire, we fulfil all needs and wants. Spend your time with us, and your efforts will yield substantial results. Practicality and opportunity are our watchwords. Buyer beware, sell high, buy low, there is no such thing as a free lunch."
Tactician
Power tamed by responsibility, these are natural born leaders. Always attuned to the needs and desires of those around them, the Tacticians are focused on bettering the Immortal species. They decide what actions should be taken by the Courts, and assign people to those tasks. Immortals are assigned to tasks not only for their ability to succeed, but also for their capacity to learn from working on the task. Those who are weak must be challenged and strengthened through adversity. If they cannot be improved, they must either be destroyed or placed in situations that offer minimum danger to Immortal society. In such cases, Tacticians make recommendations after testing individuals, and the Scourge makes the final determination as to the subject’s fate.
Call Sign: Leo, the Lion
Primary Skills: Hand Weapon, Smooth Talking, Strategy
Quote: "We will make the weak stronger and the strong even more so. We are the leaders among our people, balancing power with responsibility. See through our noble eyes and know the natural order of things. We test the strengths and weaknesses of all things. All around us are pushed beyond their limits so they can make themselves better than they ever were before."
The Intellectuals
The Intellectuals are dedicated to knowledge. They study the actions and weaknesses of their enemies, make plans for the future of the Immortals, and are responsible for the teaching, guidance and education of both mortal and Immortal societies.
Emissary
Creating balance and fairness, the Emissaries are the peacemakers and peacekeepers of the Perpetual Society. They are excellent negotiators and arbiters in any situation. Emissaries are ambassadors: they negotiate, grant concessions, gain power, prestige and resources for their allies through treaties. An Emissary is a walking cup-bearer of peace, and the messenger who delivers decrees of war, thus a court will stand still and silent when an Emissary enters the room, for he carries the words of powerful allies and rivals alike. If an Emissary cannot tell the truth, he will not speak. Truth is everything to an Emissary.
Call Sign: Libra, the Scales
Primary Skills: Acting, Etiquette, Smooth Talking.
Quote: "We balance all things. We create fairness and peace among those around us .The water flows smooth and peaceful, and we maintain that. Listen to our words, learn to speak, and to see the scales never tipped unfavourably. An even hand is dealt to all by us, and all come away knowing they have gained and not lost."
Mentor
The most civilized of the Callings, the Mentors are the intellectuals and scholars among the Society. They spread the path of knowledge to all, simply for the love of doing so. Probably the most human of the Callings, they are dedicated to teaching others. They focus on finding young Immortals who are just learning their true natures and bringing them into the fold of Immortal society. Patience is everything to a Mentor.
Call Sign: Aquarius, the Water Bearer
Primary Skills: Any one Scholastic or Artistic skill, Instruction, Research/Investigation.
Quote: "We know all, dispensing knowledge from the Cup of Memory as water to a parched throat. We are the scholars who teach and the intellectuals who are taught. Come be with us and learn what it is to be Immortal. All are sent to us, so that they may be educated in some way, in some skill, knowledge or profession. Our Calling hears the path of the teacher and heeds it, but never do we forget that we too were once students."
Profiler
Working through facts and figures for the truth "behind" the truth, the Profilers are studious and analytical. They are experts at extracting facts from details. They always seek an answer.
Profilers are driven by the need to solve mysteries. Whenever a mystery confronts the Immortal society, it is a Profiler who is sent to investigate. They are only interested in facts, not supposition, and are ruled by deduction, not intuition. Often their enhanced abilities allow them to spot clues even rigorous search has left uncovered. If not for the work of Profilers, the Sanguinary would be much more deeply entrenched within Immortal society. Facts are everything to Profilers.
Call Sign: Virgo, the Maiden
Primary Skills: Investigation, Notice, Questioning.
Quote: "We analyse the facts and figures and find the truth behind the truth. If something is amiss, we find the correction for it. Dissect the universe with us, and let your mind see all that you have missed. We take all available material and come to the best conclusion possible at all times. From the most minute details we gain the facts that speak the truth."
The Manipulators
The Manipulators are a group that would not have much purpose in mortal society. However, they are necessary for the survival of the Immortals. The Manipulators are responsible for divining and, to whatever extent is possible, channelling the future actions of the Sanguinary and Its minions, as well as keeping the Sanguinary from learning their plans. On a more practical level, they are also responsible for keeping mortals unaware of the Immortal society that exists around them.
Chameleon
Sometimes sneaky, always unpredictable, the Chameleon is the Calling of movement, communication and change. Chameleons love to change others perceptions of them and get away with things. Therefore, they are natural spies, shape-shifting masters of disguise and guile. They can mimic others and get close to any target, either to gather information, plant misinformation, or gain trust.
Before joining this Calling, a Chameleon must first search a compatible partner. A complex and mystical ritual then transforms the two into twins, identical in every way. Not only are the perfect physical and mental copies who can function as each other, but they are probably the only being each will ever be close to, for the Chameleon’s reputation as a deceiver and a betrayer leaves few opportunities for making friends. Guile is everything for a Chameleon.
Call Sign: Gemini, the Twins
Primary Skills: Acting, Notice, Stealth.
Quote: "We think, sometimes so much, that we are of two minds. Our thoughts are always in motion, planning, staying one step ahead of those around us. Spend time in our labyrinth and master the true power of communication. For the more we say and do, the more we change your perceptions of us. Ever changing, we are swifter than the wind, and one step ahead of those around us."
Empath
Always seeking to better themselves materially and socially, the Empaths are master jugglers and manipulators. Excellent at covering not only their own tracks, but the tracks and traces of others. They are master controllers, translating a comprehensive knowledge of people and their environment into master programs of control and manipulation. Theirs is among the most mysterious and feared of Callings because no one ever knows truly where he stands with an Empath, or what forces he might secretly be wielding to alter and direct a foe’s behaviour. Empaths often use their abilities to confound human authorities and conceal the existence of Immortals, or to orchestrate the downfall of another Immortal. They will not hesitate to use their knowledge of an opponent to control him. Cleverness is everything to an Empath.
Call Sign: Capricorn, the Chimera
Primary Skills: Brainwashing, Seduction, Smooth Talking.
Quote: "We use all we need to maintain that which has been accomplished. You see only what we wish you to see, because we are the master manipulators, juggling your perceptions of reality. Try and find us, and learn that we change what is around us, as opposed to changing ourselves. We deal the hand that you play… are you sure you are actually holding any cards?"
Mystics
The dream travellers known as Sleepers form this Calling. Viewed as visionaries and shamans, many carry a strong artistic presence. Always seeking to forge new ground and vision, Mystics are mysterious and surreal: they live in the world of dreams, entering into the collective human subconscious where the Sanguinary plots Its resurrection and the destruction of the Immortals. It is here, in Its lair, that they create dream fortresses, the advanced bases of their counter-attack. From these fortresses, they launch pre-emptive strikes against the Sanguinary, hoping to disrupt Its schemes and prevent Its rebirth.
Mystics often speak in riddles and metaphors because their minds are so steeped in the constantly shifting landscape of the dream world. An open and receptive mind is everything to a Mystic.
Call Sign: Pisces, the Fishes.
Primary Skills: Occult Knowledge, Myth and Legend, Trance.
Quote: "We believe in things that most cannot even imagine. We are the mystics and the shamans, reaching out to people and places most believe to be mere fantasy. Roam the dreampaths with us, and learn to be unhindered by the constraints so many place upon themselves. We forge a crown made of Essence, freed from more material beliefs.”
The Soldiers
Soldiers are the troops of the Immortals. They engage in offensive and defensive battles, ranging from small commando raids to large-scale actions. Some specialize in group tactics while others are loners. They are equally capable of functioning as a bludgeon or a scalpel. All military commanders come from the ranks of the Soldiers, though the rely heavily on information from other Callings.
Guardian
The most maternal of the Callings, and one of many teachers and healers, the Guardians are the protectors and keepers. They always lend themselves to those in need.
Guardians protect things of value, whether people, places or things, therefore, they are also called Keepers. They are superb bodyguards and close-in fighters and are often dispatched into the mortal world to safeguard a human who has been foreseen to be of great value to the Immortals. Vigilance is everything to a Guardian.
Call Sign: Cancer, the Crab.
Primary Skills: Guns (or Hand Weapon), Brawling, Notice.
Quote: "We feel your fear, but harm will not befall you while with us. Nurturing, Healing, Protection; these are what you will receive from those of our kind. We are the most maternal of the Callings, and few do we turn away when they are in need. Be safe with us and we will teach you how to grow. You will be defended until you are strong enough to defend yourself."
Scourge
Seeking Justice, the Scourge is ever vigilant and perceptive. Very little passes by their notice, be it a sneaking thief, a light scent on the air, of a lie. Seekers of insurrection and treason, these they cannot tolerate. The Scourge Calling attracts the most perceptive Immortals as little is hidden from them, for Scourges are truth-seers, able to detect lies. Their reputation for being dispassionate and incorruptible is legendary, and their alien, emotionless quality makes them both respected and feared throughout Immortal society. A visit from a Scourge always means an investigation and usually means someone will take a fall. They are used by the Courts to root out insurrection and treason in the ranks, and to pass judgement. Justice is everything to a Scourge.
Call Sign: Scorpio, the Scorpion
Primary Skills: Investigation, Notice, Questioning.
Quote: "We desire justice, no matter the cost. We seek to find new things in that which has already been searched. See the world anew through our eyes and cleanse the corruption from your own soul. The means may not always 'seem' just, but we do not tolerate corruption in any form. We are the most vigilant, the most watchful of all."
Slayer
The hunt, though not always to the death, is the Slayer's domain, as they are superb and patient stalkers. These are the sportsmen, competitors and outdoorsmen. With a preference for long ranged weapons, few prey escape them. These are the warriors of the Perpetual Society: whether they are gladiators, assassins, or bounty hunters, their methods are direct and often lethal. Slayers are dispatched against enemies of the Immortals, whether those are humans who have learned too much and cannot be reasoned with, or minions of the Sanguinary Itself. Duty – though often unpleasant – is everything for a Slayer.
Call Sign: Sagittarius, the Centaur.
Primary Skills: Hand Weapon (or Gun), Martial Arts, Tracking.
Quote: "We understand all prey, the call of the hunter's horn is ours to command. The ultimate competitors pale before us as we seek the challenge of the hunt. Track with us, and learn to run down all adversaries that are put before you. Do not be on the other end of our weapons of range, you will not escape, not matter the distance."
Courts
If the Callings are the heart and soul of Perpetual Society, then the Courts are the foundations upon which it is based. Each of the Courts, which represent an ideological/political affiliation, claims a determined sphere of influence and aspect of reality (both in Immortal and human society) they work with. There are many Courts, but only seven currently count as the greater Courts due to their size and sphere of influence. From these Courts (but not necessarily the same Court), Immortals come together into Pantheons. The Pantheons in ancient mythical times represented the various groupings of Gods that one was most familiar with, such as the Egyptian, Greek, Norse, etc., which were all Pantheons of Immortals. In recent years, the word started designating smaller groups of Immortals gathered to either fulfil a task given by the Perpetual Society or even a gathering of very close friends and allies, which act together – such as a Main Cast. Immortals choose their Court based on their strongest connections to reality.
The Court of Death
This Court is in charge of probing the mysteries of death, whether it involves delving into Death Realms politics, or destroying rampaging undead. Among their duties is the task of convincing mortal spirits who cling to the physical world to pass beyond, for those that resist this journey can become targets for creatures that seek to devour their Essence.
The Court also attempts to rescue the souls that have been taken from the still living and claimed by the Sanguinary and her forces. Just as often that it is thought the Courts of Life and Death might oppose one another, they also work together in situations such as these.
The Court maintains extensive reach in the more gothic cultures, but this is, by far, not the only place they can be found. Many of the world's oldest cities have a large history and their fill of the wandering dead. Here the Court keeps a watchful eye on the many places of hauntings and lost souls (including some Immortal souls that have not yet returned to physical form), that tend to exist in these larger older cities and places. The Court of Spirits (as this Court is sometimes nicknamed) seeks to prevent the destruction and defaction of the human soul. Though the guises of Grim Reapers and Lords of the Underworld have not been entirely abandoned by the Court, this is not what they are about. The Court maintains a strong vigil over Malkuth, where they sometimes travel to. They can be also be found in places where Rentless Dead, Ghosts or Phantasms tend to appear. When they find them, they attempt to help them finish whatever is holding them here, or, if necessary, to remove them from this plane permanently.
Famous members have included Hela, Hades, Anubis, and Rashnu among others.
Dominance: Immortals from the Court of Death gain +2 bonus to any skill test while in a cemetery, funeral, hospital or other place where death is reverently observed. During festivals or holidays dedicated to the observance of death or the dearly departed, the character gains the bonus dominance for the whole day while near to observers of the event.
The Court of Desire
The Court of Desire is concerned with the endless study of the desires and emotions that obsess mortals. By understanding the nature of these, the Court hopes to seduce the Sanguinary Itself to Its doom, by overloading it with the totality of mortal desires and emotions, rending it apart with intense pleasure and pain.
Members of the Court seek out and tempt mortal allies to their cause, while working to break addictions created by the Sanguinary within individuals who might cause harm to the Perpetual Society. Many a small war has been fought between the Progeny and the Court of Desire over the life of single powerful mortal, pulling at desires at either end. Others, more daring, make it their duty to break addictions within the Immortal minions of the Sanguinary, although success in this area has been severely limited. The Sanguinary's use of the temptations of greed, lust, avarice, and so on, in Its evil plans has given it a strong hold on its servants.
Members of this Court can be found in all walks of life, dealing in most any type of situation imaginable. They are quite prominent in the arts, music, and other forms of mortal culture. From the peaks of mortal High Society, to the darkest recesses of the various counter-cultures, the members of the Court work to turn mortals away from the thrall of the Progeny. As part of their work, members of the Court are continually assaulted by a variety of sensations, which has given them a reputation as being some of the strongest willed amongst the Perpetual Society. The Court maintains a strong watch over its members so they do not fall to the temptations they flirt daily with.
Members will usually pick one or two specific desires, emotions, etc. to work with, though all work towards becoming versed in as many as possible in order to resist the temptations that they are presented with during their work.
More famous members include Ishtar, Dhamballa, and Rati.
Dominance: Immortals from the Court of Desire gain +2 bonus to any test involving the manipulation of desires and emotions used while in a place that cultivates them, such as dance clubs, intimate vacation spots, fine restaurants, and casinos.
The Court of Dreams
The Court of Dreams is dedicated to warfare against the Sanguinary within its own lair, the Dreamlands. Here, where humans face the constant onslaught of alien, psychological forces, the Dreamers are rescuers, teachers, defenders and companions to those whom reality has forsaken. These dreamers understand the nature of the world of dream, and the fact the Sanguinary’s spirit moves through the subconscious of the human race. By teaching humans to dream of the Court’s own realm, the Dreamtime, which is connected to the Sephiroth of Hod, the Immortals increase the size of their domain and shrink the domain of the Sanguinary. Once the Sanguinary exists in only a small number of minds, they hope to destroy this small, insane population and thus destroy their enemy.
As the smallest of the nine, this Court has some of the most awesome responsibility within the Perpetual Society. While other Courts have Mystics, it is the Court of Dreams that remains on nearly constant vigil against the threat the Sanguinary poses in the subconscious mind of humanity.
Immortals of this Court push humans to be as creative as possible, sharpening and honing their minds so they can withstand the onslaught of the Sanguinary and her minions. Still others serve to warn mortals of danger to themselves, or to help them achieve goals through visions and daydreams as well.
Famous members include Cerebus, Selene, and Njirana.
Dominance: Immortals from the Court of Dreams gain +2 bonus to any test made while in the dream world itself, or within a quiet place where people are sleeping. However, they do not get dominance in or during nightmares since the Sanguinary or its followers cause the majority of these.
The Court of Fate
The Court is fascinated with time -- past, present and future. Though travel through time is not possible, the Court learns about the possible future from the permutations of the past, and the divergences of the present. They actually exert their own forces to change the possible outcomes of the future. Their overall purpose is to change the future, through the fulfilment of their own prophecies, to one where the Sanguinary is no longer a threat. The Court is the heart of a prophecy that guides the whole of Immortal Society. This prophecy, which is self-created, concerns the rise of the Sanguinary and the final war that will take place in the real world. They wish to change the future, not predict it. The Court wields mystical control over probability and chance, and is fascinated by luck and studies it tirelessly as well. They are unable to often resist the temptation of participating in games of chance.
On a daily basis, the Court does not involve itself as heavily with individual mortals as most of the other Courts do. When they do choose to do so, the mortal usually has a heavy importance in upcoming events or is being used as a pawn by agents of the Sanguinary. Normally the Court provides subtle and gentle pushes and nudges to help direct events in directions that are beneficial to the Courts. The changing of stoplight a few seconds earlier than normal can have an incredible impact on the next few minutes or immediate future. It is their ability to look at not only the past, but also the myriad of possible permutations of the future as well that makes them seem so enigmatic and sometimes alien to the rest of the Courts.
Interestingly enough, the Court is not only interested in pure facts and probabilities. Legends and Lore are also part of their repertoire. It has been said that the Court only looks to what is relevant, and most forget that the machines of propaganda can be just as relevant as pure facts. The Court of Fate is known for spreading false rumours and propaganda to confound and confuse the Progeny and other enemies of the Perpetual Society, and lead them away from the plans and work of the other Courts.
Famous members include Anansi, Tyche, Pythia, and Lilith.
Dominance: Immortals from this Court gain +2 bonus skill whenever they use a skill to influence chance or probability directly. This situation occurs quite frequently with any kind of gambling, where the legends of the Courts of Fate and Desire playing for the fate of something or someone very important sprang from.
The Court of Life
The Court of Life’s purpose is basic—the preservation of all life and the destruction of all forces which threaten life. Most prized in their eyes is the life of the innocent, which they preserve with fanatical fervour. While the Court understands that life does end, the taking of life before its time is something that they abhor. The Court of Life will not hesitate to intervene to save a life, even if it’s a suicide, and on occasion, has come into conflict with the Court of Death whose knowledge of individuals and their relation to death are clearer.
The Court of Life is less philosophically opposed to technology than they are to industry, which often neglects the environment and the health of the creatures therein. Because of this fact, they sabotage industry constantly. The desecration of Earth's wildlife and lands fuels the Sanguinary's power and takes more inspiration, hope, and freedom from humanity as those places they may escape to from time to time slowly vanish. But as the natural resources of
Earth have dwindled, they have also learned to adapt to the concrete jungles of the cities of man. All members of the Court of Life have that slightly animalistic flair to them, if not in behaviour, than in look. There is also something noble about it as well.
Where the Court of Death protects the Souls of those living on Earth, the Court of Life are the defenders of Earth's own soul as it were. For every member that one can picture involved in saving the whales and working in Greenpeace, there is an eco-terrorist, an outdoor sportsman, an agricultural specialist, and a corporate raider. All work towards the same goal, the preservation of Earth by defending life.
This is not to say that the Court does not understand the concept of death or killing however. The Court does not judge the value of an individual life unless that life threatens the lives of others. Members hunt the concrete jungle looking for Droves entering a city, and then find their havens outside the cities and destroy them. They work to introduce programs that keep a city alive, rather than a steel and concrete prison for humanity. They have also learned to join in with other Courts who hunt those humans that have become corrupted and too dangerous to the rest of humanity.
Famous members have included Isis, Freya, Brigit, Dagda and Susanoo.
Dominance: Immortals from the Court of Life gain a +2 bonus to all tests when in places where birth or renewal flourishes, including maternity wards in hospitals, completely unspoiled wilderness, preservation parks, etc.
The Court of Making
The Court of Making is devoted to the destruction of weakness and the perfection of form. To this end it seeks to rid the world of any weaknesses that the Sanguinary might try to exploit during the final war. One way is through the wishgiving ability of the Elemental members, focused by the faith of mortals – making wishes come true and opening the mind to real possibilities is a large part of what the Court is all about. They rescue people from despair and empower them to become mighty warriors for the human race.
The Court is also very focused upon technology and the ways it can be made to serve mankind and Immortal alike. Many want humans to abandon natural organic systems in preference for superior techno-organic android forms and perhaps reject the Sanguinary’s presence, in the meantime.
The Court works in a variety of medical fields, both biological, technical and psychological, and there they find ways to turn humanity away from those things the Progeny uses to weaken them.
This Court is also versed in human technology, finding ways to use this to strengthen and inspire humanity in both mind and body.
Famous members include Lug, Tlaloc, Tvashtri and Agni.
Dominance: Immortals from the Court of Making gain a +2 to all tests when in places where building and design are in full swing, especially if the project is particularly inspired. Places of mundane toil, such as factories, do not count as part of this category.
The Court of Secrets
The Court investigates all the creative works of man, art, literature, media, etc., as the writer, the artist, the filmmaker, all in committing their prose or brush, unwittingly reveal information about themselves, and within these are patterns, which the Court discovered long ago. Because the Sanguinary exists in the dreams of humans, and because creative works are derived from the imagination, often inspired by dreams, these patterns have been found to partially originate from the Sanguinary herself. By careful study and comparison, the Court hopes that it can devise the ultimate weapon against the Beast… its true name. With this name they hope to gain absolute power over it, breaking its tyranny for all time and using it as a force for good, or if this is not possible, destroy it. Day to day activities revolve around collecting and studying books, art and other recordings and media for possible plans of the Sanguinary and its minions. When they find out about these plans, they attempt to divert those plans and foil them. Objects that inspire humans often contain residual imbedded Essence. The Court seeks to keep such objects out of the hands of other Immortals who would just as soon drain the relics than preserve them. To this end they scour the planet looking for original works, and now possess the largest art and literature collection in existence.
A great number of Profilers belong to this Court, as well as the Callings of Mentor, and Chameleon. However, one should be warned that this Court has its fair share of Slayers and Guardians as well. This Court has at times gone to great and dangerous lengths to obtain materials that the Progeny would rather not fall into the hands of the Perpetual Society. The Court also watches over those who have a high degree of natural creativity, and thus watch over many talented artists in many fields. The Progeny sometimes attempt to either corrupt their talent, or to feed false information through them to the Courts, as was done before.
A great deal of not only scholars, but also those possessed of alternative wisdom and trickery also populates this Court.
Famous members include Thoth, Hermes, Ganesh, and Shoten.
Dominance: Immortals from the Court of Secrets gain a +2 bonus to all tests when in places where knowledge is sought, including libraries, universities and other epicentres of academia, or a +2 bonus to any skill tests involving Scholastic skills.
The Court of Shadows
(The Shadowen)
The Court of Shadows, above all, is the police for the Society. They enforce the law known as the Silence, which prohibits Immortals from revealing themselves to the general mortal population in any way. Too often trusted mortals have turned out to be unwitting servants of the Sanguinary, and many an Immortal has been taken by the Sanguinary, from misplaced trust. By keeping humanity ignorant of the Immortals, the Court believes this will give them an advantage in the final war. Court sifts through these trying to understand the Sanguinary for a means to more easily defeat it. In the shadows is inspiration of many terrible thoughts within the human race.
The Court of Shadows fears that the human race may be doomed because of its symbiotic relationship with the Sanguinary. Humans that are deemed too powerful with the ability and knowledge to spread the secrets of, or challenge the security of the Perpetual Society, are considered a danger. Unless a member of another Court can quickly find a way to salvage the situation, the human is hunted down and slain by a Triad (the Shadowen tend to operate in teams of three). This has brought them, on occasion, into philosophical conflict with the other Courts.
The Shadowen are easily the smallest Court, second only to the Court of Dreams. The Court is unique in that they are almost all shadow elementals, and even they do not understand or know the process by which the Abzulim created them, as no shadow elementals seem to come about as newborns at all.
A strange affinity with the darker side of humanity plagues most Shadow Himsatis, and therefore the Court does not interact largely with the mortal population, as they rely on closer bonds with individual mortals rather than working in the mainstream population of humanity.
Instead, taking lessons from their own misguided past, they strive to maintain peace amongst the members of the Perpetual Society and act as enforcers of the laws of the Society.
More Scourges can be found amongst the Shadowen than any other Court. The groups of three known as triads are the preferred working method of the Court when possible. The members develop close bonds with each other, as close as any mortal family would. They watch out for each other, and take care of each other. In this way, corruption by the Sanguinary is more difficult.
Famous members include Nemesis, Arshianna and Sraosha.
Dominance: Immortals from the Court of Shadows gain a +2 bonus to any test when in places of extreme darkness, very dim or with a complete absence of light. This makes them especially powerful at night when there is heavy cloud cover, or no moon, or in windowless buildings.
The Court of War
The Court of War's purpose is clear. One of the goals of the Sanguinary is the destruction of the human soul. To this end the Sanguinary fosters many of the human conflicts of today, from wars to gang violence. The Courts goal is to intervene and stop the Sanguinary from turning humanity into one large soulless army against the Immortals. The Court exists as the front line against the Sanguinary, sacrificing themselves fanatically for the good of all Immortals.
Whenever a minion of the Sanguinary is revealed, these Immortals race to intercept and destroy it. The Court are all fighters with a deep love of freedom and feel that humanity has no right to be enslaved by the Sanguinary or even other Immortals. To this end you can find the members of this Court involved in all aspects of human conflict, from Third World Countries at war, to guerrilla warfare, vigilantes against gang violence, and even the war on drugs.
The Court tends to take extreme measure when necessary, only rivalled by the Court of Shadows in how far they are willing to go to stop the corrupted.
The Court has a deep-seated belief in personal freedom, and the freedom to make choices and not be influenced as the Sanguinary influences humanity through fear and manipulation. Furthermore, they are the ones who take the most direct and proactive hand in stopping many of the Sanguinary's plans. They are called upon to assist in destroying Droves, corrupted spirits, Progeny and all other enemies of the Perpetual Society.
The Soldier Callings are strong here but all Callings are needed in this Court to win its war against the Sanguinary. The Court is quick to lend a hand to members of the other Courts in gathering intelligence, training, decoding missives between Progeny members, hunting enemies of the Society, or any other activity that will seek to end a plot of the Sanguinary. The Court of War is the front line against the Sanguinary, and with devotion unheard of, will sacrifice themselves if it will stop the Sanguinary from enslaving another group of mortals.
The Court also spends a great deal of time teaching philosophical beliefs, self-discipline, harmony of the mind and body, etc. They are a great force in the martial arts world and are very proactive backers of the sports and physical fitness communities. Being in good shape both mentally, physically and spiritually is important to the members of the Court.
Members also keep a close eye on arms dealers, drug cartels, and other large organized groups of mortals that can be easily swayed by the Progeny. In addition, the Explorer Calling in the Court spends a great deal of time seeking out lost territories that have been claimed by the Abzulim or Progeny and conquering them, taking them back for the Courts.
Famous members have included Ares, Mjolnir, Caliburn, Tyr, Hachiman and Nuada.
Dominance: Immortals from the Court of War gain a +2 bonus to any test when in places where highly emotional conflict, a struggle for life and death against an enemy, comes into play, or a +2 bonus to any test involving a Combat or Military skill. However, they do not gain dominance in conflict they instrument or during conflicts that have little impact (such as two children fighting in a playground). This makes them effective as long as the conflict is clearly physical.
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