A transmedia property that explores immortality and the ethical ambiguities of emerging bio and nano technologies. It begins in 986 AD in the Arctic Circle and moves into the near future before the characters
go global. I
t tells story of the first transhumans, or ‘Midnights’, so called, because they come out of the Land of the Midnight Sun and they do not sleep. They are also infertile. Their major Achilles tendon, however, is memory.
They have developed complicated political structures to ensure their survival. The Midnights were once human beings but have now become considered as ‘Others’ by the rest of mankind and are greatly feared. In
turn the Midnights fear persecution, something, which has plagued theirhistory. They are not super-heroes because they can be killed. They have weaknesses.
There are at least 8 potential story engines.
The feature film is a fugitive thriller set in the near future about the first person in a millennium to become a Midnight.
The television series is an eco-thriller/crime story set in the present and centred around a shipping company and a biotech company based in Copenhagen.
The novel unfolds over three time periods/centuries and is about the mafia like structure of the Midnights, their family loyalties and betrayals. The game is driven by the overarching theme of the transmedia property, which is ‘trust’, and is centred around virtual Midnights who live forever in a virtual world but who were born out of the minds of real Midnights and want to get back into their real bodies.