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Open Road, Colorado
Night

The Five Fraternities

Tyhrien:

The Tyhrien Fraternity was the first among its peers to be founded and it wears that fact with pride. The Pathos Fraternities were a concept first imagined by Ser Tyhrien Toraendel, a nobleman of great honor and esteem even before he created the hero guilds. He brought together people from all across the Kingdoms to fight against the hordes of darkspawn that had plagued Serna since the dawn of life. United in common purpose, they were able to beat back the monstrosities and set their blood-soaked dens ablaze- it was easily the most effective military campaign against the monsters in Serna's history, and its success etched Ser Tyhrien's legend into the annuals of history forevermore. Thus began the Age of Heroes, and from it spawned the Pathos Fraternities as we know them today.

Tyhrien's place as the first of the guilds and the one that led Serna into an unprecedented era of triumph has earned it a great deal of honor and respect across the Kingdoms. It has maintained a reputation as an order of honorable, noble knights that fight for the good of the realm over anything else.

The arrival of the wayfarers changed Tyhrien. At first, the Fraternity was more than happy to accept the influx of impossibly powerful warriors that suffered not from the kiss of death; they proved to be the most effective fighting force that Serna had ever seen, even stronger than the armies of the Age of Heroes. Yet it did not take long for Tyhrien's knights to see that these warriors from another realm were...different. They did not treat their fellow man like human beings. They stuck their noses up at Serna's people, even its nobility, and only ever seemed to care about the joy they gained from slaughtering the monsters rather than the good they did for the realm.

Tyhrien soured to the wayfarers, and began to refuse all but the most noble among the travelers into their ranks. They refused to work with the outsiders, grew more self-righteous in their judgment and indignation toward the other guilds that accepted the wayfarers with open arms, and in turn weakened themselves severely by refusing to bring the immortal warriors into their number. This unshakable dedication to a strict code of morality has put them at odds with their brothers and sisters in the Sikth and Draethir Fraternities especially.

Sikth:

Misplaced idealism has no place among the Sikth, who see the world for how it really is, rather than how one wishes it to be. Its founder, a shrewd spymaster by the name of Sieana Kthar, knew this fact well; back during the Age of Heroes, she often found herself fighting tooth and nail to protect Ser Toreaendel from those among their ranks that would wish to take advantage of his naivety. Though the two disagreed vehemently on many things, it could never be said that they weren't the staunchest of allies, for both knew that their movement required they stand side by side no matter how they felt about one another personally.

These same ideals of maintaining unity at any cost have been imbued into the very lifeblood of the Sikth Fraternity, though they have...faltered somewhat with the arrival of the wayfarers. The ruthless and vile among the travelers found their home in Sikth, yet many did not concern themselves with unification as the founder did, rather believing that they should do whatever they must to advance themselves instead of the group. This toxic, selfish ideology has infected the Sikth in the modern age, damaging their image across Serna and among the other guilds severely; Tyhrien especially has taken offense to the savagery in the Sikth ranks, sparking a much more volatile rivalry than the one that existed between the two previously.

Draethir:

The Draethir are the strongest of the Pathos Fraternities, wielding their manpower with brutal efficiency. Founded by a dirt-caked mercenary of the same name, the Draethir were primarily made up of sellswords, mercenaries and men who sought out coin over any sort of greater ideal. Greed, as it turned out, was an effective motivator for the common soldier; it brought in peasant-levies by the hundreds, all of them willing to lay down their lives for the chance at a better life. Their founder instilled in them the need to accomplish the job, convincing them that it was better to fall on one's own sword than to return home a failure. This extreme dedication brought Draethir a great deal of success, and their name was sang across the land.

Such integrity was not easily passed on to the wayfarers. Though they still pursued coin over all else, they cared little about accomplishing a task or completing a quest if it proved too much for them. Without that reliability and dedication to finishing what they'd started, the Fraternity became a caricature of itself; it became little more than an mob of apathetic hired muscle that appeared to be little more than a swarm of bandits that might as easily rob you as complete whatever job you had for them.

Drox:

Drox is the smallest of the five Fraternities, and arguably the weakest, though it was not always this way. During the Age of Heroes their founder, Kieamiera Drox, stood as Ser Toraendel's second in command- he saw her compassion as necessary to temper the rage and indignation of the heroes, and as a way to turn their conviction into something that could positively affect the commoners outside of simply slaughtering their enemies. Kieamiera was given plenty of resources and tasked with helping those most harshly affected by the darkspawn's invasion, and she took to this task like a fish to water. Her dedication brought her a great deal of renown, and many flocked to the banner of her Fraternity when it was first founded.

Service, compassion and humility did not prove to be attractive virtues during an age of strife and conflict, and the Drox Fraternity quickly found itself outpaced by the other guilds. They continued to grow in size while the Drox shrunk, and somewhere along the way a twisted sort of bitterness weeded its way into their ranks. The Drox look down on the other Fraternities, seeing their in-fighting and politicking as a waste of time; the Drox turn themselves away from the other guilds, looking fully to helping the Smallfolk rather than their own bickering sibling-guilds.

Queon:

Progress is the heart of every civilization, and the Queon Fraternity leads that movement with frenzied vigor. It was built during the Age of Heroes by Queon Toraendel, the eldest of the wizards and the first to explore the applications of magic in every day life. He brought together every curious mind he could find across the realm and set them to task finding a means to defeat the enemy through magic and knowledge, for the sword was beginning to fail them. It was only through Queon's genius that they discovered the means to shut down the portals that allowed the monstrosities to leak into the realm, and it was by the engineers at his side that they developed that discovery into useable technology- the same technology still employed by wayfarers so many years later.

Though curiosity remains at the center of everything the Fraternity does, a schism has broken out through their ranks with the introduction of the wayfarers. There are those who stick rigorously to the ethics Queon set out for them at the time of their founding, and those who see Queon's rules as unnecessary shackles to mankind's progress into the future. This schism is often seen as a battleground between the Sikth and Tyhrien, who both wish to see the Queons fall onto their side of the ideological 'debate.'
How many people do we have coming back from hiatus? Do we think many people just dropped completely?





<Snipped quote by Superboy>
Banned


Nice
first


| Character You're Applying For |
Superboy // Kon-El // Conner Kent

| Age |
Appears Roughly 17

| Powers And Abilities |

Super Strength:
Superboy's most prominent and oft-used ability, his strength is only marginally less than that of a developing Kryptonian around his current age. He can lift objects weighing over fifty tons, shred steel with his bare hands and throw punches strong enough to shatter buildings. This same strength allows him to leap great distances and toss objects just as far, though it has the unintended side-effect of being quite difficult to control at times; Conner has to take considerable care to avoid doing too much damage to an opponent, often to his own detriment.

Super Speed:
Though far from an equal to speedsters like Wally West, Superboy is still quite a bit faster than any ordinary human. He has the reaction speed necessary to stop a bullet, and the ground speed to outrun any man-made vehicle. He does, however, grow quite tired after moving at max speed for any significant amount of time, equivalent to how an athletic human would grow exhausted when they sprint.

Flight:
Flight is one of the most iconic abilities of the Kryptonians on earth, and the one Kon-El happens to be the worst at. He has yet to grasp even the most simple concepts required to keep himself airborne, finding it next to impossible to guide himself through the sky; thus far, the best he can do is point himself in a direction and jump as hard as he can to achieve 'flight.' Attempts to redirect himself tend to end in a crash landing at best and a simple crash every other time.

Heat Vision:
'Heat Vision' is the release of absorbed solar energy through the eyes in the form of a pair of focused beams capable of burning through steel after an extended period of time. Heat vision is one of Conner's most energy inefficient abilities and is best used in short, low-powered bursts.

Invulnerability:
Invulnerability is a misnomer, better defined as 'incredible durability.' There are few living beings capable of permanently damaging a Kryptonian, and Superboy is no different. Though such things as explosives can cause him pain, it takes a great deal of force to wound him in any meaningful manner, provided no Kryptonite is present. It is said the best way to kill a Kryptonian is with another Kryptonian.

Enhanced Senses:
Kon-El experiences our five senses at a far higher level. Each is tuned to be much more sensitive than any human could imagine, allowing him to see on several different spectrums, hear sounds no human ear could comprehend, and feel on a deeper level than most could put into words. While typically quite useful, he can easily be overwhelmed by sensations, with a particular weakness to bright light and sonic weaponry.

| Origin And Backstory |
Project CADMUS was established in the wake of the Doomsday event by the United States government in order to create a metahuman task force loyal to the American people that could protect them from any threat. Project Legacy was one of CADMUS's first and best-received endeavors, created with the intention to breed successors to current, living heroes in case they ever fell in battle. Superboy was the first of these creations, cloned from the Kryptonian DNA presumably collected during the Doomsday event and spliced together with compatible human DNA from the research staff. The current iteration of Kon-El is the third clone in the series, created with roughly 70% Kryptonian DNA and 30% various human DNA strands taken from several different subjects. He is predicted to be nearly on par with Superman when he reaches full maturity thanks to the genetic enhancement CADMUS used in his creation.

CADMUS never intended for Superboy to break free. The mental suggestion techniques they were planning to use to keep him under control until he was fully developed and indoctrinated failed for unknown reasons and Superboy proceeded to go on a rampage that destroyed the CADMUS facility prior to him escaping into the wilderness. He wandered through the mountains for several days before he was rescued by Kara Zor-El and Kal-El and taken to the Fortress of Solitude, where the truth of the world and his origin were given to him.

Superboy struggled to accept it all at first. He was angry and confused and lashed out at the Kryptonians on many occasions. But over the course of two weeks, he came to understand his existence, and transitioned into assimilating into earth culture, under the tutelage of his adopted sister and 'father.' Conner's exposure to the outside world has been...limited, thus far, as it presents a danger to both him and others. But he's slowly grown more comfortable around humans, learning how to communicate with them and 'blend in' like a normal person. Conner is impatient, however; he despises being 'locked up' in the Fortress of Solitude, and finds every opportunity to leave Clark or Kara's side and sneak away to indulge in humanity without their guiding hand.

| Summary of Version Differences |
While quite similar to his current canon origin, I've streamlined a good deal of it to erase many of the contrivances that come with comic book origin stories. Nearly everything one expects from Superboy's backstory remains the same, though I do have a few changes in mind that should make for a more interesting departure from the norm. You'll just have to wait to find out what those are ;)
Another, notably shorter cliche I have taken note of an issue with. When writing fantasy roleplaying, not everything needs an explanation. The whole backstory of the world, the events, the mechanics and philosophy of magic, the effects and express details do not need to be stated; implications of it should be. It should not feel like there is a manual being written about them, about how "X magic does Y things, but when it happens to be here it does Z." or the details of every race and the entirety of the history of their people leading up to the current era. The players, unless relevant to their character, do not need a history lesson on every major event that has transpired over the past few hundred years and the minute details working in it.

I suspect the reason that this is so common is that in order to make the prospect seem larger and more relevant, Game Masters go through tremendous effort to lay out everything verbatim, in the process destroying much of the mystery. The second reason I suspect this is, is because players have a difficult time grasping just what they wish to do or fleshing it out without delving into the mechanics of it. We, fellow players or readers alike, do not need to know your fireball magic costs three points of mana, burns at this specific temperature, was learned from a college of wizardry and requires the phrase, "Ignatorio!" in an obscure language's specific dialect to be cast. This is an issue of "Show, do not tell." failing to be adhered to.

Likewise, a related issue spawns is that every player under the sun seems to want to develop their own intricate system; there is no need for three different forms of wizarding magic, warlock pact magic, sorcerous bloodlines, rune magic specifics, then spheres of magic used by some. All of them are "arcane" and it has become a cliche to try and stuff as many disparate things into it, almost all of them loaned from media, for the sake of appealing to the audience rather than just say, "You tell me how you manage it, I will decide if that seems reasonable or not in the world."

Summarized, the cliche of spelling everything out in fantasy and eliminating the mystique and wonder of it is dreadfully overdone.


I doon'ttt...think I agree with this sentiment, almost at all. Obviously, there's a point where a GM is stuffing too much detail into their OP and droning on when it isn't necessary, but you can't expect someone to play a wizard with a magic system that's completely undefined. That'd be like handing someone a DnD character sheet but erasing half of the stats and telling them that those are a 'mystery' they'll learn about later. On top of that, just leaving it up to the player to define is just going to create a crapshoot where nothing between characters is coherent; you'll end up with one guy that fights like Harry Potter and someone else that uses magic like they're a superhero.

Likewise, the history of a world is pretty important for character creation, no? You don't have to go through creating every town and defining every event that's happened since mankind first stood upright, but if your world has no definition then the characters know literally nothing about the world they've inhabited presumably for their entire lives. Giving players lore to draw on for inspiration is necessary for keeping the game coherent and everything grounded in the same foundations; without those foundations, you're going to get a whole lot of weird shit all thrown together that makes absolutely no sense.

You can have mystique and wonder, but that shouldn't come from the wizard not knowing if his fireball is going to kill the enemy in front of him or explode the entire party in nuclear pyre.

[Intro]


We dug up the body of a dead god today.

The boys were runnin' low on steam before this. We've been huntin' on this damned rock for months, and all we had to show for it was some broken pottery and cave paintings. Millions of credits and hundreds of hours of research and preparation and the expedition turns out like this? They were just about ready to stick an ice pick through my frontal lobe for it.

But now the whole camp's celebratin' so loudly that nobody can get any sleep. We finally found him: Wodos, the Underbound. They said he forged this solar system on his anvil, and he fashioned the sun from the embers of his forge. Its a wonder somebody that powerful managed to get gutted; its only a matter'a time before we know how he ate it, though, 'cause our crew's the best in the galaxy.

I'm attachin' a couple'a picts to this file, just so ya know I'm not bullshittin' you. Should be proof enough that my theory was correct. If I'm gonna get to the bottom of this, I'm gonna need more men and hardware sent my way. It'll cost us, but I'm tellin' you, sir, it'll be worth it. I'll update ya in a week's time on what we find out.

-Last known communication from Captain Aris O'Russ of the 1st Odyssey Expedition to his sponsor in ArCo Inc.

[Setting]


Adohim: Dead Gods takes place in the Adohim Galaxy in the year 1520 PMD, one thousand, five hundred and twenty years after the Pantheon died. All knowledge of the gods prior to their death was erased from galactic memory by unknown means; every computer file, book, and scrap of paper about their existence was somehow destroyed. All that remains are the stories passed down from the lips of those that walked among them, and the handful of ancient paintings and sculptures that depict them. Most believe the godfolk to be objects of myth; mere stories created by their ancestors to explain that which the science of the time could not.

A few know better, however.

It started out as the childhood fascination of a boy with an overactive imagination. He dreamed of worlds being crafted in the hands of giants, and of titans that could change space and time with but a word. Those dreams stayed with that boy as he became a man, and once he had gathered to himself a great deal of wealth and power, he set out to prove them to be true. Aris O'Russ, once a prominent marine in the Artifel Defense Force, turned to a life of academia as he went on his foolhardy quest to prove the existence of fairy tales and visions. Most thought him a madman.

Until he discovered the Underbound's tomb in the depths of Cratix-5 and promptly vanished, giving his ravings a frightening degree of legitimacy. His sponsors in ArCo Inc, one of Adohim's largest megacorporations, have started a mad scramble to get to Cratix-5, ascertain O'Russ's fate, and retrieve whatever research he may have left behind.










[OOC Information]


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