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Wardens (Lore Page)
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Wardens (Lore Page)
If you RP with me or a few other people related to this subject, you may know or will come to know beings that we call "Wardens." I decided to make this page just to put what they are in writing, so if you're interested go ahead and grab a drink and get ready for nerdy made up mythology.
Concept
"We were as aimless as the humans when we first flickered into existence, but through it all, we found what our duties were." - Kakabel, Warden of Knowledge.
Essentially, Wardens are immortal, supernatural, and humaniod beings there to teach humanity the ways of the world, as well as protect the universe's concepts. They conserve the natural order of things while mostly remaining unseen. That said, sometimes they do come out from their veiled world when the need is great. When walking among mortals, they seem to style themselves after a wide range of human cultures.
Wardens are partially based on the Vörðr of Scandinavian myth as well as a subset of angels from Christianity who taught humanity forbidden knowledge, called Watchers. Keeping that in mind, they aren't simple reprints. Think of them more as protectors of concepts and man as a whole, rather then gods of certain things or guardian angels.
Lore
"You wanna know about the Wardens? Well then, come here, sit down, and snuggle up to a blanket. I'm about to tell a story.
There was a time when the world was, well, primal. Cavemen ran amok and got excited about fire while having no semblance of even a language. I mean, who even gets excited about fire? It's hot and stuff i know, but geez........
Anyway. Understandably, the universe thought that was pretty shitty. Somebody needed to teach these things how to be who they were supposed to be.
That's where we come in. We're a universal necessity. There are all these buttons and levers behind the scenes that need to be pulled and pushed, or everything ends up horrible. It's a really lame job, but like being a garbage man, somebody has to do it.
We came about as a reaction. When you hit a tree with an axe, it's probably going to come down. We're just like that......... We sit in our veil and watch the mortals, fix their problems, and we do so happily.
It's our duty.
Well, not mine, anymore anyway. You get to the less boring stuff when you start to talk about killing Wardens. But that's a conversation for another time! Now get away from me!" - Asy, Former Warden of Sanity.
Power and Structure
"The nature of power is that it can be taken. If one has a lot of it, they are undoubtedly worthy of wielding it." - Amory, Warden of Power.
Wardens have abilities that revolve around the concept they protect, and will generally be empowered the more they're around it. Other than their unique abilities, most Wardens wield a general telekinetic dominion over the mortal plain (with some Wardens showing a higher competence than usual for a specific manipulation), can teleport themselves and others, are practically invulnerable except for a specific weakness that severely weakens them to the point of mortality, can choose how they appear to others, and can project powerful illusions over mortals.
There are 152 Wardens in total, 19 of which are Elders that govern 7 beneath them each. An Elder is the Warden of a particular blanket concept, while the minor Wardens represent aspects of that blanket concept. For example, The Warden of Knowledge may govern the Warden of Logic and the Warden of Science, as well as many others. The Elders are usually in charge of organizing their subjects, as well as picking up the slack for killed/corrupted Wardens.
Elders are in fact the ones who's power is used to manipulate the concepts using the Shroud, with their Lesser Wardens simply being highly specialized delegates. The Lesser Wardens are in this manner aspects of their Elder, there to apply their Elder's concept in a more detail oriented manner instead of the more big picture way Elders must do it. Because of this, Elders have around eight times the potential power as their Lessers (because they can draw from all aspects of their concept), and get an instant boost in ability (as well as responsibility) when Lessers are severed from them due to the acquisition of new specialized capabilities and duties. Amor for example can gain power from lust around him whether the Lust Warden is separate from him or not, but does not gain the specialized abilities of the Lust Warden unless the Lust Warden somehow abandons their duties.
The Wardens are governed by the Elder Council, with each Elder presiding over a voting chamber of their Lessers. The pseudo leader of all of them is Amory, The Warden of Power.
- List of Wardens:
- Elder Warden of Power
Warden of Strength, Warden of Valor, Warden of Influence, Warden of Command, Warden of Will, Warden of Confidence, Warden of Ambition
Elder Warden of Knowledge
Warden of Truth, Warden of Science, Warden of Innovation, Warden of Thought, Warden of Enlightenment, Warden of Teaching, Warden of Logic
Elder Warden of Souls
Warden of Loss, Warden of Redemption, Warden of The Self, Warden of Spirituality, Warden of Peace, Warden of Meaning, Warden of Purity
Elder Warden of Minds
Warden of Sanity (Neutrality), Warden of The Ego, Warden of The Subconscious, Warden of The Shadow, Warden of Dreams, Warden of Perception, Warden of Introspection
Elder Warden of Time
Warden of The Past, Warden of The Future (Handler), Warden of The Present, Warden of Memory, Warden of Causality, Warden of Mortality, Warden of Fate
Elder Warden of Passion
Warden of Rage (Handler), Warden of Fear, Warden of Beauty, Warden of Hope, Warden of Joy, Warden of Accomplishment, Warden of Sadness
Elder Warden of Empathy
Warden of Pity, Warden of Compassion, Warden of Care, Warden of Kindness, Warden of Understanding, Warden of Acceptance (Handler), Warden of Pain
Elder Warden of Love
Warden of Lust, Warden of Romance (Destroyed), Warden of Children, Warden of Friendship, Warden of Family, Warden of Forgiveness (Destroyed), Warden of Trust
Elder Warden of Luck
Warden of Chance, Warden of Games, Warden of Coincidence, Warden of Illusion, Warden of Misdirection, Warden of Privilege, Warden of Tricksters (Handler)
Elder Warden of The Lost
Warden of Ghosts, Warden of Vengeful Spirits (Handler), Warden of the Undead, Warden of The Forgotten, Warden of Outcasts, Warden of The Soulless, Warden of Nothingness
Elder Warden of Magic
Warden of Wonder, Warden of Wishes, Warden of Healing (Handler), Warden of Evocation, Warden of Mana, Warden of Mystics, Warden of Relics
Elder Warden of Alchemy
Warden of Runes, Warden of Energy (Handler), Warden of Exchange, Warden of Wealth, Warden of Rarity, Warden of Philosophers Stones, Warden of Channeling
Elder Warden of Space
Warden of Stars (Handler), Warden of Speed, Warden of Presence, Warden of Territory, Warden of Travelers, Warden of Singularities, Warden of Cosmic Mystery (Handler)
Elder Warden of Light
Warden of Honor, Warden of Humility, Warden of Respect, Warden of Decency, Warden of Faith, Warden of Values, Warden of Responsibility (Handler)
Elder Warden of Creativity
Warden of Art, Warden of Poetry, Warden of Music, Warden of Novelty, Warden of Writings (Handler), Warden of Design, Warden of Performance
Elder Warden of Nature
Warden of Fire, Warden of Earth, Warden of Air, Warden of Water, Warden of Evolution, Warden of Survival, Warden of Instinct
Elder Warden of Society
Warden of Hierarchy, Warden of Tradition, Warden of Change, Warden of Culture, Warden of Freedom, Warden of Governance, Warden of Equality
Elder Warden of Justice
Warden of Punishment (Handler), Warden of Rehabilitation, Warden of Order, Warden of Law, Warden of Righteousness, Warden of Deliberation, Warden of Mercy (Handler)
Elder Warden of Stories
Warden of Myths, Warden of Legends, Warden of Metaphor, Warden of Themes, Warden of Persona, Warden of Archetype, Warden of The Journey (Handler)
Weapons
Each Warden has a special weapon they can call to them at any time. The destructive capabilities are quite ridiculous, especially against a concept the Warden's patronage directly opposes. It can be anything, from a gun to a broken bottle. The only real thing that connects them is their different colored auras and sleekness. The weapons can also have unique abilities that are, like unique powers, tailored to the specific Warden.
These weapons can 'hurt' other Wardens, but instead of eventually killing them it will send the defeated being to imprisonment in the Warden of Justice's Hold, where they will be bound until release. Elder Warden Weapons, on the other hand, have the potential to damage other Wardens of any type to the point of death (corruption), send Wardens to imprisonment as normal, or completely destroy Lesser Wardens, with the decision of which being up to the Elder once the final necessary blow is dealt.
(Keep in mind any damage of significant magnitude can push a Warden to death (corruption), but Lesser Warden weapons are an exception in that they always just send other Wardens to imprisonment. Also, only items of extreme power have been shown to be able to completely destroy a Warden, skipping their "death" (corruption) and just removing them from existence. The only known means is through an Elder Warden Weapon.)
Death
When a Warden dies by taking enough damage to overwhelm their invulnerability, they don't fade from existence. They become a corrupted version of themselves. This thing within all of them has sometimes been recognized as another personality, an antithesis, and even another entity entirely. What's for certain though, is that in this state Wardens are often everything they once repressed or rejected in themselves—all negative aspects of their concept and only a fraction of the positive.
Some call them The Fallen, some call them Handlers, others recognize them as Wardens still. Their nature is to throw a wrench in everything The Wardens do, particularly striving to corrupt and twist the concept they once guarded. Rather than protectors, they are agents of subversion. Only when they die again will the former personality take back control. Because Wardens draw power from all the positive aspects of their concept, and Handlers draw from both the negative aspects and a variable fraction of the positive, Handlers are often around a third more powerful than their Warden form. This is mostly due to pragmatism—their dark personalities are more likely to not care about letting aspects of the other side of their concept's spectrum into themselves. 'Pure' Wardens, on the other hand, are taught to repress any amount of 'corruption' that arises within them. This view is ingrained in them, and unfortunately causes a power disadvantage.
It should be noted that death isn't the only thing that can bring them to the anti-thesis state. If a Warden becomes disillusioned with themselves to the point of corruption, it can happen without any death at all....
With high level abilities, it is also possible to completely destroy a Warden without having them simply change to their Handler persona. Elder Warden weapons are one thing that can do this, though most of the time they are simply used in the same way normal Warden weapons are, sending the 'killed' Warden back to their native dimension in chains.
Neutrality
Somewhat of a legend among the Wardens, Neutrality is seen as the ultimate disgrace to what they are. This happens when a Warden and their dark personality come to an understanding or acceptance, merging into one being of balance. To do this powerful outside forces are needed to break the Warden's bind to their Elder, and only one has been known to do it flawlessly (The method for achieving Neutrality as an Elder is unknown). Theoretically, Neutrality would allow a Warden to draw from all aspects of their concepts, positive and negative, absence and abundance, to become the most powerful version of themselves possible.
Elder Council
The Elder Council is a the system used by the Wardens to handle the creation of rules to govern their behavior, the judgement of out of line Wardens, and the discussion of changes in how they manifest in the world, among other things deemed important. It is presided over by the Power Wardens as Speakers, who set the agenda and moderate debate among the Elders.
When a matter is brought to the floor, it is first discussed by each Elder, acting as Speaker of their own section, with their Lesser Wardens, who then decide how their section should vote. Everyone's vote in the section is valued the same, and majority rules. An Elder must vote in alignment with his section's vote, regardless of whether he favored the winning side. The Elder can, however, dictate the section's vote outright in the event of a tie.
Next, each Elder brings their section's vote to the main floor. Majority rules, and in the event of a tie, The Power Warden's dictate the vote with a vote of their own. If that results in a tie, Amory, the Elder Warden of Power, dictates the matter on his lonesome.
- The Elder Council Graphic:
The Shroud
The Shroud is the veil dimension where The Wardens reside and fulfill their duties, maintaining the integrity of their concepts by manipulating the realm's ancient energies. Each Warden has their own personalized segment of this dimension—their Hold, where they go about their duties and spend most of their time. The Shroud is not just the place they stay, however—it is the source of the Elder's power, and by extension the source of all Warden power. The Shroud can be thought of as a sort of engine for many of the important elements of the universe, or a switchboard for reality. The Wardens manipulate the Shroud to produce effects, 'flipping switches' behind the scenes, but never directly exerting themselves over anything. The Warden's are aspects of the ancient, immutable power that is the Shroud, and many believe the realm specifically created them as necessary operators of it's power. The Shroud is the Wardens, and the Wardens are the Shroud. They are both the remote and the one using it, and reside far outside observable reality, keeping the gears of the universe turning and helping life prosper.
____________________________________________________________________________________________________________
Stoic- Posting Apprentice
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Quote : "See, I am a serious vigilante with serious themes dealing with serious issues. You may some day achieve this grand seriousness, but for now, fetch my coffee."
Warnings :
Number of posts : 290
Location : The Moral Highground
Job : Vigilante, of course.
Humor : You cannot ban that which is neither banned nor not banned.
Registration date : 2015-07-27
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