By Dreadstroke 11 Comments
The Wayward Ones.
The Souls Adrift.
The Lost Boys.
Intentionally reflecting the classic principles of Peter Pan's Lost Boys from Scottish literature, the faction of wayward posthumans, mystics, and more was founded in 1920 by the enigmatic immortal, Peter Pan. At its core, it is a growing sect of superpowered children and adolescents that have abandoned traditional life in pursuit of immortal thrill or whom have found themselves feared or ostracized because of their extranormal abilities.
The faction has found and assimilated more and more troubled, supernatural youths for nearly a century, using a small network of contacts posted around the world. Methods of procuring them vary, but the end result is generally the same. Abducted, convinced, encountered, discovered; in the end, the ranks of the Lost Boys face subtle indoctrination at the hands of other members and Pan himself, till finally they've renounced their former lives and humanity itself in exchange for the freedom offered by the philosophies of Peter Pan.
The Lost Boys are youthful extremists, and willfully loyal to Peter Pan, All indoctrinated must be below the age of eighteen. Peter Pan manipulates their natural aging process so that it is automatically brought down to a zero-sum at the age of seventeen, at which point their age is arrested, granting them a variant of immortality. Over the century, they've become a veritable legion of metahumans and inborn mystics, which varying powers and even attires that reflect the decade they hail from.
Contrary to their title, the Lost Boys are not an exclusively male faction, nor are all of their ranks comprised of superhumans; girls are indeed present throughout the faction, and the Lost Boys encompass troubled, powerless youths that have faced adversity and ostracization due to ethnicity and race (though the latter are far and few, and generally the ones posted around the world as informants). Relationships, however frowned upon among the ranks of the Souls Adrift, are allowed among them. However, couples are not permitted to have children of their own without express permission from Peter Pan himself, as raising kids is thought unbefitting of, well, kids.
Aside from games and activities, it is possible to learn much among their ranks. Improvised educational and combat systems exist among the Lost Boys to compensate for their renouncement of a standard life. Besides their wide variety of abilities, swords, crossbows, bows and arrows, poisons, and knives are among the weapons commonly wielded by these wayward souls. Though rare, Pan has lead them in acts of anti-human marauding and terrorism.
Their main camp lies hidden deep within the forests of Venezuela, undiscovered by technology by way of extranormal interference. They may occasionally enter cities to gain access to modern technology, which is one of the newer ways used to communicate with informants and Lost Boys whom have set out to travel the world or assigned missions. And finally, in the very rare case that a Lost Boy, against their indoctrination, wishes to rejoin the regular world, Pan will strip them of their eternal life and release them from the Lost Boys...
...if hes in a good mood.
- Unless stated otherwise, the Lost Boys are not your standard NPCs. In a large scale battle or event, I'll may specify that you're able to kill members of their ranks like NPCs, but otherwise, don't. If you have an idea (affiliation, history, etc), PM me and we'll brew something up.
- This isn't necessarily intended as a joinable faction, but if your character is below the age of eighteen and the bearer of supernatural abilities, PM me and we'll figure out a way for them to be found/selected to become a Lost Boy (or girl). It isn't any regular team or joinable faction, however. After a while, your character will be expected to be truly loyal to Peter Pan. Resisting indoctrination would only be tolerated for so long.
- Persons older than eighteen can be allies of the faction, but can't become a Lost One themselves (unless Pan deems it a special case). Allies can walk among their camps and occasionally "play", but they aren't viewed as actual Lost Ones, and therefore won't be wholly treated as such.