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The Celestial Sentinel Order is a Knightly Order that is different when compared to other Knightly Orders, in that it is not native to Regalia, but made by the Lanlath Elves in their own enclaves, and eventually recognized in the Regalian Empire. The order is primarily occupied with fighting the ruinous designs of the Void Gods, to directly counteract their plots and their priests and minions, and to fight the agents of the Void itself, whether that be Spirits, Arken or those seeking pacts with Demons. While the Celestial Sentinels and the Aelrrigan Order are allies in a similar fight, the Aelrrigans focus more on the crimes of (magical) mortals and their wrongdoings. The Celestials primarily investigate the designs of greater immortal powers and counteract them directly and indirectly by both preventing their objectives and diminishing the power of the agents of these powers. The secondary work of the Celestial Sentinels is to encourage moderation in faith and fanaticism, specifically aimed toward Estelley Faith. Having been established to guard against the violent ideology of Cemaan within the Estelley faith, the Celestial Sentinels protect the sacred groves that Reliquary Knights do not pay attention to, but also chastise and obstruct any fanatics who use the gospel of their gods to cause chaos and suffering, while also acting as unofficial justice dealers in the eyes of Leyon and Ëlana.


''The Senleya Order, uniquely, is not native to Regalia. Founded by the Lanlath Elves in their enclaves and eventually recognized within Regalia, it is primarily occupied with fighting the ruinous ambitions of the Void Gods by opposing their plots, priests, and minions. All forces of the Void, including its Spirits, Arken, and those pacted to or serving it, are their enemies. Besides this, the Senleya also fight radical parts of the Estelley faith while also protecting it as a whole. Guarding the sacred groves that other Knights cannot protect, they chastise Estelley worshipers who stoop to using their gospel as an excuse for chaos and suffering, trying to keep the justice of their Gods Leyon and Ëlana.''


===von Kërle Common Abilities===
==Design==
Common Abilities are mechanics that all von Kërle Vampires have access to, meaning they are implied and it is not necessary to record them on a Character Application, though you may for posterity sake. Important instructions for Character Apps are included in the Vampire Form table row at the bottom.  
Celestial Sentinels, sometimes called Celestials or Sentinels for short, bring the aesthetic of angelic warriors to Roleplay with higher-ranked Knights of the Order manifesting wings and gaining flight. Celestial Sentinels are heavily geared towards the Estelley Religion, particularly the erudite moon god Leyon, and the vigilant sun goddess Ëlana. The former incorporates themes of the moon, knowledge, foresight, and silver, while the latter incorporates themes of the sun, purity, fortitude, and gold. The Celestial Sentinel Order is exclusive to Elves of any Race, they must however be Estelley worshipers. The majority of the Celestial Sentinels are however Lanlath Elves, as the Knight Order was established by them.  


{| class="wikitable"
''Senleya is the Elven word for "sentinel." The Senleya have an angelic aesthetic, their stronger Knights manifesting feathered wings and smiting with the power of their divine patrons. They are heavily geared towards the Estelley religion, mostly the wise moon god Leyon and the fierce sun goddess Ëlana. Any Estelley-worshiping Elf can serve as a Senleya, but the vast majority of the Order are Lanlath. It is steeped in their history and built around their culture.''
|-
! style=" text-align:center; width: 8%;" | Standard Ability
! style=" text-align:center; width: 8%;" | Ability Category
! style=" text-align:center; width: 8%;" | Range
! Description (Standard Mutations are free but Mandatory, All von Kërle Vampire have them, and they can use these Abilites while in their non-Vampiric Form and Vampiric Form (Auld Form))
|-
| style="font-weight:bold; background-color:#c7e7b8;" | Blood Collaring
| Target Curse
| Emote Distance
| style="text-align:left;" |The Vampire can Target either a willing or restrained person to attach a Blood-Collar to their neck, colored in crimson blood yet solid and shaped like brambles with thorns. While the Vampire is in Emote Distance, any command issued must be followed, else the collar will dig its spikes into the neck and cause bleeding. While within range, any number of commands can be issued, but only the last command will remain active when leaving Emote Distance. Blood Collared individuals cannot be infected with Vampirism, and the Collar can only be removed by any type of Exorcism-Like Ability that removes Possessions. Any Vampire can only have one person Collared at any time.
|-
| style="font-weight:bold; background-color:#c7e7b8;" | Immortal Aging
| Constant Passive
| Self
| style="text-align:left;" |The Vampire does not age from the moment of infection. Their aging ceases visually, and they can sustain themselves beyond their natural undeath. This is not true undeath, but a state of suspended unlife. If a Vampire is cured when they have lived a number of years as a Vampire, they will proceed to age rapidly over a period of 2 weeks. Becoming re-infected during these two weeks will restore the Vampire back to the age they were when cured. If they cannot be re-infected before the end of the 2 week period, the aging is permanent, and re-infection causes the character to freeze at the new age. If a character has aged far beyond their natural lifespan, if they are not re-infected before the end of the 2 week period, they will die. (It is not allowed to perma-imprison a character to prevent infection to their death during these two weeks) Vampires require an Backstory Special Permission in order to be older than 100 years old. Vampires who are turned through active roleplay can be older than 100 years without a Backstory Special Permission (Though in all cases, a character older than 150 requires a Backstory Special Permission)
|-
| style="font-weight:bold; background-color:#c7e7b8;" | Belliard Monster
| Constant Passive
| Self
| style="text-align:left;" |
Von Kërle have been blessed by the enemies of the Belliard Guild, granting their hands and forearms immunity to Puretek shots. This means that if they can reasonably hold their hands or forearms in between the firing weapon and the intended shot location (or if the arms are the intended target), then the Puretek shot simply bounces off. This does not grant them protection if they are shot from behind, or if both arms are pre-occupied and could not reasonably be raised or moved fast enough to try and intercept a Puretek shot aimed at their chest or head. Generally speaking, as long as at least one arm isn’t doing anything, and as long as the shot isn’t coming in at an odd angle, the von Kërle can raise their arms fast enough to intercept.
|-
| style="font-weight:bold; background-color:#c7e7b8;" | Drachenwald Nemesis
| Constant Passive
| Emote Distance
| style="text-align:left;" |
Von Kërle Vampires can sense the presence of Dragon Warriors (Wardens, Knights, Champions) as well as Dragonsouls within Emote Distance, through walls, and they can even pinpoint their location. Additionally, von Kërle Vampires are not affected by any of the defensive Abilities of Dragon Warriors, such as Mundane Protector, Prism of Defence, or Dragon All-Armor. Furthermore, von Kërle can even outside of Vampire Form extend their claws to climb up vertical surfaces, no matter how high, and they can also halt their momentum at any time by holding on and hanging from the wall. When jumping off, the von Kërle do not take any damage from falling, but if in any other case they take falling damage it will apply.
|-
| style="font-weight:bold; background-color:#c7e7b8;" | Karmark Feeding
| Vampire Spell
| Touch
| style="text-align:left;" |The Vampire, when sinking their teeth into the neck of their victim causes a partial paralysis that makes it impossible for the victim to struggle out of their grip or fight back, but still aware enough to know what is happening, be able to see, hear, and speak. The Vampire can consume as much blood as they want, but can drink no longer than 10 minutes which is their upper fill. Upon releasing their teeth from the victim’s neck, the effect is instantly canceled, but the victim is too weak to immediately turn back and fight for at least half a minute. This Ability may not be used to tie someone up at the same time, and the Vampire cannot fight or use Abilities while drinking.
|-
| style="font-weight:bold; background-color:#c7e7b8;" | Karmark Body
| Constant Passive
| Self
| style="text-align:left;" |
*The Vampire’s new Physical Stat is 55, overriding any Racial Limit as long as it is above this number. If below, then the Racial Limit applies.
*The Vampire is able to consume food and drinks, These give them sustenance, but can never replace the feeding qualities of blood.
*The Vampire is able to reproduce with both Vampires and non-Vampires, and will always have von Kërle Vampire Broods.
*The Vampire does have red eyes, and their eye sockets are also noticeably reddened and darkened, and their skin can no longer tan in sunlight.
*The Vampire’s Vampire teeth appear at all times, and are noticeable when they are speaking with others from within 3 blocks range.
*The Vampire can see clearly in Mundane Darkness.
|-
| style="font-weight:bold; background-color:#c7e7b8;" | Karmark Power
| Constant Passive
| Self
| style="text-align:left;" |
*The Vampire is immune to any Abilities or mechanics that would result in removal of Proficiency Points or Physical Stat from them. When someone attempts to use such an Ability or mechanic on them, their eyes briefly flash glowing red.
*The Vampire can choose one Magic or Sorcery Spell per day to dispel before it hits them. This can be done by making a slapping/throwing/arm slashing motion at the incoming spell, after which it is guaranteed to disintegrate before it applies any effects.
*The Vampire is immune to any toxins, acids, or poisons, whether they are applied to their skin, ingested, inhaled or otherwise applied. This does not protect them against gases that apply some sort of status effect like sleep or aggression from Alchemy for example
|-
| style="font-weight:bold; background-color:#c7e7b8;" | Karmark Form
| Mythic Shift
| Self
| style="text-align:left;" |The Vampire can activate their Karmark Form, which is a Mythic Shift that turns them into a so-called Vampiric Form. Vampiric Forms are alternate appearance versions of the Vampire’s normal form that give creative liberty to the player in terms of design, with some noted limitations. All Vampiric Forms (per bloodline) have some basic rules so that a Bloodline can easily be read from their appearance, however beyond that, many different aesthetic aspects can be modified at will. It is required to produce a “Vampiric Form” section on the Character Application, detailing in a Paragraph what your character’s Vampiric Form looks like. Having a separate skin for Vampiric Form is not required, strongly recommended for immersion. The following rules apply to the Karmark Form for this Bloodline:
*Karmark Form Vampires must have considerable (large or many) parts of their body colored in white or light gray, whether that be hair or horns or tattoos or other appendages/skin armor etc.
*Karmark Form Vampires must have facial ‘hair’ of some kind, but this facial hair can also be represented by scales that stick out of the skin, or small spikes that extend from the jawline.
*Karmark Form Vampires must have an elegant Body-Shape. This means their Vampiric Forms can never be Ripped, Muscular or Strongman or Musclegod, but any other Body Shape is permitted.
*Karmark Form Vampires can have extra limbs and eyes, but these must only be aesthetic and non-functional unless dictated by Mutation.
*Karmark Form Vampires may not use aesthetics unique to other Vampire Forms, and vice versa. Each Vampire Form must thematically represent their Bloodline.
*Karmark Form Vampires may not too closely resemble other aesthetic Mythic Shifts or Beast Shifts, like Werebeasts or Dragon Warriors.
*Karmark Form Vampires may be designed to be not-recognizable or recognizable, that is up to the player. They may look completely different in Vampire Form.
*Karmark Form Vampires always look the same, and aesthetic changes on the Character App are purely OOC ret-cons and do not confuse identification.
*Karmark Form Vampires can transform in and out of their Vampiric Form instantly and painlessly. This Transformation also cannot be countered in any way.
*In order to use Karmark Form, you must have had your Character app approved, and the description specifically approved by Lore Staff.
|}


===von Kërle Form Mutations===
===Why Play a Knight===
Form Mutations can only be used while Vampiric Form (Karmark Form) is active. Each Player may choose up to 5 Mutations from this list, which must be recorded on a Character Application. Abilities may not be used before the Application is approved. Abilities may only be changed once, repeated changing of Abilities will result in a Character App being revoked.
Knighthood is a great way for even new players to get involved in pre-existing groups and activities. It is hard for new players to find a group to roleplay with, Knighthood membership guarantees some familiarity and the possibility to get involved in the roleplay of others without too much effort. Knight groups usually organize their own internal social roleplay, and Knights are generally well-received by the wider player base. Knighthood also grants a unique ranking system where players can set goals for themselves and work towards them. Knight roleplay does require some reading, however, because Knights have to follow a Knight's Code or risk expulsion. Celestial Sentinel Knighthood in particular is recommended for players trying to invest in Lanlath roleplay, or be part of a wider Estelley worship community both as protectors and police force, as well as opposition against the conspiring Void Gods. Sentinel Knighthood perfectly pairs with aesthetics of angels and D&D Aasimar, as well as the general esthetic of demigods (even though they are not).  


{| class="wikitable"
''Knighthood is a good way to get involved in pre-existing groups and activities. Since it guarantees roleplay, a group, and a reason to log on, it is appealing for everyone from new players to veterans. Knight groups organize their own internal social roleplay and are usually well-received by the playerbase as pleasant spaces. Knighthood also grants a unique ranking system for Characters to progress up the ladder of their Order and gain privileges for honesty and effectiveness in their Code. Knight roleplay requires reading, however, as Knight characters must follow their Codes or risk expulsion. Senleya Knighthood is recommended for players who are invested in Elven lore and want a guardian role among Elven players, or are interested in fighting Void interests from a non-Purist, non-Unionist angle. Their aesthetics pair well with D&D Aasimar and general angelic references.''
|-
 
! style=" text-align:center; width: 8%;" | Form Mutation
==Knights Code==
! style=" text-align:center; width: 8%;" | Ability Category
===Common Knights Code===
! style=" text-align:center; width: 8%;" | Range
All Knights of all Orders are beholden to this Knights Code.
! Description (Choose up to 5 of these Mutations, they can only be used while in Vampiric form (Karmark Form))
# Loyalty to the Emperor of Regalia, and the Regalian State is required.
|-
# Knights are disallowed from attacking unarmed or defenseless people.
| style="font-weight:bold; background-color:#c7e7b8;" | Karmark Shard
# Knights are disallowed from degrading themselves or their Order.
| Trigger Passive
# Knights are allowed to enforce Regalian Law, but must abide by it.
| Emote Distance
# Knights may not lie, or deceive, but needn't always say everything.
| style="text-align:left;" |
# Knights are expected to give alms to the poor and protect the weak.
For every second attack on the Vampire that creates a new wound that draws blood (whether it be slash or piece, this cannot be self or ally-inflicted), the Vampire can make a hand gesture to draw the blood out of the wound. From here, the Vampire can do one of two things. Either they can mend the wound that was drawn from, or turn the blood clot into a throwing dagger that they can then launch at any target within Emote Distance. When hit, the target suffers a Stagger that causes any Channel Ability to be cancelled, and any charge to attack the Vampire to be interrupted. The dagger will imbed into the target’s skin and draw blood, but not pierce deep enough to do considerable damage beyond causing bleeding. The throwing dagger counts as an Ability projectile, and is a Vampire Spell, even if the effect of summoning the blood from the wound is a Constant Passive. After using this Ability, the next wound does not trigger it, but the wound after that does, and so forth.
===Specific Order Code===
|-
The following Knights Code applies only to the Celestial Sentinels.
| style="font-weight:bold; background-color:#c7e7b8;" | Karmark Beastrage
# Celestial Sentinels must seek out the designs of Void Gods and Void Arken and combat them.
| Mythic Shift
# Celestial Sentinels must keep tabs on Void worshipers and priests and contain their plots.
| Self
# Celestial Sentinels must keep tabs on Void Arkenborn and prevent their temptation to evil.
| style="text-align:left;" |The Vampire performs a Mythic Shift that does not outwardly change their appearance, besides their hands and their legs. Their hands become more beastly with large claws, while their legs become digitigrade. While they become unable to wield any traditional weapons because of the length of their claws, these claws are large and strong enough to pierce armor up to chainmail quality. Additionally, they are able to outrun any race, except for the Varran, to whom they are matched in speed. This Shift can be activated and undone nearly instantly, but cannot be re-used within 10 seconds of being removed.  
# Celestial Sentinels must save Vampire Thralls and Blood Thralls and bring them to the light.
|-
# Celestial Sentinels must police and administer the Rite and Laws of Loa to Deathwatch Elves.
| style="font-weight:bold; background-color:#c7e7b8;" | Karmark Steelcage
# Celestial Sentinels must protect Estelley Groves and Mana Trees with their lives.
| Vampire Spell
# Celestial Sentinels must encourage temperance and turning away from Estelley fanaticism.
| Self
 
| style="text-align:left;" |
===Rite and Laws of Loa===
The Vampire can cut any small piece or part of their skin, causing blood to flow out and rapidly envelop their forearms, upper arms, shoulders and torso, as well as their head. This blood near instantly hardens into a steel-like armor cuirass, forearm guards, shoulder guards and helmet without visor where the face remains visible of any design the person likes, though it must always be crimson red in color. This armor acts as any normal steel armor would, though if it is pierced or damaged, that particular piece disintegrates and cannot be remade until the Ability is activated again. The Ability cannot be activated again until all pieces are destroyed or until the Vampire chooses to dispel the armor, in both cases it has a 4 hour cooldown.  
The Rite and Laws of Loa concerns two parts of the same cultural tradition, the Rite (turning) of the living to the Deathwatch Elves, and the Law (preserving of duty) that the Deathwatch have to the living. The Rite of Loa involves the ritual killing of an Elven Estelley Faithful in the Estelley Temple during a religious rite that converts them into a Deathwatch Undead, and then bind them by Loa's law to the protection of a specific person or family. This Undead is then bound for all eternity to protect the name and family of their charge, or risk violating the Laws of Loa. Celestial Sentinels are meant to keep an eye on the Deathwatch Elves and ensure they uphold their duty and do not start living a life away from their obligation, or worse, become Deathrotten or betray their task. In such cases, the Celestial Sentinels hunt down and put an end to Loa's traitors. Deathwatch Undead are Legal in Regalia only under the extremely strict watch of the Celestial Sentinels.  
|-
===Nuance of Fanaticism===
| style="font-weight:bold; background-color:#c7e7b8;" | Karmark Bloodwar
The duty of Celestial Sentinels to guard against fanaticism among the Estelley Faithful is a bit more nuanced than just preaching against war, slavery, and Cemaan. Cemaan's message is not any more violent and destructive than that of any other Estelley God: Loa's death-bringing and Leyon's apathy to the suffering of the world over the acquisition of knowledge and skill can cause just as much misery. ''Replace with: Even a god considered benevolent like Leyon causes problems through his apathy to the suffering of the world in favor of his pursuit of knowledge.'' Cemaan's message however is often used as an excuse to do things (or not do things), and therein lies the duty of the Celestial Sentinels: not to imply that worship of specific deities makes one more liable to do evil, but that using religion as a justification to do evil is the great sin itself. Short of using violence themselves, the Celestial Sentinels keep watch over the Estelley faithful to contain the excesses of fanaticism through diplomacy and tact, avoiding the sword until the very last. Celestial Sentinels will avoid raising arms against fellow Estelley worshipers until no other option remains. ''Replace with: The Senleya contain Estelley fanaticism and violence through their words until no option remains. The sword is a last resort.''
| Vampire Spell
==Structure==
| Self
The Celestial Sentinel Order has a hierarchical structure that defines ranks within the Order:
| style="text-align:left;" |The Vampire can summon blood-sung weapons made out of crystallized blood with the toughness of steel. They can summon one weapon (or two if they dual-wield), but they cannot give these weapons to anyone else, as when they leave their hands, the weapons disintegrate. After disintegration, this Ability goes on a 20 second cooldown. This Ability can summon ranged weapons also, but any and all weapons including ranged obey Proficiency mechanics. Additionally, projectiles shot with a Bloodsung bow will be made out of Bloodsung material also. Bloodsung arrows somewhat disintegrate in travel to their target, before splashing onto them in puffs of red smoke. This does not cause actual wounds, but does equivalent harm to the target as if they were actually hit with an arrow. Finally, Bloodsung weapons can be exploded while in the hands of the Vampire. This causes a shockwave that pushes everyone (excluding the Vampire) within 8 blocks back by 3 blocks, but does not knock them off their feet, yet will interrupt charges or Channel Abilities. If this mechanic is used, this Ability goes on a 1 hour cooldown.
* '''The High Hierophant''' (NPC) is the highest leader of the Celestial Sentinel Order.
|-
* '''The Valley Council''' (NPC) are the elders and instructors and teachers of the Order.
| style="font-weight:bold; background-color:#c7e7b8;" | Karmark Truthsight
* '''The Alyaan Sentinels''' (Player) are the highest attainable rank of Knight of high prestige and esteem.
| Vampire Spell
* '''The Sinaï Sentinels''' (Player) are a well respected and Knight with great sway in the Order.
| Viewing Distance
* '''The Celvel Sentinels''' (Player) are the esteemed warriors sent on difficult tasks for the Order.
| style="text-align:left;" |
* '''The Sunel Sentinels''' (Player) are the formal rank of Knights who get sent on missions.
The Vampire is able to immobilize themselves into a standing position of meditation, usually with their hand in some form of gesture in front of them with their eyes closed. After five seconds, they can open their eyes, which start flaring a bright red glow, even radiating red search-light like glow onto whatever area they are looking at. While in Truthsight and remaining unmoved, the Vampire is able to see through all Illusions, including camouflage, abilities that change visual appearance that would normally require 10 Perception to see through. They can keep this up indefinitely, though as soon as they move their feet, the Ability is canceled, and is on a 10 second cooldown before it can be used again so long as the Vampire is not being attacked. This is classified as a Detection Mechanic.
* '''The Lomaan Sentinels''' (Player) are the lowest rank of just-graduated Knight in the Order.
|-
* '''The Squires''' (Player) are pre-graduation. Recommended for trying out, with less obligations.
| style="font-weight:bold; background-color:#c7e7b8;" | Karmark Vilebeast
===Privileges===
| Vampire Spell
Privileges are a set of unlockable rewards that can be attained each time a Knight ranks up. The rank up process is evaluated by Lore Staff based on a combination of: adherence to the lore, adherence to the knight's code, activity, consistent character portrayal, good engagement and in some of the higher ranks, leadership. When a rank up is granted, players may choose one of these privileges (each only once) to apply to that rank up, ensuring that the appropriate reward is granted for each milestone. Being expelled from the Order causes the loss of all Privileges, and in some cases, Privileges may also be revoked if a Character is punished by the order for misdeeds, or disciplined by staff for Server Rule breaking.
| Emote Distance
* '''Privilege 1''' The Knight in question gains Persuasion Dice Rolls at /dice Wisdom+Faith (see Abilities Page for more information).
| style="text-align:left;" |The Vampire gains a permanent (so long as they are Vampire) familiar, a corrupted version of the Ailor Drahl bird companion. This companion is instead a mixture between a bird of prey without feathers and a bat with a long prehensile tail. This familiar is capable of minor aesthetics for the Vampire such as fetching small items from within Emote Distance or feasting on some meat on their shoulder. The familiar may not leave the same street as the owner, and cannot be used to deliver messages back and forth. Additionally, the Vampire gains +5 Perception Proficiency through communication with the bird’s eye view. Finally, the bird can be commanded to, once a day, strike the foe somewhere on their body except in their face, though this cannot be interrupted, and the familiar follows the rules for Ailor Drahl birds, preventing it from being harmed.  If the Vampire is a Drahl, they have two Vilebeasts, gain +5 for each bird on top of the +5 from being Drahl, and can command each bird to attack separately once a day.
* '''Privilege 2''' The Knight in question is granted a rent-free Knight's Estate in the Knight Quarter with Staff decoration.
|-
* '''Privilege 3''' The Knight in question is Sun blessed or Moon blessed, gaining Elytra Flight out of Combat and Angel Aesthetics.
| style="font-weight:bold; background-color:#c7e7b8;" | Karmark Bonewall
* '''Privilege 4''' The Knight in question gains access to the Moon-Vaults to source knowledge from the ancient Allorn Empire.
| Vampire Spell
* '''Privilege 5''' The Knight in question receives an Artifact designed for their Character that cannot be taken from them.
| Self
==History==
| style="text-align:left;" |The Vampire can stand still and cast an Immobile Channel for 30 seconds that when completed, causes a set of Vampiric skeletons in armor with spears to rise from the ground in a (up to) 5 block wide 1 block deep single line formation (it can be as short as 2 blocks wide also). This Bonewall cannot move from the position they were summoned, but can be placed in a doorway or a gateway to act much like a Mage Ward in that it will create a barrier. The Vampiric skeletons cannot be killed, and will attack anyone who reaches within 2 blocks with their spears, automatically stabbing outward, though they cannot attack backwards and ignore what happens behind them. A Bonewall can only be removed by anyone who has a Mage-Ward destroying Ability or Mechanic. If someone who has a Mage-Ward breaking Ability or mechanic approaches the Bonewall, it will ignore them, they still cannot pass, but they can start their Mage-Ward destroying Channel (if there is one) without being attacked by the Bonewall. Those with flying Abilities can fly over the Bonewall, but only if the clearing above the floor is at least 7 blocks high, otherwise they will get stabbed by a spear on their way through. Each Vampire with this Mutation can only have one wall active at any given time. They can choose to destroy their Bonewall from anywhere, but the Ability goes on a 5 minute cooldown after they break it, or it is destroyed with a Mage-Ward breaking Ability or mechanic. In order to place a Karmark Bonewall, use an in-game ticket to ask Lore Staff or World Staff for help. A Bonewall is represented by dark gray glass 2 blocks high with skeleton skulls on top and a sign in front identifying it as a Bonewall.  
The Celestial Sentinel Order was established, many millennia before the first Viridians were Knighted in Regalia, when the Lanlath Elves were expelled from the Allorn Empire due to their crime of temperance and pacifism. As the Lanlath were expelled to their Twilight Valleys, a small choir within their society insisted that blind ignorance to the ruin that could follow them into their paradise realms, would cause the same moral demise as had happened in the Allorn Empire. The Celestial Sentinel Order as such is intrinsically linked with the history of the Lanlath, and acted also as the official police force of the Lanlath within their own realms as they had no formal armies. While some contact remained between the Allorn Empire and the Lanlath as both sides had a vested interest in keeping up to date about each other's magical developments, most Valleys were closed to outsiders, and as such, the Sentinels rarely crossed outside of their enclosed environments and were by modern standards, nothing more than a somewhat bettery equipped militia. Their armor and symbolism is consistent with the standards of today, but they lacked the formal military training that would make them formidable warriors on the battlefield such as they are in the modern day.
|-
 
| style="font-weight:bold; background-color:#c7e7b8;" | Karmark Bloodhowl
The history of the Celestial Sentinel Order becomes more pressing in the last 500 or so years of the Allorn Empire, leading up to Cataclysm. While all events transpired in the Allorn Empire with the Gods growing ever more silent, the Yanar Vanguard being ignored, and various sub-groups of Elves splitting off, the Lanlath predicted disaster. They had perhaps not predicted the Cataclysm itself, for such an event was too horrific even for the Lanlath to predict, but they certainly suspected a violent collapse of the Allorn Empire if not at the very least a splintering of warring states and factions. This immediate concern caused discord among the Twilight Valleys, who spent many years contemplating and discussing their course of action. Eventually an agreement was met, that the Lanlath would venture into the most violent and wretched places of Ailor dominions, seek out the strongest of warriors and most skilled of swordsmen, and offer them a bargain: safety for them and their family in the Twilight Valleys paradise and their progeny, in exchange for military training of the Celestial sentinels. It was as such that around 400 BC, the Celestial Sentinels became an actual force worth reckoning with, as Ailor instructors taught them how to wield their weapons and battle tactics. Many of the descendants of these instructors still live in the Twilight Valleys, a rare occurrence of outsiders being allowed to live in esteemed and respectful conditions in what are normally Lanlath ethno-communities.  
| Emote Distance
 
| Self
The Lanlath prediction would come true 4 centuries later, which some might say was a long time and a large margin of error for their prediction, but was actually merely a lifetime in Elven terms. The rapid onset of the Void Invasion did not leave the Lanlath untouched, some of the Twilight Valleys were utterly destroyed as they were anchored in geographic locations where the Void Invasion occured, and the horror of the savagery of the Void denizens shocked Lanlath society and the Celestial Sentinels alike. While they were proficient warriors, the Order was completely blind to the outside world, and often unaware of impending doom before the Spirits started pouring through their magical gateways that acted like honey pots for buzzing bees. The Twilight Valleys that survived quickly called for an end to self-isolation and apathy to the world outside of their pristine communities. It marks the date immediately after Cataclysm, that the Celestial Sentinels reached out into the wider world, using the time when Void Magic and the Void Gods were at their weakest, to start their watch against their ruinous plots and schemes.  
| style="text-align:left;" |For any person that the Vampire has drawn blood on, as long as they are still in Emote Distance, the Vampire can activate their Bloodhowl ability. They perform a howl, after which the victim that has a bleeding wound starts producing red bloody scratches on whatever surface they walk or stand on, wherever they move, that is only visible to the Vampire. This Tracking effect remains active for up to an hour, or until the Vampire wills it to end, after which it can immediately be applied to someone else.  
 
|-
As time passed, natural alliances formed with the Aelrrigan and Viridian Order (which early on was aimed more at fighting Vampires and protecting Regalia). With waves of migration of Lanlath to Regalia, emboldened by a newfound sense of interest in the world outside of their secluded Valley realms, the Celestial Sentinels became a common presence in the Regalia's borders, so much so that the Lanlath representatives sought out the Emperor of Regalia, and bargained official recognition of their Order within Regalia's borders. This in turn further accelerated Lanlath migration into the Regalian Empire, and even the establishment of an all-new Twilight Valley in the north of Solleria, where the population had become an Elven melting pot. The Celestial Sentinels were spared the mage-hate of the middle centuries, as their Aelrrigan allies were hunted down, largely because their order did not much use Magic, favoring the blade. In the modern day, the Celestial Sentinels while technically a foreign Knight Order (as the Lanlath Valleys are not a nation state part of the Regalian Empire), is considered a powerful domestic force, with the Knights well respected at the Imperial Court and even extended to enforce Law in the Empire by the Emperor's will. The Celestial Sentinels have several chapterhouses across the Regalian Empire where future Sentinels are induced, having recently opened their doors even to non-Lanlath Sentinels (with the caveat that they fit within the behavior expectations of the ethereal and pensive Lanlath that is).  
| style="font-weight:bold; background-color:#c7e7b8;" | Karmark Quickstep
==Trivia==
| Constant Passive
* The fact that the Celestial Sentinels show parallels with Breizh folklore winged divine messengers, that has not been lost to the Breizh people. The Celestial Sentinels have always avoided the subject, leading to some conspiracy theories among the Breizh that the Weard were actually Celestial Sentinels who assisted Elen with the protection of the Breizh people from the mysterious entity called The Midnight.  
| Self
* The Celestial Sentinels are often described as Poet Knights, due to the poetic and almost religious chants and songs of praise they hymn or battle-cry while engaged in their duties, calling upon the blessings of the moon god and the sun goddess, or promising justice and a return to the light for all things wrapped in darkness and suffering.  
| style="text-align:left;" |The Vampire is able to detect any kind of Hunting Proficiency designed trap, snare or otherwise mundane form of trapping mechanism that would require them to walk into it, or trigger some sort of mechanism by knocking into it. They can detect such things before stepping into them. Furthermore, their footsteps make absolutely no sound whatsoever so long as they are not wearing armored boots or shoes.  
* Celestial Sentinels are forbidden from holding religious or political office, as it is believed that these occupations interfere with their objective judgement, and encourage temerity and ego in their representation of the wills of Leyon.
|-
| style="font-weight:bold; background-color:#c7e7b8;" | Karmark Raven
| Trigger Passive
| Self
| style="text-align:left;" |The Vampire can summon a Raven (even underground) to intercept an incoming mundane projectile (from for example a bow or a throwing weapon). The Raven is pierced and instantly killed, dropping to the floor, after which it will melt into a pile of blood. This Ability can be used twice per day. Additionally, the Raven’s post-demise blood pool can be used to raise a blood arrow out of the ground over the course of a few seconds, and shoot it back at whoever shot the arrow that killed the Raven. This arrow will guarantee to land on the shooter, on whatever bodypart the shooter was originally aiming at, unless the shooter has gotten behind cover in the meantime. The arrow still obeys ranged weapon rules as defined on the Proficiency Page with regards to damage, and reflects the same damage the original arrow would have done.
|}

Latest revision as of 00:01, 13 October 2023

The Celestial Sentinel Order is a Knightly Order that is different when compared to other Knightly Orders, in that it is not native to Regalia, but made by the Lanlath Elves in their own enclaves, and eventually recognized in the Regalian Empire. The order is primarily occupied with fighting the ruinous designs of the Void Gods, to directly counteract their plots and their priests and minions, and to fight the agents of the Void itself, whether that be Spirits, Arken or those seeking pacts with Demons. While the Celestial Sentinels and the Aelrrigan Order are allies in a similar fight, the Aelrrigans focus more on the crimes of (magical) mortals and their wrongdoings. The Celestials primarily investigate the designs of greater immortal powers and counteract them directly and indirectly by both preventing their objectives and diminishing the power of the agents of these powers. The secondary work of the Celestial Sentinels is to encourage moderation in faith and fanaticism, specifically aimed toward Estelley Faith. Having been established to guard against the violent ideology of Cemaan within the Estelley faith, the Celestial Sentinels protect the sacred groves that Reliquary Knights do not pay attention to, but also chastise and obstruct any fanatics who use the gospel of their gods to cause chaos and suffering, while also acting as unofficial justice dealers in the eyes of Leyon and Ëlana.

The Senleya Order, uniquely, is not native to Regalia. Founded by the Lanlath Elves in their enclaves and eventually recognized within Regalia, it is primarily occupied with fighting the ruinous ambitions of the Void Gods by opposing their plots, priests, and minions. All forces of the Void, including its Spirits, Arken, and those pacted to or serving it, are their enemies. Besides this, the Senleya also fight radical parts of the Estelley faith while also protecting it as a whole. Guarding the sacred groves that other Knights cannot protect, they chastise Estelley worshipers who stoop to using their gospel as an excuse for chaos and suffering, trying to keep the justice of their Gods Leyon and Ëlana.

Design

Celestial Sentinels, sometimes called Celestials or Sentinels for short, bring the aesthetic of angelic warriors to Roleplay with higher-ranked Knights of the Order manifesting wings and gaining flight. Celestial Sentinels are heavily geared towards the Estelley Religion, particularly the erudite moon god Leyon, and the vigilant sun goddess Ëlana. The former incorporates themes of the moon, knowledge, foresight, and silver, while the latter incorporates themes of the sun, purity, fortitude, and gold. The Celestial Sentinel Order is exclusive to Elves of any Race, they must however be Estelley worshipers. The majority of the Celestial Sentinels are however Lanlath Elves, as the Knight Order was established by them.

Senleya is the Elven word for "sentinel." The Senleya have an angelic aesthetic, their stronger Knights manifesting feathered wings and smiting with the power of their divine patrons. They are heavily geared towards the Estelley religion, mostly the wise moon god Leyon and the fierce sun goddess Ëlana. Any Estelley-worshiping Elf can serve as a Senleya, but the vast majority of the Order are Lanlath. It is steeped in their history and built around their culture.

Why Play a Knight

Knighthood is a great way for even new players to get involved in pre-existing groups and activities. It is hard for new players to find a group to roleplay with, Knighthood membership guarantees some familiarity and the possibility to get involved in the roleplay of others without too much effort. Knight groups usually organize their own internal social roleplay, and Knights are generally well-received by the wider player base. Knighthood also grants a unique ranking system where players can set goals for themselves and work towards them. Knight roleplay does require some reading, however, because Knights have to follow a Knight's Code or risk expulsion. Celestial Sentinel Knighthood in particular is recommended for players trying to invest in Lanlath roleplay, or be part of a wider Estelley worship community both as protectors and police force, as well as opposition against the conspiring Void Gods. Sentinel Knighthood perfectly pairs with aesthetics of angels and D&D Aasimar, as well as the general esthetic of demigods (even though they are not).

Knighthood is a good way to get involved in pre-existing groups and activities. Since it guarantees roleplay, a group, and a reason to log on, it is appealing for everyone from new players to veterans. Knight groups organize their own internal social roleplay and are usually well-received by the playerbase as pleasant spaces. Knighthood also grants a unique ranking system for Characters to progress up the ladder of their Order and gain privileges for honesty and effectiveness in their Code. Knight roleplay requires reading, however, as Knight characters must follow their Codes or risk expulsion. Senleya Knighthood is recommended for players who are invested in Elven lore and want a guardian role among Elven players, or are interested in fighting Void interests from a non-Purist, non-Unionist angle. Their aesthetics pair well with D&D Aasimar and general angelic references.

Knights Code

Common Knights Code

All Knights of all Orders are beholden to this Knights Code.

  1. Loyalty to the Emperor of Regalia, and the Regalian State is required.
  2. Knights are disallowed from attacking unarmed or defenseless people.
  3. Knights are disallowed from degrading themselves or their Order.
  4. Knights are allowed to enforce Regalian Law, but must abide by it.
  5. Knights may not lie, or deceive, but needn't always say everything.
  6. Knights are expected to give alms to the poor and protect the weak.

Specific Order Code

The following Knights Code applies only to the Celestial Sentinels.

  1. Celestial Sentinels must seek out the designs of Void Gods and Void Arken and combat them.
  2. Celestial Sentinels must keep tabs on Void worshipers and priests and contain their plots.
  3. Celestial Sentinels must keep tabs on Void Arkenborn and prevent their temptation to evil.
  4. Celestial Sentinels must save Vampire Thralls and Blood Thralls and bring them to the light.
  5. Celestial Sentinels must police and administer the Rite and Laws of Loa to Deathwatch Elves.
  6. Celestial Sentinels must protect Estelley Groves and Mana Trees with their lives.
  7. Celestial Sentinels must encourage temperance and turning away from Estelley fanaticism.

Rite and Laws of Loa

The Rite and Laws of Loa concerns two parts of the same cultural tradition, the Rite (turning) of the living to the Deathwatch Elves, and the Law (preserving of duty) that the Deathwatch have to the living. The Rite of Loa involves the ritual killing of an Elven Estelley Faithful in the Estelley Temple during a religious rite that converts them into a Deathwatch Undead, and then bind them by Loa's law to the protection of a specific person or family. This Undead is then bound for all eternity to protect the name and family of their charge, or risk violating the Laws of Loa. Celestial Sentinels are meant to keep an eye on the Deathwatch Elves and ensure they uphold their duty and do not start living a life away from their obligation, or worse, become Deathrotten or betray their task. In such cases, the Celestial Sentinels hunt down and put an end to Loa's traitors. Deathwatch Undead are Legal in Regalia only under the extremely strict watch of the Celestial Sentinels.

Nuance of Fanaticism

The duty of Celestial Sentinels to guard against fanaticism among the Estelley Faithful is a bit more nuanced than just preaching against war, slavery, and Cemaan. Cemaan's message is not any more violent and destructive than that of any other Estelley God: Loa's death-bringing and Leyon's apathy to the suffering of the world over the acquisition of knowledge and skill can cause just as much misery. Replace with: Even a god considered benevolent like Leyon causes problems through his apathy to the suffering of the world in favor of his pursuit of knowledge. Cemaan's message however is often used as an excuse to do things (or not do things), and therein lies the duty of the Celestial Sentinels: not to imply that worship of specific deities makes one more liable to do evil, but that using religion as a justification to do evil is the great sin itself. Short of using violence themselves, the Celestial Sentinels keep watch over the Estelley faithful to contain the excesses of fanaticism through diplomacy and tact, avoiding the sword until the very last. Celestial Sentinels will avoid raising arms against fellow Estelley worshipers until no other option remains. Replace with: The Senleya contain Estelley fanaticism and violence through their words until no option remains. The sword is a last resort.

Structure

The Celestial Sentinel Order has a hierarchical structure that defines ranks within the Order:

  • The High Hierophant (NPC) is the highest leader of the Celestial Sentinel Order.
  • The Valley Council (NPC) are the elders and instructors and teachers of the Order.
  • The Alyaan Sentinels (Player) are the highest attainable rank of Knight of high prestige and esteem.
  • The Sinaï Sentinels (Player) are a well respected and Knight with great sway in the Order.
  • The Celvel Sentinels (Player) are the esteemed warriors sent on difficult tasks for the Order.
  • The Sunel Sentinels (Player) are the formal rank of Knights who get sent on missions.
  • The Lomaan Sentinels (Player) are the lowest rank of just-graduated Knight in the Order.
  • The Squires (Player) are pre-graduation. Recommended for trying out, with less obligations.

Privileges

Privileges are a set of unlockable rewards that can be attained each time a Knight ranks up. The rank up process is evaluated by Lore Staff based on a combination of: adherence to the lore, adherence to the knight's code, activity, consistent character portrayal, good engagement and in some of the higher ranks, leadership. When a rank up is granted, players may choose one of these privileges (each only once) to apply to that rank up, ensuring that the appropriate reward is granted for each milestone. Being expelled from the Order causes the loss of all Privileges, and in some cases, Privileges may also be revoked if a Character is punished by the order for misdeeds, or disciplined by staff for Server Rule breaking.

  • Privilege 1 The Knight in question gains Persuasion Dice Rolls at /dice Wisdom+Faith (see Abilities Page for more information).
  • Privilege 2 The Knight in question is granted a rent-free Knight's Estate in the Knight Quarter with Staff decoration.
  • Privilege 3 The Knight in question is Sun blessed or Moon blessed, gaining Elytra Flight out of Combat and Angel Aesthetics.
  • Privilege 4 The Knight in question gains access to the Moon-Vaults to source knowledge from the ancient Allorn Empire.
  • Privilege 5 The Knight in question receives an Artifact designed for their Character that cannot be taken from them.

History

The Celestial Sentinel Order was established, many millennia before the first Viridians were Knighted in Regalia, when the Lanlath Elves were expelled from the Allorn Empire due to their crime of temperance and pacifism. As the Lanlath were expelled to their Twilight Valleys, a small choir within their society insisted that blind ignorance to the ruin that could follow them into their paradise realms, would cause the same moral demise as had happened in the Allorn Empire. The Celestial Sentinel Order as such is intrinsically linked with the history of the Lanlath, and acted also as the official police force of the Lanlath within their own realms as they had no formal armies. While some contact remained between the Allorn Empire and the Lanlath as both sides had a vested interest in keeping up to date about each other's magical developments, most Valleys were closed to outsiders, and as such, the Sentinels rarely crossed outside of their enclosed environments and were by modern standards, nothing more than a somewhat bettery equipped militia. Their armor and symbolism is consistent with the standards of today, but they lacked the formal military training that would make them formidable warriors on the battlefield such as they are in the modern day.

The history of the Celestial Sentinel Order becomes more pressing in the last 500 or so years of the Allorn Empire, leading up to Cataclysm. While all events transpired in the Allorn Empire with the Gods growing ever more silent, the Yanar Vanguard being ignored, and various sub-groups of Elves splitting off, the Lanlath predicted disaster. They had perhaps not predicted the Cataclysm itself, for such an event was too horrific even for the Lanlath to predict, but they certainly suspected a violent collapse of the Allorn Empire if not at the very least a splintering of warring states and factions. This immediate concern caused discord among the Twilight Valleys, who spent many years contemplating and discussing their course of action. Eventually an agreement was met, that the Lanlath would venture into the most violent and wretched places of Ailor dominions, seek out the strongest of warriors and most skilled of swordsmen, and offer them a bargain: safety for them and their family in the Twilight Valleys paradise and their progeny, in exchange for military training of the Celestial sentinels. It was as such that around 400 BC, the Celestial Sentinels became an actual force worth reckoning with, as Ailor instructors taught them how to wield their weapons and battle tactics. Many of the descendants of these instructors still live in the Twilight Valleys, a rare occurrence of outsiders being allowed to live in esteemed and respectful conditions in what are normally Lanlath ethno-communities.

The Lanlath prediction would come true 4 centuries later, which some might say was a long time and a large margin of error for their prediction, but was actually merely a lifetime in Elven terms. The rapid onset of the Void Invasion did not leave the Lanlath untouched, some of the Twilight Valleys were utterly destroyed as they were anchored in geographic locations where the Void Invasion occured, and the horror of the savagery of the Void denizens shocked Lanlath society and the Celestial Sentinels alike. While they were proficient warriors, the Order was completely blind to the outside world, and often unaware of impending doom before the Spirits started pouring through their magical gateways that acted like honey pots for buzzing bees. The Twilight Valleys that survived quickly called for an end to self-isolation and apathy to the world outside of their pristine communities. It marks the date immediately after Cataclysm, that the Celestial Sentinels reached out into the wider world, using the time when Void Magic and the Void Gods were at their weakest, to start their watch against their ruinous plots and schemes.

As time passed, natural alliances formed with the Aelrrigan and Viridian Order (which early on was aimed more at fighting Vampires and protecting Regalia). With waves of migration of Lanlath to Regalia, emboldened by a newfound sense of interest in the world outside of their secluded Valley realms, the Celestial Sentinels became a common presence in the Regalia's borders, so much so that the Lanlath representatives sought out the Emperor of Regalia, and bargained official recognition of their Order within Regalia's borders. This in turn further accelerated Lanlath migration into the Regalian Empire, and even the establishment of an all-new Twilight Valley in the north of Solleria, where the population had become an Elven melting pot. The Celestial Sentinels were spared the mage-hate of the middle centuries, as their Aelrrigan allies were hunted down, largely because their order did not much use Magic, favoring the blade. In the modern day, the Celestial Sentinels while technically a foreign Knight Order (as the Lanlath Valleys are not a nation state part of the Regalian Empire), is considered a powerful domestic force, with the Knights well respected at the Imperial Court and even extended to enforce Law in the Empire by the Emperor's will. The Celestial Sentinels have several chapterhouses across the Regalian Empire where future Sentinels are induced, having recently opened their doors even to non-Lanlath Sentinels (with the caveat that they fit within the behavior expectations of the ethereal and pensive Lanlath that is).

Trivia

  • The fact that the Celestial Sentinels show parallels with Breizh folklore winged divine messengers, that has not been lost to the Breizh people. The Celestial Sentinels have always avoided the subject, leading to some conspiracy theories among the Breizh that the Weard were actually Celestial Sentinels who assisted Elen with the protection of the Breizh people from the mysterious entity called The Midnight.
  • The Celestial Sentinels are often described as Poet Knights, due to the poetic and almost religious chants and songs of praise they hymn or battle-cry while engaged in their duties, calling upon the blessings of the moon god and the sun goddess, or promising justice and a return to the light for all things wrapped in darkness and suffering.
  • Celestial Sentinels are forbidden from holding religious or political office, as it is believed that these occupations interfere with their objective judgement, and encourage temerity and ego in their representation of the wills of Leyon.