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{{Info bloodline
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.  
|image = Vampiretech.png
|pronunciation = Kraa-tos
|origins = Meraic Vault, Qadir Hadrityas
|niche    = Solo or Group Tech Vampire with escape mechanics, supporting utility and world changing utility
|}}
'''''WARNING:''' This is experimental content. We as Lore Staff are contemplating expanding Vampire mechanics considerably to aid the ailing Vampire populations with a much needed content injection. As such, this Bloodline functions differently from the other Bloodlines. It is an early test for what might be rolled out to all other Vampire Bloodlines eventually, if this test run proceeds well, and the feedback is positive. It is however also possible that this lore will be subject to modifications, or outright removal. We are committed to keeping this as part of our lore in the future, but cannot guarantee its perpetuity in the current form, and as such, players choosing to make Cratos Vampires should be aware that this is still experimental. If this content is well received and plays well, the format will be rolled out to all other Vampire Bloodlines, who will all also get a facelift.''


The Cratos Bloodline is a relatively old Bloodline that remained very obscure until more recent times. Shortly after the fall of the Dorkarth Princes during the Vampire Wars, a small sub cult of a particularly intelligent Dorkarth prince, Janus, who stumbled into a Meraic tomb. Having spent decades researching the technology there-in, and subsequent expeditions to Qadir Hadrityas, as well as Varran Temples, eventually led to this cult coming into contact with the Mechanic Arken, who conspired with the Dorkarth Prince to mutate their Dorkarth strain of Vampirism into the new Cratos Bloodline. The Cratos Bloodline was officially born 173 AC in the north of Basqlierra, in a dense jungle covered Meraic ruin. From this place, the Cratos Vampires spread out into the world, seeking both technological bounties and fresh blood to sustain themselves. Cratos Vampire populations exploded around 305 AC when the Ailor officially allied with the Qadir remnant states, the sudden influx of technology to Regalia causing a migration of isolated Cratos Vampires to Regalia to establish so-called Sanguine Technocracies. These Sanguine Technocracies, Vampire covens mostly populated by Cratos Vampires started hoarding technology to enhance their search for victims to drink from, collecting junk and scraps left behind by the Qadir inventors to produce workshops of their own, eventually creating great underground Foundries of Blood.  
''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.''


===Cratos Mentality===
==Design==
Cratos Vampires are less focused on the struggle of power between the von Kërle and Dorkarth Vampires, and are often more concerned about establishing technological supremacy. Cratos Vampires can both be solitary idiosyncratic inventors who have extended their life to invent more, or group based syndicates hell-bent on creating larger communities built on their intellectual progress. Still, despite all this tech-focused ideology, Cratos Vampires remain enslaved to their hunger for blood, with many of their inventions being aimed at capturing and subduing their victims faster. Because of the many utilitarian functions of Cratos Vampires, they are an often welcomed member of other covens, albeit very territorial within them, often not accepting other Cratos Vampires to compete for their position of that particular faction’s “main tech mojo”. Cratos Vampires also have a peculiar obsession for collecting junk and left over Clockwork or Dwarven steam/hydraulic-Tech, and just storing it up in their home or base, even if it has no use. They tend to be more socially competent and persuasive than some of the other more arrogant and selfish Vampire Bloodlines, but this mostly masks their intent at warming up their superiors, only to use them for their own ends somewhere down the line.
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.  


===Cratos Niche===
''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.''
Cratos Vampires fill a unique niche in Vampire society because of their immunity to curing, as well as their ability to destroy that hated weapon that affects all Vampires, Puretek. Even while not strictly speaking a combat Vampire, Cratos Vampires bring useful utilities both in and outside of combat that makes them a must-have for any Coven seeking to establish superiority both over other Vampires, and blood cattle. There are even some rumors of the Regalian Government clandestinely working with some Cratos Vampires, exchanging prisoners as blood cattle for the numerous technological inventions the Cratos Vampires bring forth, only to then use these inventions against other Vampires elsewhere. Cratos Vampires are unique in that sense that they can actually be a benefit to the Vampire-hating community, working with them being said to be like fighting fire with fire.  
 
===Cratos Common Abilities===
===Why Play a Knight===
Common Abilities are mechanics that all Cratos 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.  
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%;" | Standard Ability
 
! style=" text-align:center; width: 8%;" | Ability Category
==Knights Code==
! style=" text-align:center; width: 8%;" | Range
===Common Knights Code===
! Description (Standard Mutations are free but Mandatory, All Cratos Vampires have them, and they can use these Abilities while in their non-Vampiric Form and Vampiric Form (Tech Form))
All Knights of all Orders are beholden to this Knights Code.
|-
# Loyalty to the Emperor of Regalia, and the Regalian State is required.
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Blood Collaring
# Knights are disallowed from attacking unarmed or defenseless people.
| Target Curse
# Knights are disallowed from degrading themselves or their Order.
| Emote Distance
# Knights are allowed to enforce Regalian Law, but must abide by it.  
| 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 wiht 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.
# Knights may not lie, or deceive, but needn't always say everything.
|-
# Knights are expected to give alms to the poor and protect the weak.
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Immortal Aging
===Specific Order Code===
| Constant Passive
The following Knights Code applies only to the Celestial Sentinels.
| Self
# Celestial Sentinels must seek out the designs of Void Gods and Void Arken and combat them.
| 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 in 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)
# Celestial Sentinels must keep tabs on Void worshipers and priests and contain their plots.
|-
# Celestial Sentinels must keep tabs on Void Arkenborn and prevent their temptation to evil.
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Lasting
# Celestial Sentinels must save Vampire Thralls and Blood Thralls and bring them to the light.
| Trigger Passive
# Celestial Sentinels must police and administer the Rite and Laws of Loa to Deathwatch Elves.  
| Self
# Celestial Sentinels must protect Estelley Groves and Mana Trees with their lives.
| The Vampire is able to resist Curing and the Curing process by faking the resolution, though this is by choice, as the Vampire can also choose not to specifically trigger this protection, and allow themselves to be cured if that is strategically wise. While this Trigger is active (upon the beginning of Curing), the whole Curing process completes “like normal”, for the dormant infection to return to the Vampire at any point by their will. (There is no OOC obligation to inform the Curing people of this Ability being used, or not used).
# Celestial Sentinels must encourage temperance and turning away from Estelley fanaticism.
|-
 
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Halting
===Rite and Laws of Loa===
| Vampire Spell
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.  
| Emote Distance
===Nuance of Fanaticism===
| The Vampire can target any one piece of technology in their Emote Distance, whether Machine, Clockwork, Puretek, or other (but not Living Metal) and cause it to continually malfunction upon use. This acts like a Linked Channel, meaning the effect is indefinite for as long as the targeted item is within Emote Distance. The target can be switched to another item, but as long as the previous item is still in Emote Distance, it cannot be switched back.
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==
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Feeding
The Celestial Sentinel Order has a hierarchical structure that defines ranks within the Order:
| Vampire Spell
* '''The High Hierophant''' (NPC) is the highest leader of the Celestial Sentinel Order.  
| Touch
* '''The Valley Council''' (NPC) are the elders and instructors and teachers of the Order.
| 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 cancelled, 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.
* '''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.
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Body
* '''The Celvel Sentinels''' (Player) are the esteemed warriors sent on difficult tasks for the Order.
| Constant Passive
* '''The Sunel Sentinels''' (Player) are the formal rank of Knights who get sent on missions.
| Self
* '''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.
* The Vampire’s new Physical Stat is 40, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies.
===Privileges===
* The Vampire is able to consume food and drinks, however these never give them any sustenance. Alcohol can still be enjoyed though.
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.
* The Vampire is able to reproduce with both Vampires and non-Vampires, creating Cratos Vampire Broods.
* '''Privilege 1''' The Knight in question gains Persuasion Dice Rolls at /dice Wisdom+Faith (see Abilities Page for more information).
* The Vampire does not have red eyes, but has darkened eye sockets and somewhat reddened skin around their eyes.  
* '''Privilege 2''' The Knight in question is granted a rent-free Knight's Estate in the Knight Quarter with Staff decoration.
* The Vampire’s Vampire teeth appear at all times, but are only noticeable when they open their mouths wide.
* '''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.
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Power
* '''Privilege 5''' The Knight in question receives an Artifact designed for their Character that cannot be taken from them.  
| Constant Passive
==History==
| Self
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.
|
 
* Any of the Vampire’s lost body parts (including eyes, limbs, organs) are re-formed with metals, gears and steam/hydralic ducts, but only while the Vampirism Infection is active. If the Vampire is cured, all this mechanical tech rots away, and they are left crippled (and if too much of their body was replaced to remain functional, then they die).
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.  
|-
 
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Form
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.
| Mythic Shift
 
| Self
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).  
| In order to use any of their Form Mutations, the Vampire must activate their Tech 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 Tech Form for this Bloodline:
==Trivia==
* Tech Form Vampires don’t have hair or a humanoid skull, instead having a cybernetic/robot like head with glowing red eyes.
* 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.  
* Tech Form Vampires must have at least half of their body still humanoid flesh. They cannot be completely robotic.
* 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.
* Tech Form Vampires can have extra limbs and eyes, but these must only be aesthetic and non-functional unless dictated by Mutation.
* 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.
* Tech Form Vampires may not use aesthetics unique to other Vampire Forms, and vice versa. Each Vampire Form must thematically represent their Bloodline.
* Tech Form Vampires may not too closely resemble other aesthetic Mythic Shifts or Beast Shifts, like Werebeasts or Dragon Warriors.
* Tech Form Vampires may be designed to be not-recognizable or recognisable, that is up to the player. They may look completely different in Vampire Form.
* Tech Form Vampires always look the same, and aesthetic changes on the Character App are purely OOC ret-cons and do not confuse identification.
* Tech 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 Tech Form, you must have had your Character app approved, and the description specifically approved by Lore Staff.
|}
===Cratos Form Mutations===
Form Mutations can only be used while Vampiric Form (Tech 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.  
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#ffffc7"
!  style=" text-align:center; width: 8%;" | Form Mutation
!  style=" text-align:center; width: 8%;" | Ability Category
!  style=" text-align:center; width: 8%;" | Range
! Description (Choose up to 5 of these Mutations, they can only be used while in Vampiric form (Tech Form))
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Obedient
| Constant Passive
| Self
| The Vampire is able to, from a skull from any creature (though preferably a human) produce a so called Obedient, which is a self-propelled flying mechanical construct usually just a skull with part of a mechanical eye and spine that floats around the Vampire (or can be told to stay at home). This Obedient has a personality of its own (which can be defined by the player) and can provide secondary commentary to ongoing events or conversations, and bump into people. In a pinch, the Obedient can try to latch onto people and bite them (it actually has Vampire canines as well), but this does nothing more than offer a momentary distraction until it is inevitably destroyed. Personalities can be salvaged from destroyed Obedients to another by transferring the Personality chip that is always safely stored in the sturdiest part of the skull. While this Mutation is technically only usable in the Tech Form, Tech Obedients can also be made and interacted with outside of Tech Form. Only one Obedient may be active at any time.
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Vileshot
| Vampire Spell
| Emote Distance
| The Vampire is able to manifest a corrupted Puretek-like weapon in their hand from pieces of wrought metal and bolts, that can then fire a Viletek Shot. A Viletek Shot has the exact same function as Puretek Quicksilver Quartershot projectiles, but instead of affecting Aberrants, it affects only those without any form of Aberrancy, while affecting Primal Aberrants and Ordial Aberrants (Archblood, Ordial Mages, Primal Mages) as if they were shot twice. Vileshot obeys the same shooting mechanics as Puretek, but this Ability can only be used to shoot twice, after which the weapon crumbles and can no longer be used. If the second shot is not taken within 5 minutes, the weapon crumbles anyway despite the second shot still being available. The Vileshot weapon can only be made once every 24 hours.  
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Venting
| Vampire Spell
| 3 Blocks
| The Vampire causes an instant eruption of venting superheated steam that causes a shockwave eruption around themselves. Anyone within 3 blocks of them is knocked back by 3 blocks and knocked to the ground, unless they have at least 50 Physical Stat in which case they remain standing upright, but are still pushed back. The superheated air does not cause any direct harm, but is unpleasant to exposed skin. This Ability can be used once every 15 minutes.
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Maintenance
| Constant Passive
| Self
| The Vampire is surrounded by a constant field of microtech that auto-fixes any Clockwork they are wearing if it should be broken. Any Clockwork that breaks or malfunctions is repaired in a matter of seconds while they are wearing it, however they also cannot remove Clockwork from their body unless in the sanctity of their home or base (and if they don’t have one, they cannot remove it at all).
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Noxia
| Vampire Spell
| 10 Blocks
| A small nozzle can be extended from the wrist of the Vampire that ejects Alchemical Inversion Toxin like a spray that can spray up to 10 blocks away. Any person hit with this spray who is presently affected by some kind of Alchemy, has the effects of the Alchemy altered. Any positive effect will be turned into it’s reverse effect as if Controid was applied (unless there is no reverse, in which case it is just undone), and any negative effect is reverted to its positive effect (unless there is none, in which case it is undone). This can also be used on the Vampire themselves, and can be used indefinitely, though the Vampire must not be under attack in order to use this nozzle.
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Arachnia
| Vampire Spell
| Self
| The Vampire’s legs (painlessly) crack and split into 6 thinner spider-like mechanical limbs (essentially making the Vampire a mechanical dryder), which grant improved mobility. While this Ability is active, the Vampire is able to avoid rooting, feet grappling or ground-based entrapment Abilities, while also giving them the ability to scale up walls (but not walk upside down on the ceiling). Damage to these legs transfers to the real legs when the Ability is undone, and when normalized, the legs are normal humanoid legs again, not filled with technological remains. If this Vampire Spell is countered, the legs merge back together and normalize. The legs splitting and turning into smaller parts is instantaneous.
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Exploitation
| Vampire Spell
| Emote Distance
| The Vampire is able to Tech-hack any Clockwork in Emote Distance. They can indefinitely hack Clockwork Software, usurping control over them and giving them new directives. They can also - once a day - cause any one piece of Hardware Clockwork worn by any target person to explode instantly. This Ability can even be used on other Vampires, even if they have the Tech Maintenance Mutation.
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Magi-Pulse
| Vampire Spell
| 60 Blocks
| The Vampire is able to rapidly construct and deploy the Magi-Pulse bomb, a small device that is deployed on the ground, extends its legs and then sends out a massive 60 block far (Announce Emote) blue ghostly pulse with a loud booming sound. Any Mage-wards caught in the radius of the Magi-Pulse are instantly destroyed, and any ongoing Magic Channeling is cancelled, while other Magic or Sorcery Spells are unaffected. This leaves no lasting effect on Sorcerers or Mages, and only imparts its effect on the shockwave.
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Re-Acquisition
| Vampire Spell
| Emote Distance
| The Vampire’s arm (painlessly) snaps and turns into a grapple hook by chain, which is then shot at any person in Emote Distance, after which the grapple starts dragging the person towards the Vampire at running speed. This Ability cannot miss, and cannot be used on items, or on locations to move the Vampire around. It can be used as many times as the Vampire wants, but while the chain is pulling back, the Vampire is unable to do anything else, including using Abilities or fighting or moving.
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Syndicate
| Vampire Spell
| Emote Distance
| The Vampire can produce a Steam Tech Pillar that can have a variety of functions. This pillar will only remain active while they are near it, after which it will turn to a dormant state and collapse into an innocuous pile of random tech garbage and parts that does not arouse any suspicion, re-extending and forming when the Vampire comes near. This Steam-tech-pillar has a number of functions which the Vampire can dictate while in Emote Distance, all of which can seamlessly switch over to one another, but need at least 1 minute between each switch to actually apply their effect (some of which take somewhat longer). Only one such pillar can be created at any given time, and only one pillar can be created per day, meaning that a new deployment must wait at least 24 hours. If a new deployment is made, the old one simply explodes into non-usable garbage, whether the Vampire war near it or not. The pillar is represented as 2 Comparator blocks on top of each other with a sign marking it as a Steam Tech Pillar. If you need World Staff help for example the draining or filling of a large body of water, use a ticket, otherwise, use imagination for smaller areas. Steam Tech Pillars cannot be destroyed in normal ways, having to be destroyed by Corruption area or object cleansing Abilities. When countering this ability it can only be prevented from being deployed, after deployment, it can no longer be countered as a Vampire Spell.
* The pillar can heat up an area to a sweltering desert heat.
* The pillar can cool down an area to a freezing arctic cold.
* The pillar can drain water from adjacent areas like a water-pump.
* The pillar can fill water into a nearby open area or depression.
* The pillar can grow plants faster in its direct area through fertilizing.
* The pillar can kill plants rapidly in its direct area through desiccation.
* The pillar can broadcast loud noises up to 60 Blocks away (Announce Emote).
|}

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.