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Knighthood is a concept of elite warriors created by [[Julian de Montverrat]] in the early days of the [[Regalian Empire]]. The term "Knight" comes from the [[Proto-Regalian]] "knecht," which in turn derives from the [[Old Ceardian Dialect]] term "kniucht," meaning elite warrior. In the days before the Regalian Empire, proto-knights were warlords who ruled smaller fiefs, and waged wars against one another throughout [[Ailor]] civilization. de Montverrat, influenced by the [[Altalar]] Royal Guards in the waning days of the [[Allorn Empire]], took the concept of prestigious fighters to the [[Regalian Archipelago]], where he soon put his military skills to the test in the [[Five Family Rebellion]], being the commander that seized the Regalian city gates and assaulted the Royal Palace. Nearly two centuries later, the [[Burdigalic]] Heron-Knight [[Yvrize Clair-vois-blanc]] revolutionized the concept of knighthood as Primae of the Viridian Order by writing several treatises on the concepts of chivalry and nobility. Derived from the [[d'Ithanie]] word "chevalerie" and phrase "noblesse oblige," Yvrize remarked that the wealth and social status needed in order to own a horse also came with a duty to be generous and respectful to those of lower privilege. As a result, knights of today are known for both their martial prowess, but also their virtuous hearts dictated by codes of honor that are rigidly maintained. Over the centuries, the amount of Knightly Orders expanded, making also a difference between Knightly Orders enjoying Imperial Respect, and those operating outside of Imperial Respect. Still, all Knights are a social class apart, and have special laws applied to them through [[Regalian_Law#Regalian_Knight_Law|Regalian Knight Law]]. Special Permissions also exist for Knights with Knightly Titles, which are the elites among the Knights.
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.  


==Viridian Order==
''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.''
{| class="wikitable"
 
|-
==Design==
! colspan="3" style="background-color:#daefd9;" | [[Viridian Order]] (click for more information)
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.  
|-
 
| rowspan="8" style="background-color:#efefef; width:15%;"  | [[File:Viridisssan.png|center|border|caption]]
''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="background-color:#efefef; width:8%;"  | Theme
 
| Viridian Knights are the Classical Chivalrous Knight, highly respected, but also highly constrained by an honor code. The Viridian Knights are the most well known and widely recognized of the Knights, considered elite and prestigious with a long and venerable history. Viridian Knights defend Honor and act as Teachers and Mentors to others, while protecting the poor and helpless.
===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).  
| style="background-color:#efefef;" | Imperial Respect
 
| Viridian Knights are respected by the Imperial Court, and have a right to a Knightly Title.
''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="background-color:#efefef;" | Magic Usage
==Knights Code==
| Magic Usage is completely banned in the Viridian Order, anyone practicing to be expelled. They also cannot be any type of Aberrant.
===Common Knights Code===
|-
All Knights of all Orders are beholden to this Knights Code.
| style="background-color:#efefef;" | Race Limits
# Loyalty to the Emperor of Regalia, and the Regalian State is required.
| Only Unionist Ailor may become Viridian Knights.
# Knights are disallowed from attacking unarmed or defenseless people.
|-
# Knights are disallowed from degrading themselves or their Order.
| style="background-color:#efefef;" | Symbols
# Knights are allowed to enforce Regalian Law, but must abide by it.  
| The Viridian Order uses: Horses, Swords, Vines, as symbols.
# 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="background-color:#efefef;" | Colors
===Specific Order Code===
| The Viridian Order primarily uses Green, with accents of white and black.
The following Knights Code applies only to the Celestial Sentinels.
|-
# Celestial Sentinels must seek out the designs of Void Gods and Void Arken and combat them.
| style="background-color:#efefef;" | Knightly Code
# 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.
* Your character cannot be disloyal to the Imperial Family or Empire
# Celestial Sentinels must save Vampire Thralls and Blood Thralls and bring them to the light.
* Your character cannot attack defenceless or unarmed people
# Celestial Sentinels must police and administer the Rite and Laws of Loa to Deathwatch Elves.
* Your character cannot engage in deception or lying
# Celestial Sentinels must protect Estelley Groves and Mana Trees with their lives.
* Your character cannot be disloyal to other Viridian Knights
# Celestial Sentinels must encourage temperance and turning away from Estelley fanaticism.
* Your character cannot complain about anything
 
* Your character cannot be vain and must self improve always
===Rite and Laws of Loa===
* Your character cannot verbally attack or insult others
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.  
* Your character must uphold principles over safety and self
===Nuance of Fanaticism===
* Your character cannot join the City Guard, but can advise and teach it
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.''
* Your character can become a Junker (houseguard) but only to honorable Nobles
==Structure==
* Your character cannot become a Mercenary
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.  
| style="background-color:#efefef;" | Combat Style
* '''The Valley Council''' (NPC) are the elders and instructors and teachers of the Order.
| Viridian Knights primarily use swords and shields and ride on horseback.
* '''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.
==Villiers-Eclaire Order==
* '''The Celvel Sentinels''' (Player) are the esteemed warriors sent on difficult tasks for the Order.
{| class="wikitable"
* '''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.
! colspan="3" style="background-color:#e8cfd9;" | [[Villiers-Eclaire Order]] (click for more information)
* '''The Squires''' (Player) are pre-graduation. Recommended for trying out, with less obligations.
|-
===Privileges===
| rowspan="8" style="background-color:#efefef; width:15%;"  | [[File:Villiers.png|center|border|caption]]
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.
| style="background-color:#efefef; width:8%;"  | Theme
* '''Privilege 1''' The Knight in question gains Persuasion Dice Rolls at /dice Wisdom+Faith (see Abilities Page for more information).
| Villiers-Eclaire are religious protectors of the clergy, and spreaders of their faith. They are staunch Unionist warriors who bring honor and virtue to the Spirit through tournaments, and protecting Unionists who cannot protect themselves, while teaching others of their faith, and engaging in religious debate.
* '''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="background-color:#efefef;" | Imperial Respect
* '''Privilege 4''' The Knight in question gains access to the Moon-Vaults to source knowledge from the ancient Allorn Empire.
| Villiers Knights are respected by the Imperial Court, and have a right to a Knightly Title.
* '''Privilege 5''' The Knight in question receives an Artifact designed for their Character that cannot be taken from them.
|-
==History==
| style="background-color:#efefef;" | Magic Usage
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.
| Magic Usage is completely banned in the Villiers Order, anyone practicing to be expelled. They also cannot be any type of Aberrant.
 
|-
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="background-color:#efefef;" | Race Limits
 
| Only Unionist Ailor may become Villiers Knights.  
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="background-color:#efefef;" | Symbols
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).
| The Villiers Order uses: Roses, the Unionist-eye, Fleur-de-Lis as symbols.
==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.  
| style="background-color:#efefef;" | Colors
* 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.
| The Villiers Order primarily uses burgundy, with accents of magenta and pink.
* 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="background-color:#efefef;" | Knightly Code
|
* Your character may not waver from the Unionist Faith
* Your character must obey commands from Unionist clerics
* Your character must not lie or engage in deceit
* Your character must never be social with Void Worshipers
* Your character must give alms and care for the poor
* Your character must never verbally insult the downtrodden
* Your character cannot join the City Guard, but can be its chaplain
* Your character can become a Houseguard, but only to devout Unionist Nobles
* Your character cannot become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Villiers-Eclaire Knights primarily use two-handed blades, flails and maces and go on foot or on horseback.
|}
==Great Oak Order==
{| class="wikitable"
|-
! colspan="3" style="background-color:#cfe8e2;" | [[Great Oak Order]] (click for more information)
|-
| rowspan="8" style="background-color:#efefef; width:15%;"  | [[File:Greatoak.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| Knights of the Great Oak are Knights who favor fame above all, seeking great and glorious hunts by going after legendary beasts, and boasting about their victories during celebratory feasts. Oak Knights generally don’t get involved in humanoid matters, but may occasionally veer sideways when it concerns Werebeasts, who they enjoy hunting and defeating (but not necessarily killing)
|-
| style="background-color:#efefef;" | Imperial Respect
| Oak Knights are not respected by the Imperial Court, and have no right to a Knightly Title.
|-
| style="background-color:#efefef;" | Magic Usage
| Oak Knights permit the usage of Magic and Sorcery and Ritualism. Aberrancy is permitted in their ranks.
|-
| style="background-color:#efefef;" | Race Limits
| Any Race or Religion can become an Oak Knight.
|-
| style="background-color:#efefef;" | Symbols
| The Oak Order uses: trees, boar heads, axes, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Oak Order primarily uses teal, with accents of gray and brown.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character must always aspire to some ambition, always
* Your character must treat all religions equally
* Your character must never deny a duel challenge
* Your character must never fight dirty during a duel
* Your character must never attack from behind
* Your character must never attack unarmed individuals
* Your character must never attack Yanar or Groves or trees
* Your character can join the City Guard
* Your character can become a Houseguard
* Your character can become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Great Oak Knights have no set Combat Style, except that they always wield some type of round shield with other weapon or dual wield axes, and only fight on foot.  
|}
==Lion Pelt Order==
{| class="wikitable"
|-
! colspan="3" style="background-color:#ededed;" | [[Great Oak Order]] (click for more information)
|-
| rowspan="8" style="background-color:#efefef; width:15%;"  | [[File:Pelter.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| Lion Pelt Knights are the typical bodyguard Knight, hired to the wealthiest of patrons for their protection and chaperone. Lion Knights are known to be the most dazzling of Knights, dressing in the best and most expensive clothing, the most ornate designed armor, and wielding the most expensive weapons. Lion Pelt Knights don’t frequently join on the frontlines, instead preferring to remain behind with their charge or patron.  
|-
| style="background-color:#efefef;" | Imperial Respect
| Lion Knights are respected by the Imperial Court, and have a right to a Knightly Title.
|-
| style="background-color:#efefef;" | Magic Usage
| Magic Usage is completely banned in the Lion Order, anyone practicing to be expelled. They also cannot be any type of Aberrant.
|-
| style="background-color:#efefef;" | Race Limits
| Only Ailor or Half-Ailor may become Lion Knights, but no religious restrictions.
|-
| style="background-color:#efefef;" | Symbols
| The Lion Pelt Order uses: Ullaren Lions, rose thorns, flags, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Lion Pelt Order primarily uses White, with accents of any other color except black.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character must always serve a patron to protect
* Your character must never insult or attack a fellow Pelter
* Your character must never use insult or verbally attack to anyone
* Your character must give alms and money away to others
* Your character must endeavor to look beautiful always
* Your character must not leave the patron’s side during battle
* Your character cannot join the City Guard, but may protect a Lord Commander
* Your character can become a Houseguard, but only to their Patron
* Your character cannot become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Lion Pelt Knights fight only with Beorl Axes and no shields, and only fight on foot.
|}
==Darkwald Order==
{| class="wikitable"
|-
! colspan="3" style="background-color:#cfcfcf;" | [[Darkwald Order]] (click for more information)
|-
| rowspan="8" style="background-color:#efefef; width:15%;"  | [[File:Darkwald.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| Darkwald Knights are in essence Demon and Vampire hunters, stalking their prey and taking on missions for anyone who is being harassed or threatened by an aberrant. The Darkwald Knights are an oddity in that they are the only order besided Monzon using ranged weapons, primarily to close the gap with stronger Vampires. Darkwald Knights are commonly seen as extremist fanatics, with a burning hatred of anything Aberrant.
|-
| style="background-color:#efefef;" | Imperial Respect
| Darkwald Knights are respected by the Imperial Court, and have a right to a Knightly Title.
|-
| style="background-color:#efefef;" | Magic Usage
| Magic Usage is completely banned in the Darkwald Order, anyone practicing to be expelled. They also cannot be any type of Aberrant.
|-
| style="background-color:#efefef;" | Race Limits
| Only Unionist Ailor may become Darkwald Knights.  
|-
| style="background-color:#efefef;" | Symbols
| The Darkwald Order uses: Crossbows, Ravens, Whips, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Darkwald Order primarily uses gray, with accents of dark blue and black.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character cannot be any form of Aberrancy Type, with the exception of Union Blessings
* Your character can never be social with Aberrants or Aberrant-sympathizers
* Your character must never decline an opportunity to hunt an Aberrant that is causing pain to Mundanes
* Your character must always destroy Void effigies they come across
* Your character must remain celibate and focused on purpose
* Your character must avoid jewelry and vain accessories
* Your character must never tolerate a Fae Knight nearby
* Your character cannot join the City Guard, for it is filled with mutants and freaks
* Your character can become a Houseguard, but only to Purity Conservatives
* Your character cannot become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Darkwald Knights switch between Crossbows and short blades in combat, going either on foot or on horseback.
|}
==Bloodcast Order==
{| class="wikitable"
|-
! colspan="3" style="background-color:#edd1d1;" | [[Bloodcast Order]] (click for more information)
|-
| rowspan="8" style="background-color:#efefef; width:15%;"  | [[File:Bloodcast.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| Bloodcast Knights are in essence Hedge Knights, Knights without a formal school, hierarchy, or code of honor to maintain, often making their own. In the view of all other Knightly Orders, Bloodcast Knights are amateur knights who fail to uphold any sense of discipline. Indeed, Bloodcast Knights roam the land freely without purpose, doing odd jobs here and there. That being said, to many commoners, they are as such also the only free knights who might give a damn about a cat stuck in a tree or a dog fallen down a well, something the other Knightly orders feel too good and pridely for.  
|-
| style="background-color:#efefef;" | Imperial Respect
| Bloodcast Knights are not respected by the Imperial Court, and have no right to a Knightly Title.
|-
| style="background-color:#efefef;" | Magic Usage
| Bloodcast Knights permit the usage of Magic and Sorcery and Ritualism. They can be any type of Aberrant.
|-
| style="background-color:#efefef;" | Race Limits
| Any Race or Religion can become a Bloodcast Knight.
|-
| style="background-color:#efefef;" | Symbols
| The Bloodcast Order uses: crossed swords, ships, clouds as Symbols.
|-
| style="background-color:#efefef;" | Colors
| The Bloodcast Order primarily uses Red, with accents of white and black
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character can do whatever they want, anywhere, always
* Your character is encouraged to make their own code
* Your character can join the City Guard but is encouraged not to, for roaming freedom
* Your character can become a Houseguard
* Your character can become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Bloodcast Knights can use whatever weapons or styles they like.
|}
==Wards of Fae Order==
{| class="wikitable"
|-
! colspan="3" style="background-color:#d5f3f5;" | [[Wards of Fae Order]] (click for more information)
|-
| rowspan="8" style="background-color:#efefef; width:15%;"  | [[File:Faeknight.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| The Wards of the Fae, or Fae Knights, are a Knight Order primarily concerned with the protection of Fae Sepulchres, holy sites which incorporate a mixture of Ailor Pagan, Kintyr Fae, Kintyr Angel and Unionist beliefs for the safeguarding of holy relics. Such holy relics often end up being Artifacts, believed to be gifts from the various gods and the Spirit. Fae Knights travel the land in search for Artifacts to bring back to the Sepulchre for safekeeping, and only to be used in the greatest of apocalypses that affect the world, or from attacks against the Sepulchre itself. Fae Knights are also commonly called Magical Knights, on account of nearly every one of their members having some form of Magic or Sorcery.
|-
| style="background-color:#efefef;" | Imperial Respect
| Wards of Fae Knights are not respected by the Imperial Court, and have no right to a Knightly Title.
|-
| style="background-color:#efefef;" | Magic Usage
| Fae Knights encourage the usage of Magic and Sorcery and Ritualism. Nearly every Fae Knight has some form of Aberrancy.
|-
| style="background-color:#efefef;" | Race Limits
| Only Ailor and Nelfin (except Kathar) may become Fae Knights.
|-
| style="background-color:#efefef;" | Symbols
| The Fae Order uses: angels, white flames, sunlight, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Fae Order primarily uses Cyan, with accents of white and silver.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character must seek out Artifacts to safeguard but never keep
* Your character must protect Aberrants from Darkwald Knights
* Your character must speak out for the better treatment of Aberrants
* Your character must never judge others on their religion
* Your character must never take or steal something from someone
* Your character may only take Artifacts by defeating their owner in a duel
* Your character must capture those changed by rituals to be of another race, and change them back
* Your character cannot join the City Guard, for it obstructs their Artifact collecting work
* Your character can become a Houseguard
* Your character can become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Fae Knights primarily use swords, flails and shields, and only fight on foot.
|}
==Oranjen Order==
{| class="wikitable"
|-
! colspan="3" style="background-color:#f5e8d5;" | [[Oranjen Order]] (click for more information)
|-
| rowspan="8" style="background-color:#efefef; width:15%;"  | [[File:Oranjen.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| Oranjen Knights are very similar to Villiers-Eclaire Knights, but have an entirely different focus. Primarily, Oranjen Knights are defenders and protectors of the religious, but they do not take orders from Unionist Clergy, and can be of any faith. Oranjen Knights primarily protect holy sites, temples, and religious buildings, regardless of what faith they belong to, or what faith they belong to. Unionist Oranjen Knights might for example protect a Dragon Temple or Exist Shrine, and protect the faithful on pilgrimage and travel to and from holy sites. Oranjen Knights are more commonly Dragon Worshipers, but also have smaller chapters belonging to Unionists, Old Gods worshipers, Void Cultists, Estel Worshipers, and more.
|-
| style="background-color:#efefef;" | Imperial Respect
| Oranjen Knights are respected by the Imperial Court, and have a right to a Knightly Title.
|-
| style="background-color:#efefef;" | Magic Usage
| Magic Usage is completely banned in the Oranjen Order, anyone practicing to be expelled. They also cannot be any type of Aberrant, except for Dragon Warriors and Archbloods, which are permitted.
|-
| style="background-color:#efefef;" | Race Limits
| Any Race or Religion can become an Oranjen Knight, but a strong preference for Ailor
|-
| style="background-color:#efefef;" | Symbols
| The Oranjen Order uses: shields, dragons, lillies, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Oranjen Order primarily uses orange, with accents of white and light blue.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character must protect holy sites but not take their orders
* Your character must never attack a cleric or priest of any kind
* Your character must attack any individual wielding a weapon in any holy site or prayer location
* Your character must never reveal their faith when asked
* Your character must never criticize anyone for their faith
* Your character must always play the devil’s advocate in faith debates
* Your character must never attack the defenceless and unarmed
* Your character must try to verbally sway Aberrants away from their Aberrancy
* Your character must remain loyal to the Imperial Family and Empire
* Your character must not engage in deception or lying
* Your character must decline noble titleage and self-disinherit if entering a noble family
* Your character cannot join the City Guard
* Your character cannot become a Houseguard
* Your character cannot become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Oranjen Knights primarily fight with halberds and spears or any stave-like weapon, and only fight on foot.
|}
==Monzon Order==
{| class="wikitable"
|-
! colspan="3" style="background-color:#d9ceca;" | [[Monzon Order]] (click for more information)
|-
| rowspan="8" style="background-color:#efefef; width:15%;"  | [[File:Monzon.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| Monzon Knights, also more commonly called the Golden Knights, are a fairly distrusted Knightly Order that specializes in the protection and execution of missions for underworld elements. Monzon Knights, in contrast to Lion Pelt Knights, enjoy working more with criminal elements such as kingpins, smugglers and racketeers, profiting from their wealth while doing their bidding. Monzon Knights care only for fame and fortune, and have lower moral standards in terms of how to acquire them. In many ways, Monzon Knights like Bloodcast Knights are seen as Knights without code, but this is not entirely true, as they do retain some semblance of fairness and honorability.
|-
| style="background-color:#efefef;" | Imperial Respect
| Monzon Knights are not respected by the Imperial Court, and have no right to a Knightly Title.
|-
| style="background-color:#efefef;" | Magic Usage
| Monzon Knights permit the usage of Magic and Sorcery and Ritualism. Aberrants are also permitted into their ranks.
|-
| style="background-color:#efefef;" | Race Limits
| Any Race or Religion can become a Monzon Knight.
|-
| style="background-color:#efefef;" | Symbols
| The Monzon Order uses: tears of gold, coins, orchids, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Monzon Order primarily uses Brown, with accents of orange and gold.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character must never decline a mission for gold, unless other codes are violated
* Your character must never attack unarmed or defenceless individuals
* Your character must try to outdo any Lion Pelt Knight in style and wealth
* Your character must create scenarios where Lion Pelt Knights seem incompetent
* Your character must always be beautiful and stylishly dressed and armored
* Your character may never attack someone from behind
* Your character may never lie or deceive anyone, or use Darkness Magic/Sorcery
* Your character must be loyal to fellow Monzon Knights
* Your character must value gold above all else
* Your character cannot join the City Guard, too much law abiding
* Your character cannot become a Houseguard, nobles are too goodly
* Your character can become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Monzon Knights fight primarily with arming sword and dagger, or any other short weapon, light bow, and small shield, and fight only on foot.
|}
==Blackguard Order==
{| class="wikitable"
|-
! colspan="3" style="background-color:#a8a8a8;" | [[Blackguard Order]] (click for more information)
|-
| rowspan="8" style="background-color:#efefef; width:15%;"  | [[File:Blackguard.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| The Blackguard Order is the newest Knightly Order, only recently having come about. The Blackguard are primarily heavy defender and guardian Knights, preferring defense over offense, and wielding the heaviest weapons and armor. Blackguard Knights are known to be rough, loud, boisterous and vulgar in their behavior, not having much of a classy semblance of style, but having great skill and endurance in combat to make up for it. Blackguard are the least favored of the Imperially aligned Knightly Orders, only barely scraping by, and generally mistrusted by the other aligned Orders as outsiders. Indeed, Blackguards
|-
| style="background-color:#efefef;" | Imperial Respect
| Blackguard Knights are respected by the Imperial Court, and have a right to a Knightly Title.
|-
| style="background-color:#efefef;" | Magic Usage
| Magic Usage is completely banned in the Blackguard Order, anyone practicing to be expelled. They also cannot be Aberrants, except for Silven, which are allowed.
|-
| style="background-color:#efefef;" | Race Limits
| Only Ailor, any type of Half-Ailor, and Orcs may become Blackguard Knights.
|-
| style="background-color:#efefef;" | Symbols
| The Blackguard Order uses: gauntlet fist, snarling bear, skull, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Blackguard Order primarily uses Black, with accents of gold and red.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character must wear (very) short hair, even as females
* Your character may never attack someone from behind
* Your character must never tell a lie, or deceive
* Your character must never marry, but does not need to be chaste
* Your character must be loyal to the Imperial Family and Empire
* Your character must be loyal to House Lampero and Vultaro
* Your character must punch anyone that insults them
* Your character must always speak whatever comes to mind
* Your character may never decline a challenge to a duel
* Your character must declare a vendetta against anyone that beats them
* Your character must seek a re-match against anyone with a vendetta
* Your character must always respect the strongest Blackguard among the Order as "Duce"
* Your character cannot join the City Guard
* Your character can become a Houseguard
* Your character can become a Mercenary, and is even encouraged to do so
|-
| style="background-color:#efefef;" | Combat Style
| Blackguard Knights only fight in the heaviest of Blacksteel armor, with heavy weapons or maces and always with a shield. They only fight on foot.
|}
==Parthas Order==
{| class="wikitable"
|-
! colspan="3" style="background-color:#f0eee1;" | [[Parthas Order]] (click for more information)
|-
| rowspan="8" style="background-color:#efefef; width:15%;"  | [[File:Parthas.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| The Parthas Knights are primarily Bounty Hunters, Slavers, Slave-Guards and abductors of persons of interest. As Knights, Parthas Knights have operated from Hellatia since the arrival of the Etosian Church, acting as a military arm to enforce the Saffran Law on the people, but also to act as an extended arm to capture enemies of the church. In the past, the Parthas Order controlled a large part of the Azure Order, many of its members being dual-members, but since the order fell, the Parthas Order has operated on its own. They continue to seek bounties to capture special individuals, earning money and fame through their exploits.
|-
| style="background-color:#efefef;" | Imperial Respect
| Parthas Knights are not respected by the Imperial Court, and have no right to a Knightly Title.
|-
| style="background-color:#efefef;" | Magic Usage
| Magic Usage is completely banned in the Viridian Order, anyone practicing to be expelled. Aberrants are not permitted among them, but Undead are.
|-
| style="background-color:#efefef;" | Race Limits
| Any Race or Religion can become a Parthas Knight, except races that can legally be enslaved in Regalia.
|-
| style="background-color:#efefef;" | Symbols
| The Parthas Order uses: chains, horseshoes, ribbons, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Parthas Order primarily uses Yellow, with accents of black and purple.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character may never decline a bounty, and must always seek them out
* Your character may never break off a hunt for a bounty until capture
* Your character may never use ranged weapons
* Your character may never kill unless on the battlefield or at war
* Your character may not join the City Guard, except as contract Bounty Hunter
* Your character may never insult horses, or horse riders
* Your character may never lie, or deceive, unless when hunting
* Your character cannot join the City Guard
* Your character can become a Houseguard
* Your character can become a Mercenary, and is even encouraged to do so
|-
| style="background-color:#efefef;" | Combat Style
| Parthas Knights often fight with non-lethal weapons, or chains and whips and lassos, and can fight either on foot or on horseback.
|}

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.