Test: Difference between revisions

From MassiveCraft Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
 
(399 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{Info afflictions
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      = Whatsthisowostoplookingattherecentchangesyoudoorknob.png
|races      = All
|contraction = Soul-Drain, feeding off [[Soul Essence]]
|mortality  = N/A
|origins    = [[Cataclysm]]
|symptoms    =
* Varying
|}}
Werebeast, also known as the Shattered Curse, is an [[Exist]]-spawned blood-curse that has plagued [[Aloria]] for hundreds of years. Being a Werebeast causes the subject to undergo physical and mental transformations, while also giving them an insatiable hunger to feed off the Soul Essences of others, and in feeding, infecting them in the process. Werebeasts are reviled by the people of Aloria in a similar manner as [[Vampires]] are, and many would call them much the same. There is, however, a nuance with Werebeasts, where these cursed creatures take active steps to hunt the Vampires that have tried to repress and enslave them for centuries. The Werebeasts, much like the Vampires, have started forming their own societies and cultures, blurring the lines between affliction and identity as they struggle between their cursed nature and their old lives. Some Werebeasts try to live in their old societies, while others seek to live in as much isolation as they can, avoiding persecution. Most Werebeasts however have embraced their identity, and many have taken the fight back to the Vampires who tried to use their kind so long ago, and continue to hunt them. Others yet are choosing to fight the Regalian Empire, to fight back against the repression and insulting way that the Regalian authorities have clumped the Werebeasts with the Vampires and declared them unholy abberrants.  


==History of Werebeast==
''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.''
The exact origin of Werebeasts is unclear, largely because of the academic confusion directly following the [[Cataclysm]]. Vampirism came into being directly after the [[Fifth Void Invasion]] and it is reasoned that Werebeasts emerged in a similar manner, yet under the auspices of the Exist forces instead of the Dark Banshee controlled by the [[Archdemon]] of the [[Void]]. Some also speculate that Werebeasts have their origins in old [[Human]] [[Cultures]] and Pagan rituals, a reason why Werebeasts were originally not easily distinguished from the legendary animals of Old Ceardian Faiths. In the fledgeling years of the Werebeasts, all were the so-called Uhr-beasts, a now distinct Soul-line of Werebeasts that were far more beastly and less organized than modern Werebeasts. The Vampires enslaved these creatures to act as their war-beasts, particularly in the [[Great Vampire Wars]], though signs of resistance followed towards the end of these wars.  


The crusading of the [[Ohrneti]] and increased military repression from [[Regalia]] and the weakened Elladorian states resulted in a sharp decline of Werebeast presence, forcing them underground. This was a difficult time for the Werebeasts, as many of their lineage were proud of their beast-like forms, and eventually they sought the aid of the Exist Arken to raise them out of tribal beastliness. Some Arken acquiesced, causing the creation of multiple Soul-lines of Werebeast, each distinct from one another, and effectively ending the Uhr-beast Werebeast form as diminutive feral creatures. The Werebeasts became part of the public conscience around 150 AC when their numbers started increasing rapidly and spreading across the [[Regalian Archipelago]], particularly in low-populated areas like the Skagger lands and the marshes of [[Anglia]], as well as the [[Gallovian]] Highlands where the more pagan populations accepted their presence while continuing to hate the Vampires they were opposed to.  
==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.  


Werebeasts continued to spread over the world, notably because unlike Vampires, their brood can be safely spread through normal reproduction and can lay dormant for decades before manifesting in an adult. Werebeast-ism, much like Vampirism, is curable and considered a blood curse by the public at large, and many states have policies consistent with Vampirism towards Werebeasts. They remain parasites on the godly and righteous civilizations of the world, even if their constant war with the Vampires is a boon to the opponents of the Void. Werebeasts form packs, while some of them remain independent, seeking out to quench their hunger for Soul Essence while also inadvertently spreading the blood-curse.
''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.''


===Ursarr Creation===
===Why Play a Knight===
The Ursarr Soul-line was created by the Arken of Revenge, as the early Werebeasts who became the Ursarr sought to exact their revenge on the Vampires and Ailor alike for their slain brethren. All Ursarr stand for freedom and self-determination, but there is a split noted in how they choose to express this. Some Ursarr build large communities, 'adopting' other weaker Ursarr and Werebeasts to protect them from Vampires and Persecuters (And eradicate them in return). Others see only themselves as worthy, and strike out on their own, vehemently refusing to partake in these 'Ursarr Packs' and consider them weak. Ursarr Werebeasts are more inclined to freedom ideals, while also having a great manner of pride and self-value about themselves. Ursarr Pack-Beasts spread the Curse sparingly, but Solitary Ursarr refuse to Curse others at all. To them, the Werebeast Curse is a blessing, one that they do not want to give to others as they consider only themselves worthy. The Ursarr can often be found in [[Velheim]] inhabited lands where their presence is almost rampant because the Velheim borderline-worship the physical changes given by this Soul-line.
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).  
===Uthurenn Creation===
The Uthurenn Soul-line was produced by the Loyalty and Lineage Arken who meant to produce a very strong connection between the Werebeasts, and achieved just that. The Uthurenn are the most communal Werebeasts of all others, who raise up their own kind as more uniquely connected than any sense of kinship they might feel with other Soul-lines of Werebeasts. Uthrurenn are naturally comfortable around each other, but may also still have friendly competitive attitudes internally, creating their own internal hierarchies of Alphas, Betas and Packmembers, or seeking out a Manebeast and forming packs around them, resulting in them being frequently found in the landmass of Talahm, the largest landmass in Gallovia and Clannadh Alba.
===Raprann Creation===
The Raprann Soul-line was created by the Knowledge and Compassion Arken, producing a Werebeast that was able to help the other Werebeast escape persecution and attacks from the Vampires seeking to oppress them. The Raprann have a very peculiar sense of superiority which stems from the idea that only they would be kind and compassionate enough to aid the Werebeasts, who are all more barbaric in their eyes. The Raprann consider themselves the most righteous weapon against the Vampires. The Raprann can be found close to any source of knowledge, due to their liking of historical accounts and reading, favoring big cities.
===Scorrico Creation===
The Scorrico Soul-line was created by the Workling Arken. While the Scorrico were originally meant to be more about creating a strong community, the concept evolved in a different direction because the Arken did not fully commit to the task of raising them up. As such, the Scorrico are in a unique position where they don’t feel a connection with the other Werebeasts and consider themselves a species entirely separate from the other Werebeasts, taking that sense of independence that the Ursarr have to even greater levels. In spite of their consideration of separation, they serve a unique role in Werebeast "society" as that of the laborers, skilled craftsmen, and workers. Packs of Uthurenn or even a singular Ursarr usually either barter, threaten, or offer protection in exchange for services by the Scorrico, who will often complete it with varying degrees of indignance (but often not without leaving something behind to agitate or inhibit their prior employers). Beyond that, they are mischievous and act like others are their playthings while they build a legacy of their own. Scorrico are frequently found in caves and other damp places such as swamps, roaming the [[Essalonian]] and [[Anglian]] marshes.  


==Werebeast Infection==
''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.''
Werebeast Infection can occur one of three ways. The primary method of infection is for Werebeasts to use their Soul Scry. Soul Scrying can occur during Soul Draining (Ability described below), during which the Werebeast must make the conscious decision to try and infect the target with Soul Scry. This can only work if the target is isolated and alone with the Werebeast in Emote Distance, and is already paralyzed because of Soul Drain. Each Soul Drain, the victim has a 50% chance of being infected. /dice 1 2 rolled, with 1 being saved from infection, and 2 being infected. A Werebeast can only ever be infected with a single Soul-Line (Ursarr, Uthurenn, Raprann, Scorrico), after which they cannot change. Even after they are cured, it is not possible to change Soul-Line.  


Another method for infection is the consumption of half a cup of Werebeast blood, which can be mixed with another drink or diluted, as long as the blood was at least half a cup. This drink can both be consumed voluntarily and involuntarily. When consuming an infected drink, infection is guaranteed at 100%. The third and final method of infection is to perform the Exist Soul ritual. This involves praying to the Exist deities, before sacrificing some sort of critter animal on a Exist Altar, and then consuming at least half a cup of its blood. This Exist Blood ritual has a 100% infection rate also, but can only be performed voluntarily by the ritual performer. The first and second infection method result in the person being infected by the Soulline of the person donating the blood or Soul Scrying them, while the third ritual will result in an infection based on the Soul-Line the performer feels most closely connected to.  
==Knights Code==
===Common Knights Code===
All Knights of all Orders are beholden to this Knights Code.
# Loyalty to the Emperor of Regalia, and the Regalian State is required.
# Knights are disallowed from attacking unarmed or defenseless people.
# Knights are disallowed from degrading themselves or their Order.
# Knights are allowed to enforce Regalian Law, but must abide by it.
# 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.
===Specific Order Code===
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.
# 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.
# Celestial Sentinels must save Vampire Thralls and Blood Thralls and bring them to the light.
# Celestial Sentinels must police and administer the Rite and Laws of Loa to Deathwatch Elves.
# Celestial Sentinels must protect Estelley Groves and Mana Trees with their lives.
# Celestial Sentinels must encourage temperance and turning away from Estelley fanaticism.


After infection, a person will not yet fully be infected for about 24 hours. After the first 24 hours, and up to 72 hours after being infected, the person will experience confusion, cold shakes, and hunger that cannot be satiated. After the third day, they will fully become a Werebeast and unlock Fusions, while also being extremely hungry, and having a practically unstoppable soul-lust to find the nearest victim they can safely get their hands on and satiate their hunger. Once they have done this, the mental aspects of being a Werebeast also kick in. No Race is immune to infection from Werebeast, except Sihndar and Url (excluding if the Url is in Fine Form, in which case they can be infected). Being a Werebeast does not interfere with Racial Abilities, though Primal Aberrancy Individuals and Mages are immune to infection, as the Essences in them stop them from being infected. All Werebeasts are able to reproduce normally, like some of the Vampire Bloodlines, though they may also choose to specifically sire Dormant Werebeasts. Any child that is a Dormant Werebeast cannot develop their infection until after the age of 17, where it can suddenly erupt at any age after this point. Dormant Werebeasts cannot have their infection detected until it is becomes active, and after being cured and re-infected, they will always return to the same Soul-Line. Dormant children will always be of the Soulline of their most dominant parent if they are two Werebeasts, by whatever metric measured (Player choice). There are some additional rules:
===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.


{| class="wikitable"
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; background-color:#c0c0c0; color:#000000;" | Ability
! style="font-weight:bold; background-color:#c0c0c0; color:#000000;" | Effect on Ability
|-
| Ritualism
| Werebeasts may use Ritualism, as long as the ritualism is an exist-corrupted version of their belief, or is based on an Exist Diety/Werebeast.
|-
| Magic & Sorcery
| Werebeasts cannot use Magic or Sorcery, unless a Mutation allows it.
|-
|}
'''OOC Note:''' Because draining is not always possible, it usually fine to assume a character has fed on an NPC citizen for day to day rp. This is purely for practicality sake, because there aren't enough players around to constantly feed every Werebeast. The only exception to this is Werebeasts who are imprisoned (who should roleplay out being deprived of Soul Essence) and Werebeasts who have certain Mutations which rely specifically on draining at a specific time, or to trigger a specific ability. In such cases, the draining must always be done IC and cannot be time skipped (save for situations where the curers are not providing consistent roleplay) or assumed from an NPC. If you suspect a player has not fed off a person but is using a draining based ability anyway, report them to Lore Staff for God-Rp. Everyone should always keep in mind, however, that being fed on, or being turned into a Werebeast, is not a consent-based thing, and should always be roleplayed out for character development sake.


==Mental Characteristics of Werebeasts==
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.  
*Werebeasts have a constant hunger for Soul Essence, and a desire to drain non-Werebeast.
*Love and friendship changes from something unconditional and protective into something more possessive and objective. A Werebeast can still love a non-Werebeast, but their love takes a different tone of a jealous, "You are my property" attitude. Similarly, in friendships, Werebeasts become exclusively taking as opposed to giving or taking. A Werebeast might still go drinking with their friends, but insist that one of their friends pay for them, as that is the price of friendship with them. They might also attempt to convert their friends and family into being a Werebeast so that they might enjoy the gift with them.  
*Obsession with hedonism and the ambition to live life the way they want it without any regard for other people, their emotions, or their well being. Werebeasts hold no respect for traditional religion, family, state or culture, instead developing their own Werebeast codes and societies.
*Werebeasts after infection develop a pack mentality, and sometimes even incorporate animalistic behaviors while hunting, such as erratic body movements and head gestures, claw scraping, sniffing, growling and stalking.
*Werebeasts are fully incapable of casting any forms of [[magic]], including sorcery, unless a specific mutation allows it. Sorcerers lose access to their Sorcery Abilities upon infection, while Mages cannot be infected.
*Werebeasts can use Ritualism and have 'religious' beliefs, but the religion followed must be an Exist-corrupted version of an existing religion, or a belief in a distinct Exist-based Diety or Werebeast "God."
*Werebeasts absolutely despise Vampires and cannot stand to be in their presence. They automatically believe these creatures to be corruptive leeches that should be eradicated from the world, and have a strong natural inclination to make them suffer, or to fight them into submission and chase them out as revenge for years of enslavement.


==Base Werebeast Abilities==
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).  
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability
! Type
! Range
! Base Kit (All Werebeasts have these Abilities)
|-
| style="width: 8%;" | Soul Drain
| style="width: 8%;" | Werebeast Spell
| style="width: 8%;" | Direct Touch
| The Werebeast hungers for Soul Essence, needing to feed on a regular basis to remain in control of their sanity and not turn into a feral beast. Feeding can be done on any non-Vampire or non-Werebeast, with Primal Mages and Primal Lineage targets being especially juicy and tasty for the Werebeast. Soul Drain is activated by Direct Touch. If a Werebeast and their target are alone, Soul Drain also paralyzes the target, making them unable to escape or move, but still aware of what is happening around them. If other non-Werebeasts are within Emote Distance, this paralyzing effect does not occur, and the target can wrestle themselves free. Draining takes about 5 minutes, and if completed, leaves the target exhausted for 5 minutes after the Soul Drain completed. Soul Drain can be used in Normal Shift, Halfbeast Shift, and Beastmode Shift. If a Werebeast is denied Soul Essence for more than a week, they are locked into Beastmode and become feral, unable to respond to communication, until they have Soul Drained anyone, after which they turn back.
|-
| Normal Shift
| Constant Passive
| Self
| Normal Shift is the default state of the Werebeast. While in Normal Shift, the Werebeast can use all Werebeast Abilities from their Fusions, but looks entirely normal otherwise. It however does not apply any Physical Stat bonuses gained from the Fusions
|-
| Halfbeast Shift
| Beast Shift
| Self
| Halfbeast Shift allows the Werebeast to apply some animalistic features to their appearance, but it does not wholly make them unrecognizable as Beastmode does. For example, they might have tufts of hair on their face, larger canine teeth, hair or scales on their forearms, or feathers on their back. Their face should still be roughly recognizable as their Normal Shift, but can also have a flattened and widened nose, etc. Additionally, their eyes become bright silver with a light blue glow. It however only applies half the Physical Stat bonuses gained from the Fusions. This Beast Shift can be maintained indefinitely, and transforming is instant. Halfbeast can have tails, or not. It is up to the player.
|-
| Beastmode Shift
| Beast Shift
| Self
| Beastmode Shift allows the Werebeast to apply their entire animalistic appearance from all Fusions. This means their skin will be replaced with fur/scales/feathers/carapace, their head changes to that of an animal. The shape remains humanoid, that is to say, an Ursarr does not turn into a bear, but their skin and head appears like that of a bear, making them appear like one, and they become entirely unrecognizable. Additionally, their eyes become bright silver with a light blue glow. It applies the full Physical Stat bonuses gained from the Fusions. This Beast Shift can be maintained indefinitely, and transforming is instant. Beastmode can have tails, or not. It is up to the player.
|}
==Fusions==
Fusions are like Mutations for Werebeasts. While any Werebeast is always an Ursar, Raprann, Uthurenn or Scorrico, they gain additional so-called Fusions that add animals on top of the base animal. For example, if a Werebeast is infected as Ursarr, they can gain additional fusions of the Wolverine, Grizzly and Walrus. In such cases, the Werebeast must always appear 50% like a bear in Beastmode, but can have additional aesthetics divided over the remaining 50% from the other animals. This would result in the shape of a bear, with the snout of a Wolverine, the fur patterns of a Grizzly Bear, and the tusks and whiskers of a Walrus. Players have freedom to design their own aesthetics within the confines of the base+Fusions, but must always respect 50% clean base animal. For Ursarr, this is just a generic Bear, for Uthurenn a generic Wolf, for Scorrico a generic Ant, and for the Raprann a generic Falcon. Fur, feather, carapace or scale colors and patterns are up to the players to decide, with some notable exceptions (for example: Only Polar Bear has the right to white fur in the Ursarr line). For all unique traits, refer to the list below:
====Unique aesthetics by Fusion====
* Polar Bear: Only those with Solitude of the Polar Bear can have white fur as Ursarr
* Wolverine: Only those with Stalk of the Wolverine are permitted a long tail as Ursarr
* Fox: Only those with Prowl of the Fox are permitted orange fur as Uthurenn
* Glorybird: Only those with Song of the Glorybird are permitted dazzling colors and peacock feathers as Raprann
 
'''Note:''' It is mandatory for Werebeasts to write a description of their Werebeast’s aesthetics through the fusions on their Character Application, in a “Werebeast Shift” section. It is also mandatory to list the exact Fusions chosen. Having a separate skin for shifts is not required, but strongly recommended. Each Fusion has a distinct animal mentioned, of which the aesthetics are carried over. The only one that is vague is "Glorybird" which stands for a general collection of Paradise Birds from tropical regions.
 
===Fusion Chart===
[[File:Safdasfaass.png|center|frame|The Fusion Chart]]
===Fusion Chart Rules===
* A Character must always start at the center, and pick one of the four main lines: Ursarr, Uthurenn, Raprann or Scorrico.
* A Character may only move in the direction of the arrows, never back.
* A Character may only make a total of four steps. Each Abilities per step is gained at no cost.
* Starting Fusions and ending Fusions both give +2 Abilities, while middle Fusions give only +1 Abilities.
* It is not mandatory to pick up to 4 Fusions. A player may cut off at the second Fusion, but it is recommended to make the full 4 for the total 6 Fusion Abilities.
* A player may, despite having 3 Fusions, ignore the aesthetics of these Fusions entirely and have the aesthetics only based off the base Soul-line, for example Ursarr.
* All Werebeasts have the Base Kit (see above) by default. Fusion Abilities are added on top.
 
==Fusion Abilities==
===Ursarr Fusions===
{| class="wikitable"
|-
! colspan="4" style="text-align:center; font-weight:bold; background-color:#f8cecc;" | Strength of the Ursarr
|-
| style="width: 8%;" | Black Steel Claws
| style="width: 8%;" | Werebeast Spell
| style="width: 8%;" | Self
| The Werebeast is able to extend their nails, forming black sharp claws, capable of tearing through armor up to and including chain-mail. This Ability has no cooldown, and can be enabled and disabled instantly. If the Ability is Countered, it goes on a minute cooldown. If the Werebeast has any other Ability that gives them claws or nails with a special function, this Ability gains the functions of all of those Abilities.
|-
| Ursine Hibernation
| Trigger Passive
| Self
| The Werebeast, while sleeping, recovers from all great wounds inflicted on them. This ability is only in use during off-time, meaning the healing effect takes place when the player is asleep. This healing effect removes all wounds bar from dismemberment (or other removed body parts) but does leave behind scars. The sleep must be for a period of 6 hours or longer for the healing to take effect at all. Being ‘knocked out’ in battle does count as being put ‘to sleep’, as does taking alchemical supplements to induce sleep.
|-
| Ursarr Strenght
| Constant Passive
| Self
| When in Beastmode Shift, the Werebeast gains +10 Physical Stat, or +5 while in Halfbeast Shift, and +0 while in Normal Shift. This Physical Stat boost also increases the Physical Stat limit by the same amount.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#f8cecc;" | Stalk of the Wolverine
|-
| Scattering Claws
| Werebeast Spell
| Self
| The Werebeast is able to extend their nails, forming black sharp claws, capable of effortless climbing up vertical surfaces. This Ability has no cooldown, and can be enabled and disabled instantly. If the Ability is Countered, it goes on a minute cooldown. If the Werebeast has any other Ability that gives them claws or nails with a special function, this Ability gains the functions of all of those Abilities.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#f8cecc;" | Bunkering of the Cave Bear
|-
| Skull Thickening
| Constant Passive
| Self
| The Werebeast is resistant to any and all Abilities that would stun or daze the Werebeast into being unable to act. These Abilities are simply shrugged off.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#f8cecc;" | Growl of the Grizzly
|-
| Mauling Brawl
| Werebeast Spell
| Direct Touch
| Once per day, an Ursarr is able to use a single melee attack that ignores any and all shield Abilities, deflect Abilities or anti-mundane-melee deflection or immunity mechanics. The Ability part of this attack only rendered the defence mechanic null and void, the attack is mundane, and can still miss if the roleplay situation would cause it to.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#f8cecc;" | Solitude of the Polar Bear
|-
| Winter Embrace
| Constant Passive
| Self
| The Werebeast has complete immunity to cold, cold damage, Ice or Cold based Sorcery Spells or Magic Spells, ice effects, ice-based constrictions, or other cold-based damage effects. Furthermore, the Werebeast is not slowed down by any thickness of snow, no matter what form they are in, or how deep the snow is.
|-
| Solitary Hunter
| Constant Passive
| Self
| The Werebeast’s mentality shifts, and they gain a solitary attitude, a dislike for any and all other Werebeasts (often even their own children). At most, they might tolerate a single Raprann to closely work with, resenting any other form of attachment. Additionally, while fighting completely alone against at least two (or more) enemies, the Werebeast gains +2 Physical Stat (that can break the Physical Stat Limit) for each opponent they are fighting. This can stack with all other Physical Stat boosts, but cancels out as soon as someone aids them in a fight either through Mundane or Magical means, and can never exceed more than +10 Physical Stat derived from 5 combatants. Additionally, for each opponent, their size increases by half a foot, while their musculature also increases in size. These effects are however purely aesthetic and do not actually make the Werebeast more powerful.
|}
===Ursarr-Uthurenn Combination Fusions===
{| class="wikitable"
|-
! colspan="4" style="text-align:center; font-weight:bold; background-color:#f7ddea;" | Hunt of the Bear-Dog
|-
| Iron Jaws
| Werebeast Spell
| Direct Touch
| The Werebeast can, when biting down on someone or with at least one hand touching a piece of armor (for example an arm-guard or bracer, or a helmet, or curiass), use overwhelming force in their hand or jaws to crush that armor piece. The armor piece itself is rendered useless, it remains attached to the body in a broken state, but no longer provides protection against further attacks. If this Ability was used on a limb like an arm or leg, then this limb is additionally paralyzed for 2 minutes, or until a person other than the person who the Ability was used on can remove the broken armor piece that constricts the limb underneath. If this Ability was used on a helmet, the visor is crushed, and the player must use /t add Blind to emulate mundane blindness, for 2 minutes, or until they can get someone else’s help to remove the crushed helmet around their head. This Ability does not work on Artifacts, but can work on Ability Armor. If such Ability Armor has some form of “disappears after 3 hits”, or some similar conditional durability, it is instead instantly destroyed, if it does not have conditional durability, it responds like normal armor. This Ability can be used once per hour.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#f7ddea;" | Swaying of the Walrus
|-
| style="width: 8%;" | Enduring Mass
| style="width: 8%;" | Werebeast Spell
| style="width: 8%;" | Self
| The Werebeast can summon a defensive coating, gaining extra layers of Body Fat, appearing at minimum Built Body Fat. While this effect is active, the Werebeast becomes immune to blunt or bashing damage from weapons such as fists, maces, clubs, or other heavy force Abilities that use kinetic energy to inflict blunt or bashing damage. This effect can be summoned and unsummoned instantly without Cooldown, but if Countered, goes on a half an hour Cooldown.
|-
| Forward Mass
| Werebeast Spell
| Emote Distance
| The Werebeast can belly-smash forward, rapidly moving and automatically hitting a targeted person unless there was an obstacle between them, or some sort of shield deflecting the attack. Any person hit takes blunt force damage, while also being knocked back off their feet. This Ability can be used once every hour.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#f7ddea;" | Leap of the Fossa
|-
| Leaping Freedom
| Werebeast Spell
| Self
| The Werebeast can contort their body, using agility and contortionism to free themselves from any type of restraint. This only works on Mundane and Ability restraints outside of the Prison, but can work on tied hands and feet, guard shackles, and any type of Ability that snares or traps the character, for example ice encasing their legs or a Bola. This Ability has a 5 minute cooldown.
|-
| Forever Behind
| Toggle Passive
| Self
| Should the Werebeast be affected by any Ability that knocks them over, or pushes/knocks them back, this effect is instead cancelled, and the Werebeast contorts their body to instead land behind the individual using the Knockback Ability, unless that Knockback Ability was used from further away than 3 blocks from the Werebeast. Any damage that is applied with any such Knockback Ability is also negated.
|}
===Uthurenn Fusions===
{| class="wikitable"
|-
! colspan="4" style="text-align:center; font-weight:bold; background-color:#e1d5e7;" | Loyalty of the Uthurenn
|-
| Loyal Empathy
| Werebeast Spell
| Direct Touch
| The Werebeast is able to sense the emotions of a person by touching them, which is an ability that cannot be turned off, sometimes resulting in sensory confusion. This cannot be used to tell a lie, but does give an accurate reading on the emotional state of whoever they share physical contact with. This ability is powerful enough to allow the Werebeast to sense their emotional pain, and even make them able to absorb a part of it, reducing the suffering of the other person.
|-
| Howling Call
| Werebeast Spell
| Infinite
| The Werebeast is able to produce a wolf-like howl that can be heard all over Regalia (even in the sewers) that notifies all other Uthurenn Werebeasts of their exact location. This Ability can be used once every hour.
|-
| Uthurenn Strength
| Constant Passive
| Self
| When in Beastmode Shift, the Werebeast gains +10 Physical Stat, or +5 while in Halfbeast Shift, and +0 while in Normal Shift. This Physical Stat boost also increases the Physical Stat limit by the same amount.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#e1d5e7;" | Prowl of the Fox
|-
| Shadow Prowl
| Constant Passive
| Self
| The Werebeast gains +5 Proficiency in Stealth Rogue. This cannot break the Proficiency limit. If the Werebeast is already at 10 Stealth Rogue, they instead gain an additional re-positioning saving grace (the same that is applied to 10 Stealth Rogue), so that they may reposition twice instead of once.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#e1d5e7;" | Lovingness of the Dog
|-
| Bonding Link
| Werbeast Spell
| Emote Distance
| The Werebeast is able to produce a mental link between themselves and another person, producing a red mist-like tether between themselves and their target. Any wounds inflicted on the target by third parties is automatically transferred to the Werebeast. This Ability has no Cooldown, but if Countered, goes on a 5 minute cooldown.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#e1d5e7;" | Howl of the Hyena
|-
| style="width: 8%;" | Bound Tracking
| style="width: 8%;" | Werebeast Spell
| style="width: 8%;" | Self
| The Werebeast can track a person anywhere within 1 hour of having tasted their blood, or drained their Soul Essence. The Werebeast must consume the blood either freshly from the person, or within 15 minutes of it being shed for this ability to function. This tags the target as Tracked for the duration of the Ability.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#e1d5e7;" | Violence of the Sabrewolf
|-
| Teeth of Steel
| Werebeast Spell
| Self
| The Werebeast can enchant their teeth, causing them to be indestructible, and if clenched down on something, can bite through metal to the strength of chain armor and even break swords (though not bars or beams). Enchanting or removing the enchant is instant, and has no cooldown. If the Ability is Countered, it is put on a 10 minute Cooldown.
|-
| Enduring Hunt
| Constant Passive
| Self
| The Werebeast does not have any fatigue loss, meaning they can continue to train, fight and run for as long as they please. This also prevents any forced fatigue or tiredness mechanics caused by other spells or abilities, and also protects against forced-sleep mechanics.
|}
===Uthurenn-Raprann Combination Fusions===
{| class="wikitable"
|-
! colspan="4" style="text-align:center; font-weight:bold; background-color:#dcd9fc;" | Leap of the Miacis
|-
| style="width: 8%;" | Shifty Shift
| style="width: 8%;" | Werebeast Spell
| style="width: 8%;" | Self
| The Werebeast can rapidly leap from one place to another location in Emote Distance, as long as it is on a horizontal level, and within view. This Ability has a 5 minute Cooldown, and if Countered, goes on a 1 minute Cooldown. They cannot leap into a person, or within 3 blocks of a person.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#dcd9fc;" | Scurry of the Weasel
|-
| Wriggle Away
| Toggle Passive
| Self
| The Werebeast uses contortion and Agility to dodge incoming Abilities that have projectiles or moving functions. They are able to dodge incoming Abilities two times per day.
|-
| Sharp Smell
| Werebeast Spell
| Emote Distance
| If the Werebeast knows that a specific Werebeast is a Werebeast, they can smell all the Fusions of that Werebeast, thus knowing all their Abilities. This can only be done within Emote Distance.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#dcd9fc;" | Scavenge of the Raccoon
|-
| Trash Bomb
| Werebeast Spell
| Emote Distance
| The Werebeast can throw a splash of ink at a person’s face, which will hit guaranteed unless there is an obstacle in the way, or some type of Ability barrier. When hit, the target has Blindness applied to them and the player must use /t add Blind to emulate mundane blindness, for 2 minutes. This ink cannot be wiped out or removed with any Abilities, unless the target has Blindness immunity. This Ability has a 2 hour cooldown.
|-
| Trash Sight
| Constant Passive
| Self
| The Werebeast is completely immune to Darkness effects either Mundane or Ability based. Should anything force Blindness on the Werebeast, this effect is also cancelled, and the Werebeast can even see through a blind in front of their eyes, as long as this is made of cloth.
|}
===Raprann Fusions===
{| class="wikitable"
|-
! colspan="4" style="text-align:center; font-weight:bold; background-color:#dae8fc;" | Wisdom of the Raprann
|-
| style="width: 8%;" | Long Aging
| style="width: 8%;" | Constant Passive
| style="width: 8%;" | Self
| The Werebeast's aging slows down by a factor of 4, meaning each year is the equivalent of a quarter year lived. Characters beyond the age of 150 still require a Special Permission.
|-
| Long Draining
| Constant Passive
| Self
| The Werebeast can Soul Drain from a distance, up to Emote Distance, applying all effects as if the target was held by Direct Touch. Additionally, if another Werebeast Soul Drains in Emote Distance of them, this Werebeast gains satisfaction also.
|-
| Raprann Strength
| Constant Passive
| Self
| When in Beastmode Shift, the Werebeast gains +0 Physical Stat, or -5 while in Halfbeast Shift, and -10 while in Normal Shift. This Physical Stat boost also increases the Physical Stat limit by the same amount.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#dae8fc;" | Dive of the Eagle
|-
| Flock Shift
| Werebeast Spell
| Self
| The Werebeast does not have a traditional Beastmode Shift anymore, but can use this Ability, turning into a flock of several Birds of Prey (which must remain together loosely). While in this form, the Werebeast is able to flock a person, while at the same time Soul Draining them as these hawks peck at the Soul Essence of the target. While swarmed by this flock, the Victim can no longer use any Abilities, or attack anyone, or communicate with anyone due to the loud bird screeching, but can still move. Attacking the victim will attack the Werebeast instead, forcing them away. The Hawks cannot actually damage or attack the person physically. After being knocked off a person three times, the Ability is cancelled, and forcibly goes on a 5 minute Cooldown.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#dae8fc;" | Sharpsight of the Hawk
|-
| Glass Gaze
| Werbeast Spell
| Self
| The Werebeast can enchant their eyes to see through Target Illusions and Object Illusions. While the effect is active however, their eyes become solid silver, shining with incredible brightness. The Ability must be activated in emote, but remains active for the duration of 1 hour and has no cooldown. If it is Countered, it instead goes on a 5 minute cooldown.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#dae8fc;" | Poise of the Heron
|-
| Compassionate Magi
| Constant Passive
| Self
| With this Mutation, the Werebeast is able to exchange existing Proficiency Points for up to 4 Sorcery Levels of the Lightness, Nature, or Elemental School, or utilize Sorcery Levels of these Schools that they already have. The Raprann can also become an Acolyte, but all Sorcery Spells also double as Werebeast Spells. Being cured does not bring back the Proficiency points, but keeps the Levels. With this Mutation, a Raprann Werebeast can also be a Mage. It is possible for a Mage to willingly become a Raprann Werebeast with this Mutation already unlocked through the Exist Raprann Ritual, however this is irreversible, and the Mage can no longer be cured.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#dae8fc;" | Song of the Glorybird
|-
| Eagle’s Call
| Werebeast Spell
| Emote Distance
| The Werebeast can target themselves or another person, and call down a Falcon, Hawk, or Eagle to act as their familiar once every five minutes. When this Bird is called down, it can intercept any single Ability or single Mundane attack on a person, completely nullifying its effects. After nullifying the effects, the Bird disappears.
|-
| Sanguine Featherlight
| Werebeast Spell
| Emote Distance
| Each time a Vampire Spell or Greater Vampire Spell is used to target the Werebeast, a puff of feathers explodes from their body, and the Ability is countered. This is a Werebeast Spell (despite its automatic nature) meaning the effect can be countered itself (in which case the Vampire Spell or Greater Vampire Spell would not get countered).
|}
===Raprann-Scorrico Combination Fusions===
{| class="wikitable"
|-
! colspan="4" style="text-align:center; font-weight:bold; background-color:#dcd9fc;" | Crawl of the Centipede
|-
| style="width: 8%;" | Arthro Spit
| style="width: 8%;" | Werebeast Spell
| style="width: 8%;" | Emote Distance
| The Werebeast can spit a spray of acid over a target that will automatically hit unless the target has a shield. If a shield is hit, the shield corrodes away and is unusable. If the target does not have a shield, it instead corrodes their armor. Any person whose armor is corroded no longer gains the benefit of any type of armor, as if they were wearing just cloth itself. This Ability has a 2 hour cooldown. It does not affect Artifacts, but does affect any Ability-Created armor.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#dcd9fc;" | Grace of the Moth
|-
| Dustful Damage
| Werebeast Spell
| Emote Distance
| The Werebeast can spray a cloud of Proficiency Reduction dust at an opponent in Emote Distance. Unless there is an obstacle between the target and the Werebeast (shields and magical barriers do not count), all of the target’s Proficiency Points are halved. This effect endures for 5 minutes, and the Ability has a 1 hour Cooldown.
|-
| Moth to Flame
| Constant Passive
| Self
| The Werebeast gains soft immortality, being unkillable in a mundane manner. If attacked and killed, the Werebeast instead explodes into a cloud of Moths, and dissipates. After 2 hours, the Werebeast re-materializes in a safe location elsewhere, with Moths coming back together. This does not heal any damage that was inflicted before the final lethal blow, and as such cannot be used to undo any damage outside of death itself. The only way to permanently kill this Werebeast is through an Artifact.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#dcd9fc;" | Flutter of the Butterfly
|-
| Dustful Promise
| Werebeast Spell
| Emote Distance
| The Werebeast can spray a cloud of Proficiency Buffing dust at an ally in Emote Distance. Unless there is an obstacle between the target and the Werebeast (shields and magical barriers do not count), any Proficiencies the target has are increased by 5 (which does not break Proficiency Cap). This effect endures for 5 minutes, and the Ability has a 1 hour Cooldown.
|-
| Butterfly to Light
| Constant Passive
| Self
| The Werebeast gains soft immortality, being unkillable in a mundane manner. If attacked and killed, the Werebeast instead explodes into a cloud of Butterflies, and dissipates. After 2 hours, the Werebeast re-materializes in a safe location elsewhere, with Butterflies coming back together. This does not heal any damage that was inflicted before the final lethal blow, and as such cannot be used to undo any damage outside of death itself. The only way to permanently kill this Werebeast is through an Artifact.
|}
===Scorrico Fusions===
{| class="wikitable"
|-
! colspan="4" style="text-align:center; font-weight:bold; background-color:#d5e8d4;" | Burrowing of the Scorrico
|-
| style="width: 8%;" | Crawl the World
| style="width: 8%;" | Toggle Passive
| style="width: 8%;" | Self
| The Werebeast is able to crawl on walls, ceilings, or practically any surface with their hands and feet, as long as it's not wet. Speed is about the same as walking speed.
|-
| Underworld Senses
| Constant Passive
| Self
| The Werebeast is able to sense micro vibrations in the floor they are standing on, allowing them to know the position and presence of each person in Emote Distance around them as long as they are moving. They can essentially detect invisible, hidden or illusion affected individuals as long as they move in Emote Distance. This also sees through any Rogue Proficiencies that would hide a person.
|-
| Scorrico Strength
| Constant Passive
| Self
| When in Beastmode Shift, the Werebeast gains +0 Physical Stat, or +0 while in Halfbeast Shift, and +0 while in Normal Shift. This Physical Stat boost also increases the Physical Stat limit by the same amount.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#d5e8d4;" | Fortitude of the Beetle
|-
| Battle Carapace
| Werebeast Spell
| Self
| The Werebeast is able to summon a carapace armor, once a day, that grants them additional protections. While this armor is active, it blocks up to 3 Mundane attacks or Abilities that inflict damage (it does not block any additional effects besides the harm). If no attacks or Abilities land to break parts of the carapace, it remains active for 30 minutes after activation, or until fully broken down. If this Ability is Countered, it goes on a 30 minute Cooldown, but it cannot be Countered after it has been activated.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#d5e8d4;" | Claws of the Mantis
|-
| Predator Leap
| Werebeast Spell
| Emote Distance
| The Werebeast can, from anywhere, in Emote Distance, leap to a target person, which automatically hits unless there is an obstacle in the way (shields do not stop this Ability, unless they are anti-pass through Abilities). Upon hitting, the target is pinned to the ground with the Werebeast on top, who will have initiative to Emote first after this Ability. This Ability has a 1 hour cooldown, but if Countered, has a 5 minute Cooldown.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#d5e8d4;" | Sting of the Wasp
|-
| Stingers for All
| Werebeast Spell
| Emote Distance
| The Werebeast is able to shoot a projectile stinger from their wrist that cannot pierce armor, but can pierce clothing. It does not cause bleeding, but when hit injects the subject with localized sense-toxin that causes the limb to become numb for the next hour (still movable, but become unusable in the case of for example wielding weapons), while also causing pain when hit. After shooting five successive (within the same hour), the Werebeast must wait a full hour before shooting another. Each projectile will hit if the Werebeast rolls 6 and above on a /dice 20.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#d5e8d4;" | Venom of the Scorpion
|-
| Webbing Spray
| Werebeast Spell
| Emote Distance
| The Werebeast is able to projectile spit a spray of webbing at another person or a group of people. This web causes the target, and anyone within 3 blocks of them to be rooted to the ground for a minute. This webbing can be cut away, but only by someone not affected by it, and even then it would take 30 seconds to fully remove. Once sprayed, the Werebeast cannot use this ability for 5 minutes.
|-
| Biotic Acidity
| Toggle Passive
| Self
| The Werebeast's spit and blood take on acidic properties, able to bite through organic matter within seconds, and can corrode inorganic matter after 5 minutes. The only effect it has on living flesh is leaving a painful rash however. This effect can be disabled through a Toggle Passive (because otherwise, romance roleplay would become complicated).
|}
===Scorrico-Ursarr Combination Fusions===
{| class="wikitable"
|-
! colspan="4" style="text-align:center; font-weight:bold; background-color:#f8eada;" | Roll of the Armadillo
|-
| style="width: 8%;" | Arming Roll
| style="width: 8%;" | Werebeast Spell
| style="width: 8%;" | Self
| The Werebeast can summon armor onto their arms that allows them to double their arms as shields. Their arms become immune to Mundane weapon attacks, function as Shields (deriving from Shielding Proficiency) and give the Werebeast +5 Shielding Proficiency. This Ability has no cooldown and can be summoned and unsummoned instantly, but if Countered, goes on a 5 minute Cooldown.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#f8eada;" | Stagger of the Sloth
|-
| Treading the Forest
| Toggle Passive
| Self
| The Werebeast can choose to, with every step they take, causes flowers and small plants to grow around whatever surface their foot touches. This even occurs when they walk across pavement, where the greenery will appear through the cracks of the stone. This greenery will linger for a few seconds after their feet have left the area, after which they will slowly shrink and disappear. While standing on greenery created by this Ability, the Werebeast cannot be knocked off their feet through Abilities. Additionally, the Werebeast’s hands can direct the swaying movement of other plants and flowers, this greenery naturally bending in the direction of where their hands are when they are anywhere near greenery.
|-
| Slothful Recovery
| Toggle Passive
| Self
| The Werebeast can activate this Passive to rapidly recover any wounds applied to them as long as they are not internal. While active, the Werebeast cannot run or dodge incoming attacks. They will however recover from any superficial wound (cut, bruise, gash, that does not go further than skin-deep and drawing blood) in a matter of seconds. This Ability has no cooldown and can be activated and deactivated instantly, but cannot be deactivated for 3 minutes after being activated. This Ability also cannot be Countered.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#f8eada;" | Farsight of the Tarsier
|-
| Yard Sight
| Constant Passive
| Self
| The Werebeast is completely immune to Darkness effects either Mundane or Ability based. Should anything force Blindness on the Werebeast, this effect is also cancelled, and the Werebeast can even see through a blind in front of their eyes, as long as this is made of cloth.
|-
| Call of the Forest
| Werebeast Spell
| Emote Distance
| The Werebeast is able to produce a person-sized whirlwind of twigs, leaves and other small forest debris that can be steered around at the speed of a walking person. It requires both hands to be free and does as much damage as repeatedly being sliced with paper cuts against anyone touching it, while also pushing them away, disallowing anyone from passing through it. This whirlwind is 3 Blocks wide and deep, and 5 Blocks high.
|}
==Combatting Werebeast==
===Curing of Werebeast===
In most cases, Werebeast is an easily curable affliction, but the process is considered incredibly jarring and painful for any individual to go through. The curing is achieved over a period of roughly 12 hours, in which the Werebeast must be bathed waist-deep in Holy Water and Purity crystals (which render the caustic effects of the Holy Water inert and thus allow it to draw out the Exist energies). One single session of ritual bathing must occur for the curing to succeed. During the ritual bathing (which can be done with the clothes on), the infected individual will experience extreme fear and paranoia, with a great struggle to escape from the bath, and cannot use any of their mutations or abilities. Werebeast will often plead or fight in whatever way they can to avoid being cured, and by the end of the 12 hours will feel completely exhausted. They will then pass out and need to be dragged out of the pool to wake an hour after fully cured. After Passing out, the ex-Werebeast will lose all physical features over the next 24 hours, including their teeth, which will fall out and regrow normally. In the freshly-bitten which have not yet completed the 5-day infection process, only a single dose of Holy Water and Mage Crystals are needed to rid the body of the Shattered Curse. Additionally, those who have not fully turned do not experience the same pain and paranoia that a full Werebeast experiences during curing and so the entire process can usually be completed in a single visit to the clinic. After curing, a Werebeast's mentality quickly reverts back to normal, but there is always a risk of relapse because for a few weeks there will be a faint desire for Soul Essence in the cured Werebeast. The curing process is also deeply traumatic and the Werebeast forgets the specifics of what their abilities and powers were and how they functioned, becoming incapable of spreading information on them post-curing. When this process of curing is performed on incurable Werebeasts, their Werebeastism is not cured, but it does cause their Mutations to go into a dormant state for 5 days, essentially making them powerless. During this period, the Werebeast's mentality also returns back to normal, feeling no urge to soul drain otherss or other mental traits that cause them to be sociopathic or psychopathic. After this 5 day period is over however, everything returns back to normal. They also do not lose their Werebeast visual features while this process has occurred. When cured, a Werebeast cannot be re-infected for 72 hours, after which if they are re-infected, they become immediately infected with the same Soul-Line they had before, including the same Mutations. The re-infection takes only 24 hours and involves no pain or paranoia symptoms, meaning it does not go through the multi-day infection process of a first time Werebeast.
 
(('''OOC Note:''' The curing process is allowed to be time-skipped. It is up to the players whether they want to roleplay out the actual 12 hour period of imprisonment and curing, time-skip the entire thing, or whether they just want to go through a single ritual submersion and then immediately passing out and be instantly cured.))
==Silver Skinwalker==
Silver Skinwalkers are technically Werebeasts, but don't follow a lot of the rules normal Werebeasts do. Firstly, Silver Skinwalkers much like the Crimson Witches are a Cielothar-unique form of permanent Werebeast infection that has some longer standing cultural and historical meaning to the Cielothar. To understand more about the backstory of the Silver Skinwalkers, refer to the [[Cielothar]] Page.
 
Silver Skinwalkers do not follow Classic Werebeast Mental Characteristics, and only retain the following:
*A natural distrust and distaste for Vampires.
*A constant hunger for Soul Essence, and a desire to drain non-Werebeasts. This hunger can become so great that if deprived of it for an extended period of time, they will do anything and everything to satiate it.
*Silver Skinwalkers hold the safety of their Pack and Family above all else, even traditional law and authority.
*Silver Skinwalkers are incapable of being Mages, can only cast Sorcery as their mutations allow, and can only use Ritualism if their religion is distinctly Exist-Based.
*Silver Skinwalkers choose 4 Mutations from the following Mutation list, with Soul and Form Mutations being free.
{| class="wikitable"
! style="text-align: center; font-weight:bold; background-color:#b9cbd5; width: 10%;"      | Choice Mutation
! style="text-align: center; font-weight:bold; background-color:#b9cbd5; width: 10%;"      | Ability Category
! style="text-align: center; font-weight:bold; background-color:#b9cbd5; width: 10%;"      | Range
! style="text-align: center; font-weight:bold; background-color:#b9cbd5;" | Description
|-
| Blackwald Grimoire
| Constant Passive
| Self
| The Silver Skinwalker gains 1 Sorcery Level of the [[Lightness Sorcery]] School. For the Abilities, the Silver Skinwalker can choose between "Bathe in Light" or "Healing Grace" (which can only be cast on themselves, ignoring self-cast restrictions), but may choose any Sorcery Aesthetic. They must still adhere to all limitations of each spell, but do not have to spend Proficiency Points. When the Spells are used, they are classified as a Werebeast Spell and a Sorcery Spell at the same time, and their own range still applies. Taking this mutation counts as having 1 Sorcery Level, and does not allow them to break the limit on Levels. It does not count as one of their 2 school limit, however.
|-
| Blackwald Walk
| Toggle Passive
| Self
| The Silver Skinwalker with this trait can walk through any trees or vegetation as if they aren't there. They must transition through the trees and plant material after initiating and cannot stay inside the bark or plant to hide.
|-
| Blackwald Aging
| Constant Passive
| Self
| The Character becomes immortal and does not visually age (though damage and harm can still kill them). Age over 150 years old requires an Ancient Character Special Permission.
|-
| Blackwald Vision
| Constant Passive
| Self
| The Silver Skinwalker is immune to Target Illusions (though can still choose to see them), Target Curses, and Object curses. Additionally, they are immune to alchemy induced hallucinations or illusions.
|-
| Blackwald Dance
| Werebeast Spell
| Self
| A Silver Skinwalker can choose to relocate a location up to 10 blocks away, either in height or in distance, by breaking down their physical form into a flurry or twigs and leaves, which may then levitate to the area of choosing at walking speed but without being affected by gravity. This flurry can only move in a straight direction, and is still physically a person, even if the person inside this flurry cannot be seen, therefor they can still be struck or shot with weapons or Abilities mid-movement, which will cancel out the trajectory and turn them visible again. This Ability can be used as frequently as the user wants, but they must always exit the flurry before re-initiating it.
|-
| Blackwald Protector
| Constant Passive
| Self
| The Silver Skinwalker new Physical Stat Limit is 25, and their height is increased by a foot (optional). Additionally, the Silver Skinwalker is able to manifest a weapon made of light, which is the equivalent of steel. Once summoned, the Light Weapon's shape and function cannot be changed for a week, and the weapon cannot be given to someone else. The Light weapon cannot be a bow or a crossbow. This Weapon summon is not a Spell, and cannot be countered.
|-
| Blackwald Summoning
| Mobile Channel
| Viewing Distance
| The Silver Skinwalker is able to cast a Mobile Channel that acts as a subtle Target Curse (and as such can also be countered by Anti Target Curse counters) on a person within Viewing Distance. While they remain in Viewing Distance, the Silver Skinwalker can cause items or a person or other object greatly desired by the target to appear anywhere in Viewing Distance, so as to try and lure the target in a particular direction. These items are not real, but also are not Illusions, rather the effect of the Curse, therefor Illusion immunity does not prevent one from seeing them. This item or object or person can be moved, so that the target is enticed to follow it, but always just out of reach. If the Skinwalker takes their eyes off the target, or the target is attacked, the Curse is instantly cancelled, and cannot affect the same person within 24 hours. This Ability is not mind control, and the person remains fully in control of their own actions.
|-
| Blackwald Lording
| Control Power
| Emote Distance
| After defeating a Werebeast of any Soul-line, excluding Raprann, Carpedeim, and Enhanced Werebeasts (defeating being classified as knocking them out, or getting them to surrender), the Silver Skinwalker may activate a Soul-Leash on the Werebeast, which when chained, instantly refreshes and heals any damage the Werebeast sustained in combat against the Skinwalker. This leash is seen as a see-through blue chain from the neck of the Werebeast to the hand of the Skinwalker. While chained, the Werebeast can choose not to obey the commands of the Skinwalker who holds the leash, but if they do so, they will feel as if their blood is boiling, the same thing occurring if it tries to attack the Skinwalker while chained. Additionally, while chained, the Werbeast’s animalistic features become exaggerated as if it devolves, and it gains +10 Physical Stat (which cannot break the Physical Stat Limit), and enlarged claws, also losing the ability to speak beyond growls and snarls. Only two such chains can be active within Viewing Distance of each other, and if a new one enters viewing distance, that chain instantly snaps. The chain can be broken through a number of means: the Skinwalker letting go of the chain, the Skinwalker leaving Emote Distance, the Skinwalker being knocked out, an Enhanced Werebeast being given 5 seconds of uninterrupted time to try and break the chain with both hands grappled onto it, or the maximum of 1 hour time limit on the effects of this Ability expiring. If the Skinwalker holding the chain threatens harm on the chained Werebeast or attempts to kill or harm it, the chain will also break. After breaking, the Werebeast’s appearance and stats return back to normal, and they become immune to being chained again for 3 days, which applies to all forms of chain breaking.
|-
| Blackwald Flickering
| Werebeast Spell
| Emote Distance
| The Silver Skinwalker is able to cast a Werebeast Spell on a target, giving them a Target Illusion that lasts for half an hour. During this period, the victim experiences constant dancing lights and bright flashes in their vision, as well as random lights going on and off in the distance. Any combat action performed must roll a /dice 3, with rolling 3 resulting in the victim being unable to correctly hit or accurately target their intended target (if 1 or 2 is rolled, the attack proceeds as intended). This spell can only be used twice per day, and cannot be stacked on the same target, resetting when re-cast. Target Illusion immunity stops the effects, but there are no other ways to prevent the effects.
|-
| Blackwald Pact
| Werebeast Spell
| Self
| The Silver Skinwalker can make a binding agreement with an individual that requires both the Silver Skinwalker and the Individual complete a single task within a week’s time of making the agreement. The Silver Skinwalker and target must both be present for the ritual, and clearly speak the specific task they want the other to complete. If there are any hidden aspects of the task that either party is aware of, they are magically compelled to speak it. The party that fails the task will find themselves blind for the next week, with all of their mundane proficiencies set to 0. Speaking of the agreement to another party counts as failing the task.
|-
| style="text-align: center; font-weight:bold; background-color:#b9cbd5;" | Soul Mutation Name
| style="text-align: center; font-weight:bold; background-color:#b9cbd5;" | Ability Category
| style="text-align: center; font-weight:bold; background-color:#b9cbd5;" | Range
| style="text-align: center; font-weight:bold; background-color:#b9cbd5;" | Description (Soul Mutations are free but mandatory, meaning all Silver Skinwalkers have them, and they do not cost any Mutation slots)
|-
| Skinwalker Body
| Constant Passive
| Self
| The Silver Skinwalker's new Physical Stat Limit is 20, and can only be a Cielothar.
|-
| Skinwalker Functioning
| Constant Passive
| Self
| Silver Skinwalkers can eat and drink normally. Silver Skinwalkers are unable to infect others through any means, and can only create other Silver Skinwalkers during Winter Solstice by offering a child to the Silvermoon Ritual. The Skinwalker can see clearly in Mundane Darkness.
|-
| Skinwalker Appearance
| Constant Passive
| Self
| Silver Skinwalkers have silvery irises without pupils that cause their eyes to appear as if they are blind (but they are not). Additionally, any hair they have is silver, with a metallic shine to it. Dying this hair will change the color, but keep the metallic shine and reflectiveness. They look like Cielothar otherwise.
|-
| Skinwalker Empowerment
| Constant Passive
| Self
| While technically a Werebeast (who are collectively believed to be unable to learn Sorcery Spells), Silver Skinwalkers can learn [[Elemental Sorcery]] and [[Arcane Sorcery]] (following the normal Sorcery rules) and ritualism, as long as it is distinctly exist-based. Despite being able to learn these Sorcery spells, Silver Skinwalkers cannot be Acolytes. Silver Skinwalkers can choose 5 mutations.
|-
| style="text-align: center; font-weight:bold; background-color:#b9cbd5;" | Form Mutation Name
| style="text-align: center; font-weight:bold; background-color:#b9cbd5;" | Ability Category
| style="text-align: center; font-weight:bold; background-color:#b9cbd5;" | Range
| style="text-align: center; font-weight:bold; background-color:#b9cbd5;" | Description (Form Mutations are free but mandatory, meaning all Silver Skinwalkers have them, and they do not cost any Mutation slots)
|-
| Blackwald Ravaging
| Beast Shift
| Self
| The Silver Skinwalker's head, neck, torso and arms turn into that of a brown bear with sharp claws. The size of the Silver Skinwalker remains the same, but they gain +5 Physical Stat that cannot break the Physical Stat Limit and increased damage from their claws and teeth.
|-
| Blackwald Deceiver
| Beast Shift
| Self
| The Silver Skinwalker turns into a domestic dog sized red fox, which instead of having red fur, is entirely made of silvery metallic fur. While not moving, the Silver Skinwalker is camouflaged, requiring anyone at least 10 Proficiency Points in Perception Training to see through.
|-
| Blackwald Hunting
| Beast Shift
| Self
| The Silver Skinwalker is able to split their body into two silvery metallic furred coyotes while in a fight with an opponent. While in coyote form, these coyotes cannot leave Emote Distance of each other, but can independently attack anyone (though they are unable to atack different targets). While in coyote form, each coyote has 15 Physical Stat and 15 Unarmed Combat Skill, and no other Proficiencies. Killing one of the coyotes forces the Silver Skinwalker to return to normal, unable to re-use this Ability for half an hour.
|}
==Trivia==
==Trivia==
*When a Werebeast is killed either in their Soul-Hunger or Beastmode form, their body actually does not change back to its pre-transformation stage. This has often led to confusion for slain Werebeasts, and a lot of misinformation on their nature.
* 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.  
*Evidence exists of a massive battlefield fought in [[Ellador]] around 200 years ago. Exact details are hazy, but it appears as if Vampires fought a massive battlefield with Werebeasts of all kinds, given the mass graves in the area of the Broken Spear Valley.
* 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.  
*Werebeasts have a hard time resisting attacking [[Isldar]] using their natural abilities, since nearly all of them are strictly tied to the very substance that the Werebeasts consume.  
* 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.
*Some scholars theorize that the memory lapse upon curing about Werbeast powers is a latent aspect of infection that prevents those who were prior infected from explaining all of their powers to would-be Werebeast hunters, so as to protect its host should they be infected again.
{{Afflictions}}
{{Accreditation
|Writers = MonMarty, TheBioverse
|Processors = WaterDruppel, HydraLana, MantaRey, Eccetra
}}
[[category:Afflictions]] [[category:Arcane Afflictions]]

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.