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The Celestial Sentinel Order is a Knightly Order that is different when compared to other Knightly Orders, in that it is not native to Regalia, but made by the Lanlath Elves in their own enclaves, and eventually recognized in the Regalian Empire. The order is primarily occupied with fighting the ruinous designs of the Void Gods, to directly counteract their plots and their priests and minions, and to fight the agents of the Void itself, whether that be Spirits, Arken or those seeking pacts with Demons. While the Celestial Sentinels and the Aelrrigan Order are allies in a similar fight, the Aelrrigans focus more on the crimes of (magical) mortals and their wrongdoings. The Celestials primarily investigate the designs of greater immortal powers and counteract them directly and indirectly by both preventing their objectives and diminishing the power of the agents of these powers. The secondary work of the Celestial Sentinels is to encourage moderation in faith and fanaticism, specifically aimed toward Estelley Faith. Having been established to guard against the violent ideology of Cemaan within the Estelley faith, the Celestial Sentinels protect the sacred groves that Reliquary Knights do not pay attention to, but also chastise and obstruct any fanatics who use the gospel of their gods to cause chaos and suffering, while also acting as unofficial justice dealers in the eyes of Leyon and Ëlana.
|- style="font-weight:bold; text-align:center; background-color:#9b9b9b;"
 
! Ability
''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.''
! Type
 
! Range
==Design==
! Description
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.  
|-
 
| colspan="4" style="text-align:center; font-weight:bold; background-color:#9b9b9b;" | The Following Abilities can only be used by all Kathar
''Senleya is the Elven word for "sentinel." The Senleya have an angelic aesthetic, their stronger Knights manifesting feathered wings and smiting with the power of their divine patrons. They are heavily geared towards the Estelley religion, mostly the wise moon god Leyon and the fierce sun goddess Ëlana. Any Estelley-worshiping Elf can serve as a Senleya, but the vast majority of the Order are Lanlath. It is steeped in their history and built around their culture.''
|-
 
| style="background-color:#c0c0c0;" | Dread Rebirth
===Why Play a Knight===
| Racial Spell
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).
| -
 
| A ritual requiring 3 Kathar, performed on a Nelfin or Half-Elf, allowing them to transform the person into a Kathar. The transformation is temporary for 3 days, and if the target was unwilling, it will revert after 3 days. Players who are consenting however may also make it permanent. This Ability can be reused on those who have had it used once on them already, but it can never be used on Manathar.
''Knighthood is a good way to get involved in pre-existing groups and activities. Since it guarantees roleplay, a group, and a reason to log on, it is appealing for everyone from new players to veterans. Knight groups organize their own internal social roleplay and are usually well-received by the playerbase as pleasant spaces. Knighthood also grants a unique ranking system for Characters to progress up the ladder of their Order and gain privileges for honesty and effectiveness in their Code. Knight roleplay requires reading, however, as Knight characters must follow their Codes or risk expulsion. Senleya Knighthood is recommended for players who are invested in Elven lore and want a guardian role among Elven players, or are interested in fighting Void interests from a non-Purist, non-Unionist angle. Their aesthetics pair well with D&D Aasimar and general angelic references.''
|-
 
| style="background-color:#c0c0c0;" | Dread Binding
==Knights Code==
| Racial Spell
===Common Knights Code===
| -
All Knights of all Orders are beholden to this Knights Code.
| A less intense version of the Dread Rebirth, requiring only one Kathar. This ritual allows the Kathar to produce a 7 day lasting Target Curse totem (which can be an object of any kind that can be worn or kept on a person) that when accepted by a person as a gift (or forced on a person), gives them visual similarities to the Kathar who gifted them the totem (skin, hair color, eye color, Body Build). They can additionally also graft mentality changes onto the gift receiver, particularly making them more favorable to the Kathar for the duration of the totem’s effects. After the effects wear off, a new totem can be applied. Additionally, the Curse also gives the target loyalty to the Kathar who made the totem.
# Loyalty to the Emperor of Regalia, and the Regalian State is required.
|-
# Knights are disallowed from attacking unarmed or defenseless people.
| style="background-color:#c0c0c0;" | Dread Tampering
# Knights are disallowed from degrading themselves or their Order.
| Racial Spell
# Knights are allowed to enforce Regalian Law, but must abide by it.
| -
# Knights may not lie, or deceive, but needn't always say everything.  
| A ritual allowing a Kathar to infuse a piece of jewelry or decorative accessory with a specific feeling. If the item is accepted as a gift by the (unsuspecting) receiver, it will cause their character’s personality to change with the change imparted on the item for 5 days. For example, a ring can cause a person to become more slothful, or to become less kind, or to become more lustful. After the time is over, the item becomes mundane. Items infested by Dread Tampering are considered an Object Curse.
# Knights are expected to give alms to the poor and protect the weak.
|-
===Specific Order Code===
| style="background-color:#c0c0c0;" | Dread Linking
The following Knights Code applies only to the Celestial Sentinels.
| Racial Spell
# Celestial Sentinels must seek out the designs of Void Gods and Void Arken and combat them.
| Direct Touch
# Celestial Sentinels must keep tabs on Void worshipers and priests and contain their plots.
| Any Kathar can target another person and touch them, giving them (and themselves) a Target Curse of Dread Linking. This Curse causes any physical sensation felt by either person to be also copied and transferred to the other. This is not only limited to pleasant feelings (such as the mouth-watering in anticipation of good food, or the butterfly stomach feeling of a passionate kiss) but also unpleasant feelings such as pain from being struck with a weapon. This Curse can be removed any time by the caster, or broken with any Exorcism or Possession removing Ability on the victim. Only one Curse can be active for the caster, and after it has broken, this Ability goes on a 24 hour cooldown, and the target cannot be re-cursed for another week.
# 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.
| style="background-color:#c0c0c0;" | Dread Pact
# Celestial Sentinels must police and administer the Rite and Laws of Loa to Deathwatch Elves.
| Racial Spell
# Celestial Sentinels must protect Estelley Groves and Mana Trees with their lives.  
| Direct Touch
# Celestial Sentinels must encourage temperance and turning away from Estelley fanaticism.
| Two or more Kathar can make a binding agreement with each other, which can be a goal, set of goals, actions, or clear tasks to be fulfilled. The first person to break the pact is punished directly via Lore Staff. Multiple pacts can be active at the same time, and Pacts must be created on Server, and cannot be backstory’d.
 
|-
===Rite and Laws of Loa===
| colspan="4" style="text-align:center; font-weight:bold; background-color:#9b9b9b;" | The Following Abilities can only be used by Saivalathar.
The Rite and Laws of Loa concerns two parts of the same cultural tradition, the Rite (turning) of the living to the Deathwatch Elves, and the Law (preserving of duty) that the Deathwatch have to the living. The Rite of Loa involves the ritual killing of an Elven Estelley Faithful in the Estelley Temple during a religious rite that converts them into a Deathwatch Undead, and then bind them by Loa's law to the protection of a specific person or family. This Undead is then bound for all eternity to protect the name and family of their charge, or risk violating the Laws of Loa. Celestial Sentinels are meant to keep an eye on the Deathwatch Elves and ensure they uphold their duty and do not start living a life away from their obligation, or worse, become Deathrotten or betray their task. In such cases, the Celestial Sentinels hunt down and put an end to Loa's traitors. Deathwatch Undead are Legal in Regalia only under the extremely strict watch of the Celestial Sentinels.  
|-
===Nuance of Fanaticism===
| style="background-color:#c0c0c0;" | Secret Masks (Primary)
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.''
| Racial Shift
==Structure==
| Self
The Celestial Sentinel Order has a hierarchical structure that defines ranks within the Order:
| The Saivalthar is capable of producing a shift state in which they create an alternative Nelfin appearance for themselves, where they can appear like any Nelfin race or sub-race, change gender, or change their height and Body Shape freely. This template can be changed once a week, and Physical Stats remain unchanged. Usage of this Ability can only be detected by those who have had repeated and prolonged personal contact with the individual, such as friends, lovers, and family. This Ability cannot hide visual effects and mutations caused by Afflictions. Additionally, the Saivalathar can speak even if their mouth is closed.
* '''The High Hierophant''' (NPC) is the highest leader of the Celestial Sentinel Order.
|-
* '''The Valley Council''' (NPC) are the elders and instructors and teachers of the Order.
| style="background-color:#c0c0c0;" | Power's Reach (Secondary)
* '''The Alyaan Sentinels''' (Player) are the highest attainable rank of Knight of high prestige and esteem.
| Racial Spell
* '''The Sinaï Sentinels''' (Player) are a well respected and Knight with great sway in the Order.
| Self
* '''The Celvel Sentinels''' (Player) are the esteemed warriors sent on difficult tasks for the Order.
| The Saivalthar can turn into a mass of black ink, which though malleable, cannot exceed 1.5 times their original mass. If another person were to step within 2 blocks of them, this black ink can lash out and immobilize them with the black ink, but they can only hold one person, and not move while holding someone, or attack them. While in ink form, the Saivalthar is immune to all damage, but cannot squeeze under doors or through cracks or use abilities. They can only maintain this form for 10 minutes, after which they must wait another 10 minutes before re-puddling. While in this puddle, they are also immune to immobilization or stunning.
* '''The Sunel Sentinels''' (Player) are the formal rank of Knights who get sent on missions.
|-
* '''The Lomaan Sentinels''' (Player) are the lowest rank of just-graduated Knight in the Order.
| colspan="4" style="text-align:center; font-weight:bold; background-color:#9b9b9b;" | The Following Abilities can only be used by Zolathar.
* '''The Squires''' (Player) are pre-graduation. Recommended for trying out, with less obligations.
|-
===Privileges===
| style="background-color:#c0c0c0;" | Realm of Want (Primary)
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.
| Racial Spell
* '''Privilege 1''' The Knight in question gains Persuasion Dice Rolls at /dice Wisdom+Faith (see Abilities Page for more information).
| Direct Touch
* '''Privilege 2''' The Knight in question is granted a rent-free Knight's Estate in the Knight Quarter with Staff decoration.
| The Zolathar have a pocket dimension called the Maw of the Void, in which they can store items up to a closet’s worth of space. The Maw opens up next to them, where they must physically put things in/take them out. Things inside do not rot or decay or experience time, and a single person can be trapped or hidden in the map for up to 10 minutes, after which they will be ejected (but not items). A person can only be placed inside of the Maw if the creator physically puts them there like any other tangible object they would be storing, and only if they are fully restrained and incapacitated (or willing). The same person can only be trapped once in the Maw every 24 hours.
* '''Privilege 3''' The Knight in question is Sun blessed or Moon blessed, gaining Elytra Flight out of Combat and Angel Aesthetics.
|-
* '''Privilege 4''' The Knight in question gains access to the Moon-Vaults to source knowledge from the ancient Allorn Empire.
| style="background-color:#c0c0c0;" | Lordly Change (Secondary)
* '''Privilege 5''' The Knight in question receives an Artifact designed for their Character that cannot be taken from them.
| Racial Spell
==History==
| Self
The Celestial Sentinel Order was established, many millennia before the first Viridians were Knighted in Regalia, when the Lanlath Elves were expelled from the Allorn Empire due to their crime of temperance and pacifism. As the Lanlath were expelled to their Twilight Valleys, a small choir within their society insisted that blind ignorance to the ruin that could follow them into their paradise realms, would cause the same moral demise as had happened in the Allorn Empire. The Celestial Sentinel Order as such is intrinsically linked with the history of the Lanlath, and acted also as the official police force of the Lanlath within their own realms as they had no formal armies. While some contact remained between the Allorn Empire and the Lanlath as both sides had a vested interest in keeping up to date about each other's magical developments, most Valleys were closed to outsiders, and as such, the Sentinels rarely crossed outside of their enclosed environments and were by modern standards, nothing more than a somewhat bettery equipped militia. Their armor and symbolism is consistent with the standards of today, but they lacked the formal military training that would make them formidable warriors on the battlefield such as they are in the modern day.
| The Zolathar is able to change the length and color of their hair at will, as well as their Body Shape, Height, and Body Fat, though not the structure of their face or their skin color or eyes. Additionally, they can make pieces of clothing that they are wearing disappear and reappear, but they can only make clothes disappear they were already wearing, and make clothes reappear that they were wearing previously.
 
|-
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.  
| colspan="4" style="text-align:center; font-weight:bold; background-color:#9b9b9b;" | The Following Abilities can only be used by Shenathar.
 
|-
The Lanlath prediction would come true 4 centuries later, which some might say was a long time and a large margin of error for their prediction, but was actually merely a lifetime in Elven terms. The rapid onset of the Void Invasion did not leave the Lanlath untouched, some of the Twilight Valleys were utterly destroyed as they were anchored in geographic locations where the Void Invasion occured, and the horror of the savagery of the Void denizens shocked Lanlath society and the Celestial Sentinels alike. While they were proficient warriors, the Order was completely blind to the outside world, and often unaware of impending doom before the Spirits started pouring through their magical gateways that acted like honey pots for buzzing bees. The Twilight Valleys that survived quickly called for an end to self-isolation and apathy to the world outside of their pristine communities. It marks the date immediately after Cataclysm, that the Celestial Sentinels reached out into the wider world, using the time when Void Magic and the Void Gods were at their weakest, to start their watch against their ruinous plots and schemes.  
| style="background-color:#c0c0c0;" | Fire Dance (Primary)
 
| Racial Spell
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).
| Self
==Trivia==
| The Shenathar becomes cloaked in purple or magenta Void Fire, and becomes immune to pain, but not harm or damage, while this ability lasts for 10 minutes, and can only be used once per 24 hours. This includes natural pain from wounds and artificial pain created by Abilities.
* 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.  
| style="background-color:#c0c0c0;" | Passion Dance (Secondary)
* 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.
| Racial Spell
| Self
| The Shenathar is able to, in mockery of the creators, turn their body hair into red or black Void Fire. This fire does not produce light or heat, but does obey gravity and the movements of the Shenathar. In addition, they can "set fire to" any mundane or magical Tattoos they have, causing them to flicker and smolder with Void Fire, though still not producing light or heat. While Passion Dance is active, the Shenathar’s nails turn black and extend more like claws, capable of shredding skin and with repeated strikes, even metal. There is no upper limit to how long this Ability can be active, though while it is active, weapons cannot be wielded.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#9b9b9b;" | The Following Abilities can only be used by Oscithar.
|-
| style="background-color:#c0c0c0;" | Serve the Void (Primary)
| Racial Spell
| Emote Distance
| The Oscithar can Target either a willing or restrained person to attach a Dread-Collar to their neck, a golden chain with black gems in it. While the Oscithar is in Emote Distance, any command issued must be followed, else the collar will give an electrocuting sensation to the victim that is very painful. While within range, any number of commands can be issued, but only the last command will remain active when leaving Emote Distance. Dread Collared individuals cannot be infected with Afflicitons, and the Collar can only be removed by any type of Exorcism-Like Ability that removes Possessions. Oscithar may only have up to three individuals collared at once, and while in Emote Range, can hide the Dread Collar through an illusion that only those with Target Illusion Immunity can see through.
|-
| style="background-color:#c0c0c0;" | Exist Nonexist (Secondary)
| Racial Passive
| Self
| Once per day, the Oscithar can entirely stop a single Exist-based ability, Prevent it from being used, stopping an ongoing ability, and Cancelling or removing any effect it has already imparted as long as it is used within 10 seconds of the Exist Ability being used, and as long as it was specifically aimed at or targeting them.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#9b9b9b;" | The Following Abilities can only be used by Bakrathar.
|-
| style="background-color:#c0c0c0;" | Orcish Biology (Primary)
| Racial Passive
| Self
| Bakrathar passively have +20 Physical Stat, even without any Proficiency investment. This does not break the Physical Stat cap. Additionally, the Bakrathar is immune to any poison or toxin or venom when ingested (but not inhaled or injected)
|-
| style="background-color:#c0c0c0;" | Dread Warbeast (Secondary)
| Racial Passive
| Self
| Bakrathar are passively immune to Abilities classified as Werebeast Spell, Greater Werebeast Spell, or Magic Spell from an Exist-oriented Mage kit. Additionally, Bakrathar are incapable of contracting or being infected or changing into any type of Affliction (including but not limited to Vampirism, Werebeastism, Witchblood, Dragon Warrior etc.).
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#9b9b9b;" | The Following Abilities can only be used by Wolathar.
|-
| style="background-color:#c0c0c0;" | Beast Warp (Primary)
| Racial Spell
| Self
| The Wolathar can summon an extra set of functional arms (normal Wolathar arms, or furred beastly arms) that appear directly under their normal arms. These arms operate at the same Proficiency levels as their normal arms. They are also able to sacrifice these arms for four Void Tendrils appear from their back. These tendrils each operate at 25% of the user’s Proficiencies, rounded down, but are prehensile, and about 1.5 times as long as their normal arms.
|-
| style="background-color:#c0c0c0;" | Woldwalking (Secondary)
| Racial Passive
| Self
| Wolathar are the recognized masters of the woods and walds, and all non-ability summoned, non-magus animals respect this. When a Wolathar, and up to 1 other Character, are traveling in natural environments, no animal will attack them, regardless of if the Wolathar enters their territory. Additionally, The Wolathar can naturally manifest any Mutations from the Monster or Pagan Mutations Category, and can additionally shed them while sleeping, should they choose. Mutations manifested with this Ability do not count as Mutations for the purposes of determining Aberrancy.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#9b9b9b;" | The Following Abilities can only be used by Wylathar.
|-
| style="background-color:#c0c0c0;" | Wyldblooded (Primary)
| Racial Passive
| Self
| The Wylathar can learn up to 1 Sorcery Level (or 3 Whimsy Spells) for free. These do not cost Proficiency Points, but do obey limitations on Sorcery Caps and Sorcery Schools. If the Wylathar is also a Ritualist, Sorcery Levels gained from this Racial do not count for the normal limitations on Ritualism when combined with Sorcery. (Any further Sorcery Levels gained will remove this, however.) For example, if some Mutation or Affliction does not allow Sorcery learning, this Racial Passive is disabled. Additionally, Wylathar are well versed with trees in particular. Wylathar do not need any Athletic Training to quickly and effortlessly climb into trees.
|-
| style="background-color:#c0c0c0;" | Whimsy Change (Secondary)
| Racial Spell
| Direct Touch
| The Wylathar is capable of changing the appearance of another person at will, as long as they are within 3 blocks distance, and not actively engaged in combat. For as long as the Wylathar remains within 3 blocks distance, the person’s appearance modification remains intact. If they are touched by anyone other than the Wylathar, or engage in conflict, the appearance change is removed. This change can include but is not limited to race, mutations, gender, hair, facial shape, body build & height, but does not transfer Racial Abilities or Traits aside from the physical default state, and can hide visual features from Afflictions.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#9b9b9b;" | The Following Abilities can only be used by Solstithar.
|-
| style="background-color:#c0c0c0;" | Solst'irc Solstice (Primary)
| Target Curse
| Emote Distance
| Solstithar are able to “curse” a person with anti-racism and anti-discrimination, by invoking the Solst’irc Solstice, that plants a Target Curse on a person within Emote Distance (it is not visible in any way). This Target Curse makes them indefinitely unable to distinguish race between anyone they look at, including their own, nor will their mind be able to perceive any level of racial bias or preference. It additionally also makes the target unable to express classicist, religiously intolerant, or sexist/sexual orientation intolerant attitudes, becoming a bastion of tolerance. The person is still capable of being offended and capable of being violent, but will no longer be able to have bigoted thoughts. This can affect up to 2 people at any given time. These Curses are indefinite, but can be removed by any Exorcism or Possession removal mechanic. The person is also not aware that they have been Cursed. Additionally, if a Solstithar has not activated this Curse on anyone, they can cast this Ability over an Event venue, removing innate racial bias and racism (but only racial bias and racism) from all guests for the duration of the Event. When a person has had their Curse removed, they cannot be re-cursed for another week.
|-
| style="background-color:#c0c0c0;" | Sollerian Insight (Secondary)
| Racial Passive
| Emote Distance
| Solstithar are exceptional socialites, able to detect the hidden emotional state of a person. Any person is able to act tough on the outside, but the Solstithar can read their dominant emotional state on the inside. They can read the emotional state with a person by conversing with them, reading both the emotional state the person is trying to project, as well as what is hidden underneath.
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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.