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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; background-color:#9b9b9b; width:15%; height:3em;" |
! style=" width:10%; height:3em;" | Origins
! style=" width:10%; height:3em;" | Unionism
! style=" width:10%; height:3em;" | Dragon Worship
! style=" width:10%; height:3em;" | Esrah Elwattah
! style=" width:10%; height:3em;" | Shambala
! style=" width:10%; height:3em;" | Old Gods
! style=" width:10%; height:3em;" | Nessrassian
! style=" width:10%; height:3em;" | Void Faiths
! style=" width:10%; height:3em;" | Exist Faiths
! style=" width:10%; height:3em;" | Faith of Estel
|-
| style="font-weight:bold; width: 10%; height: 5em;" |  Beginnings
|  Regalian Archipelago
|  Unclear
|  Hadrityas around the world
|  Farahdeen
|  Unclear
|  Hadar
|  Unclear
|  Unclear
|  Early Allorn Empire
|-
| style="font-weight:bold; width: 10%; height: 5em;" | Founders
| Emperor Theomar I
| Unclear
| The Old Wise Men
| The Black Dragons
| Unclear
| Unclear
| Unclear
| Unclear
| Talea
|-
| style="font-weight:bold; width: 10%; height: 5em;" | Scriptures
| The Unionist Creeds
| Word of Mouth
| The collective living memory of the Clockwork machines with souls in them.
| Word of Mouth left behind by the Black Dragons who spoke the first gospel.
| Word of Mouth
| Wall-writings on the Pyramid of Sassrakkand.
| Self professed Prophets
| Self professed Prophets
| Marvindë Obelisks
|-
| style="font-weight:bold; width: 10%; height: 5em;" | Creation Theory
| The Spirit created everything in the Uhr-Era, a time before memory and writing, and resides over creation since.
| The Dragons were once created by something "other", but since then created everything that can be perceived and felt in the world, and continue to shephard that creation.
| Gods once created everything, but the creation theory no longer matters, as they are now dead.
| The Dragons were once created by something "other", but since then created everything that can be perceived and felt in the world, and then died.
| Creation is left unclear, but it is largely assumed that there is an All-being from which the eight Gods were born who once created everything, leaving the Gods in charge to rule it.
| Where once was darkness, the Ssepston were born from darkness. Then they coiled around each other, the friction between them creating the world and the oceans and life.
| Creation does not matter.
| Creation does not matter.
| Estel created time and all things immaterial, and then created the Pantheon Gods, who created all things material. After this, she went to sleep, and some time later created Talea.
|-
| style="font-weight:bold; width: 10%; height: 5em;" | Racial Access
| All races are formally included, though Ailor have a higher priviliged position, like an officer to soldiers in an army.
| No limits.
| No limits, though the Qadir are very cautious about including others.
| Shambala as a faith is only for Songaskians, though non-Songaskians may pay homage and believe it on their own terms.
| No limits.
| Nessrassian is only for Slizzar. Non-Slizzar may not even worship.
| No limits.
| No limits.
| No limits, though the Estellians are very particular about converts, and sometimes just outright refuse them.
|}


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


{| class="wikitable"
==Design==
|- style="font-weight:bold; background-color:#9b9b9b; width:15%; height:3em;" |
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.  
! style=" width:10%; height:3em;" | History
! style=" width:10%; height:3em;" | Unionism
! style=" width:10%; height:3em;" | Dragon Worship
! style=" width:10%; height:3em;" | Esrah Elwattah
! style=" width:10%; height:3em;" | Shambala
! style=" width:10%; height:3em;" | Old Gods
! style=" width:10%; height:3em;" | Nessrassian
! style=" width:10%; height:3em;" | Void Faiths
! style=" width:10%; height:3em;" | Exist Faiths
! style=" width:10%; height:3em;" | Faith of Estel
|-
| style="font-weight:bold; width: 10%; height: 5em;" |  Schisms
|  Unionism has several schisms, the Vultdragon, the Etosian, the Priscelle, the Dogartan and Diviner are all schisms, though all save for the Diviner are considered tolerated heresies.
|  Dragon Worship has several schisms, Isldarrin Faith and Shambala are both derivatives of Dragon Worship, but are no longer compatible.
|  None
|  None
|  None
|  None
|  Void Faith has a main schism between Cult of Evolution & Dark Ancients. Though they are different interperations of roughly the same thing, their ideals make them non-compatible.
|  Exist faith's main schism diverged into the Cult of Order, which is generally considered compaitble with most Exist faiths and infrequently with Faith of Estel.
|  Faith of Estel has several schisms, notably the Sihndar, Cielothar, Avanthar, Yanar, which are all considered heresies of each other.
|-
| style="font-weight:bold; width: 10%; height: 5em;" | Sects
| Unionism has a variety of sub-interpretations of the Creeds called Sects. These are not considered heresies per se, but don't alter faith all that much.
| None
| None
| None
| None
| None
| None
| None
| Faith of Estel has Sects called Cults based around ethnically significant Gods. These are not considered heresies, and don't alter faith all that much.
|-
| style="font-weight:bold; width: 10%; height: 5em;" | Spread
| Unionism is worshiped almost globally with some worship occuring on every continent.
| Dragon Worship exists all over the world, but is also the smallest religion with niche status.
| Esrah Elwattah is practiced across the world, though mostly centered on Qadir Hadritya Academy-Forts.
| Shambala is mostly confined to Farahdeen, but has some colonies elsewhere in the world.
| Old Gods is mostly worshiped on the so called "Ailor Belt", landmasses ranging from Old Ceardia all the way up to Ellador.
| Nessrassian is a small religion mostly practiced in the Slizzar capital of Sassrakkand, and with some Slizzar foreigners.
| Void Faiths are present all over the world but generally in hiding.
| Exist Faiths are present all over the world but generally in hiding.
| Faith of Estel is dominant among Altalar, Sihndar, Cielothar, Avanthar, Yanar, but struggles to spread beyond these Races.
|-
| style="font-weight:bold; width: 10%; height: 5em;" | Violence
| Unionism has a long history of inflicting violence against other religions in the name of the Spirit and the Emperor, with forceful conversions.
| None
| Those that practice Esrah Elwattah have committed themselves to genociding the Songaskians for religious reasons.
| Shambala is a distinctly anti-violent religion, that considers religious motivated violence a sin.
| None
| None
| The Void Faiths by nature evoke violence against non believers or even believers, as conflict exists between the sub-groups.
| None
| Faith of Estel has a long history of defensive but brutal violence against anyone who tries to convert Estellians.
|}


''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.''


{| class="wikitable"
===Why Play a Knight===
|- style="font-weight:bold; background-color:#9b9b9b; width:15%; height:3em;" |
Knighthood is a great way for even new players to get involved in pre-existing groups and activities. It is hard for new players to find a group to roleplay with, Knighthood membership guarantees some familiarity and the possibility to get involved in the roleplay of others without too much effort. Knight groups usually organize their own internal social roleplay, and Knights are generally well-received by the wider player base. Knighthood also grants a unique ranking system where players can set goals for themselves and work towards them. Knight roleplay does require some reading, however, because Knights have to follow a Knight's Code or risk expulsion. Celestial Sentinel Knighthood in particular is recommended for players trying to invest in Lanlath roleplay, or be part of a wider Estelley worship community both as protectors and police force, as well as opposition against the conspiring Void Gods. Sentinel Knighthood perfectly pairs with aesthetics of angels and D&D Aasimar, as well as the general esthetic of demigods (even though they are not).  
! style=" width:10%; height:3em;" | Beliefs
! style=" width:10%; height:3em;" | Unionism
! style=" width:10%; height:3em;" | Dragon Worship
! style=" width:10%; height:3em;" | Esrah Elwattah
! style=" width:10%; height:3em;" | Shambala
! style=" width:10%; height:3em;" | Old Gods
! style=" width:10%; height:3em;" | Nessrassian
! style=" width:10%; height:3em;" | Void Faiths
! style=" width:10%; height:3em;" | Exist Faiths
! style=" width:10%; height:3em;" | Faith of Estel
|-
| style="font-weight:bold; width: 10%; height: 5em;" |  Narrative
|  Unionist believe that Ailor have a destiny to rule the world and all other races, and so they fight to bring all of the world under the control of the Regalian Empire, being promised paradise by the Spirit when they do.
|  Dragon Worshipers don't have a religious narrative besides the idea that existence itself is blessed, and must be continued.
|  Esrah Elwattah professes that the gods are dead or have shunned the living, and as such the living must create their own gods who will heed their calls. They believe that they can achieve greater spiritual enlightenment and satisfaction when they succeed in creating a new artificial pantheon.
|  The other Dragons abandoned each other, and only the Black Desert Dragons chose to stay. They ascended to the Sun where their soul rests as their bodies became the Songaskian people. They now live in their image so as to transcend to the Sun also.
|  Old Gods worshipers believe they live out the many whims and urges of the Gods, and that by appeasing the Gods they can live better lives, and preserve their honor. For all who have good honor, the afterlife is a paradise, while those without it will suffer.
|  The world is a playground for the children of the Ssepston, and they are challenged to become as glorious and immortal as the Ssepston by living in their image and committing deeds of great glory.
|  Self-evolve through the powers of the Void.
|  Self-evolve through the powers of the Exist.
|  Estellians believe that their slumbering deity and/or Her Pantheon guide them from beyond. They emphasize morality and punishment of the immoral by divinity, and use the Wildering and Cataclysm as the examples of the consequences of their fall from grace.
|-
| style="font-weight:bold; width: 10%; height: 5em;" | Divine Beings
| The Emperor, a secular vessel for the Imperial Spirit, which is a non-gendered intangible god-like being.
| All types of Dragons, though primarily 5 specific Dragons.
| Ambiguous, it depends on when a true artificial god is made.
| The Sun only.
| Four Unions of 2 gods each, for a total of 8.
| Five Ssepston, or Gods.
| Void Arken and Void Gods
| Exist Arken and Exist Gods
| Estel made a Pantheon of 8 and then Talea, schisms and sects have more local deities, or less.
|-
| style="font-weight:bold; width: 10%; height: 5em;" | Purpose to Life
| To love and serve the Emperor and the Spirit, and be loyal to the Regalian Empire and go good deeds.
| To preserve life and ensure the continuity, while mitigating Void and Exist influences in the world.
| To live free of the limitations set out by dogma and religion, and define one's own purpose and future with one's own means.
| To live in the image of the Black Desert Dragons, to live in virtue and love for others.
| To live well for one's self and for others in the name of the Gods, to live up to their examples, and then transcend.
| To rival the deeds of the Deep Sea Serpents and become immortal and legendary in name.
| To ascend to a greater being by touching the Void and letting the Void touch one's self.
| To ascend to a greater being by touching the Exist and letting the Exist touch one's self.
| To live righteously and in excellence, to cast down evil and to surround oneself with grandeur.
|-
| style="font-weight:bold; width: 10%; height: 5em;" | Suffering
| Suffering tests faith and exposes the weakness and sin in the mortal soul.
| Suffering is part of the whole palette of existence. It just is.
| Suffering is something that can be overcome by self improvement.
| Suffering is inflicted by the will of those who wish to wage war on Dragons and must be defended from.
|  Suffering is the wrath of the Gods for wrongdoing, or lack of blessings from the gods for not pleasing them enough.
| Suffering is internal failure and a last warning to be better or perish.
| Suffering is pleasure.
| Suffering is chaos and must be removed and mitigated wherever it is found.
| Suffering is a test to see if one can better one's self and overcome it.
|-
| style="font-weight:bold; width: 10%; height: 5em;" | Afterlife
| Unionists believe in a paradise in the living world, where all who have died will come back to exist among the living, where all death and disease and suffering will be no more. There is no negative afterlife.
| There is no afterlife for the Dragon Worshipers. They believe in partial reincarnation where their soul forms the seedling of new souls.
| There is no afterlife for Esrah Elwattah. It is however believed that through technological ascendacy, a near-paradise-like state of existence can be achieved.
| The Afterlife is a state of bliss and paradise as part of the Sun's collective soul.
| Old Gods has an afterlife of eternal pleasure and feasting, as well as a hell-like afterlife where those with bad honor and criminals go.
| Nessrassians do not believe in any afterlife, but do believe that those who achieve immortality in fame, will spiritually live on forever on the mortal world, and can interact with it through living memory.
| Void Faiths have no afterlife, though some do believe that if they reach the Void, they will live forever.
| Exist Faiths have no afterlife, though some do believe that by banishing all chaos, a paradise-like existence will be created in the mortal world.
| Estellians believe in an afterlife sailing down Ammu-Loa's river and reliving aspects of their lives infinitely without even necessarily knowing they are dead.
|-
| style="font-weight:bold; width: 10%; height: 5em;" |  Canonical Evil
|  Unionism believes there is no central evil, but generally spirits from other dimensions are considered evil and Demons. Other evil is derived from the flaws of mortals.
|  Morality is fake.
|  Narrowminded thought is the source of all evil.
|  Undeath and restless spirits are evil. Other forms of evil are ignorance to the light of the Dragons.
|  Old Gods has no formal evil in fact the very concept of evil is rejected, as anything deemed evil otherwise is more considered misguided.
|  Morality is fake.
|  Morality is fake.
|  Chaos is evil.
|  Faith of Estel believes that weakness is what breeds evilness. Evil is only found in mortals who are too weak to live in excellence.
|-
| style="font-weight:bold; width: 10%; height: 5em;" |  Magic
|  Unionism believes Magic is a taint and corruption brought forth from Demons, though some cults tolerate and even celebrate it as a blessing of the Spirit.
|  All Magic is infection and should be removed from the world, if at least isolated.
|  Magic is weakness.
|  Magic is a blessing from the Dragons and a tool to make the world a better place.
|  Magic is a blessing from the Old Gods.
|  Magic is a shortcut. It can both be considered a strength and tool to use, but also a weakness on account of having to resort to cheating what the mind cannot achieve on its own.
|  Magic is delicious.
|  Magic is delicious.
|  Magic is delicious, but Demonology and treating with Demons is bad.
|-
|}


''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.''


{| class="wikitable"
==Knights Code==
|- style="font-weight:bold; background-color:#9b9b9b; width:15%; height:3em;" |
===Common Knights Code===
! style=" width:10%; height:3em;" | Rituals
All Knights of all Orders are beholden to this Knights Code.
! style=" width:10%; height:3em;" | Unionism
# Loyalty to the Emperor of Regalia, and the Regalian State is required.
! style=" width:10%; height:3em;" | Dragon Worship
# Knights are disallowed from attacking unarmed or defenseless people.
! style=" width:10%; height:3em;" | Esrah Elwattah
# Knights are disallowed from degrading themselves or their Order.
! style=" width:10%; height:3em;" | Shambala
# Knights are allowed to enforce Regalian Law, but must abide by it.  
! style=" width:10%; height:3em;" | Old Gods
# Knights may not lie, or deceive, but needn't always say everything.  
! style=" width:10%; height:3em;" | Nessrassian
# Knights are expected to give alms to the poor and protect the weak.
! style=" width:10%; height:3em;" | Void Faiths
===Specific Order Code===
! style=" width:10%; height:3em;" | Exist Faiths
The following Knights Code applies only to the Celestial Sentinels.
! style=" width:10%; height:3em;" | Faith of Estel
# 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.
| style="font-weight:bold; width: 10%; height: 5em;" |  Sacred Space
# Celestial Sentinels must keep tabs on Void Arkenborn and prevent their temptation to evil.
|  Unionist Churches and the Imperial Palace are considered Holy Ground.
# Celestial Sentinels must save Vampire Thralls and Blood Thralls and bring them to the light.
|  There is no strict Sacred Spaces for Dragon Worshipers, and though they have temples, they act more like community centers.
# Celestial Sentinels must police and administer the Rite and Laws of Loa to Deathwatch Elves.  
|  None
# Celestial Sentinels must protect Estelley Groves and Mana Trees with their lives.  
|  Shambala has temples with large sundisks that focus sunlight into the interior. They are always open air spaces.
# Celestial Sentinels must encourage temperance and turning away from Estelley fanaticism.
|  There are sacred spaces in legend, but none have truly been found. Old Gods does have temples, but no formal priesthood that tends them. Old Gods also has necropolises called Helbolwen which are sacred.
|  The Slizzar capital of Sassrakkand is considered holy, but Nessrassian does not have any temples.
|  None, though cults can create their own sacred spaces.
|  None, though cults can create their own sacred spaces.
|  Estel or Pantheon Temples are considered Holy Ground.
|-
| style="font-weight:bold; width: 10%; height: 5em;" | Sacraments
| Unionism has a large list of Sacraments and sacred rituals ranging from birth, baptism, marriage, service in the military, service in the state, etc, all the way up to a person's death.
| Dragon Faith has 1 day in the month where sacred holidays are celebrated to bring praise to various things.
| The transfer of a dying or elderly person's soul to Qadir machinery is considered a sacrament of passing on and contributing to the next generation.
| Shambala has no formal sacraments.
| Old Gods can make practically any activity a sacrament. The Old Gods can be sensed and communed with in nearly any activity.
| Nessrassian has one main Sacrement in January in Sassrakkand under a solar eclipse. Worship is otherwise expressed through deeds and small religious gatherings where the Slizzar attempt to gain visions from their gods via ingesting certain hallucinogenic substances.
| Rituals of worship are the only sacraments, usually sacrifices or holy missions.
| Rituals of worship are the only sacraments, usually sacrifices or holy missions.
| Estel Faith has rites for marriage and death, mostly focusing on the bonds between people being passed through the church.
|-
| style="font-weight:bold; width: 10%; height: 5em;" | Worship Daily
| Unionism has mass in the morning and prayer in the evening. This can happen every day, and daily prayer is recommended, but not demanded. Prayers can also be made outside of Holy Ground.
| Dragon Worshipers can pray to Dragons, but there is no formal worship process.
| The act of technological progress and experimentation is considered an act of worship.
| Shambala worship occurs daily in the direction of the sun, either by praising it, or praying for good fortune.
| There is no strict rules for when and where to worship the gods, but many practitioners bring offerings and praise the names of the gods at shrines on a near daily basis.
| Worship is enacted through deeds.
| Flexible.
| Flexible.
| Estel Faith has small worship patterns that differ between each God. There is no unified way to pay homage to all Gods at once.
|-
| style="font-weight:bold; width: 10%; height: 5em;" | Symbolism
| A lidded eye represents the Spirit, while a crowned lidded eye represents the Emperor. The colors purple and yellow are also considered symbolic for Unionism.
| Any depiction of Dragons or draconic body parts and the color purple.
| None.
| The Sun.
| An eight-branched tree, while each God also has a symbol of interwoven patterns that represents them, as well as their Union's color.  
| 5 Mono-colored serpents in a circle, each eating the other's tail. Red, Green, Black, Blue, and White, eating tails in that order.  
| Every God has a symbol to represent them.
| Every God has a symbol to represent them.
| Every God has a symbol to represent them.
|-
|}


===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.


{| class="wikitable"
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="font-weight:bold; background-color:#9b9b9b; width:15%; height:3em;" |
 
! style=" width:10%; height:3em;" | Community
As time passed, natural alliances formed with the Aelrrigan and Viridian Order (which early on was aimed more at fighting Vampires and protecting Regalia). With waves of migration of Lanlath to Regalia, emboldened by a newfound sense of interest in the world outside of their secluded Valley realms, the Celestial Sentinels became a common presence in the Regalia's borders, so much so that the Lanlath representatives sought out the Emperor of Regalia, and bargained official recognition of their Order within Regalia's borders. This in turn further accelerated Lanlath migration into the Regalian Empire, and even the establishment of an all-new Twilight Valley in the north of Solleria, where the population had become an Elven melting pot. The Celestial Sentinels were spared the mage-hate of the middle centuries, as their Aelrrigan allies were hunted down, largely because their order did not much use Magic, favoring the blade. In the modern day, the Celestial Sentinels while technically a foreign Knight Order (as the Lanlath Valleys are not a nation state part of the Regalian Empire), is considered a powerful domestic force, with the Knights well respected at the Imperial Court and even extended to enforce Law in the Empire by the Emperor's will. The Celestial Sentinels have several chapterhouses across the Regalian Empire where future Sentinels are induced, having recently opened their doors even to non-Lanlath Sentinels (with the caveat that they fit within the behavior expectations of the ethereal and pensive Lanlath that is).  
! style=" width:10%; height:3em;" | Unionism
==Trivia==
! style=" width:10%; height:3em;" | Dragon Worship
* The fact that the Celestial Sentinels show parallels with Breizh folklore winged divine messengers, that has not been lost to the Breizh people. The Celestial Sentinels have always avoided the subject, leading to some conspiracy theories among the Breizh that the Weard were actually Celestial Sentinels who assisted Elen with the protection of the Breizh people from the mysterious entity called The Midnight.  
! style=" width:10%; height:3em;" | Esrah Elwattah
* 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=" width:10%; height:3em;" | Shambala
* Celestial Sentinels are forbidden from holding religious or political office, as it is believed that these occupations interfere with their objective judgement, and encourage temerity and ego in their representation of the wills of Leyon.
! style=" width:10%; height:3em;" | Old Gods
! style=" width:10%; height:3em;" | Nessrassian
! style=" width:10%; height:3em;" | Void Faiths
! style=" width:10%; height:3em;" | Exist Faiths
! style=" width:10%; height:3em;" | Faith of Estel
|-
| style="font-weight:bold; width: 10%; height: 5em;" |  Structure
|  Unionism has an educated class of priests that are highly structurized into hierarchies often with complex finance and military.
|  No hierarchy or structure is present, anyone can preach.
|  Esrah Elwattah has no priesthood, however the collective of dying and elderly souls inserted into machines are considered near-priestly.
|  Shambala has a politicially powerful educated class of priests that wield great societal influence, with complex financial and military and even magical hierarchies.
|  Old Gods has no official hierarchy, but many lay individuals who serve religious services.
|  Nessrassian does not have a formal priesthood, but those who are considered "ascended" and still live become priests.
|  Each cult has their own prophet and no other hierarchy exists.
|  Each cult has their own prophet and no other hierarchy exists.
|  Estellianism acknowledges Priests, who can then train someone else to become a Priest when they die, with a fixed number of Priests worldwide.
|-
| style="font-weight:bold; width: 10%; height: 5em;" | Leadership
| Each Unionist church has one single head figure who is responsible for interpreting the religious scriptures.
| Dragon Worship knows regional Matrons who act as all-father or all-mothers to the faithful.
| No leaders
| There is no central leadership, the priesthood is managed by councils.
| No leaders.
| No leaders.
| No leaders.
| No leaders.
| No leaders.
|-
| style="font-weight:bold; width: 10%; height: 5em;" | Morality
| Unionism has a strong morality built on virtue that punishes sin and vice with reincarnation as a lesser race.
| None
| None
| A strong moral code is built in the preservation of life and the proper passage of death and peace found in moving on. Shambala in particular tracks down ghosts and undead to move them into the afterlife.
| Morals are defined by what gets honor and what does not. Murder can be permitted so long as honor, a secondary currency, is maintained.
| Morals are only for other Nessrassian worshippers.
| Morals are obstacles.
| Morals are obstacles, though the preservation of Order is divine.
| Estellian morality is about consciously making moral choices when caught between good and evil, even if being virtuous has a bad outcome.
|-
| style="font-weight:bold; width: 10%; height: 5em;" | Gender
| Male leaning preference but roles for women exist within a framework.
| Female leaning preference in leadership, but otherwise gender equal.
| Gender equal.
| Female leaning preference in priesthood, but otherwise gender equal.
| Gender equal.
| Gender equal.
| Gender is fake.
| Gender is real, but doesn't matter.
| Gender equal.
|-
| style="font-weight:bold; width: 10%; height: 5em;" | Syncretism
| Unionism cannot be combined with any other religion, as only the divinity of the Spirit and the Emperor may be acknowledged.
| Dragon Worship cannot be combined with any other religion, as to acknowledge anything besides the divinity of Dragons is banned. There is however a subtext that one of the Dragons may also be Draga Ifrit, one of the Void Gods.
| Esrah Elwattah cannot be combined with any other religion, as all gods and divinity is dead.
| Shambala is not compatible with any other religions. Even Dragon Dogma which it descended from is considered ignorant fantasy.
| Old Gods is not compatible with other religions. Even though many of the Gods can be re-interpreted with different names and personas, Old Gods worshiper insist that to mis-identify a God is an insult to them.
| Nessrassian is not compatible with other religions. To acknowledge divinity for anything but the Deep Sea Serpents is heresy.
| Void Faiths are, for the most part, compatible with each other, but no other faiths. The only exception to this is Draga Ifrit worshippers, who tacitly  recognize the authority of the Dragons.
| Exist Faiths are, for the most part, compatible with each other and Faith of Estel, but no other faiths. Even though a primary Exist Faithful can also believe in the Faith of Estel, Faith of Estel believers cannot also believe in the Exist Faiths.
| Estellianism allows for local Gods and sub-Cults, but is anti-syncretist, because giving any more freedom would cause it to stop being a religion. It cannot be combined with anything else.
|}

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.