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==sihai==
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.


{| class="wikitable"
''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.''
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#d3abaa;" | Moon Transform 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Moon Transform 1 | The Character is able to change Dynasties. On the first day of each month, they are able to declare themselves as part of a new Dynasty, changing visual details, Racial Abilities, and all information on their Character Application.
}}
|-
| style="background-color:#d3abaa;" | Moon Transform 2
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Moon Transform 2 | If Frivolous Dynasty, the Sihai can take on the visual characteristics of a humanoid Red Panda. If New Dynasty, the Sihai can take on canine visual characteristics. If Greater Dynasty, the Sihai can take on owl-like visual characteristics. All are described on their Race page.
}}
|-
| style="background-color:#d3abaa;" | Armor Flux 1
| Trigger Passive
| Self
| Grants the user {{#simple-tooltip: Armor Flux 1 | The user has a constant proportional Armor effect. This proportional armor inverts the amount of armor worn by the individual and optimizes mobility and agility. Simpler put, the less armor the user is wearing, the stronger their skin and body becomes. Wearing only a set of pants and shirt is the equivalent of their skin being as strong as Plate Armor, where-as wearing a set of actual Plate-armor causes the body to be as strong as if they were only wearing a set of pants and shirt (though they are of course still wearing armor). The protection effect is only skin deep, and blunt force trauma still translates like normal, as well as Artifacts of any make.
}}
|-
| style="background-color:#d3abaa;" | Flux Shift 5
| Mythic Shift
| Self
| Grants the user {{#simple-tooltip: Flux Shift 5 | This Ability does two things. Firstly, with this Ability, a Constant Passive is active for the user, that allows their clothes to perfectly resize and change to fit whatever Mythic or Racial Shift they engage in except if they would somehow become quadrupedal or no longer humanoid, while also returning magically after Shifting back from any such non-humanoid Shifts. Secondly, with this Ability, the user is able to magically change the color, shape, material and appearance as well as layering of their clothing and foot and head wear, including removing and adding new pieces on the fly. This Ability acts instantly and seamlessly with no Cooldown. This Ability cannot create or emulate armor or any tough materials that add extra armoring, and materials cannot consist out of rare materials that require Abilities or Progressions to produce.
}}
|-
| style="background-color:#d3abaa;" | Sorcery Skill 3
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Sorcery Skill 3 | The Character may purchase up to 3 Sorcery Abilities without being considered an Aberrant. These Abilities are still counterable like normal Sorcery Abilities. They receive 1 Sorcery Ability for free.
}}
|-
| style="background-color:#d3abaa;" | Weapon Song 1
| Toggle Passive
| Emote Distance
| Grants the user {{#simple-tooltip: Weapon Song 1 | The user may activate Weapon Song 1 on any Melee Weapon that they are wielding in combat, causing it to levitate in the air, and allowing them to control it as if they were wielding it, except further removed from the actual weapon. This must be their own weapon, and not a weapon they’ve taken or stolen from another. The only thing this does, is create distance between the opponent and the user, thus allowing them more time to respond to moves the opponent makes. The weapon can still be parried and even knocked out of the user’s hand, as it is only displaced. The distance can however be anywhere in Emote Distance, as long as where it is levitating is within view.
}}
|-
| style="background-color:#d3abaa;" | Inth Gift 3
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Inth Gift 3 | The user has a perfect recall memory through a Memory Phylactery. This is not a physical object, but more a metaphysical abstract concept that causes the user to be immune to any memory alteration, or any Ability that would otherwise make them forget memories, or have them stored elsewhere, altered, added, or diminished. If any memory is forgotten, the user needs simply call upon the Memory Phylactery to restore the memory in full detail. Any Memory Sense I used on the user will result in more clear and perfect imagery than for anyone else.
}}
|-
|}


half sihai
==Design==
{| class="wikitable"
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="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#d3abaa;" | Armor Flux 1
| Trigger Passive
| Self
| Grants the user {{#simple-tooltip: Armor Flux 1 | The user has a constant proportional Armor effect. This proportional armor inverts the amount of armor worn by the individual and optimizes mobility and agility. Simpler put, the less armor the user is wearing, the stronger their skin and body becomes. Wearing only a set of pants and shirt is the equivalent of their skin being as strong as Plate Armor, where-as wearing a set of actual Plate-armor causes the body to be as strong as if they were only wearing a set of pants and shirt (though they are of course still wearing armor). The protection effect is only skin deep, and blunt force trauma still translates like normal, as well as Artifacts of any make.
}}
|-
| style="background-color:#d3abaa;" | Flux Shift 5
| Mythic Shift
| Self
| Grants the user {{#simple-tooltip: Flux Shift 5 | This Ability does two things. Firstly, with this Ability, a Constant Passive is active for the user, that allows their clothes to perfectly resize and change to fit whatever Mythic or Racial Shift they engage in except if they would somehow become quadrupedal or no longer humanoid, while also returning magically after Shifting back from any such non-humanoid Shifts. Secondly, with this Ability, the user is able to magically change the color, shape, material and appearance as well as layering of their clothing and foot and head wear, including removing and adding new pieces on the fly. This Ability acts instantly and seamlessly with no Cooldown. This Ability cannot create or emulate armor or any tough materials that add extra armoring, and materials cannot consist out of rare materials that require Abilities or Progressions to produce.
}}
|-
| style="background-color:#d3abaa;" | Honed Skill 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Honed Skill 1 | Choose Metallurgy, Arcanology, or Linguistics. If at least 3 points are invested in the chosen Proficiency, choose a single 3 Proficiency costing “Pack” for free additionally. This Pack does not contribute to the maximum Packs possible for this Proficiency at max Point investment. If none of these are chosen, nothing is gained.
}}
|-
| style="background-color:#d3abaa;" | Weapon Song 1
| Toggle Passive
| Emote Distance
| Grants the user {{#simple-tooltip: Weapon Song 1 | The user may activate Weapon Song 1 on any Melee Weapon that they are wielding in combat, causing it to levitate in the air, and allowing them to control it as if they were wielding it, except further removed from the actual weapon. This must be their own weapon, and not a weapon they’ve taken or stolen from another. The only thing this does, is create distance between the opponent and the user, thus allowing them more time to respond to moves the opponent makes. The weapon can still be parried and even knocked out of the user’s hand, as it is only displaced. The distance can however be anywhere in Emote Distance, as long as where it is levitating is within view.
}}
|-
| style="background-color:#d3abaa;" | Inth Gift 3
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Inth Gift 3 | The user has a perfect recall memory through a Memory Phylactery. This is not a physical object, but more a metaphysical abstract concept that causes the user to be immune to any memory alteration, or any Ability that would otherwise make them forget memories, or have them stored elsewhere, altered, added, or diminished. If any memory is forgotten, the user needs simply call upon the Memory Phylactery to restore the memory in full detail. Any Memory Sense I used on the user will result in more clear and perfect imagery than for anyone else.
}}
|-
|}


==half dwarf==
''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" style="width: 670px;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#dcd5f2; width: 21%;" | Honed Skill 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Honed Skill 1 | Choose Metallurgy, Arcanology, or Linguistics. If at least 3 points are invested in the chosen Proficiency, choose a single 3 Proficiency costing “Pack” for free additionally. This Pack does not contribute to the maximum Packs possible for this Proficiency at max Point investment. If none of these are chosen, nothing is gained.
}}
|-
| style="background-color:#dcd5f2;" | Super Self 3
| Mythic Shift
| Self
| Grants the user {{#simple-tooltip: Super Self 3| The user can use Super Self 3 to instantly filter (or prevent themselves from breathing/ingesting) and nullify any Gas, Toxin, or ingested Alchemical Substance, making them immune to it. This Ability only affects Ability-Created Gases that have a tangible visual effect. This process is automatic, meaning they cannot pick and choose, except in the case of drinking Alcohol.
}}
|-
| style="background-color:#dcd5f2;" | Home Upgrade 1
| Region Enchant
| Player Region
| Grants the user {{#simple-tooltip: Home Upgrade 1 | This (Mundane) Region Enchant is always active on the user’s primary residence and cannot be disabled. While active in a region, it becomes immune to fire damage due to sprinkler irrigation systems. Additionally, if a metal block is placed behind the front door or any entrance, if the Region is burgled, any burglars have one of their legs broken due to a trap activating. They can still continue to burgle, but will have to do with a broken leg. This effect cannot be Dodged, Prevented or Countered.
}}
|-
|}


==songaskian==
===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).


{| class="wikitable"
''Knighthood is a good way to get involved in pre-existing groups and activities. Since it guarantees roleplay, a group, and a reason to log on, it is appealing for everyone from new players to veterans. Knight groups organize their own internal social roleplay and are usually well-received by the playerbase as pleasant spaces. Knighthood also grants a unique ranking system for Characters to progress up the ladder of their Order and gain privileges for honesty and effectiveness in their Code. Knight roleplay requires reading, however, as Knight characters must follow their Codes or risk expulsion. Senleya Knighthood is recommended for players who are invested in Elven lore and want a guardian role among Elven players, or are interested in fighting Void interests from a non-Purist, non-Unionist angle. Their aesthetics pair well with D&D Aasimar and general angelic references.''
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#f5d89f;" | Elder Form 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Elder Form 1 | The user is able to manifest a black scaled tail that drags slightly on the floor. The tail can also be bound or hidden under a belt around the waist and then revealed at a later point in time. The tail is prehensile and can aesthetically hold items and move as the user wishes.
}}
|-
| style="background-color:#f5d89f;" | Elder Form 2
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Elder Form 2 | The user is able to change areas of their skin anywhere on their body (except the head) in any quantity and near-instantly. When applied anywhere on the skin, the area becomes as tough as Chainmail. The scale quantity can cover whole limbs, partial limbs, parts of the torso or only the back. If either the hands or feet are covered in scales, the nails turn into aesthetic claws. Additionally, the character can manifest or de-manifest a set of horns. These can either be just two horns, or multiple horns close together. These horns can have any shape or length, but must never be larger than the head, and can only ever bend backwards. Their color can range from ivory to dark gray-brown. These horns are purely aesthetic. The design and shape must always be the same for each individual user and cannot change in their lifetime.
}}
|-
| style="background-color:#f5d89f;" | Elder Form 3
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Elder Form 3 | The user is able to heavily adjust the appearance of their head between two alternatives that cannot be active together at the same time. The first is their capability to change their entire head to look like a Black Desert Dragon, complete with scales down to the shoulders, slitted orange eyes, and ivory horns. The face must always look the same, but can act as a disguise for those who have not identified the Dragon head yet. The horns on the Dragon head must always be the same. With this head, the user can still speak normally. The second option is the ability to change their head hair or facial hair or both into orange flames. These flames move slower than real flames, and respect the rough outline of the Songaskian's hair, while also being considerably more orange in color and cold to the touch.
}}
|-
| style="background-color:#f5d89f;" | Super Self 7
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Super Self 7 | The Character is immune to burning and hot temperatures, and is completely unaffected by any naturally occurring or Ability based fire, lava, or steam on themselves or on the ground. Additionally, the user is immune to Element Brand 3.
}}
|-
| style="background-color:#f5d89f;" | Element Control 3
| Magic Spell
| Emote Distance
| Grants the user {{#simple-tooltip:  Element Control 3| The user gains a number of utility functions. They may clap their hands to produce Emote Range wide sounding thunder claps, they may use fire or lightning in their hand to light up an Emote wide area and become Immune to Darkness effects caused by Abilities. They may snap their fingers to ignite or douse candles, torches and fire places, and can Channel while inside a building to either remove or prevent fire from spreading into it. None of these smaller functions have Cooldowns.
}}
|-
| style="background-color:#f5d89f;" | Element Brand 3
| Object Enchant
| Self
| Grants the user {{#simple-tooltip:  Element Brand 3 | This Ability allows the user to Enchant their melee weapon with a Fire or Storm enchant that makes the weapon either ablaze, or giving off sparks of lightning while appearing white-hot from the forge. Hits with this Enchant do additional harm to the target, causing greater pain, such as searing edges and longer lasting sharp pain that can compound to make combat more difficult, though it does not actually do more damage. This Enchant also cannot set anything on fire and feels cold to the touch to the user. The Enchant lasts for 30 minutes and can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. This Ability has no Cooldown.
}}
|-
| style="background-color:#f5d89f;" | Home Enchant 2
| Region Enchant
| Player Region
| Grants the user {{#simple-tooltip:  Home Enchant 2 | The user is able to Home Enchant 2 inside any Player Region such as Rental House Region or Clandestine Base, to shield it from certain actions. While this Region Enchant is active, the Region is immune to Vandalism and is also immune from catching ablaze, if there is a fire in the area or district. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the block upon which the front door or gate rests, should be made of Emerald Block.
}}
|-
| style="background-color:#f5d89f;" | Magic Sight 2
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Magic Sight 2 | The user is able to summon a Magical lantern or candle in their hand that emanates a warm light in a 10x10 block area around them. Any Ability based Darkness that is cast in a wider area will be Nullified (the Darkness is still there, Magic Sight 2 merely temporarily removes the effect in the radius). Beyond the 10x10 radius however, everything remains in Darkness. Additionally, this Ability gives a few optional aesthetics. Users may passively have glowing eyes (that glow less bright than in Magic Sight 1), have a glimmer, or light sparkle on their skin, have sun-ray like tattoos that light up from the hands to the elbows, a sundisk of light projection behind their head, or glowing luminescent blood.
}}
|-
|}


==half altalar==
==Knights Code==
===Common Knights Code===
All Knights of all Orders are beholden to this Knights Code.
# Loyalty to the Emperor of Regalia, and the Regalian State is required.
# Knights are disallowed from attacking unarmed or defenseless people.
# Knights are disallowed from degrading themselves or their Order.
# Knights are allowed to enforce Regalian Law, but must abide by it.
# Knights may not lie, or deceive, but needn't always say everything.
# Knights are expected to give alms to the poor and protect the weak.
===Specific Order Code===
The following Knights Code applies only to the Celestial Sentinels.
# Celestial Sentinels must seek out the designs of Void Gods and Void Arken and combat them.
# Celestial Sentinels must keep tabs on Void worshipers and priests and contain their plots.
# Celestial Sentinels must keep tabs on Void Arkenborn and prevent their temptation to evil.
# Celestial Sentinels must save Vampire Thralls and Blood Thralls and bring them to the light.
# Celestial Sentinels must police and administer the Rite and Laws of Loa to Deathwatch Elves.
# Celestial Sentinels must protect Estelley Groves and Mana Trees with their lives.
# Celestial Sentinels must encourage temperance and turning away from Estelley fanaticism.


{| class="wikitable"
===Rite and Laws of Loa===
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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.
! Ability Name
===Nuance of Fanaticism===
! Ability Type
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.''
! Ability Range
==Structure==
! Ability Description
The Celestial Sentinel Order has a hierarchical structure that defines ranks within the Order:
|-
* '''The High Hierophant''' (NPC) is the highest leader of the Celestial Sentinel Order.  
| style="background-color:#f5d7e7;" | Arcane Mastery 1
* '''The Valley Council''' (NPC) are the elders and instructors and teachers of the Order.
| Magic Spell
* '''The Alyaan Sentinels''' (Player) are the highest attainable rank of Knight of high prestige and esteem.
| Emote Distance
* '''The Sinaï Sentinels''' (Player) are a well respected and Knight with great sway in the Order.
| Grants the user {{#simple-tooltip:  Arcane Mastery 1 | The user is able to control aesthetic Arcane functions, such as letting a broom brush the floor by itself, letting dishes wash themselves, opening curtains with the wave of a hand, lighting candles with the flick of a finger, opening (unlocked) doors with the flick of a wrist and more. None of these functions may be involved in Combat Roleplay, but there is no limit to the amount that may be running at any given time, and there is no cooldown.
* '''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.
| style="background-color:#f5d7e7;" | Sorcery Skill 1
* '''The Squires''' (Player) are pre-graduation. Recommended for trying out, with less obligations.
| Constant Passive
===Privileges===
| Self
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.  
| Grants the user {{#simple-tooltip: Sorcery Skill 1  | If the Character has purchased at least 1 Sorcery Ability, they may gain an additional Sorcery Ability from any Category for free. This Ability can only trigger once, and if this Ability is somehow removed from the owner, the chosen Sorcery Ability is lost.
* '''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.
| style="background-color:#f5d7e7;" | Skin Purge 1
* '''Privilege 4''' The Knight in question gains access to the Moon-Vaults to source knowledge from the ancient Allorn Empire.
| Toggle Passive
* '''Privilege 5''' The Knight in question receives an Artifact designed for their Character that cannot be taken from them.
| Self
==History==
| Grants the user {{#simple-tooltip:  Skin Purge 1 | The user can toggle this Passive to remove choice or any and all scars, Mutations, tattoos or other blemishes that affect only their skin. Skin mutations may include pigments, scriptures, textures, but for example not horns, despite them being covered in skin and sticking out of the skull. Mutations stay gone forever, but scars may be caused to re-appear at will, and may also be removed again at will.
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.  
|-
| style="background-color:#f5d7e7;" | Age Control 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Age Control 1  | The user is able to change their visual appearance to be of any age within the adult age ranges at any time. This transition is near-instant and may affect wrinkles, skin, hair graying, and more. After toggling an age appearance, any Counters do not revert changes, they only prevent further changes until the Counter is removed.


}}
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:#f5d7e7;" | Home Enchant 4
| Region Enchant
| Player Region
| Grants the user {{#simple-tooltip: Home Enchant 4 | The user is able to Home Enchant 4 inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects. While the region is Enchanted, floating candles, orbs of light, or a general gaze of light may fill the building. This has a number of effects. Firstly, the building itself and all rooms there-in are completely immune to any Darkness being cast into it with an Ability, or being cast from inside of it. Secondly, anyone with the Ability Light Mend 3 can use the interior as if they are standing outside with an uninterrupted line to the sky. Thirdly, the building or region denies entry to Mindless Dimenthist Creatures, such as Void Ghasts, and other Lesser Void Demons that are commonly seen during Events where monsters appear through Veil tears, creating a safehouse of sorts. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the region’s ceiling should have several glowstone blocks on it, or floating in the air.
}}
|-
|}


==avanthar==
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==
{| class="wikitable"
* 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="font-weight:bold; text-align:center; background-color:#c0c0c0;"
* 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.  
! Ability Name
* 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.
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#e8cfb7;" | Genos Master 1
| Mythic Shift
| Self
| Grants the user {{#simple-tooltip: Genos Master 1 | The user is able to activate and de-activate this shift instantaneously. While shifted, the Avanthar gains increased muscularity and body hair, with furred digitigrade legs with goat hooves. They additionally gain antlers or goat horns. While shifted in this form, the Avanthar becomes immune to any Mundane or Ability-based Tracking, and gains Super Self 2.
}}
|-
| style="background-color:#e8cfb7;" | Mutation Manifest 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Mutation Manifest 1 | The Character can naturally manifest any Mutations from any Mutations Category (except Mutations with specific rules, unless they follow those rules), 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.
}}
|-
| style="background-color:#e8cfb7;" | Mind Wall 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip:  Mind Wall 1 | The Character has Target Illusion immunity, and can perceive that a Target Illusion is being used on them. They may turn on or off this Illusion at will from their perception.
}}
|-
| style="background-color:#e8cfb7;" | Skin Purge 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Skin Purge 1 | The user can toggle this Passive to remove choice or any and all scars, Mutations, tattoos or other blemishes that affect only their skin. Skin mutations may include pigments, scriptures, textures, but for example not horns, despite them being covered in skin and sticking out of the skull. Mutations stay gone forever, but scars may be caused to re-appear at will, and may also be removed again at will.
}}
|-
| style="background-color:#e8cfb7;" | Body Morph 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Body Morph 1 | The Character can activate internal body processes to rapidly grow or reduce muscle-mass over the span of several seconds. This allows the Character to change their Body Shape at will, while also granting access to the “Musclegod” Body Shape, a Body Shape that can only be used through this Ability and is not innately available in the Proficiency System. Musclegod is classified as above Strongman, but with such muscle-size that is so large, one would think the person has trouble moving around in an efficient manner. This Ability has no Cooldown and can be used mid-combat.
}}
|-
| style="background-color:#e8cfb7;" | Great Force 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Great Force 1 | If at any point within 7 blocks of the user heavy objects are falling (for example, a collapsing roof or beam, or a large boulder) the character can brace the falling objects and hold them up long enough for nearby others to escape or not be harmed, and also create an escape for themselves. This Ability cannot be used for any Combat advantage.
}}
|-
| style="background-color:#e8cfb7;" | Keen Mind 2
| Trigger Passive
| Emote Distance
| Grants the user {{#simple-tooltip: Keen Mind 2 | The Character is immune to the Sleight of Hand Pack of Roguery, and will always notice when someone is attempting to Pick-Pocket them.
}}
|}
 
==aiel cielothar==
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#f7f7ba;" | Age Control 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Age Control 1  | The user is able to change their visual appearance to be of any age within the adult age ranges at any time. This transition is near-instant and may affect wrinkles, skin, hair graying, and more. After toggling an age appearance, any Counters do not revert changes, they only prevent further changes until the Counter is removed.
}}
|-
| style="background-color:#f7f7ba;" | Spirit Familiar 2
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Spirit Familiar 2 | The user must choose an animal from the Animals Page (barring Magus or Dragon species). This choice is permanent, and must be mentioned on the Character Application. The familiar cannot inflict harm, be permanently harmed, or interfere with combat in any manner. If killed, the familiar will disappear in a puff of white smoke, and reappear next to the User instantly. The familiar can never fully replace the sight or hearing of the User to its prior state, and will only supplement it enough to allow the User to return to base functioning, not adequate use in combat or scenarios that require quick reaction time. Regardless of whether or not the User has lost their voice, they can choose to speak through their Familiar at any point, but cannot speak at the same time the familiar is speaking. The Familiar can be unsummoned or re-summoned via a ten-second ritual.
}}
|-
| style="background-color:#f7f7ba;" | Element Control 2
| Magic Spell
| Emote Distance
| Grants the user {{#simple-tooltip: Element Control 2 | The user gains a number of utility functions. They may use localized gusts of wind to push people (though never so far to Knockback them or Knock them over) or prank their clothing or hair. They may have plants, twigs and flowers growing from their body or clothing (though never so far to look like a Yanar). They may move while levitating half a foot off the ground, and become completely immune to any Knockback or Knockover effects from any Ability (though other damage or effects besides those are still applied). None of these smaller functions have Cooldowns.
}}
|-
| style="background-color:#f7f7ba;" | Empath Sense 1
| Trigger Passive
| Direct Touch
| Grants the user {{#simple-tooltip: Empath Sense 1 | The Character is able to absorb all of the pain of the Target person and feel it themselves instead, for as long as Direct Touch is maintained. The target whose pain is being absorbed may not be in combat, otherwise this effect does not work. Additionally, the Character becomes immune to passing out from pain or going into shock.
}}
|-
| style="background-color:#f7f7ba;" | Restoration 1
| Magic Spell
| Direct Touch
| Grants the user {{#simple-tooltip:  Restoration 1 | The User can restore simple objects and liquids to their most clean and functional state by holding their hand over the object or liquid, causing their hand and the target to glow with faint white light. This Ability does not apply to weapons, armor, or complex machinery (like clockwork) but can be used on any other object to fully repair it and clean it of any grime, dirt, or damage. If used on an object that had writing on it prior (such as a book), the pages will be restored, but any writing will not remain. If used on liquids, the User can cleanse it of any additives or poisons, making it clean and safe for their consumption. This Ability cannot be used on an object larger than 2x2x2 blocks in dimension, or on more than a pitcher’s worth of liquid at the same time.
}}
|-
| style="background-color:#f7f7ba;" | Home Enchant 1
| Region Enchant
| Player Region
| Grants the user {{#simple-tooltip:  Home Enchant 1 | The user is able to use Home Enchant 1 inside any Player Region such as Rental House Region or Clandestine Base, to rapidly grow plants and flowers inside the boundaries of this base, creating the perfect environment also to grow any plant in any environment within the confines of this place. Additionally, aesthetic sounds of such an environment would follow, for example, many flowers and plants from a savannah would cause cricket sounds to be heard, while jungle trees evoke the songs of paradise birds. Finally, if the door or front gate of such a Region with Home Enchant 1 is knocked down, broken, or burned down, and the user of this Enchant is present, they may instantly regrow the door or gateway with roots and vines, but only once per 24 hours. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the region should be filled with lots of plants and flowers.
}}
|-
| style="background-color:#f7f7ba;" | Magic Sight 2
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Magic Sight 2 | The user is able to summon a Magical lantern or candle in their hand that emanates a warm light in a 10x10 block area around them. Any Ability based Darkness that is cast in a wider area will be Nullified (the Darkness is still there, Magic Sight 2 merely temporarily removes the effect in the radius). Beyond the 10x10 radius however, everything remains in Darkness. Additionally, this Ability gives a few optional aesthetics. Users may passively have glowing eyes (that glow less bright than in Magic Sight 1), have a glimmer, or light sparkle on their skin, have sun-ray like tattoos that light up from the hands to the elbows, a sundisk of light projection behind their head, or glowing luminescent blood.
}}
|-
 
|}
 
 
 
 
joiel cielothar
 
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#f7f7ba;" | Age Control 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip:  Age Control 1  | The user is able to change their visual appearance to be of any age within the adult age ranges at any time. This transition is near-instant and may affect wrinkles, skin, hair graying, and more. After toggling an age appearance, any Counters do not revert changes, they only prevent further changes until the Counter is removed.
}}
|-
| style="background-color:#f7f7ba;" | Spirit Familiar 2
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Spirit Familiar 2 | The user must choose an animal from the Animals Page (barring Magus or Dragon species). This choice is permanent, and must be mentioned on the Character Application. The familiar cannot inflict harm, be permanently harmed, or interfere with combat in any manner. If killed, the familiar will disappear in a puff of white smoke, and reappear next to the User instantly. The familiar can never fully replace the sight or hearing of the User to its prior state, and will only supplement it enough to allow the User to return to base functioning, not adequate use in combat or scenarios that require quick reaction time. Regardless of whether or not the User has lost their voice, they can choose to speak through their Familiar at any point, but cannot speak at the same time the familiar is speaking. The Familiar can be unsummoned or re-summoned via a ten-second ritual.
}}
|-
| style="background-color:#f7f7ba;" |  Element Control 2
| Magic Spell
| Emote Distance
| Grants the user {{#simple-tooltip: Element Control 2 | The user gains a number of utility functions. They may use localized gusts of wind to push people (though never so far to Knockback them or Knock them over) or prank their clothing or hair. They may have plants, twigs and flowers growing from their body or clothing (though never so far to look like a Yanar). They may move while levitating half a foot off the ground, and become completely immune to any Knockback or Knockover effects from any Ability (though other damage or effects besides those are still applied). None of these smaller functions have Cooldowns.
}}
|-
| style="background-color:#f7f7ba;" | World Shift 1
| Control Power
| Self
| Grants the user {{#simple-tooltip: World Shift 1 | The user is able to Song-bend any unliving materials (dead wood, stone, metal, glass, bone, etc) into other shapes or a desired shape. This involves the act of singing, and then using one’s hands to bend the material as if it is made of a clay-like substance. This can never result in sharp edges or strong surface that Metallurgy can produce, and is only decorative. Objects cannot decrease or increase in size, and this Ability does not allow the Song-bending of objects that consist of many smaller objects, such as a wall consisting of hundreds of bricks, but does allow the Song-bending of a single wooden pillar in a palisade wall.
}}
|-
| style="background-color:#f7f7ba;" |  Empath Sense 1
| Trigger Passive
| Direct Touch
| Grants the user {{#simple-tooltip:  Empath Sense 1 | The Character is able to absorb all of the pain of the Target person and feel it themselves instead, for as long as Direct Touch is maintained. The target whose pain is being absorbed may not be in combat, otherwise this effect does not work. Additionally, the Character becomes immune to passing out from pain or going into shock.
}}
|-
| style="background-color:#f7f7ba;" | Binge Curse 1
| Object Curse
| Direct Touch
| Grants the user {{#simple-tooltip: Binge Curse 1 | The user can Target Curse any article of food or drink with the Binge Curse 1. Binge Curse 1 requires the user to envisage or recall a memory, which is then inserted into the Object Curse and placed on the object. After this, if the object is drunk or eaten, the person eating or drinking it will experience a vivid hallucination of the person’s memory that was inserted, in complete color and sound, as if they are there themselves, except through the eyes of the user.
}}
|-
| style="background-color:#f7f7ba;" | Honed Skill 2
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Honed Skill 2 | Choose any Hobby Group Proficiency. As long as 5 Proficiency points are invested in this Proficiency, gain another +5 for free. If this Ability were somehow removed from the Character, the Proficiency Point bonus is also removed. This Boost does not break the Proficiency Cap. If the chosen Proficiency is already boosted from any other source, it cannot be boosted by this Ability.
}}
|-
|}
 
suriell cielothar
 
 
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#f7f7ba;" | Age Control 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Age Control 1  | The user is able to change their visual appearance to be of any age within the adult age ranges at any time. This transition is near-instant and may affect wrinkles, skin, hair graying, and more. After toggling an age appearance, any Counters do not revert changes, they only prevent further changes until the Counter is removed.
}}
|-
| style="background-color:#f7f7ba;" | Spirit Familiar 2
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Spirit Familiar 2 | The user must choose an animal from the Animals Page (barring Magus or Dragon species). This choice is permanent, and must be mentioned on the Character Application. The familiar cannot inflict harm, be permanently harmed, or interfere with combat in any manner. If killed, the familiar will disappear in a puff of white smoke, and reappear next to the User instantly. The familiar can never fully replace the sight or hearing of the User to its prior state, and will only supplement it enough to allow the User to return to base functioning, not adequate use in combat or scenarios that require quick reaction time. Regardless of whether or not the User has lost their voice, they can choose to speak through their Familiar at any point, but cannot speak at the same time the familiar is speaking. The Familiar can be unsummoned or re-summoned via a ten-second ritual.
}}
|-
| style="background-color:#f7f7ba;" | Element Control 2
| Magic Spell
| Emote Distance
| Grants the user {{#simple-tooltip: Element Control 2 | The user gains a number of utility functions. They may use localized gusts of wind to push people (though never so far to Knockback them or Knock them over) or prank their clothing or hair. They may have plants, twigs and flowers growing from their body or clothing (though never so far to look like a Yanar). They may move while levitating half a foot off the ground, and become completely immune to any Knockback or Knockover effects from any Ability (though other damage or effects besides those are still applied). None of these smaller functions have Cooldowns.
}}
|-
| style="background-color:#f7f7ba;" | Empath Sense 1
| Trigger Passive
| Direct Touch
| Grants the user {{#simple-tooltip: Empath Sense 1 | The Character is able to absorb all of the pain of the Target person and feel it themselves instead, for as long as Direct Touch is maintained. The target whose pain is being absorbed may not be in combat, otherwise this effect does not work. Additionally, the Character becomes immune to passing out from pain or going into shock.
}}
|-
| style="background-color:#f7f7ba;" | Hunt Sense 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip:  Hunt Sense 1 | The Character has permanent Night-Vision in dark or night-time locations, thus being able to see through Mundane Darkness, but not Ability based Darkness. Additionally, if the Character has tasted or smelled freshly drawn blood of an individual within the last 30 minutes, are able to track their location wherever they are in Regalia proper. If the target leaves to a Clandestine Base or Noble Estate however, the tracking ends. While tracking, it's not allowed to use fast travel or sprint, the distance must be walked.
}}
|-
| style="background-color:#f7f7ba;" | Nature Gift 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Nature Gift 1 | While outside the City, thus nowhere near conventional rental housing, the Character moves “as fast as an Asha” (thus giving the Character Asha Agility). This Ability ceases the moment the Character returns to the urban landscape.
}}
|-
| style="background-color:#f7f7ba;" | True Path 1
| Toggle Passive
| Travel Length
| Grants the user {{#simple-tooltip:  True Path 1 | The user is able to begin a charge or running speed in a particular direction. Once reaching a particular block, they may activate True Path 1 to scatter their body into a large cloud of non-harmful smaller objects, or flora, or critters, and continue traveling in the same direction as they were running. This allows them to continue moving for up to 10 blocks at sprinting speed, allowing them to pass through any hole, crack or opening. This can be to for example, float through a guard formation, a door, a wall of spikes, etc. After traveling 10 blocks, the character re-manifests, this Ability cannot be ended early, unless met with a solid wall without openings. This Ability has a 15 minute cooldown.
}}
|-
|}
 
exeiyya cielothar
 
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#f7f7ba;" | Age Control 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Age Control 1  | The user is able to change their visual appearance to be of any age within the adult age ranges at any time. This transition is near-instant and may affect wrinkles, skin, hair graying, and more. After toggling an age appearance, any Counters do not revert changes, they only prevent further changes until the Counter is removed.
}}
|-
| style="background-color:#f7f7ba;" | Spirit Familiar 2
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Spirit Familiar 2 | The user must choose an animal from the Animals Page (barring Magus or Dragon species). This choice is permanent, and must be mentioned on the Character Application. The familiar cannot inflict harm, be permanently harmed, or interfere with combat in any manner. If killed, the familiar will disappear in a puff of white smoke, and reappear next to the User instantly. The familiar can never fully replace the sight or hearing of the User to its prior state, and will only supplement it enough to allow the User to return to base functioning, not adequate use in combat or scenarios that require quick reaction time. Regardless of whether or not the User has lost their voice, they can choose to speak through their Familiar at any point, but cannot speak at the same time the familiar is speaking. The Familiar can be unsummoned or re-summoned via a ten-second ritual.
}}
|-
| style="background-color:#f7f7ba;" | Element Control 2
| Magic Spell
| Emote Distance
| Grants the user {{#simple-tooltip: Element Control 2  | The user gains a number of utility functions. They may use localized gusts of wind to push people (though never so far to Knockback them or Knock them over) or prank their clothing or hair. They may have plants, twigs and flowers growing from their body or clothing (though never so far to look like a Yanar). They may move while levitating half a foot off the ground, and become completely immune to any Knockback or Knockover effects from any Ability (though other damage or effects besides those are still applied). None of these smaller functions have Cooldowns.
}}
|-
| style="background-color:#f7f7ba;" | Empath Sense 6
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Empath Sense 6 | If any Abilities are used on the Character that would read their emotional state, the Character becomes immediately aware of who is prying into their mind, as long as they are within Emote Distance. Additionally, any such information retrieval is blocked, thus making the Character’s emotional state unreadable, though the user may toggle this on and off at will. The only Ability this does not work on is Empath Sense 2, which always breaks through Empath Sense 6 and is also immune to its detection mechanism.
}}
|-
| style="background-color:#f7f7ba;" | Spirit Curse 1
| Target Curse
| Emote Distance
| Grants the user {{#simple-tooltip:  Spirit Curse 1 | The user can curse a Target with Spirit Curse 1 only if they have an Ability that manifests a familiar, or some type of non-Player Character pet. Once Cursed, the pet is freed from the Target’s control and goes berserk, attacking the original owner for 30 seconds. While attacked, the Target is unable to flee or use Abilities or dismiss the Familiar, but can still use Mundane Attacks, speak and perceive things around them, albeit while constantly being clawed or bit or stung. After 30 seconds, the Familiar dissipates, and goes on whatever Cooldown is native to that Familiar’s Ability Source as if it was killed.
}}
|-
| style="background-color:#f7f7ba;" | Vile Vine 1
| Target Curse
| Emote Distance
| Grants the user {{#simple-tooltip: Vile Vine 1 | The Character can throw or whip a Vile Vine from their arm or hand at a target once per day, which will wrap around any body part of the Target, and then sink into skin, through clothes and armor. While Vile Vine 1 is active on a person, despite not having any Abilities or Affliction status, the person gives off Aberrant status to any Aberrant Detection mechanisms or Abilities available. This Curse lasts for a week, unless removed with Exorcism 1. Additionally, if Vile Vine 1 is used on non-sentient Plant Matter, it will Void Corrupt the plant and anything within a 5-Block Radius of the initial targeted plant.
}}
|-
| style="background-color:#f7f7ba;" | Home Enchant 6
| Region Enchant
| Player Region
| Grants the user {{#simple-tooltip: Home Enchant 6 | The user is able to use Home Enchant 6 inside any Player Region such as Rental House Region or Clandestine Base, to allow any plants to grow within it, but automatically Void-Corrupt them when planted or moved into the Region. Aesthetic sounds and other purely aesthetic effects associated with a Void-Corrupted plant environment would follow. Additionally, Sewer Rats can live in the region and flock to it regardless of where the Region is. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the region should be filled with Soul Sand or Soul Soil.
}}
|-
 
|}
 
Hyliel (half cielothar)
 
 
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#f7f7ba;" | Spirit Familiar 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Spirit Familiar 1 | The user must choose an animal from the Animals Page (barring Magus or Dragon species). This choice is permanent, and must be mentioned on the Character Application. Once chosen, the user may choose to manifest and remove smaller visual and aesthetic changes to their body from the animal chosen, but never so thoroughly that it mimics a Werebeast, Allar, or Asha. Secondly, they may summon a magical looking familiar of the animal chosen that may never be larger than a domestic cat regardless of original size of the animal, but may also be smaller depending on the preference of the user. This familiar can carry a single object on them, but may never enter combat, and is disabled for 1 hour if hit by any Ability or Attack. If a Magical aesthetic is not desired, a Mundane creature can also appear to the Character in their childhood and stay with them, with this Ability applying to them, with all other rules. The Mundane creature gains a lifespan as long as the user.
}}
|-
| style="background-color:#f7f7ba;" | Empath Sense 1
| Trigger Passive
| Direct Touch
| Grants the user {{#simple-tooltip:  Empath Sense 1 | The Character is able to absorb all of the pain of the Target person and feel it themselves instead, for as long as Direct Touch is maintained. The target whose pain is being absorbed may not be in combat, otherwise this effect does not work. Additionally, the Character becomes immune to passing out from pain or going into shock.
}}
|-
| style="background-color:#f7f7ba;" | Element Control 2
| Magic Spell
| Emote Distance
| Grants the user {{#simple-tooltip: Element Control 2 | The user gains a number of utility functions. They may use localized gusts of wind to push people (though never so far to Knockback them or Knock them over) or prank their clothing or hair. They may have plants, twigs and flowers growing from their body or clothing (though never so far to look like a Yanar). They may move while levitating half a foot off the ground, and become completely immune to any Knockback or Knockover effects from any Ability (though other damage or effects besides those are still applied). None of these smaller functions have Cooldowns.
}}
|-
| style="background-color:#f7f7ba;" | Light Mend 3
| Magic Spell
| Self
| Grants the user {{#simple-tooltip: Light Mend 3 | The user feeds and gains strength from sunlight or moonlight. Either moonlight or sunlight are capable of feeding the user much like normal food would, thus making drinking and eating redundant for them (though they still can). Additionally, while standing outside (with no block that interrupts a direct line from the player model to the open sky, including leaf blocks), the Character has +5 Physical Stat, and can choose to absorb strength from the moon or sun and increase Body Shape by one additional step.
}}
|-
| style="background-color:#f7f7ba;" | Arcane Mastery 1
| Magic Spell
| Emote Distance
| Grants the user {{#simple-tooltip: Arcane Mastery 1 | The user is able to control aesthetic Arcane functions, such as letting a broom brush the floor by itself, letting dishes wash themselves, opening curtains with the wave of a hand, lighting candles with the flick of a finger, opening (unlocked) doors with the flick of a wrist and more. None of these functions may be involved in Combat Roleplay, but there is no limit to the amount that may be running at any given time, and there is no cooldown.
}}
|-
| style="background-color:#f7f7ba;" | Shrewd Insight 1
| Control Power
| Emote Distance
| Grants the user {{#simple-tooltip: Shrewd Insight 1 | When conversing with a person, the user can, once a day, detect the true disposition of a person towards them. This may be done either by detecting how much the target likes or dislikes the user, or by more specifically detecting how they perceive the user. This may need to be updated from time to time, as people change their minds about others all the time. A character with at least 10 Proficiency Points in Theatre Arts is immune to this Ability. They simply send back blank results.
}}
|-
|}
 
==Isldar==
moon vault
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#eaf1f9;" | Skin Purge 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Skin Purge 1 | The user can toggle this Passive to remove choice or any and all scars, Mutations, tattoos or other blemishes that affect only their skin. Skin mutations may include pigments, scriptures, textures, but for example not horns, despite them being covered in skin and sticking out of the skull. Mutations stay gone forever, but scars may be caused to re-appear at will, and may also be removed again at will.
}}
|-
| style="background-color:#eaf1f9;" | Age Control 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Age Control 1 | The user is able to change their visual appearance to be of any age within the adult age ranges at any time. This transition is near-instant and may affect wrinkles, skin, hair graying, and more. After toggling an age appearance, any Counters do not revert changes, they only prevent further changes until the Counter is removed.
}}
|-
| style="background-color:#eaf1f9;" | Super Self 6
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Super Self 6 | The Character is immune to hypothermia and cold temperatures, and is completely unaffected by any naturally occurring or Ability based Ice, snow, or frost on themselves or on the ground. Additionally, the user is immune to Element Brand 1.
}}
|-
| style="background-color:#eaf1f9;" | Frisit Gift 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Frisit Gift 1 | The Character can hear and use Wyrmtongue, the Dragon language, and can hear Dragons speak Wyrmtongue from miles away. Additionally, the Character can see Soul Rivers, materialize them to others to see, and steer them around aesthetically.
}}
|-
| style="background-color:#eaf1f9;" | Frisit Gift 2
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Frisit Gift 2 | The Character is able to summon and unsummon either two identical melee weapons or one ranged weapon into their hands at will made of Soul Essence. Ranged weapons summoned through this ability have infinite ammunition, but can only use the default ranged attack. The Weapon cannot leave the user's hand, and cannot be handed off to others. If Weapon degrading Abilities or Mundane Techniques are used, and the weapon would break or be destroyed, the whole Ability is Cancelled and put on a 30 minute Cooldown. Proficiency in the specified type of weapon is required to utilize any abilities listed.
}}
|-
| style="background-color:#eaf1f9;" | Exorcism 4
| Control Power
| Direct Touch
| Grants the user {{#simple-tooltip: Exorcism 4 | The user can perform a passing ritual on NPC Poltergeists or dead bodies, lasting 5 minutes, causing spirits to peacefully pass on to the afterlife and causing extreme displeasure for any Undead nearby. Additionally, if used on a dead body, it prevents resurrection as an Undead.
}}
|-
| style="background-color:#eaf1f9;" | Magic Sight 2
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Magic Sight 2 | The user is able to summon a Magical lantern or candle in their hand that emanates a warm light in a 10x10 block area around them. Any Ability based Darkness that is cast in a wider area will be Nullified (the Darkness is still there, Magic Sight 2 merely temporarily removes the effect in the radius). Beyond the 10x10 radius however, everything remains in Darkness. Additionally, this Ability gives a few optional aesthetics. Users may passively have glowing eyes (that glow less bright than in Magic Sight 1), have a glimmer, or light sparkle on their skin, have sun-ray like tattoos that light up from the hands to the elbows, a sundisk of light projection behind their head, or glowing luminescent blood.
}}
|-
| style="background-color:#eaf1f9;" | Power Curse 3
| Target Curse
| Emote Distance
| Grants the user {{#simple-tooltip: Power Curse 3  | The user can cast Power Curse 3 once per hour on a single individual. When affected, the Target’s left or right arm (depending on the choice of the user) becomes constricted by some form of constraint. This constraint lasts for 30 seconds, and completely disables the use of that limb for the duration as it remains rigid and unmoveable. After the 30 seconds are over, the limb is usable again and the constraints melt away.
}}
|-
 
|}
 
crystal spire
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#eaf1f9;" | Skin Purge 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Skin Purge 1 | The user can toggle this Passive to remove choice or any and all scars, Mutations, tattoos or other blemishes that affect only their skin. Skin mutations may include pigments, scriptures, textures, but for example not horns, despite them being covered in skin and sticking out of the skull. Mutations stay gone forever, but scars may be caused to re-appear at will, and may also be removed again at will.
}}
|-
| style="background-color:#eaf1f9;" | Age Control 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Age Control 1 | The user is able to change their visual appearance to be of any age within the adult age ranges at any time. This transition is near-instant and may affect wrinkles, skin, hair graying, and more. After toggling an age appearance, any Counters do not revert changes, they only prevent further changes until the Counter is removed.
}}
|-
| style="background-color:#eaf1f9;" | Super Self 6
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Super Self 6 | The Character is immune to hypothermia and cold temperatures, and is completely unaffected by any naturally occurring or Ability based Ice, snow, or frost on themselves or on the ground. Additionally, the user is immune to Element Brand 1.
}}
|-
| style="background-color:#eaf1f9;" | Frisit Gift 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Frisit Gift 1 | The Character can hear and use Wyrmtongue, the Dragon language, and can hear Dragons speak Wyrmtongue from miles away. Additionally, the Character can see Soul Rivers, materialize them to others to see, and steer them around aesthetically.
}}
|-
| style="background-color:#eaf1f9;" | Frisit Gift 2
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Frisit Gift 2 | The Character is able to summon and unsummon either two identical melee weapons or one ranged weapon into their hands at will made of Soul Essence. Ranged weapons summoned through this ability have infinite ammunition, but can only use the default ranged attack. The Weapon cannot leave the user's hand, and cannot be handed off to others. If Weapon degrading Abilities or Mundane Techniques are used, and the weapon would break or be destroyed, the whole Ability is Cancelled and put on a 30 minute Cooldown. Proficiency in the specified type of weapon is required to utilize any abilities listed.
}}
|-
| style="background-color:#eaf1f9;" | Exorcism 4
| Control Power
| Direct Touch
| Grants the user {{#simple-tooltip: Exorcism 4 | The user can perform a passing ritual on NPC Poltergeists or dead bodies, lasting 5 minutes, causing spirits to peacefully pass on to the afterlife and causing extreme displeasure for any Undead nearby. Additionally, if used on a dead body, it prevents resurrection as an Undead.
}}
|-
| style="background-color:#eaf1f9;" | Power Howl 1
| Trigger Passive
| Emote Distance
| Grants the user {{#simple-tooltip:  Power Howl 1 | The Character can unleash a blood curling echoing scream that reverberates in Emote Distance. Anyone who is Channelling an Ability or about to Channel has the Channel forcibly interrupted, regardless of what interruption rules this Ability has. If this Channel Ability has a cooldown shorter than 5 minutes, it is set to a 5 minute cooldown. If longer, the Ability’s own cooldown is used. Additionally, anyone within 2 blocks of the user that was mid-swing with an attack, has their attack Staggered, meaning it automatically misses or is interrupted. This Ability has a 30 minute cooldown.
}}
|-
| style="background-color:#eaf1f9;" | Memory Sense 2
| Target Illusion
| Emote Distance
| Grants the user {{#simple-tooltip: Memory Sense 2 | The Character is able to project a ghostly and holographic image of their memories out into the world around them. The user can rotate, zoom in and out, and make minor aesthetic changes to the holographic memory as they wish. If the user does not fully remember parts of the memory, it will appear fake or blurry. Fake or implanted memories will appear as real, but the user cannot create fake memories themselves. This ability has no cooldown.
}}
|-
|}
 
voltalar
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#eaf1f9;" | Skin Purge 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Skin Purge 1 | The user can toggle this Passive to remove choice or any and all scars, Mutations, tattoos or other blemishes that affect only their skin. Skin mutations may include pigments, scriptures, textures, but for example not horns, despite them being covered in skin and sticking out of the skull. Mutations stay gone forever, but scars may be caused to re-appear at will, and may also be removed again at will.
}}
|-
| style="background-color:#eaf1f9;" | Age Control 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Age Control 1 | The user is able to change their visual appearance to be of any age within the adult age ranges at any time. This transition is near-instant and may affect wrinkles, skin, hair graying, and more. After toggling an age appearance, any Counters do not revert changes, they only prevent further changes until the Counter is removed.
}}
|-
| style="background-color:#eaf1f9;" | Super Self 6
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Super Self 6 | The Character is immune to hypothermia and cold temperatures, and is completely unaffected by any naturally occurring or Ability based Ice, snow, or frost on themselves or on the ground. Additionally, the user is immune to Element Brand 1.
}}
|-
| style="background-color:#eaf1f9;" | Frisit Gift 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Frisit Gift 1 | The Character can hear and use Wyrmtongue, the Dragon language, and can hear Dragons speak Wyrmtongue from miles away. Additionally, the Character can see Soul Rivers, materialize them to others to see, and steer them around aesthetically.
}}
|-
| style="background-color:#eaf1f9;" | Frisit Gift 2
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Frisit Gift 2 | The Character is able to summon and unsummon either two identical melee weapons or one ranged weapon into their hands at will made of Soul Essence. Ranged weapons summoned through this ability have infinite ammunition, but can only use the default ranged attack. The Weapon cannot leave the user's hand, and cannot be handed off to others. If Weapon degrading Abilities or Mundane Techniques are used, and the weapon would break or be destroyed, the whole Ability is Cancelled and put on a 30 minute Cooldown. Proficiency in the specified type of weapon is required to utilize any abilities listed.
}}
|-
| style="background-color:#eaf1f9;" | Frisit Gift 3
| Mythic Shift
| Self
| Grants the user {{#simple-tooltip: Frisit Gift 3 | The Character's scales extend to the rest of their body, becoming completely covered in Dragonscale. Their head also changes into that of a horn-less Wyvern, while flight-less Dragonwings sprout from their back. While in this Shift, the Character can move at the speed of an Asha, becomes immune to any rooting or leg-based trapping Abilities, and cannot be knocked back or off their feet. This Shift can only be maintained for 10 minutes, before going on a 1 hour cooldown.
}}
|-
| style="background-color:#eaf1f9;" | Exorcism 4
| Control Power
| Direct Touch
| Grants the user {{#simple-tooltip: Exorcism 4 | The user can perform a passing ritual on NPC Poltergeists or dead bodies, lasting 5 minutes, causing spirits to peacefully pass on to the afterlife and causing extreme displeasure for any Undead nearby. Additionally, if used on a dead body, it prevents resurrection as an Undead.
}}
|-
|}
 
shiva cavern
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#eaf1f9;" | Skin Purge 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Skin Purge 1 | The user can toggle this Passive to remove choice or any and all scars, Mutations, tattoos or other blemishes that affect only their skin. Skin mutations may include pigments, scriptures, textures, but for example not horns, despite them being covered in skin and sticking out of the skull. Mutations stay gone forever, but scars may be caused to re-appear at will, and may also be removed again at will.
}}
|-
| style="background-color:#eaf1f9;" | Age Control 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Age Control 1 | The user is able to change their visual appearance to be of any age within the adult age ranges at any time. This transition is near-instant and may affect wrinkles, skin, hair graying, and more. After toggling an age appearance, any Counters do not revert changes, they only prevent further changes until the Counter is removed.
}}
|-
| style="background-color:#eaf1f9;" | Super Self 6
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Super Self 6 | The Character is immune to hypothermia and cold temperatures, and is completely unaffected by any naturally occurring or Ability based Ice, snow, or frost on themselves or on the ground. Additionally, the user is immune to Element Brand 1.
}}
|-
| style="background-color:#eaf1f9;" | Frisit Gift 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Frisit Gift 1 | The Character can hear and use Wyrmtongue, the Dragon language, and can hear Dragons speak Wyrmtongue from miles away. Additionally, the Character can see Soul Rivers, materialize them to others to see, and steer them around aesthetically.
}}
|-
| style="background-color:#eaf1f9;" | Frisit Gift 2
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Frisit Gift 2 | The Character is able to summon and unsummon either two identical melee weapons or one ranged weapon into their hands at will made of Soul Essence. Ranged weapons summoned through this ability have infinite ammunition, but can only use the default ranged attack. The Weapon cannot leave the user's hand, and cannot be handed off to others. If Weapon degrading Abilities or Mundane Techniques are used, and the weapon would break or be destroyed, the whole Ability is Cancelled and put on a 30 minute Cooldown. Proficiency in the specified type of weapon is required to utilize any abilities listed.
}}
|-
| style="background-color:#eaf1f9;" | Exorcism 4
| Control Power
| Direct Touch
| Grants the user {{#simple-tooltip: Exorcism 4 | The user can perform a passing ritual on NPC Poltergeists or dead bodies, lasting 5 minutes, causing spirits to peacefully pass on to the afterlife and causing extreme displeasure for any Undead nearby. Additionally, if used on a dead body, it prevents resurrection as an Undead.
}}
|-
| style="background-color:#eaf1f9;" | Element Control 6
| Magic Spell
| Direct Touch
| Grants the user {{#simple-tooltip: Element Control 6 | The user can enchant any person’s outfit (not armor) with the Element Control 6 Enchant that lasts for up to an hour. When cast on an outfit, this counts as an Enchant on the outfit. While enchanted, the clothing may manifest any elemental aesthetic including but not limited to: frayed singing edges, sashes made of watery silk, frost crystalline formations in cotton, magmous seams or gently flickering static, or any combination and frequency of these and more. All these visual changes are merely aesthetic though and add no functions. Additionally, while their clothes have this Enchant on them, they will gently float and never fall at terminal velocity while moving downwards, thus never falling to their death. The user may Enchant up to 10 outfits per day, but removal of even a single piece of clothing after the Enchant is made will break the Enchant. If the Enchant is used on the user’s own clothing, it instead lasts for 24 hours, instead of 1 hour, but they can also end it prematurely.
}}
|-
| style="background-color:#eaf1f9;" | Summon Wall 1
| Linked Channel
| 5 Block Range
| Grants the user {{#simple-tooltip: Summon Wall 1 | The Character can stand still and Channel for 30 seconds to summon a 2x3 (of either orientation) sized Wall in an unoccupied space within 5 blocks of them made of material determined by the source of this Ability. This Wall can be made in between doorways, or independent of any other structures, but cannot be placed over existing structures or people. Once created, the Character must remain within 5 Blocks of the Wall, or else it will disappear. The Wall can be broken naturally as if it was made of mundane wooden materials through a minute of uninterrupted effort. Once the Wall is created, the Character is no longer considered as Channeling for the purpose of counters. Summon Wall 1 cannot be cast again within Emote Distance of an already existing Summon Wall 1 wall. In order to place a Wall, use an in-game ticket to ask Lore Staff or World Staff for help. The Wall can be made of any legal blocks, with a sign that states “Summon Wall 1.” This Ability can only be used once every 30 minutes.
}}
|-
|}
 
 
half isldar
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#eaf1f9;" | Skin Purge 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Skin Purge 1 | The user can toggle this Passive to remove choice or any and all scars, Mutations, tattoos or other blemishes that affect only their skin. Skin mutations may include pigments, scriptures, textures, but for example not horns, despite them being covered in skin and sticking out of the skull. Mutations stay gone forever, but scars may be caused to re-appear at will, and may also be removed again at will.
}}
|-
| style="background-color:#eaf1f9;" | Age Control 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Age Control 1 | The user is able to change their visual appearance to be of any age within the adult age ranges at any time. This transition is near-instant and may affect wrinkles, skin, hair graying, and more. After toggling an age appearance, any Counters do not revert changes, they only prevent further changes until the Counter is removed.
}}
|-
| style="background-color:#eaf1f9;" | Empath Sense 5
| Constant Passive
| Emote Distance
| Grants the user {{#simple-tooltip: Empath Sense 5 | While in any area that major events took place in the past or repeated emotions were felt, for example battle-fields, graveyards, burial sites, hospitals, celebration halls, throne rooms, etc, the Character is able to detect the lingering emotions that were felt in these areas. They are not strong enough to affect the Character’s own psyche, they are just able to feel the lingering emotions of centuries past. This is only felt in areas where lots of people come together to do a similar thing, or hundreds of people felt a similar thing at the same time.
}}
|-
| style="background-color:#eaf1f9;" | Element Brand 1
| Object Enchant
| Self
| Grants the user {{#simple-tooltip: Element Brand 1 | This Ability allows the user to Enchant their melee weapon with an Ice or Water enchant that makes the weapon watery and dripping or dusting with frost and white. Additionally, anyone struck with this weapon becomes unable to move at a speed greater than walking speed. Parrying does not count as being hit, while being hit on the armor does. The effect lasts for 1 minute, and while being hit multiple times does not stack this effect, it does refresh every time the opponent is hit. The Enchant lasts for 30 minutes and can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. This Ability has no Cooldown.
}}
|-
| style="background-color:#eaf1f9;" | Element Control 1
| Magic Spell
| Self
| Grants the user {{#simple-tooltip: Element Control 1 | The user gains a number of utility functions. They may remove all water from their clothing and themselves, instantly drying them. They may walk on water as if it is merely the road. They may also use the Water as a trampoline, allowing them to jump 6 blocks high while standing on the water. They may also super-cool any lukewarm or warmed up drink and become immune to the slowing (but not rooting) effects of any Ability that uses frost, snow or ice to slow down movement. None of these smaller functions have Cooldowns.
}}
|-
|}
 
==kathar==
common kit
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c0c0c0;" | Kathar Binding 1
| Constant Passive
| Emote Distance
| Grants the user {{#simple-tooltip: Kathar Binding 1 | The Kathar can infuse a specific accessory item with a single feeling. If the item is accepted as a gift, it will cause the target’s personality to change with the imparted feeling 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 cursed by this ability are considered an Object Curse. Additionally, the Kathar can target another person and touch them, linking them together. This 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 connection can be removed any time by the caster, or broken with any Exorcism or Possession removing Ability on the victim. Only one link can be active for the caster, and after it has broken, this aspect of the Ability goes on a 24 hour cooldown, and the same target cannot be targeted for another week.
}}
|-
| style="background-color:#c0c0c0;" | Kathar Binding 2
| Constant Passive
| Emote Distance
| Grants the user {{#simple-tooltip:  Kathar Binding 2 | 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. If the Kathar has the aid of 2 other Kathar, they can perform a ritual on a Nelfin or Half-Nelfin, 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.
}}
|-
| style="background-color:#c0c0c0;" | Arken Sense 1
| Toggle Passive
| Emote Distance
| Grants the user {{#simple-tooltip: Arken Sense 1 | The user is able to detect an Arken, Arken Soul, or Arkenspark, if it is present within Emote Distance. This Ability is not constant, and must be activated to sense, but has also no cooldown and is instant.
}}
|-
| style="background-color:#c0c0c0;" | Arcane Mastery 1
| Magic Spell
| Emote Distance
| Grants the user {{#simple-tooltip: Arcane Mastery 1 | The user is able to control aesthetic Arcane functions, such as letting a broom brush the floor by itself, letting dishes wash themselves, opening curtains with the wave of a hand, lighting candles with the flick of a finger, opening (unlocked) doors with the flick of a wrist and more. None of these functions may be involved in Combat Roleplay, but there is no limit to the amount that may be running at any given time, and there is no cooldown.
}}
|-
|}
 
ability pool
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c0c0c0;" | Age Control 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Age Control 1 | The user is able to change their visual appearance to be of any age within the adult age ranges at any time. This transition is near-instant and may affect wrinkles, skin, hair graying, and more. After toggling an age appearance, any Counters do not revert changes, they only prevent further changes until the Counter is removed.
}}
|-
| style="background-color:#c0c0c0;" | Body Scripture 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Body Scripture 1 | Grants the user the ability to manifest a form of Scripture in any quantity anywhere on their body, which appear like tattoos of glowing lines. Color rules are recorded on the Ability itself. The color will never glow enough to produce light in a dark room.
}}
|-
| style="background-color:#c0c0c0;" | Empath Sense 1
| Trigger Passive
| Direct Touch
| Grants the user {{#simple-tooltip: Empath Sense 1 | The Character is able to absorb all of the pain of the Target person and feel it themselves instead, for as long as Direct Touch is maintained. The target whose pain is being absorbed may not be in combat, otherwise this effect does not work. Additionally, the Character becomes immune to passing out from pain or going into shock.
}}
|-
| style="background-color:#c0c0c0;" | Skin Purge 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Skin Purge 1 | The user can toggle this Passive to remove choice or any and all scars, Mutations, tattoos or other blemishes that affect only their skin. Skin mutations may include pigments, scriptures, textures, but for example not horns, despite them being covered in skin and sticking out of the skull. Mutations stay gone forever, but scars may be caused to re-appear at will, and may also be removed again at will.
}}
|-
|-
| style="background-color:#c0c0c0;" | Emotion Sense 1
| Control Power
| Emote Distance
| Grants the user {{#simple-tooltip: Emotion Sense 1 | The user can summon a hologram of the target’s current greatest desire in front of them to show them their inner desire, the target does not need to be willing, but only the target and the user can see the hologram. This hologram must be unmoving and see-through, but can reflect for example a Character sitting on a throne, an object they desire, the death of another person, etc. The desire is based on the Character’s ambitions and hopes, not necessarily their in-the moment wants. If the target has at least 10 Theatre Arts, this Ability does not work on them.
}}
|-
|-
| style="background-color:#c0c0c0;" | World Shift 1
| Control Power
| Self
| Grants the user {{#simple-tooltip: World Shift 1 | The user is able to Song-bend any unliving materials (dead wood, stone, metal, glass, bone, etc) into other shapes or a desired shape. This involves the act of singing, and then using one’s hands to bend the material as if it is made of a clay-like substance. This can never result in sharp edges or strong surface that Metallurgy can produce, and is only decorative. Objects cannot decrease or increase in size, and this Ability does not allow the Song-bending of objects that consist of many smaller objects, such as a wall consisting of hundreds of bricks, but does allow the Song-bending of a single wooden pillar in a palisade wall.
}}
|-
|-
| style="background-color:#c0c0c0;" | Flux Shift 6
| Mythic Shift
| Self
| Grants the user {{#simple-tooltip:  Flux Shift 6 | The user is able to change their Body Shape, Body Fat, Sex and Body Hair (including top hair and facial hair: color, texture, shape and consistency) at any point, seamlessly and instantaneously.
}}
|-
|-
| style="background-color:#c0c0c0;" | Home Enchant 6
| Region Enchant
| Player Region
| Grants the user {{#simple-tooltip: Home Enchant 6 | The user is able to use Home Enchant 6 inside any Player Region such as Rental House Region or Clandestine Base, to allow any plants to grow within it, but automatically Void-Corrupt them when planted or moved into the Region. Aesthetic sounds and other purely aesthetic effects associated with a Void-Corrupted plant environment would follow. Additionally, Sewer Rats can live in the region and flock to it regardless of where the Region is. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the region should be filled with Soul Sand or Soul Soil.
}}
|-
|-
| style="background-color:#c0c0c0;" | Peace Reign 1
| Control Power
| Event Venune
| Grants the user {{#simple-tooltip:  Peace Reign 1 | The user may choose to, at any Event Venue either from a hosted event as found on the Calendar, or for a social gathering in their own home, apply a Control Power to diffuse anger in a character and soothe their frustration or anger if they experience it during the social gathering or event, while still on the venue. The effect is indefinite, causing the target to be more calmed, and will endure even if they leave, but will not prevent it from triggering again in the future. This has no cooldown, and may be applied to as many targets as desired, but only during the event/gathering and on venue/in home.
}}
|-
|-
| style="background-color:#c0c0c0;" | Spirit Curse 1
| Target Curse
| Emote Distance
| Grants the user {{#simple-tooltip: Spirit Curse 1 | The user can curse a Target with Spirit Curse 1 only if they have an Ability that manifests a familiar, or some type of non-Player Character pet. Once Cursed, the pet is freed from the Target’s control and goes berserk, attacking the original owner for 30 seconds. While attacked, the Target is unable to flee or use Abilities or dismiss the Familiar, but can still use Mundane Attacks, speak and perceive things around them, albeit while constantly being clawed or bit or stung. After 30 seconds, the Familiar dissipates, and goes on whatever Cooldown is native to that Familiar’s Ability Source as if it was killed.
}}
|-
|-
| style="background-color:#c0c0c0;" | Vile Vine 1
| Target Curse
| Emote Distance
| Grants the user {{#simple-tooltip:  Vile Vine 1 | The Character can throw or whip a Vile Vine from their arm or hand at a target once per day, which will wrap around any body part of the Target, and then sink into skin, through clothes and armor. While Vile Vine 1 is active on a person, despite not having any Abilities or Affliction status, the person gives off Aberrant status to any Aberrant Detection mechanisms or Abilities available. This Curse lasts for a week, unless removed with Exorcism 1. Additionally, if Vile Vine 1 is used on non-sentient Plant Matter, it will Void Corrupt the plant and anything within a 5-Block Radius of the initial targeted plant.
}}
|-
|-
| style="background-color:#c0c0c0;" | Mutation Manifest 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Mutation Manifest 1 | The Character can naturally manifest any Mutations from any Mutations Category (except Mutations with specific rules, unless they follow those rules), 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.
}}
|-
|}
 
saivalathar
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c0c0c0;" | Disguised Form 1
| Mythic Shift
| Self
| Grants the user {{#simple-tooltip:  Disguised Form 1 | The Character 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. 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. This appearance can only be changed once a month.
}}
|-
| style="background-color:#c0c0c0;" | Super Self 2
| Mythic Shift
| Self
| Grants the user {{#simple-tooltip: Super Self 2 | The user can use Super Self 2 to instantly shift or move their feet or legs or ankles by either contorting, phasing, ghosting or re-shaping in such a way that any Rooting, Trapping or Snaring that is applied on them is instantly cancelled the moment it hits (all other effects of those Abilities or Mundane Techniques still apply). This Ability does not affect Abilities that apply Disabling effects to specific limbs or Paralysis.
}}
|-
|}
 
zolathar
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c0c0c0;" | Void Storage 1
| Void Spell
| Self
| Grants the user {{#simple-tooltip: Void Storage 1 | The Character has 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 Maw 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.
}}
|-
| style="background-color:#c0c0c0;" | Flux Shift 5
| Mythic Shift
| Self
| Grants the user {{#simple-tooltip:  Flux Shift 5 | This Ability does two things. Firstly, with this Ability, a Constant Passive is active for the user, that allows their clothes to perfectly resize and change to fit whatever Mythic or Racial Shift they engage in except if they would somehow become quadrupedal or no longer humanoid, while also returning magically after Shifting back from any such non-humanoid Shifts. Secondly, with this Ability, the user is able to magically change the color, shape, material and appearance as well as layering of their clothing and foot and head wear, including removing and adding new pieces on the fly. This Ability acts instantly and seamlessly with no Cooldown. This Ability cannot create or emulate armor or any tough materials that add extra armoring, and materials cannot consist out of rare materials that require Abilities or Progressions to produce.
}}
|-
|}
 
 
shenathar
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c0c0c0;" | Body Claws 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Body Claws 1 | The Character can retract or manifest sharp claws that ignore any type of armor that is not plate-tier, and can tear up even chainmail and cured leather. These claws utilize Unarmed Proficiency for combat, but cannot be used in conjunction with any Melee or Ranged Weapons, and must be fully retracted to wield them.
}}
|-
| style="background-color:#c0c0c0;" | Power Curse 2
| Target Curse
| Emote Distance
| Grants the user {{#simple-tooltip: Power Curse 2 | The user has the Power Curse 2 enabled on themselves permanently, however it has only one charge every 12 hours. The charge is triggered when any Knockdown or Knockback effect is imparted on the user. The effect is instead Countered, and the Character that used an Ability or Technique that caused the Knockdown or Knockback is affected by the effect instead. Other effects, damage and mechanics from Abilities causing Knockback and Knockdown still apply to the user.
}}
|-
|}
 
 
oscithar
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c0c0c0;" | Servile Collar 1
| Control Power
| Direct Touch
| Grants the user {{#simple-tooltip:  Servile Collar 1 | The user can target either a willing or fully restrained unwilling person to apply a Control Power on them. Once applied, the target goes catatonic, their eyes become solid milky white, and they are no longer conscious of their surroundings. The user then has 10 minutes to give instructions to the Servile, after which the Servile must attempt to complete the instructions immediately (if the instructions are not completed, this Ability goes on Cooldown and ends). Serviles can be given multiple stages leading up to the final command (such as, for example go there, disguise as this, then stab this person), but cannot be given multiple commands (such as, stab this person, fake this document, and burn this house down). Once the Servile is either restrained, knocked unconscious, has Exorcism 2 applied to them, completes the objective, or cannot complete the objective within 24 hours, the Control Power is removed. Either way the Control Power ends, the Servile has no memory of the instructions given or any of their actions taken after instructions to before the removal of its effects. All the while the Control Power is active, the Target is catatonic but still functions like a zombie, they will continue to go about trying to complete their mission but look as if they are in a daze, their eyes milky white and will not speak or respond to any prompting. Serviles will move around obstacles and will defend themselves, and cannot be instructed to harm themselves. The Servile can never be instructed to speak or reveal things, it can only do things. This Ability has a 48 hour Cooldown.
}}
|-
| style="background-color:#c0c0c0;" | Exist Counter 1
| Trigger Passive
| Emote Distance
| Grants the user {{#simple-tooltip: Exist Counter 1 | Once per day, the Character can entirely Counter a single Ability from an Exist Based Non-Racial Ability Kit. This prevents an ability from being used, stops an ongoing ability, and cancels and removes any effects it may have imparted as long as it is used within 10 seconds of the Ability being used, and as long as it was specifically targeting the Character.
}}
|-
|}
 
 
bakrathar
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c0c0c0;" | Pure Body 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Pure Body 1 | The Character is immune to Afflictions. Any type of Affliction simply fails to infect them, even if it would come at the end of an Ability. Some Event Characters like Arken may have the Ability to negate this effect. Additionally, the Character is unable to learn or use Sorcery, if a Character gains Pure Body 1 at a later point in time, they lose their Sorcery or Magic and do not get Proficiency refunds.
}}
|-
| style="background-color:#c0c0c0;" | Exist Counter 2
| Trigger Passive
| Self
| Grants the user {{#simple-tooltip: Exist Counter 2 | The Character is completely immune to Abilities gained from Exist-Based Sorcery, Exist Magic Kit, or Werebeast Kits. They cannot affect them negatively, or positively, and they are not target-able.
}}
|-
|}
 
 
wolathar
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c0c0c0;" | Hunt Sense 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Hunt Sense 1 | The Character has permanent Night-Vision in dark or night-time locations, thus being able to see through Mundane Darkness, but not Ability based Darkness. Additionally, if the Character has tasted or smelled freshly drawn blood of an individual within the last 30 minutes, are able to track their location wherever they are in Regalia proper. If the target leaves to a Clandestine Base or Noble Estate however, the tracking ends. While tracking, it's not allowed to use fast travel or sprint, the distance must be walked.
}}
|-
| style="background-color:#c0c0c0;" | Rogue Gift 4
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Rogue Gift 4 | Items held (like Clockwork or weapons) and stationary items used (like doors and hatches) do not produce any sound when used by the Character, and the character no longer makes noise when attempting to remain silent. Additionally, the character does not produce audible footsteps on any surface.
}}
|-
|}
 
wylathar
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c0c0c0;" | Sorcery Skill 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Sorcery Skill 1 | If the Character has purchased at least 1 Sorcery Ability, they may gain an additional Sorcery Ability from any Category for free. This Ability can only trigger once, and if this Ability is somehow removed from the owner, the chosen Sorcery Ability is lost.
}}
|-
| style="background-color:#c0c0c0;" | Nature Gift 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Nature Gift 1 | While outside the City, thus nowhere near conventional rental housing, the Character moves “as fast as an Asha” (thus giving the Character Asha Agility). This Ability ceases the moment the Character returns to the urban landscape.
}}
|-
|}
 
solstithar
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c0c0c0;" | Peace Reign 2
| Control Power
| Event Venue
| Grants the user {{#simple-tooltip: Peace Reign 2 | The Character is able to Target one specific person within Emote Distance, and make them more tolerant and accepting. This ability is not telegraphed in any way, and causes the Target to be unable to distinguish between races, including their own, and have no racial bias, preference, or prejudice. The target additionally cannot express classist, religiously intolerant, or otherwise sexist/sex or gender based intolerance. The person is still capable of being offended and is still capable of violence, but will no longer be able to have bigoted thoughts. This can affect up to 2 people at any given time. This ability is indefinite, but can be removed by any Exorcism or Possession removal mechanic. The person is also not aware that they have been altered by this ability. Additionally, as long as the character has no one currently altered by this ability, 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 this ability removed, they cannot be re-cursed for another week.
}}
|-
| style="background-color:#c0c0c0;" | Shrewd Insight 1
| Control Power
| Emote Distance
| Grants the user {{#simple-tooltip:  Shrewd Insight 1 | When conversing with a person, the user can, once a day, detect the true disposition of a person towards them. This may be done either by detecting how much the target likes or dislikes the user, or by more specifically detecting how they perceive the user. This may need to be updated from time to time, as people change their minds about others all the time. A character with at least 10 Proficiency Points in Theatre Arts is immune to this Ability. They simply send back blank results.
}}
|-
|}
 
==Yanar==
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#cbf1cb;" | Sorcery Skill 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Sorcery Skill 1 | If the Character has purchased at least 1 Sorcery Ability, they may gain an additional Sorcery Ability from any Category for free. This Ability can only trigger once, and if this Ability is somehow removed from the owner, the chosen Sorcery Ability is lost.
}}
|-
| style="background-color:#cbf1cb;" | World Shift 1
| Control Power
| Self
| Grants the user {{#simple-tooltip: World Shift 1 | The user is able to Song-bend any unliving materials (dead wood, stone, metal, glass, bone, etc) into other shapes or a desired shape. This involves the act of singing, and then using one’s hands to bend the material as if it is made of a clay-like substance. This can never result in sharp edges or strong surface that Metallurgy can produce, and is only decorative. Objects cannot decrease or increase in size, and this Ability does not allow the Song-bending of objects that consist of many smaller objects, such as a wall consisting of hundreds of bricks, but does allow the Song-bending of a single wooden pillar in a palisade wall.
}}
|-
| style="background-color:#cbf1cb;" | Flux Shift 5
| Mythic Shift
| Self
| Grants the user {{#simple-tooltip: Flux Shift 5 | This Ability does two things. Firstly, with this Ability, a Constant Passive is active for the user, that allows their clothes to perfectly resize and change to fit whatever Mythic or Racial Shift they engage in except if they would somehow become quadrupedal or no longer humanoid, while also returning magically after Shifting back from any such non-humanoid Shifts. Secondly, with this Ability, the user is able to magically change the color, shape, material and appearance as well as layering of their clothing and foot and head wear, including removing and adding new pieces on the fly. This Ability acts instantly and seamlessly with no Cooldown. This Ability cannot create or emulate armor or any tough materials that add extra armoring, and materials cannot consist out of rare materials that require Abilities or Progressions to produce.
}}
|-
| style="background-color:#cbf1cb;" | Yanar Biology 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Yanar Biology 1  | The Yanar is composed primarily of plant matter. When the Yanar dies, or goes through the Wyldbirth Cycle, they shed their body as fertilizer and are reborn after 48 hours. This new body can have a completely different appearance, be of a different Yanera subspecies, have a different personality, different Body Shape, but must always have the same Proficiencies. For more specifics, read the Wyldbirth section above under Physical Characteristics. A Yanar can only go through Wyldbirth 4 times a year, based on the 4 seasons. Additionally, the Yanar is able to exert minor influence on the flora around them, causing them to sway with a wave of the character’s hand.
}}
|-
| style="background-color:#cbf1cb;" | Yanar Biology 2
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Yanar Biology 2 | The Yanar can, while in a region or area affected by Home Enchant 7, meditate while holding hands with as many other characters with Yanar Biology 2, and up to one character without Yanar Biology 2, drawing them into a communal dream-realm. While in this realm, they can talk and share photo-like images of memories to others in dream. Anyone can leave the realm at will, or be forced out of it if their meditation is disturbed. Additionally, the Yanar can forcibly bring anyone who is fully restrained or incapacitated into the dream realm as well. This is not voluntary, and the target cannot leave on their own. The target cannot close their eyes, allowing the Yanar to bombard them with flash-like photos of memories, sounds, and smells in rapid succession. This can only be used on one target at a time, and can only be disrupted by the Yanar ending it, or being forced away from the Target.
}}
|-
| style="background-color:#cbf1cb;" | Yanar Biology 3
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Yanar Biology 3 | The Yanar can summon a plant or bark stave between 5 to 6 feet long that is as tough as steel. It can be freely given to others, but will rot after 48 hours. The Yanar can re-absorb the Stave at will by touching it, and can only summon one stave at a time. It can be stolen from the Yanar. Additionally, the Yanar can plant a piece of fruit in a region affected by Home Enchant 7, growing a domestic-cat sized familiar called a Yattil that takes on features of the fruit and a certain kind of animal. The Yattil is purely aesthetic, and can interact with their Yanar owner in friendly ways, but cannot be hurt or assist in any functional capacity. Only one Yattil can exist at any given time, though the Yanar can re-plant the Yattil to change its fruit or animal type.
}}
|-
| style="background-color:#cbf1cb;" | Home Enchant 7
| Region Enchant
| Player Region
| Grants the user {{#simple-tooltip: Home Enchant 7 | The user is able to use Home Enchant 7 inside any Player Region such as Rental House Region or Clandestine Base, or a 10x10 area of greenery, to transform it into a Solur Garden. This Garden allows any plants to be grown within them, and protects them from Corruption or Fungus, even from Abilities such as Vile Vine 1. In addition, the Garden can have any number of small Solur Companions, which are mostly aesthetic acorn-sized familiars that cannot leave the confines of the garden. If the Garden is attacked or intruded upon, these Solur companions will jump at the assailants, one per intruder. From there, they will explode and reduce all Combat Proficiencies of the user by 25%. This effect remains for as long as the intruders are in the garden, or up to an hour maximum. If the Garden is burned, this Region Enchant ends, and the same area cannot be re-enchanted for 24 hours. Only one Region or area may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the region should be filled with Sunflowers.
}}
|-
|}
 
flor
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#cbf1cb;" | Light Mend 3
| Magic Spell
| Self
| Grants the user {{#simple-tooltip:  Light Mend 3 | The user feeds and gains strength from sunlight or moonlight. Either moonlight or sunlight are capable of feeding the user much like normal food would, thus making drinking and eating redundant for them (though they still can). Additionally, while standing outside (with no block that interrupts a direct line from the player model to the open sky, including leaf blocks), the Character has +5 Physical Stat, and can choose to absorb strength from the moon or sun and increase Body Shape by one additional step.
}}
|-
| style="background-color:#cbf1cb;" | Flux Shift 6
| Mythic Shift
| Self
| Grants the user {{#simple-tooltip: Flux Shift 6 | The user is able to change their Body Shape, Body Fat, Sex and Body Hair (including top hair and facial hair: color, texture, shape and consistency) at any point, seamlessly and instantaneously.
}}
|-
|}
 
fae
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#cbf1cb;" | Flux Shift 7
| Mythic Shift
| Self
| Grants the user {{#simple-tooltip: Flux Shift 7 | The user is able to shift races on themselves. Unlike Flux Shift 1 however, there is no flexibility to change individual aspects. Flux Shift 7 simply translates the exact person as they look in their original race, to whatever race they have chosen, with all visual features that make them recognizable translating over to the new race’s equivalent features. Even if logic would dictate that a race shift from Ailor to Url would become unrecognizable, they still are. Their voice also remains the same.
}}
|-
| style="background-color:#cbf1cb;" | Empath Sense 2
| Trigger Passive
| Emote Distance
| Grants the user {{#simple-tooltip:  Empath Sense 2 | The Character may blank their own emotional state while focusing on a single person within Emote Distance. As long as focus and a stare is maintained, the Character will duplicate the emotions and feelings of the Target and feel them, themselves. For example, extreme grief or joy, or heartache and melancholy. This does not explain why they feel that way, it simply copies the feeling to the user without altering the feelings of the Target.
}}
|-
|}
 
dul
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#cbf1cb;" | Shrewd Insight 1
| Control Power
| Emote Distance
| Grants the user {{#simple-tooltip: Shrewd Insight 1 | When conversing with a person, the user can, once a day, detect the true disposition of a person towards them. This may be done either by detecting how much the target likes or dislikes the user, or by more specifically detecting how they perceive the user. This may need to be updated from time to time, as people change their minds about others all the time. A character with at least 10 Proficiency Points in Theatre Arts is immune to this Ability. They simply send back blank results.
}}
|-
| style="background-color:#cbf1cb;" | Yanar Biology 4
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Yanar Biology 4 | The Yanar can target one person within Emote Distance, and alter the aesthetic visuals of their body via plants and petals to suit the person’s interests. For example, the person’s favorite color, or flower, or hair length might appear or re-appear on the Yanar’s body. Additionally, these Yanar always produce an Emote Range wide floral scent that smells different to each person that smells it, always representing their favorite floral or fruity smell.
}}
|-
|}
 
==maraya==
 
 
el-maraya
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c6faf9;" | Keen Mind 1
| Trigger Passive
| Emote Distance
| Grants the user {{#simple-tooltip: Keen Mind 1 | Whenever any Control Power is used on the user that has some sort of Emotion, Feelings, Opinion or Perception reading element, the user immediately becomes aware that their mind is being prodded, and can send back whatever signal they want, thus effectively faking any attempt to read them and manipulate the person trying to read them on top.
}}
|-
| style="background-color:#c6faf9;" | Home Enchant 3
| Region Enchant
| Player Region
| Grants the user {{#simple-tooltip: Home Enchant 3 | The user is able to Home Enchant 3 inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects to certain Proficiencies used by the user inside the Region (and only the user). While inside the region where this Enchant is active, the user gains +5 Proficiency Points for the use of any Musical Skill, Visual Art, Craft Art, Household Art, or Culinary Art Proficiencies actively being used. Additionally, various items in the household will proceed to come alive, and visualize this effect by assisting the user, for example potted plants might aid in seasoning a stew, while flying books might blow extra air into a glass-blower to aid with crafting. If however the user is doing one of these activities together with 1 other person, that person is also aided, and gains the same boost. No visualization is needed for this Enchant, but the user may only have one active at any given time.
}}
|-
| style="background-color:#c6faf9;" | Meraic Will 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Meraic Will 1 | The user is capable of using crystal magic to change the color of their skin and hair within the racial palette of their race. They can change it instantaneously and independently, but cannot ever be used to change their eye color.
}}
|-
| style="background-color:#c6faf9;" | Meraic Will 2
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Meraic Will 2 | The user's hair is lustrous, long, and capable of being maneuvered at the will of the wearer to perform minor tasks. The hair can pick up objects no heavier than five pounds, and will be formed into two “limbs” when in this utility state. However, when the user wishes, they can engage an alteration that will split their hair into eight limbs that will harden into a leather-like consistency resistant to easy cutting. In this state, the hair can support a user’s weight to drag them along the ground and can perform up to eight minor aesthetic tasks.
 
}}
|-
| style="background-color:#c6faf9;" | Body Tether 1
| Immobile Channel
| Emote Distance
| Grants the user {{#simple-tooltip: Body Tether 1 | The Character can target another Character they can clearly see within Emote Distance, and attach a ghostly Tether to them. While tethered, the Target cannot leave Emote Distance, but can move freely anywhere within that range. If the Character channeling is attacked, this Ability ends. A Character can only be affected by this Body Tether 1 once every Hour. Body Tether 1 can only be cast once within Emote Distance per 30 minutes.
}}
|-
| style="background-color:#c6faf9;" | Mind Shield 1
| Control Power
| Self
| Grants the user {{#simple-tooltip: Mind Shield 1 | The user is able to enchant any piece of jewelry with the Mind Shield 1 Enchant which only works if worn by the user. If the wearer is being targeted by any Target Illusion Ability or Object Illusion, the jewelry starts loudly ringing, while also making the user immune to the Illusion for 10 minutes, after which the jewelry must recharge for 12 hours before it can work again. It is important to note that the Illusion itself is not Countered or Cancelled, it is only made unperceivable by the user, meaning if the Illusion lasts longer than 10 minutes, it will start affecting them.
}}
|-
| style="background-color:#c6faf9;" | Element Control 6
| Magic Spell
| Direct Touch
| Grants the user {{#simple-tooltip:  Element Control 6 | The user can enchant any person’s outfit (not armor) with the Element Control 6 Enchant that lasts for up to an hour. When cast on an outfit, this counts as an Enchant on the outfit. While enchanted, the clothing may manifest any elemental aesthetic including but not limited to: frayed singing edges, sashes made of watery silk, frost crystalline formations in cotton, magmous seams or gently flickering static, or any combination and frequency of these and more. All these visual changes are merely aesthetic though and add no functions. Additionally, while their clothes have this Enchant on them, they will gently float and never fall at terminal velocity while moving downwards, thus never falling to their death. The user may Enchant up to 10 outfits per day, but removal of even a single piece of clothing after the Enchant is made will break the Enchant. If the Enchant is used on the user’s own clothing, it instead lasts for 24 hours, instead of 1 hour, but they can also end it prematurely.
}}
|-
|}
 
ka maraya
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c6faf9;" | Keen Mind 1
| Trigger Passive
| Emote Distance
| Grants the user {{#simple-tooltip:  Keen Mind 1 | Whenever any Control Power is used on the user that has some sort of Emotion, Feelings, Opinion or Perception reading element, the user immediately becomes aware that their mind is being prodded, and can send back whatever signal they want, thus effectively faking any attempt to read them and manipulate the person trying to read them on top.
}}
|-
| style="background-color:#c6faf9;" | Home Enchant 3
| Region Enchant
| Player Region
| Grants the user {{#simple-tooltip: Home Enchant 3 | The user is able to Home Enchant 3 inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects to certain Proficiencies used by the user inside the Region (and only the user). While inside the region where this Enchant is active, the user gains +5 Proficiency Points for the use of any Musical Skill, Visual Art, Craft Art, Household Art, or Culinary Art Proficiencies actively being used. Additionally, various items in the household will proceed to come alive, and visualize this effect by assisting the user, for example potted plants might aid in seasoning a stew, while flying books might blow extra air into a glass-blower to aid with crafting. If however the user is doing one of these activities together with 1 other person, that person is also aided, and gains the same boost. No visualization is needed for this Enchant, but the user may only have one active at any given time.
}}
|-
| style="background-color:#c6faf9;" | Meraic Will 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Meraic Will 1  | The user is capable of using crystal magic to change the color of their skin and hair within the racial palette of their race. They can change it instantaneously and independently, but cannot ever be used to change their eye color.
}}
|-
| style="background-color:#c6faf9;" | Meraic Will 3
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Meraic Will 3 | The user is capable of summoning a Remnant Crystal, which is a solid grey pentagonal prism crystal with Meraic text written within it. When squeezed in one hand and peered through, the user can read and understand any Language that is written in text form in front of them. This does not work for any code-speech or ciphers. This Crystal can be summoned or unsummoned at will, and cannot be handed off to others.
}}
|-
| style="background-color:#c6faf9;" | Empath Sense 5
| Constant Passive
| Emote Distance
| Grants the user {{#simple-tooltip:  Empath Sense 5 | While in any area that major events took place in the past or repeated emotions were felt, for example battle-fields, graveyards, burial sites, hospitals, celebration halls, throne rooms, etc, the Character is able to detect the lingering emotions that were felt in these areas. They are not strong enough to affect the Character’s own psyche, they are just able to feel the lingering emotions of centuries past. This is only felt in areas where lots of people come together to do a similar thing, or hundreds of people felt a similar thing at the same time.
}}
|-
| style="background-color:#c6faf9;" | Element Control 1
| Magic Spell
| Self
| Grants the user {{#simple-tooltip: Element Control 1 | The user gains a number of utility functions. They may remove all water from their clothing and themselves, instantly drying them. They may walk on water as if it is merely the road. They may also use the Water as a trampoline, allowing them to jump 6 blocks high while standing on the water. They may also super-cool any lukewarm or warmed up drink and become immune to the slowing (but not rooting) effects of any Ability that uses frost, snow or ice to slow down movement. None of these smaller functions have Cooldowns.
}}
|-
| style="background-color:#c6faf9;" | Empath Sense 5
| Constant Passive
| Emote Distance
| Grants the user {{#simple-tooltip: Empath Sense 5 | While in any area that major events took place in the past or repeated emotions were felt, for example battle-fields, graveyards, burial sites, hospitals, celebration halls, throne rooms, etc, the Character is able to detect the lingering emotions that were felt in these areas. They are not strong enough to affect the Character’s own psyche, they are just able to feel the lingering emotions of centuries past. This is only felt in areas where lots of people come together to do a similar thing, or hundreds of people felt a similar thing at the same time.
}}
|-
|}
 
haat maraya
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c6faf9;" | Keen Mind 1
| Trigger Passive
| Emote Distance
| Grants the user {{#simple-tooltip:  Keen Mind 1 | Whenever any Control Power is used on the user that has some sort of Emotion, Feelings, Opinion or Perception reading element, the user immediately becomes aware that their mind is being prodded, and can send back whatever signal they want, thus effectively faking any attempt to read them and manipulate the person trying to read them on top.
}}
|-
| style="background-color:#c6faf9;" | Home Enchant 3
| Region Enchant
| Player Region
| Grants the user {{#simple-tooltip: Home Enchant 3 | The user is able to Home Enchant 3 inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects to certain Proficiencies used by the user inside the Region (and only the user). While inside the region where this Enchant is active, the user gains +5 Proficiency Points for the use of any Musical Skill, Visual Art, Craft Art, Household Art, or Culinary Art Proficiencies actively being used. Additionally, various items in the household will proceed to come alive, and visualize this effect by assisting the user, for example potted plants might aid in seasoning a stew, while flying books might blow extra air into a glass-blower to aid with crafting. If however the user is doing one of these activities together with 1 other person, that person is also aided, and gains the same boost. No visualization is needed for this Enchant, but the user may only have one active at any given time.
}}
|-
| style="background-color:#c6faf9;" | Meraic Will 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Meraic Will 1 | The user is capable of using crystal magic to change the color of their skin and hair within the racial palette of their race. They can change it instantaneously and independently, but cannot ever be used to change their eye color.
}}
|-
| style="background-color:#c6faf9;" | Meraic Will 2
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Meraic Will 2 | The user's hair is lustrous, long, and capable of being maneuvered at the will of the wearer to perform minor tasks. The hair can pick up objects no heavier than five pounds, and will be formed into two “limbs” when in this utility state. However, when the user wishes, they can engage an alteration that will split their hair into eight limbs that will harden into a leather-like consistency resistant to easy cutting. In this state, the hair can support a user’s weight to drag them along the ground and can perform up to eight minor aesthetic tasks.
}}
|-
| style="background-color:#c6faf9;" | Magic Sight 3
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Magic Sight 3 | The user is Immune to Ability or Mundane based Darkness (not Blindness) and also has Night Vision, giving them perfect sight at night and in dark places. This Ability can be toggled on and off.
}}
|-
| style="background-color:#c6faf9;" | Wall Climb 4
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Wall Climb 4 | The user can climb up, down, or sideways (but not diagonally) on any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. This Ability does not grant any lethal falling damage mitigation, though it is possible for climbers to jump from a suspended position halfway up the wall. Channel Abilities cannot be utilized while Climbing with Wall Climb 4.
}}
|-
| style="background-color:#c6faf9;" | Body Claws 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Body Claws 1 | The Character can retract or manifest sharp claws that ignore any type of armor that is not plate-tier, and can tear up even chainmail and cured leather. These claws utilize Unarmed Proficiency for combat, but cannot be used in conjunction with any Melee or Ranged Weapons, and must be fully retracted to wield them.
}}
|-
|-
| style="background-color:#c6faf9;" | Darkness 3
| Magic Spell
| Emote Distance
| Grants the user {{#simple-tooltip: Darkness 3 | The user can cast this Magic spell at a Target with a projectile that is a guaranteed hit as long as there is line of sight. The Target will sink to their knees into the ground into a 2x2 puddle of Darkness that forms around their feet, and travels with them as they wade around, thus not allowing them to step out of it. The Target can still use their upper body outside of the puddle, however they cannot move faster than a slow walking pace. This Ability starts tapering off after having been in effect for 5 minutes, during which the person can step out of the pond slowly as it stops moving. This Ability can only be used once every 5 minutes, and the same person can only be affected with this Ability (even from different sources) once per hour.
}}
|-
|}
 
==asha==
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#F3BCBB;" | Pure Body 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#F3BCBB;" | Body Claws 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#F3BCBB;" | Body Tail 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#F3BCBB;" | Asha Agility 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#F3BCBB;" | Living Metal 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#F3BCBB;" | Living Metal 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#F3BCBB;" | Living Metal 3
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#F3BCBB;" | Living Metal 4
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}

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.