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{{Info afflictions
The Celestial Sentinel Order is a Knightly Order that is different when compared to other Knightly Orders, in that it is not native to Regalia, but made by the Lanlath Elves in their own enclaves, and eventually recognized in the Regalian Empire. The order is primarily occupied with fighting the ruinous designs of the Void Gods, to directly counteract their plots and their priests and minions, and to fight the agents of the Void itself, whether that be Spirits, Arken or those seeking pacts with Demons. While the Celestial Sentinels and the Aelrrigan Order are allies in a similar fight, the Aelrrigans focus more on the crimes of (magical) mortals and their wrongdoings. The Celestials primarily investigate the designs of greater immortal powers and counteract them directly and indirectly by both preventing their objectives and diminishing the power of the agents of these powers. The secondary work of the Celestial Sentinels is to encourage moderation in faith and fanaticism, specifically aimed toward Estelley Faith. Having been established to guard against the violent ideology of Cemaan within the Estelley faith, the Celestial Sentinels protect the sacred groves that Reliquary Knights do not pay attention to, but also chastise and obstruct any fanatics who use the gospel of their gods to cause chaos and suffering, while also acting as unofficial justice dealers in the eyes of Leyon and Ëlana.  
|image      = Ezekiel.png
|races      = Various
|contraction = Various
|mortality  = N/A
|origins    = [[Cataclysm]]
|symptoms    =
* The Ezekiel Affliction is hard to detect. Outside of seeing them in their Skeletal form, there is no way to identify an Ezekiel.
|}}
==Introduction==
Far from the binary oppositions of life and death and the Void and the Exist, beings roam the world that do not truly affiliate with any of these, called the Unspoken Gods. The Ezekiel are the servants of one such Unspoken God, Selëya the Goddess of ancient lore, secrets, mysteries, forgotten legends, and dark magics. The Ezekiel have accepted the dark pact with Selëya to satisfy their hunger for lost knowledge, scouring the world for long lost tomes and hidden places of learning to add to their own, a never ending search for greater knowing. By unlocking the secrets of the past, the Ezekiel weaponize their knowledge for the future, either by using knowledge itself as a tool for subjugation, or by harnessing the dark magics held within these lost treasures as a weapon to enforce their secretive might.  


==History==
''The Senleya Order, uniquely, is not native to Regalia. Founded by the Lanlath Elves in their enclaves and eventually recognized within Regalia, it is primarily occupied with fighting the ruinous ambitions of the Void Gods by opposing their plots, priests, and minions. All forces of the Void, including its Spirits, Arken, and those pacted to or serving it, are their enemies. Besides this, the Senleya also fight radical parts of the Estelley faith while also protecting it as a whole. Guarding the sacred groves that other Knights cannot protect, they chastise Estelley worshipers who stoop to using their gospel as an excuse for chaos and suffering, trying to keep the justice of their Gods Leyon and Ëlana.''
The exact origin of the Ezekiel is, much like their work, shrouded in mystery. The Ezekiel sing praise to Selëya the Goddess of ancient secrets, herself a so- called Unspoken God. Unspoken Gods are divine beings without a religion attached to them created through emotional manifestation, where something is felt so strongly across the world that it can manifest in the spontaneous birth of a divine being. Sëleya herself was born from the desire for secrets, the lust for knowing, the willpower to find hidden libraries and archives and discover all the lost gems within. She is known as a malicious Unspoken God, who pries the minds of the unwilling for their deepest secrets, and enjoys extracting hidden information to the anguish of her victims. She resides in dark and lost forgotten places, often appearing to those who are near-death to offer them a bargain for their soul. While Void and Exist beings have shown no interest in souls, the Unspoken Gods have appeared more favorable to the process of binding souls to their eternal service, and as such, the Ezekiel were born one day.  


The how or why is unknown, but it is said that the first Ezekiel was Zeer-Kahel the Graverobber. His tale starts in the city of Marjataïr of Al-alus, where he was but a simple bottom-feeding Sariyd criminal, a street-urchin having turned peddler who was in the wrong place at the wrong time. As a member of the Haliq’afa crime ring, he did simple jobs running errands for the overlord. One day, he stumbled onto the ruins of Zarq-Fatinh Aslaqqa while on a simple delivery mission in the desert, a massive library that was buried deep in the sands, holding many secrets of the Sariyd Empire’s Scripters that had long been swallowed by the deserts. He stumbled into the library that was half-submerged in sand, driven by unfortunate curiosity. Tragically, due to his bad preparation or perhaps ignorance, Zeer-Kahel's rope snapped and he fell thirty feet, straight onto a broken table with shards of wood impaling his legs.
==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.  


As Zeer-Kahel lay dying, blood caking the sand, and the light from the hole from where he came slowly dying as the cold of night started setting in, he cursed his own incompetence. To make matters worse, the ruins of Zarq-Fatinh Aslaqqa had long been looted empty, there was no shine of gold, no old artifacts to loot and sell. And yet, he refused to accept death in this moment, even if his life had been a miserable disaster from one to another, he would at least go out on his own terms. In agony, he tried to crawl to find a way out, dragging his impaled useless legs around. In his delirium, he had not even noticed the young porcelain-white girl that was following him slowly, a curious face peering down at this young man's tragedy with curiosity and perhaps a hint of pity. He turned at a certain point, not believing the girl was real, presuming it was a hallucination of his blood-loss. The girl asked him if he would bargain for his life, which he decided to muse as he had given in to his presumed end, and chose to go out with some amusement. Much to his surprise however, the girl rapidly changed into a massive spider-like creature with the upper body of a fair woman but a beastly and monstrous stomach jaw that appeared more like a bottomless pit with teeth than a mouth, its tongue extending to him as if seeking things to consume. The hungering creature started consuming him, but instead of actually eating him, it ate his flesh off his bones, leaving his bones intact. As his flesh left him, he did not feel pain, but rather just cold, coldness all around him.
''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.''


Just as quickly as the girl changed, did she disappear again. For a moment Zeer-Kahel tried to inspect himself, no longer in pain, and in full skeletal being, but before he could properly register what had happened, he too felt a hunger. It was like his mind would suddenly snap, no longer capable of higher reason or thought, he became as stupid as a hungry beast that only knew how to eat, and he started trying to eat the books around him, the dusty tomes in languages that he could not understand. He consumed their crumbling pages, almost as if driven by some higher power, fragments of pages, book covers, sometimes even just dust and ashes left behind from rotten papyrus. And with each book he consumed, he could feel his sanity returning to him. Days of consuming turned to weeks, weeks turned to months, months to years, and before long, he had been endlessly consuming books for nearly 50 years, until he heard a scream of another unfortunate traveler, one that had fallen from the same hole he had once descended, and comically, fallen onto the same broken table he had. He wandered closer, skittish at first, but curious after, as the terrified visitor yelled at the creature to go away. Zeer-Kahel could not understand him, for he spoke in a funny language, but as his blood seeped into the sand beneath him, Zeer-Kahel felt a pity, perhaps the same pity the porcelain girl had felt. He too offered the unfortunate soul a bargain for his life with his Zerenomicon, a book of ancient lore he had put together from pages of different books in the library. The man accepted, and so the second Ezekiel was born.  
===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).  


When the two left the forgotten library, ascending with Zeer-Kahel’s dark magics learned from the many dusty pages, Zeer-Kahel’s sanity had been fully restored, and there was a newfound wisdom and knowledge in him. He could recall the last fifty years, the years in which he had lived like an ever-hungering and consuming creature. The knowledge he had consumed had brought order to chaos in his mind, and suddenly the words of what he consumed shifted back in order, the texts started making sense, and he was learning all that he had consumed, fifty years of eating tomes and crumbled books worth of knowledge all with the most brilliant clarity, all at once. The old Zeer-Kahel died there, if there was even anything left of him, and Ezekiel, Prophet of the Sages was born, his trusted companion and lesser Mutabbi by his side. They both donned long robes left behind by some passing nomads. Zeer-Kahel’s hunger had never left him, that never-ending hunger to know more and to unlock the dark secrets of the past. But now he could control it, and as Ezekiel set the first steps towards the rising sun, his ebony blackened, reflecting the orange light that filled the sand dunes, his first follower in his wake, with many more to come.
''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.''


The accuracy of this tale is not widely confirmed, however Zarq-Fatinh Aslaqqa did indeed exist, and a skeleton was found at the base of a table, and the whole library, larger than the Regalian Palace but underground, was completely empty. Not a single book on any of the shelves, and not a single particle of rotten papyrus was left in any of the sand-filled halls. Ezekiel himself became a figure of legend, however all Ezekiel still revere his name as the Prophet of the Sages. Ezekiel has also supposedly been sighted various times across the world, so the scholarly community has largely accepted that he does indeed exist, but some claim that the myths and legends of his power may be slightly exaggerated.
==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.


From their beginnings in legend, Ezekiel induced more knowledge-hungry souls into his fold, who would in turn recruit more, until Ezekiel numbered a few hundred, but were spread across the world, remaining only loosely affiliated and in contact with one another. Particularly in Regalia, a nexus of people and learning, many Ezekiel have found their way into the more down-trodden parts of the city, their identity being easy to hide among the other Occult that roam the streets, and even using their own dark magics to appear like their old normal self, even if this is just a mere illusion brought about by old Primal powers. Some Ezekiel work together, while many also compete over unique tomes and scraps of knowledge. Others yet have found ways to induct themselves into groups of Vampires or Werebeasts, using a process called Attunement to create a closer connection to whatever other Occult group they wish to mesh with, whether it is to gain control over them as minions, or to use them as a conveyance for greater reach in their learning.  
===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.  
==Ezekiel Niche==
===Nuance of Fanaticism===
To be an Ezekiel is to be afflicted, but one quite unlike all others. Because of its unique basis in an in-between space of all planar identities, Ezekiel are flexible casters that can fluctuate between groups as their priorities demand, with no true master beyond their Unspoken Goddess. They are by default casters, though casters with a strong emphasis on intellect and knowledge as opposed to raw combat power. That being said, Ezekiel are formidable opponents when faced alone or without any kind of anti-Ability protection, as they specialize in keeping distance between their target and unleashing an unrelenting torrent of dark magics. In most cases, Ezekiel have hidden identities, and tread in the shadows, content to avoid the factional wars and racial politics of the surface world, scouring for hidden things underneath that none pay attention to or have forgotten about. Ezekiel are not known to the legal system in Regalia and while there is no explicit law stating they should be treated as criminals, they more often than not will, on account of looking like a literal skeleton. Most Ezekiel should try to avoid being caught, as being imprisoned causes them to be unable to gather knowledge.  
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==
==Infection and Curing==
The Celestial Sentinel Order has a hierarchical structure that defines ranks within the Order:
To call an Ezekiel infected is not to paint the whole picture. Ezekiel do not necessarily get infected with an Occult status, as much as they transmute their soul into something else entirely, through the intervention of an Unspoken God. Ezekiel can convert other willing souls into Ezekiel, though the process is permanent and irreversible. It is not possible to convert an Ezekiel back to a non-Ezekiel. The process of an Ezekiel converting another willing person into an Ezekiel, is firstly to test their willpower. The converting Ezekiel must ascertain with complete certainty that the subject is willing to either accept the bargain to save their life in the face of imminent death, or has an extreme hunger for knowledge and dark secrets to the point of obsession and/or disregard for life. If this is made clear, then the Ezekiel can summon their Zerenomicon, a tome of knowledge that all Ezekiel possess, and cast the Curse of Surrender, a ritual that eviscerates all the flesh and mortal sheddings of the convert, who then fully becomes an Ezekiel.
* '''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.
==Appearance==
* '''The Alyaan Sentinels''' (Player) are the highest attainable rank of Knight of high prestige and esteem.
Ezekiel have two appearances, their Ezekiel skeletal appearance, and their normal old self (the normal old self can be modified with mutations however). The Ezekiel skeletal appearance is their natural physical state, where they are simply a walking skeleton of whatever race they were previously. The color of the Skeleton itself may vary from black to white, or even more rust-like. The skeletons may also be reflective or matte, and have decorative engravings, writings, or accessories manifested into them. Ezekiel can also at any time change their appearance to appear like their own old self. This old self is mostly an illusion (but cannot be seen through by anti-Illusion Abilities), and does not have any other visual features that would give away their identity as an Ezekiel, regardless of their Attunement. That being said, Ezekiel can only use their Abilities while in their Ezekiel skeletal appearance. Changing in and out of Glamor or Skeletal form is painless, instant, and cannot be Cancelled or Countered in any way, even Purestone.  
* '''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.
==Attunement==
* '''The Sunel Sentinels''' (Player) are the formal rank of Knights who get sent on missions.
Attunement is a process in which an Ezekiel becomes more like a particular other Affliction, in order to mesh in with them, or be seen as a natural leader to them. Attunement can be done any time, anywhere, but after attuning once, the Ezekiel must be attuned to that specific Affliction for at least an IRL month before they can change it again. The process can however happen off-screen, or instantly in-roleplay, with added effects as described below.
* '''The Lomaan Sentinels''' (Player) are the lowest rank of just-graduated Knight in the Order.
* '''Selëya Attunement''', is the standard Attunement for the Ezekiel. This grants the Ezekiel no glowing eyes or color in their eyes (though their eye sockets can leak shadows optionally), while not attributing any additional functions. The Ezekiel’s Abilities are Primal Powers.
* '''The Squires''' (Player) are pre-graduation. Recommended for trying out, with less obligations.
* '''Vampire Attunement''', is an Attunement that allows the Ezekiel to become more Vampiric. The first noticeable feature is that their skeletal appearance has Vampiric Teeth, and has red, orange or yellow glowing eye-sockets. This Attunement gives the Ezekiel a hunger to consume blood (though they get nothing out of it, nor does not doing it cripple them), the Ability to drink blood with their vampiric fangs, and a Void-alignment, as all their Abilities become Void based.  
===Privileges===
* '''Cahal Attunement''', is an Attunement that allows the Ezekiel to become more Cahalic. The first noticeable feature is that their skeletal appearance may take on more animal-like bones, such as their humanoid skull (even if the Ezekiel is Asha, their skeleton form will still have a human-like skull) becoming a beast-like skull (or any beast). Their eye-sockets also have a blue, white, or gray glow. While Cahal Attuned, the Ezekiel is beholden to all rules associated with knowledge of the Cahal Ritual sites, but can be taken there by other Cahal. This Attunement gives the Ezekiel the desire to perform ritual sacrifices or activities like the Cahal (though getting nothing from it), while also Exist aligning them, all their Abilities becoming Exist based.  
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.  
* '''Dragon Attunement''', is an Attunement that allows the Ezekiel to become more like Dragon Wardens. The first noticeable feature is that their skull forms Draconic horns, and their eyes become glowing purple, magenta, or pink. While attuned to Dragons, the Ezekiel can see the Soul Rivers and sense Dragonsouls if they seek them in Emote Range. While attuned to Dragons, all Ezekiel Abilities become Dragon Powers.  
* '''Privilege 1''' The Knight in question gains Persuasion Dice Rolls at /dice Wisdom+Faith (see Abilities Page for more information).
* '''Death Attunement''', is an Attunement that allows the Ezekiel to become more like Morvali. The first noticeable feature is that parts or their whole skeletal frame may become see-through of any shade of green, while their eyes always have a glow of any shade of green. While attuned to Death, the Ezekiel emit a soothing aura to Morvali, allowing any Morvali in Emote Distance of them to experience passion, love, romance or friendship, without entering an enraged state. While Attuned to Death, all Ezekiel Abilities become Ordial Powers.
* '''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.
==Ability Mechanics==
* '''Privilege 4''' The Knight in question gains access to the Moon-Vaults to source knowledge from the ancient Allorn Empire.
Ezekiel have a set of Abilities granted to them by Selëya, while also specializing into Shadow Sorcery. The Ezekiel have 3 standard Abilities called the Ezekiel Ability Kit seen below. All Ezekiel must have these Abilities. Additionally, Ezekiel may choose a maximum of 6 Abilities from the [[Shadow Sorcery]] Page to complement their class, which must be listed on their Character Application, and cannot be changed or swapped around once picked. This means that when all is said and done, an Ezekiel should have their Racial Abilities + 9 Ezekiel Abilities, and any additional maximum 2 Sorcery Abilities (which cannot be from Shadow Sorcery) or 2 Alchemy Abilities that is chosen.  
* '''Privilege 5''' The Knight in question receives an Artifact designed for their Character that cannot be taken from them.
 
==History==
===Ezekiel Soul===
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.
'''Target:''' Others or District.<br>
'''Use Time:''' Instantaneous.<br>
'''Range:''' Emote Distance.<br>
'''Duration:''' N/A<br>
'''Description:''' Ezekiel souls are affected by Selëya's will. As such, the following things happen to them. Firstly, Ezekiel do not age from the moment they become Ezekiel, and can change the age-appearance of their glamor form to anything older than 18 years old. Secondly, Ezekiel cannot be infected with any other Afflictions, nor can they be cured, so they are forever blocked from other Affliction Abilities. Thirdly, Ezekiel have a Physical Stat limit of 5, and cannot use Mundane Technique Abilities. Fourthly, Ezekiel cannot use Clockwork, but they are allowed to purchase up to 2 Alchemy Abilities from the [[Alchemy]] or 2 Sorcery Abilities from the [[Sorcery]] Page. Finally, Ezekiel can purchase additional Sorcery Abilities from the [[Sorcery]] page (following their Proficiency cost), but may only purchase up to a maximum of 2.<br>
'''Cooldown:''' N/A


===Magical Pendulum===
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.  
'''Target:''' Others or District.<br>
'''Use Time:''' Instantaneous.<br>
'''Range:''' Emote Distance.<br>
'''Duration:''' N/A<br>
'''Description:''' This Ability has two functions. Firstly, the user has Mage-Deflect. This allows the user to “/dice 0 20” on any Ability used on them directly that they are: Aware of, is not some form of Anti-Magic, or an Ability used to counter them, or an Ultimate Ability, or multiple Abilities at the same time (only 1 can be chosen). If the preconditions are met, the user may perform the Dice roll. If the dice rolled 10 or above, the Ability is Countered, thus not affecting the user. This does not work on Abilities that create Area-of-Effect functions, or affect the user by proxy of another target being hit. Any Ability that is Countered this way goes on a 3 IRL minute Cooldown, regardless of the Cooldown for that Ability by default. Secondly, if at least five Characters with Magical Pendulum are present within Emote Distance, they may commence the Global Pendulum. This can be performed in: New Town, Old Town, Imperial Isle, or Crookback Districts. When performed, one member must initiate a ticket on RP Com Discord. When the Ability takes effect, a Mage-Storm consumes that particular district for 24 hours, making the use of any Ability (including Racials, Primal, and Ordial Abilities, but not including Mundane Techniques) impossible for anyone, including those who used Global Pendulum.<br>
'''Cooldown:''' The first part of the Ability has no Cooldown. Global Pendulum has a 7 IRL day cooldown after being used for all participants.


===Selëya’s Word===
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.  
'''Target:''' N/A<br>
'''Use Time:''' N/A<br>
'''Range:''' N/A<br>
'''Duration:''' N/A<br>
'''Description:''' This Ability has two functions. Firstly, it grants the user perfect telekinesis on any object that is a book, a piece of paper, a tome, or any other paper or book-like object (vellum, papyrus etc). They can control any number of these objects by moving them through the air, though never with so much force that a book being flung into someone will feel like more than a very weak punch. This can also be used to rip objects out of other’s hands regardless of how strong their grip is, unless the object is locked down through belts or chains, but will never affect Artifacts or special objects for Abilities, like a Zerenomicon. Secondly, this Ability allows the Ezekiel to offer up a page of theories or thoughts to Selëya though an RP Com Ticket. The user may submit a Google document of a maximum of 1 page, once a month, containing their thoughts and theories about the world and history. To be specific, the information on this page must be history or world theory such as “I believe the Altalar to be the seventh civilization”, or “I believe the Thousand Eye God is actually Ammu-Loa”. The page cannot contain information between characters such as “I think this person loves that person”, or “I think this person’s mother’s hair was blue”, or “I think this person killed that person yesterday”. When this page is submitted, a Staff member will mark out theories that are wrong. Ic’ly, this would be seen as Selëya dragging her inky nails across the theory, proving it wrong, but offering no corrections or affirmation that something is true. It is important to note that not-crossed-through theories aren’t exactly right either, their conclusion may be right, but the premise may be wrong. This part of the Ability is subject to fairness and reasonability moderation. The page should be written in-characterly and with some reasonable support, not just 30 short thoughts in a bullet point list to fish for information. If a theory does not have enough support it will simply not be answered. This Ability should be used to give hints or point an investigation in the right direction instead of a wrong one, not shortcuts to solutions. <br>
'''Cooldown:''' N/A


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==
==Trivia==
* Ezekiel are notoriously frail. Despite being immensely powerful in terms of keeping distance with an enemy, and countering other casters, Ezekiel have the Physical Stat of a wooden plank.
* 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.  
* Many Ezekiel fake their own death before disappearing into a long life of arcane knowledge searching. Though there are also Ezekiel who keep their old life alive.
* 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.  
* Despite the assumption that Ezekiel are (on account of being Skeletons) undead, they are in fact not. They are still very much alive, and at no point in them becoming an Ezekiel, died.  
* 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.
{{Afflictions}}
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[[category:Afflictions]] [[category:Primal Afflictions]]

Latest revision as of 00:01, 13 October 2023

The Celestial Sentinel Order is a Knightly Order that is different when compared to other Knightly Orders, in that it is not native to Regalia, but made by the Lanlath Elves in their own enclaves, and eventually recognized in the Regalian Empire. The order is primarily occupied with fighting the ruinous designs of the Void Gods, to directly counteract their plots and their priests and minions, and to fight the agents of the Void itself, whether that be Spirits, Arken or those seeking pacts with Demons. While the Celestial Sentinels and the Aelrrigan Order are allies in a similar fight, the Aelrrigans focus more on the crimes of (magical) mortals and their wrongdoings. The Celestials primarily investigate the designs of greater immortal powers and counteract them directly and indirectly by both preventing their objectives and diminishing the power of the agents of these powers. The secondary work of the Celestial Sentinels is to encourage moderation in faith and fanaticism, specifically aimed toward Estelley Faith. Having been established to guard against the violent ideology of Cemaan within the Estelley faith, the Celestial Sentinels protect the sacred groves that Reliquary Knights do not pay attention to, but also chastise and obstruct any fanatics who use the gospel of their gods to cause chaos and suffering, while also acting as unofficial justice dealers in the eyes of Leyon and Ëlana.

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

Design

Celestial Sentinels, sometimes called Celestials or Sentinels for short, bring the aesthetic of angelic warriors to Roleplay with higher-ranked Knights of the Order manifesting wings and gaining flight. Celestial Sentinels are heavily geared towards the Estelley Religion, particularly the erudite moon god Leyon, and the vigilant sun goddess Ëlana. The former incorporates themes of the moon, knowledge, foresight, and silver, while the latter incorporates themes of the sun, purity, fortitude, and gold. The Celestial Sentinel Order is exclusive to Elves of any Race, they must however be Estelley worshipers. The majority of the Celestial Sentinels are however Lanlath Elves, as the Knight Order was established by them.

Senleya is the Elven word for "sentinel." The Senleya have an angelic aesthetic, their stronger Knights manifesting feathered wings and smiting with the power of their divine patrons. They are heavily geared towards the Estelley religion, mostly the wise moon god Leyon and the fierce sun goddess Ëlana. Any Estelley-worshiping Elf can serve as a Senleya, but the vast majority of the Order are Lanlath. It is steeped in their history and built around their culture.

Why Play a Knight

Knighthood is a great way for even new players to get involved in pre-existing groups and activities. It is hard for new players to find a group to roleplay with, Knighthood membership guarantees some familiarity and the possibility to get involved in the roleplay of others without too much effort. Knight groups usually organize their own internal social roleplay, and Knights are generally well-received by the wider player base. Knighthood also grants a unique ranking system where players can set goals for themselves and work towards them. Knight roleplay does require some reading, however, because Knights have to follow a Knight's Code or risk expulsion. Celestial Sentinel Knighthood in particular is recommended for players trying to invest in Lanlath roleplay, or be part of a wider Estelley worship community both as protectors and police force, as well as opposition against the conspiring Void Gods. Sentinel Knighthood perfectly pairs with aesthetics of angels and D&D Aasimar, as well as the general esthetic of demigods (even though they are not).

Knighthood is a good way to get involved in pre-existing groups and activities. Since it guarantees roleplay, a group, and a reason to log on, it is appealing for everyone from new players to veterans. Knight groups organize their own internal social roleplay and are usually well-received by the playerbase as pleasant spaces. Knighthood also grants a unique ranking system for Characters to progress up the ladder of their Order and gain privileges for honesty and effectiveness in their Code. Knight roleplay requires reading, however, as Knight characters must follow their Codes or risk expulsion. Senleya Knighthood is recommended for players who are invested in Elven lore and want a guardian role among Elven players, or are interested in fighting Void interests from a non-Purist, non-Unionist angle. Their aesthetics pair well with D&D Aasimar and general angelic references.

Knights Code

Common Knights Code

All Knights of all Orders are beholden to this Knights Code.

  1. Loyalty to the Emperor of Regalia, and the Regalian State is required.
  2. Knights are disallowed from attacking unarmed or defenseless people.
  3. Knights are disallowed from degrading themselves or their Order.
  4. Knights are allowed to enforce Regalian Law, but must abide by it.
  5. Knights may not lie, or deceive, but needn't always say everything.
  6. Knights are expected to give alms to the poor and protect the weak.

Specific Order Code

The following Knights Code applies only to the Celestial Sentinels.

  1. Celestial Sentinels must seek out the designs of Void Gods and Void Arken and combat them.
  2. Celestial Sentinels must keep tabs on Void worshipers and priests and contain their plots.
  3. Celestial Sentinels must keep tabs on Void Arkenborn and prevent their temptation to evil.
  4. Celestial Sentinels must save Vampire Thralls and Blood Thralls and bring them to the light.
  5. Celestial Sentinels must police and administer the Rite and Laws of Loa to Deathwatch Elves.
  6. Celestial Sentinels must protect Estelley Groves and Mana Trees with their lives.
  7. Celestial Sentinels must encourage temperance and turning away from Estelley fanaticism.

Rite and Laws of Loa

The Rite and Laws of Loa concerns two parts of the same cultural tradition, the Rite (turning) of the living to the Deathwatch Elves, and the Law (preserving of duty) that the Deathwatch have to the living. The Rite of Loa involves the ritual killing of an Elven Estelley Faithful in the Estelley Temple during a religious rite that converts them into a Deathwatch Undead, and then bind them by Loa's law to the protection of a specific person or family. This Undead is then bound for all eternity to protect the name and family of their charge, or risk violating the Laws of Loa. Celestial Sentinels are meant to keep an eye on the Deathwatch Elves and ensure they uphold their duty and do not start living a life away from their obligation, or worse, become Deathrotten or betray their task. In such cases, the Celestial Sentinels hunt down and put an end to Loa's traitors. Deathwatch Undead are Legal in Regalia only under the extremely strict watch of the Celestial Sentinels.

Nuance of Fanaticism

The duty of Celestial Sentinels to guard against fanaticism among the Estelley Faithful is a bit more nuanced than just preaching against war, slavery, and Cemaan. Cemaan's message is not any more violent and destructive than that of any other Estelley God: Loa's death-bringing and Leyon's apathy to the suffering of the world over the acquisition of knowledge and skill can cause just as much misery. Replace with: Even a god considered benevolent like Leyon causes problems through his apathy to the suffering of the world in favor of his pursuit of knowledge. Cemaan's message however is often used as an excuse to do things (or not do things), and therein lies the duty of the Celestial Sentinels: not to imply that worship of specific deities makes one more liable to do evil, but that using religion as a justification to do evil is the great sin itself. Short of using violence themselves, the Celestial Sentinels keep watch over the Estelley faithful to contain the excesses of fanaticism through diplomacy and tact, avoiding the sword until the very last. Celestial Sentinels will avoid raising arms against fellow Estelley worshipers until no other option remains. Replace with: The Senleya contain Estelley fanaticism and violence through their words until no option remains. The sword is a last resort.

Structure

The Celestial Sentinel Order has a hierarchical structure that defines ranks within the Order:

  • The High Hierophant (NPC) is the highest leader of the Celestial Sentinel Order.
  • The Valley Council (NPC) are the elders and instructors and teachers of the Order.
  • The Alyaan Sentinels (Player) are the highest attainable rank of Knight of high prestige and esteem.
  • The Sinaï Sentinels (Player) are a well respected and Knight with great sway in the Order.
  • The Celvel Sentinels (Player) are the esteemed warriors sent on difficult tasks for the Order.
  • The Sunel Sentinels (Player) are the formal rank of Knights who get sent on missions.
  • The Lomaan Sentinels (Player) are the lowest rank of just-graduated Knight in the Order.
  • The Squires (Player) are pre-graduation. Recommended for trying out, with less obligations.

Privileges

Privileges are a set of unlockable rewards that can be attained each time a Knight ranks up. The rank up process is evaluated by Lore Staff based on a combination of: adherence to the lore, adherence to the knight's code, activity, consistent character portrayal, good engagement and in some of the higher ranks, leadership. When a rank up is granted, players may choose one of these privileges (each only once) to apply to that rank up, ensuring that the appropriate reward is granted for each milestone. Being expelled from the Order causes the loss of all Privileges, and in some cases, Privileges may also be revoked if a Character is punished by the order for misdeeds, or disciplined by staff for Server Rule breaking.

  • Privilege 1 The Knight in question gains Persuasion Dice Rolls at /dice Wisdom+Faith (see Abilities Page for more information).
  • Privilege 2 The Knight in question is granted a rent-free Knight's Estate in the Knight Quarter with Staff decoration.
  • Privilege 3 The Knight in question is Sun blessed or Moon blessed, gaining Elytra Flight out of Combat and Angel Aesthetics.
  • Privilege 4 The Knight in question gains access to the Moon-Vaults to source knowledge from the ancient Allorn Empire.
  • Privilege 5 The Knight in question receives an Artifact designed for their Character that cannot be taken from them.

History

The Celestial Sentinel Order was established, many millennia before the first Viridians were Knighted in Regalia, when the Lanlath Elves were expelled from the Allorn Empire due to their crime of temperance and pacifism. As the Lanlath were expelled to their Twilight Valleys, a small choir within their society insisted that blind ignorance to the ruin that could follow them into their paradise realms, would cause the same moral demise as had happened in the Allorn Empire. The Celestial Sentinel Order as such is intrinsically linked with the history of the Lanlath, and acted also as the official police force of the Lanlath within their own realms as they had no formal armies. While some contact remained between the Allorn Empire and the Lanlath as both sides had a vested interest in keeping up to date about each other's magical developments, most Valleys were closed to outsiders, and as such, the Sentinels rarely crossed outside of their enclosed environments and were by modern standards, nothing more than a somewhat bettery equipped militia. Their armor and symbolism is consistent with the standards of today, but they lacked the formal military training that would make them formidable warriors on the battlefield such as they are in the modern day.

The history of the Celestial Sentinel Order becomes more pressing in the last 500 or so years of the Allorn Empire, leading up to Cataclysm. While all events transpired in the Allorn Empire with the Gods growing ever more silent, the Yanar Vanguard being ignored, and various sub-groups of Elves splitting off, the Lanlath predicted disaster. They had perhaps not predicted the Cataclysm itself, for such an event was too horrific even for the Lanlath to predict, but they certainly suspected a violent collapse of the Allorn Empire if not at the very least a splintering of warring states and factions. This immediate concern caused discord among the Twilight Valleys, who spent many years contemplating and discussing their course of action. Eventually an agreement was met, that the Lanlath would venture into the most violent and wretched places of Ailor dominions, seek out the strongest of warriors and most skilled of swordsmen, and offer them a bargain: safety for them and their family in the Twilight Valleys paradise and their progeny, in exchange for military training of the Celestial sentinels. It was as such that around 400 BC, the Celestial Sentinels became an actual force worth reckoning with, as Ailor instructors taught them how to wield their weapons and battle tactics. Many of the descendants of these instructors still live in the Twilight Valleys, a rare occurrence of outsiders being allowed to live in esteemed and respectful conditions in what are normally Lanlath ethno-communities.

The Lanlath prediction would come true 4 centuries later, which some might say was a long time and a large margin of error for their prediction, but was actually merely a lifetime in Elven terms. The rapid onset of the Void Invasion did not leave the Lanlath untouched, some of the Twilight Valleys were utterly destroyed as they were anchored in geographic locations where the Void Invasion occured, and the horror of the savagery of the Void denizens shocked Lanlath society and the Celestial Sentinels alike. While they were proficient warriors, the Order was completely blind to the outside world, and often unaware of impending doom before the Spirits started pouring through their magical gateways that acted like honey pots for buzzing bees. The Twilight Valleys that survived quickly called for an end to self-isolation and apathy to the world outside of their pristine communities. It marks the date immediately after Cataclysm, that the Celestial Sentinels reached out into the wider world, using the time when Void Magic and the Void Gods were at their weakest, to start their watch against their ruinous plots and schemes.

As time passed, natural alliances formed with the Aelrrigan and Viridian Order (which early on was aimed more at fighting Vampires and protecting Regalia). With waves of migration of Lanlath to Regalia, emboldened by a newfound sense of interest in the world outside of their secluded Valley realms, the Celestial Sentinels became a common presence in the Regalia's borders, so much so that the Lanlath representatives sought out the Emperor of Regalia, and bargained official recognition of their Order within Regalia's borders. This in turn further accelerated Lanlath migration into the Regalian Empire, and even the establishment of an all-new Twilight Valley in the north of Solleria, where the population had become an Elven melting pot. The Celestial Sentinels were spared the mage-hate of the middle centuries, as their Aelrrigan allies were hunted down, largely because their order did not much use Magic, favoring the blade. In the modern day, the Celestial Sentinels while technically a foreign Knight Order (as the Lanlath Valleys are not a nation state part of the Regalian Empire), is considered a powerful domestic force, with the Knights well respected at the Imperial Court and even extended to enforce Law in the Empire by the Emperor's will. The Celestial Sentinels have several chapterhouses across the Regalian Empire where future Sentinels are induced, having recently opened their doors even to non-Lanlath Sentinels (with the caveat that they fit within the behavior expectations of the ethereal and pensive Lanlath that is).

Trivia

  • The fact that the Celestial Sentinels show parallels with Breizh folklore winged divine messengers, that has not been lost to the Breizh people. The Celestial Sentinels have always avoided the subject, leading to some conspiracy theories among the Breizh that the Weard were actually Celestial Sentinels who assisted Elen with the protection of the Breizh people from the mysterious entity called The Midnight.
  • The Celestial Sentinels are often described as Poet Knights, due to the poetic and almost religious chants and songs of praise they hymn or battle-cry while engaged in their duties, calling upon the blessings of the moon god and the sun goddess, or promising justice and a return to the light for all things wrapped in darkness and suffering.
  • Celestial Sentinels are forbidden from holding religious or political office, as it is believed that these occupations interfere with their objective judgement, and encourage temerity and ego in their representation of the wills of Leyon.