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=Ailor=
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.  
==Abilities==
The Ailor do not have any Abilities as (with some exception) they are overwhelmingly Mundane and do not practice Magic, as such only having Specials. These Specials are intricately woven into Ailor culture and are considered "innate", which is why Ailor will mostly claim they don't have any Powers or Abilities (as they see their Specials as cultural quirks).
==Specials==
===Ailor Familiar===
Ailor have a strong connection with domesticated animals, whether it is rearing cattle and farm animals, or pets. Pets in particular have an important role both in the raising of and further lives of Ailor children, and pets themselves also seem to have longer lives while bonded with Ailor. Either at birth or later in life, an Ailor can acquire a pet. This pet can be any type of small house-pet such as rodents, domestic canines, domestic felines, birds (hawks, eagles, crows), small marsupials, small mustelids, rabbits, pygmee pigs and reptiles or amphibians. This list is not comprehensive, for more options, consult the [[List of Fauna]] page, and look for animals that can be reasonably carried or domesticated as per their page's information. While living with its owner, the pet gains a much longer life, usually tied to that of the owner. Ailor Familiars cannot be used in Combat-RP and also cannot be harmed by others (they are invalid targets for Abilities). They can however carry hand-held items and interact with the environment and others, while never leaving Emote Range of their owner. Ailor Familiars duplicate mutations that their owner gains, and are optional, meaning not every Ailor has one.  
===Dark Empathy===
The Ailor have multiple emotion and empathy based capabilities that make them quite unique when compared to other races. Ailor can disable their own emotions so they do not feel regret, guilt, or a conscience when committing vile acts. They can disable all emotions, or just one of them such as happiness or love. Furthermore, they can also compartmentalize certain memories and simply choose to forget them. In both cases, the Ailor usually requires another Ailor to re-connect them with emotions and memories through mental coaching. It is not all dark however. Ailor have learned to disable their emotions for a reason, because the emotional impact of an area where great events have taken place can sometimes be overwhelming. In places of great historical importance such as battlefields or places of worship and celebration, Ailor can receive visions or aftershocks of emotions felt by others in those areas. For example, an Ailor might perceive the fear and loathing of the soldiers on a battlefield that ended hundreds of years ago, being sensitive to the residual feelings when many lost their lives in the area. Finally, Ailor can also read small emotional feelings on the faces of others. Any time, an Ailor can hone in on another person's face if they are speaking with them, to detect their true disposition (feelings) towards them, for example whether they love, hate, adore, or disregard them. If used on another Ailor however, they will be able to tell that an Ailor is using it on them.
===Seizing Destiny===
The Ailor are flexible, often more flexible than other Races, in determining their own future, as they live much shorter lives. While an Ailor is not Aberrant or Occult, they gain +5 Physical Stat that does not break Physical Stat Limit. If they are Aberrant or Occult, they may choose 1 Sorcery Spell without Cost. If they are Primal or Ordial Aberrant, they keep the 5+ Physical Stat, Primal and Ordial Aberrancies are not counted as Aberrancy for this Special.
===Seizing Innovation===
The Ailor are innovative with their skills, more so than other Races as they have less time to master them and greater ambition to perfect them. So long as an Ailor is not Occult or Aberrant in any way, they may choose any Proficiency they have already invested 5 Proficiency Points into, and add another 5 on top (will not break Proficiency Point Limit for that Proficiency). If they Ailor is an Aberrant or Occult instead, they gain no bonus from this Special at all. If they become Aberrant or Occult temporarily, the +5 is temporarily disabled, returning when they become Mundane again.


=Qadir=
''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.''
==Abilities==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#fedcb4;" | Hack Immune
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Hack Immune | The user is Immune to Engineering Pack Eight: Hacking being used on them. When a Hacking attempt is made, they instantly know where it came from, and who did it. 
}}
|-
| style="background-color:#fedcb4;" | Forgery Immune
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Forgery Immune | The user can see through any type of Forgery or facsimile made with either Proficiencies, or Abilities.
}}
|-
| style="background-color:#fedcb4;" | Hometrap Immune
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Hometrap Immune | The user is immune to the effects of any Home Enchants that would cause damage, hurt, raise alarm, slow or otherwise impede or be a detriment to the user.  
}}
|-
| style="background-color:#fedcb4;" | Advanced Golem
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Advanced Golem | While in Golem, the user can envelop another (willing) person like a suit of armor. While merged, they gain all Proficiency Points of the other person and their Physical Stat combines (breaking Limit). The enveloped person is immune to any type of damage but cannot use any Abilities while inside the Golem that are not Mundane Techniques or Racial Abilities and Specials. While inside the Golem, the other person is also protected from catastrophic environmental damage such as crushing, drowning, burning heat and more.
}}
|-
|}
==Specials==
===Qadir Familiar===
Most Qadir bring life to Clockwork through Engineering, especially so when it concerns the Familiars they make. Most Qadir shops sell Familiar Templates, which are inert mechanical domestic animals for example rabbits, domestic canines & felines, birds, reptiles and more. This list is not comprehensive, for more options, consult the [[List of Fauna]] page, and look for animals that can be reasonably carried or domesticated as per their page's information. The Qadir then continues to modify, upgrade and change the Familiar to suit their liking and aesthetics. The Familiar can also levitate through repulsion tech, and may even appear less animal, for example by installing a Humanoid skull onto a dog's body. Qadir Familiars cannot be used in Combat Roleplay, but can carry objects around so long as they are in Emote Distance of their owner. Unlike proper animal familiars, Qadir Familiars can have a more responsive personality and even speak, though their intellect remains child-like. Qadir can also off-load parts of their own personality like their cowardice or anxiety onto the Familiar, causing it to behave like that personality trait frequently, and provide (sometimes comedic) commentary or reflections on the actions of their owner. Because of this Special, Qadir cannot invest 3 points to acquire Engineering Pack Eight: Familiar. For the purpose of Abilities or Mechanics that require investment in Engineering however, this counts as having 3 points invested in Engineering (optionally for Talents).
===Master Engineers===
Qadir mastery of Engineering is unrivaled among the other Races. Other Engineers usually pick a single Engineering Branch, and stay with it. Qadir however have greater freedom and capacity to work with other Branches. Qadir are hard-locked to using Clockwork as their main Branch for themselves, but can also make Engineering devices with Steamtech, Hallowtech and even Magitech for others. Additionally, the Qadir can install Membanks into their skull (usually at the nape of their neck, or side of their head). Memkeys can be inserted upon which a Qadir may record single memories. These Memkeys can then be re-inserted into the Membank of any Qadir to be replayed with perfect visual and auditory quality. They can also be viewed with a more cumbersome Memrecall Helmet by non-Qadir. Memkeys can pre-record up to 24 hours, and can download memories up to 24 hours after they were made. When viewing a Memkey, the user becomes blind in reality as their senses are being overtaken by the Memkey, experiencing the memory as if they were the person who recorded or downloaded it.
===Mechanic Children===
Even the youngest and simplest of Qadir have some grasp of Engineering and can produce small machines and objects to make their lives easier. All Qadir automatically gain Engineering Pack One: Environment and Engineering Pack Two: Golem for free without Proficiency investment. For any Abilities or Mechanics that require a minimum point investment of Proficiency into Engineering, these free Packs count as having 6 Points invested (optionally for Talents).
===Mechanic Hands===
Qadir can produce and use very thin mechanical hand-gloves that grant them limited telekinesis with Clockwork and brass. Within Emote Distance, and while wearing these gloves, the Qadir can fetch and remotely control engineering tools, bring brass and copper to them, and rotate Engineering objects in the air. Even more impressively they can 'explode' an Engineering object into all its constituent components and parts and levitate them in the air to inspect how all parts are pieced together, before putting it all back together again in an instant, causing no damage to the device. These gloves can only be used in non-combat or non-competitive environments, and cannot be used to hijack other people's Engineering from their hands.


=Songaskia=
==Design==
==Abilities==
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.
==Specials==


=Altalar=
''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.''
==Abilities==
 
The Altalar have one Common Ability shared by all sub-races, and each Race also has one unique Ability. Half-Altalar have access to the Common Ability and the Specials, as well as the Sub-Race Ability of their Altalar parent.  
===Why Play a Knight===
===All Altalar===
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"
 
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
''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.''
! Ability Name
 
! Ability Type
==Knights Code==
! Ability Range
===Common Knights Code===
! Ability Description
All Knights of all Orders are beholden to this Knights Code.
! Modifiers
# Loyalty to the Emperor of Regalia, and the Regalian State is required.
|-
# Knights are disallowed from attacking unarmed or defenseless people.
| style="background-color:#f5d7e7;" | Weapon Summon
# Knights are disallowed from degrading themselves or their Order.
| Constant Passive
# Knights are allowed to enforce Regalian Law, but must abide by it.
| Self
# Knights may not lie, or deceive, but needn't always say everything.
| Grants the user {{#simple-tooltip: Weapon Summon | The user can summon any type of Ranged or Melee weapon made out of Magic. This weapon functions like a normal weapon would, has the same durability, but does not use any ammunition to fire if ranged. While using a Summoned Weapon, all Mundane Techniques used with it are instead classified as Abilities of Magical nature. A destroyed Summoned Weapon cannot be Summoned again for 12 IRL Hours.
# Knights are expected to give alms to the poor and protect the weak.
}}
===Specific Order Code===
| {{#simple-tooltip: Fin'ullen Modifier | Any Weapon Summoned by a Fin'ullen is made out of water or coral.}} {{#simple-tooltip: Suvial Modifier | Any Weapon Summoned by a Suvial is made out of fire.}}
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.
===Teledden Only===
# Celestial Sentinels must keep tabs on Void Arkenborn and prevent their temptation to evil.
{| class="wikitable"
# Celestial Sentinels must save Vampire Thralls and Blood Thralls and bring them to the light.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
# Celestial Sentinels must police and administer the Rite and Laws of Loa to Deathwatch Elves.
! Ability Name
# Celestial Sentinels must protect Estelley Groves and Mana Trees with their lives.
! Ability Type
# Celestial Sentinels must encourage temperance and turning away from Estelley fanaticism.
! Ability Range
 
! Ability Description
===Rite and Laws of Loa===
! Modifiers
The Rite and Laws of Loa concerns two parts of the same cultural tradition, the Rite (turning) of the living to the Deathwatch Elves, and the Law (preserving of duty) that the Deathwatch have to the living. The Rite of Loa involves the ritual killing of an Elven Estelley Faithful in the Estelley Temple during a religious rite that converts them into a Deathwatch Undead, and then bind them by Loa's law to the protection of a specific person or family. This Undead is then bound for all eternity to protect the name and family of their charge, or risk violating the Laws of Loa. Celestial Sentinels are meant to keep an eye on the Deathwatch Elves and ensure they uphold their duty and do not start living a life away from their obligation, or worse, become Deathrotten or betray their task. In such cases, the Celestial Sentinels hunt down and put an end to Loa's traitors. Deathwatch Undead are Legal in Regalia only under the extremely strict watch of the Celestial Sentinels.  
|-
===Nuance of Fanaticism===
| style="background-color:#f5d7e7;" | Control Immune
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.''
| Constant Passive
==Structure==
| Self
The Celestial Sentinel Order has a hierarchical structure that defines ranks within the Order:
| Grants the user {{#simple-tooltip: Control Immune | The user is immune to any Control Abilities that would be applied to them. They can however choose to permit the Control Ability to work, if they are aware it is being used on them beforehand and want the effect to apply.
* '''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.
| N/A
* '''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.
===Fin'ullen Only===
* '''The Sunel Sentinels''' (Player) are the formal rank of Knights who get sent on missions.
{| class="wikitable"
* '''The Lomaan Sentinels''' (Player) are the lowest rank of just-graduated Knight in the Order.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
* '''The Squires''' (Player) are pre-graduation. Recommended for trying out, with less obligations.
! Ability Name
===Privileges===
! Ability Type
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.  
! Ability Range
* '''Privilege 1''' The Knight in question gains Persuasion Dice Rolls at /dice Wisdom+Faith (see Abilities Page for more information).
! Ability Description
* '''Privilege 2''' The Knight in question is granted a rent-free Knight's Estate in the Knight Quarter with Staff decoration.
! Modifiers
* '''Privilege 3''' The Knight in question is Sun blessed or Moon blessed, gaining Elytra Flight out of Combat and Angel Aesthetics.
|-
* '''Privilege 4''' The Knight in question gains access to the Moon-Vaults to source knowledge from the ancient Allorn Empire.
| style="background-color:#f5d7e7;" | Waterborne
* '''Privilege 5''' The Knight in question receives an Artifact designed for their Character that cannot be taken from them.
| Constant Passive
==History==
| Self
The Celestial Sentinel Order was established, many millennia before the first Viridians were Knighted in Regalia, when the Lanlath Elves were expelled from the Allorn Empire due to their crime of temperance and pacifism. As the Lanlath were expelled to their Twilight Valleys, a small choir within their society insisted that blind ignorance to the ruin that could follow them into their paradise realms, would cause the same moral demise as had happened in the Allorn Empire. The Celestial Sentinel Order as such is intrinsically linked with the history of the Lanlath, and acted also as the official police force of the Lanlath within their own realms as they had no formal armies. While some contact remained between the Allorn Empire and the Lanlath as both sides had a vested interest in keeping up to date about each other's magical developments, most Valleys were closed to outsiders, and as such, the Sentinels rarely crossed outside of their enclosed environments and were by modern standards, nothing more than a somewhat bettery equipped militia. Their armor and symbolism is consistent with the standards of today, but they lacked the formal military training that would make them formidable warriors on the battlefield such as they are in the modern day.
| Grants the user {{#simple-tooltip: Waterborne | The user can swim with Mai-Allar speed underwater (the fastest possible speed), can breathe underwater, can see in the dark and is immune to any Mundane or Ability based Darkness or Blindness.
 
}}
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.  
| {{#simple-tooltip: Fin'ullen Modifier| The Fin'ullen additionally may manifest aquatic mutations while underwater like webbed feet and hands, fins, gills, etc.
 
}}
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).  
===Suvial Only===
==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
! Modifiers
|-
| style="background-color:#f5d7e7;" | Battle Mentor
| Constant Passive
| Emote Distance
| Grants the user {{#simple-tooltip: Battle Mentor | The user can target any other person in Emote Distance. They may choose any Proficiency, and boost that person by 5 Points, which can break Proficiency Point Limit. Any person can only be affected by 1 Battle Mentor. When a target is chosen, Battle Mentor cannot be changed to a different Target for 5 minutes, even if the Target leaves Emote Distance (and the effect ends).
}}
| {{#simple-tooltip: Suvial Modifier | The Target may manifest a burning (non-harmful) Altalar crown above their head to telegraph this Ability is active for them.
}}
|-
|}
===Lesarra Only===
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d7e7;" | Forgotten Face
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Forgotten Face | When leaving Emote Distance of another person, the user may force them to forget their face and voice. This must be dm'd to the Target when leaving Emote Distance, or send in OOC chat when applied to a group.
}}
| N/A
|-
|}
===Solvaan Only===
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d7e7;" | Arcane Ranged
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Arcane Ranged | The user can use any Ranged Combat Category Mundane Techniques that they have bought with Proficiency investment while wielding any melee weapon without needing to have a bow out. These Mundane Techniques are instead classified as Abilities of Magical nature, and can only be used if the user is not already mid-melee swing or Knocked Over. The ranged projectiles take the shape of the melee weapon wielded (this is purely visual) and can have a variety of different magical aesthetics and do not use ammunition.
}}
| {{#simple-tooltip: Solvaan Modifier | The projectile weapons are always made out of mist and leave behind trails of mist as they travel to their intended target.
}}
|-
|}
===Minoor Only===
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d7e7;" | Healing Hands
| Constant Passive
| Direct Touch
| Grants the user {{#simple-tooltip: Healing Hands | While within Direct Touch, the user can heal wounds on a single Target. The user and Target must stay still for it to work. Surface tissue wounds like cuts and bruises can be fixed within 30 seconds of continued channeling while deeper cuts and gashes take up to two minutes. Greater wounds like internal damage or severe bleeding require the target to be laying down, with the user healing deeper wounds over the timespan of 15 minutes. This Ability cannot be used on self.
}}
| {{#simple-tooltip: Minoor Modifier | Minoor Altalar may use this Ability twice at the same time, one for each hand at the same speed.
|-
|}
==Specials==
===Ageless===
The Altalar are Ageless, meaning they never show aging. When they become adults, Altalar simply appear as if they are young adults forever, unless they choose not to. Any Altalar can choose to change their aged appearance, meaning they can choose to appear however old they want to appear (so long as it is 18+). A 33 year old Altalar might for example choose to appear like a 70 year old Ailor with whitened hair and wrinkles, while a 300 year old Altalar might choose to appear like a 25 year old Ailor with smooth skin and youthly features.  
===Arcane Mastery===
Even the simplest and untrained of Altalar have some innate Magical ability, and control over the Arcane. All Altalar can perform varying degrees of Telekinesis, being able to move objects around with their hands from a distance, while also automating household objects in their performed task such as for example causing a broom to sweep by itself, or a pen to write what is being dictated. This cannot be used in any Combat Rp or competitive roleplay (such as stealing items from other Characters), but has no Cooldown and no limits imposed.
===Magnificent Hands===
The Altalar can, once a month, craft a wood carving, sculpture, woven fabric, or crafted metal out of so-called Elder Opal, depending on the Proficiency that they craft with. Elder Opal when applied to wood carving causes lines to appear in white-colored wood that glow with shifting colors of the rainbow. When applied to sculptures, the whole sculpture has an opalescent color effect, and when reflecting light, glows with the colors of the rainbow. When applied to fabric, each weave contains a reflective opalescent sheen, giving the completed clothing piece of tapestry a rainbow glow on white fabric. When applied to metal, it creates a steel-strong variant of white opal, with a glowing opalescent effect of swirling color glows. Additionally, the Altalar can re-mould Silver, Gold with their hands like clay without heating it.
===Magnificent Tools===
The Altalar can summon any type of non-combat tool in their hand, like a hammer, pencil, chisel, etc. This tool will glow and appear in any chosen color, and has the properties of a normal tool in steel, also producing magical essence sparkles or dust when used. This tool can be given to others and used by others, but only one tool can be summoned, and it cannot leave Emote Distance from the Altalar who created it.
===Elder Voice===
The Altalar can invade the minds of others with telepathic communication that is a one-way form of vocalization of their thoughts. An Altalar can project a command or exclaimed statement into the mind of another person within Emote Distance, though the Target cannot talk back. While using the Elder Voice, the Altalar's eyes glow, and they must look at the Target they are speaking to in their mind. This form of communication is experienced as unpleasant, and causes headaches in the Target, but not so far that it inhibits their other actions. Elder Voice cannot be used in a chase, in Combat Roleplay, or while the Altalar is physically or Magically bound or constrained in any way.

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.