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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      = vampirebloodyb.png
|races      = Various
|contraction = Various
|mortality  = N/A
|origins    = [[Cataclysm]]
|symptoms    =
* Varying
|}}
Vampirism, also known as the Sanguine Curse, is a Void-spawned blood-curse that has plagued [[Aloria]] for thousands of years. A disease hated by most of Aloria's people, this affliction causes the infected to undergo both physical and mental transformations, and has come and gone with the ebb and flow of [[Void Invasions]]. Vampirism can be cured by an aggressive and somewhat lengthy process, though many Vampires desperately attempt to avoid being cured, or even seek re-infection, spurred as much by the mental changes incurred by the curse as it is by the excessive cruelty of Alorian authorities towards Vampires. In the [[Regalian Empire]], Vampirism is regarded as unholy or even Demonic, as often treated with curing as it is imprisonment or outright execution; [[Unionist]] faithful make frequent shows of Vampiric executions, driving Vampires into living in the outskirts or underbellies of settlements. Indeed, Vampires are considered leeches on society as they feed themselves on the blood of the unwilling and powerless, empowered by darkness and Void Energies. Whole religions have been founded on the idea that Vampirism is the next step in [[Human]] advancement (despite the curse also striking non-Humans), and some contract the disease willingly for the powers it grants. Globally, Vampirism has been on the rise since the end of the [[Great Vampire Wars]]. Global conflict with the Void Invasion, Imperial wars, and more recently, the [[Bone Horror Crisis]], have all weakened local authorities to the point of breaking. Vampires often follow in the wake of a weary population, feeding and making use of what they can. Vampirism has grown so prolific that among the Regalian Emperor’s close court, some nobles have fallen to the sway of Vampirism, secretly plotting the destruction of the Empire from within. Even far in the north, a Vampire Principality exists in [[Ellador]], the state of [[Dorkarth]] entirely inhabited by Vampires and their feeding cattle, seeking to overthrow neighboring Kingdoms.
=Vampiric Infection=
===Infection===
Vampiric Infection can occur in a number of ways. The most common method for Vampiric Infection is through feeding, which is explained in the Vampire Special “Vampire Feeding” (see below). There exist, however, two other forms of infection also that are somewhat lesser known. The second method is to perform the dark ritual to the Archdemon. This involves finding a Dark Altar, which are usually effigies built by Vampires to praise the Arch-Void, the greatest of all Demons from the Void. Any blood offered to this Dark Altar will turn into infected blood; consuming this blood will cause the drinker to instantly become a Vampire. The third method is to willingly drink half a cup of blood from any Vampire who had directly blood-letted their own blood into a cup. Vampires gain no sustenance from feeding on other Vampires, but the mundane can be turned into a Vampire by consuming a decent amount of Vampiric Blood; this does not work on large quantities of liquid, and so Vampiric Blood cannot be used to unwittingly infect large groups of people.
===Exceptions===
* Url cannot be infected with Vampirism, as their blood is caustic to infected blood. Vampires also cannot feed from Url, as any attempt to bite through their neck fur fails, and even if they got their hands on some Url blood, it would taste incredibly acidic.
* Avanthar can be infected with Vampirism, but due to their Genetic Mastery, have developed a bodily mechanic to mutate Vampirism into something else. (Pending implementation, use normal Vampirism for now)
* As Vampirism is an Affliction, those who already have any other type of Affliction are unable to become Vampires. Additionally, those that already have Vampirism cannot become Afflicted with any other type of Affliction.
* Primal Mages, Dragon Wardens and Archblood are immune to becoming Vampirically infected. They can still be fed from like normal however, even if Vampires say that Archblood blood tastes exceptionally stale.
* Ordial Mages, Undead, and other Ordial empowered are immune to becoming Vampirically infected. While Ordial Mages can be drunk from, Undead don’t have blood that Vampires can be satiated from.
* Exist and Void Mages can become Vampires, but are always classified as Graal Vampires, and as such cannot use the second set of five Abilities granted by the Vampire kit.
* Immunity from Vampirism can be bought through Affliction [[Arcanology]]. This pack does incur Proficiency cost, but grants immunity to Blood Sickness that occurs when infection does not take hold.
* Void Silven can become Vampires, but only Graal type Vampires, meaning they are unable to use the second set of Vampire Abilities granted by Vampirism. Exist Silven cannot become Vampires at all.
===Mental Changes===
When a Vampire becomes infected with the Sanguine Curse, their mental outlook on themselves, others, and the world changes. This is a magical effect caused by the Affliction itself, and thus applies exactly the same to everyone who becomes a Vampire, though the severity may differ between races. For example, while an Ailor may become more selfish and vain, the egotistical and self-aggrandizing nature of Altalar will be amplified to even greater heightsFor ease of reference, the mental changes are recorded in a bullet point list below:
* Vampires do not have a conscience. In most cases they can just do whatever they like without feeling guilt or remorse over anything. They are certainly not self destructive and can distinguish long-term effects of their decisions, they just no longer care about the feelings and wellbeing of others. Vampires can be anxious, but only rarely suffer from self-doubt.
* Vampires gain a more possessive and domineering sense of love or friendship. While Vampires can certainly still have friends and lovers, by far and large, this affection is more through the scope of “You belong to me”, instead of “I love you”. They can still care, but only insofar one cares for their own possessions, and are very prone to jealousy.
* Vampires are very full of themselves, believing in their own physical and mental superiority over those who are uninfected. They see the uninfected as either: soon to be infected, undeserving of infection, or blood-cattle to sustain on. Vampires will frequently use the uninfected to achieve their goals.
* Vampires are anti-religious. Any concept of spirituality is lost to Vampires, with the exception of Void God or (Void) Arken worship. A Vampire may still pretend to worship their pre-infection faith, but know deep down that it is all pretend. Vampires show particular disregard for holy sites or religious artifacts.
* Vampires are not necessarily anti-establishment. While many Vampires seek to destroy the Regalian Empire, there are just as many who believe that the Empire is in fact the easiest tool or vehicle through which to expand their own influence and power, and to infect more with Vampirism. A Vampire can still be loyal to the Emperor, hoping to one day make him a Vampire.
===Curing===
The Vampiric Infection can only ever truly be cured through one way: the Sakrosanct. The Sakrosanct is an ancient ruin found on the Regalian Isle which houses an inner chamber which has some sort of effect on the Vampiric Infection (or Cahal Affliction). The exact first curing of a Vampire through the Sakrosanct has been lost to time, however the process has been transferred between Arcanologists. In order to cure a Vampire, a person with the Pack “Curing Knowledge”, as well as at least 10 Proficiency Points invested in Medical Training, must be present to lead the ritual. The exact process of the ritual is not wholly relevant and may be up to the player to dictate. The individual intended to be cured must be placed inside the curing chamber (which can contain up to two people at a time), after which the chamber is sealed and the curing begins. The ritualist may then perform their desired ritual, and a timer should be set for 10 minutes. If nobody has shown up to try and free the Vampire in the curing chamber (and the player being cured not notifying that someone is on their way), then the curing process is time-skipped and completed instantly. If someone arrives and attempts to break out the Vampire, then the Curing can only be completed when the attackers have been defeated and left. If the defenders are defeated by the attackers, the Curing ritual is interrupted and the Vampire may be freed. In both instances, attackers and defenders may not be captured, and must be allowed to leave by the victor.
=Blooded Vampire=
Blooded Vampires, sometimes also called Regular Vampires or Normal Vampires, are the most commonly found type of Vampire which can either operate as a lone wolf, an occasional ally, or a member of a greater Coven or group.
===Vampire Abilities===
All Vampires have access to the following five Abilities regardless if they have any Abilities or Packs from Sorcery, Engineering, or Alchemy.
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#fe9e9e;" | Subjugation Immune
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Subjugation Immune | The user is immune to any Specials that would involve establishing mind control or command control over them.
}}
| N/A
|-
| style="background-color:#fe9e9e;" | Disrupt Channel
| Instant Power
| Self
| Grants the user {{#simple-tooltip:  Disrupt Channel | The user performing this Ability disrupts any and all Channel Abilities within Emote Distance. The Channel that is Canceled has its cooldown forcibly set to 5 Minutes, regardless if that Cooldown was shorter or longer prior. This Ability has a 30 Minute Cooldown.
}}
| {{#simple-tooltip: Vampire Modifier | The Vampire performs a loud Vampiric shriek to use this Ability.
}}
|-
| style="background-color:#fe9e9e;" | Home Advantage
| Home Power
| Self
| Grants the user {{#simple-tooltip: Home Advantage  | While within the user’s own Rental Region / Noble Estate / Clandestine Base, they gain +5 Physical Stat (that can break Physical Stat Limit), and may re-roll a failed dice roll a second time.
}}
| {{#simple-tooltip: Vampire Modifier | The Vampire may additionally create small non-intrusive illusions inside their own home like food that isn’t really there, or paintings that show a different person than is actually depicted.
}}
|-
| style="background-color:#fe9e9e;" | Omniaware
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Omniaware | The user cannot be taken by surprise from any direction, even if they cannot see the direction from which an attack or Ability is coming from. This does not guarantee a dodge or counter, it only gives the user more room to decide how to best respond.
}}
| N/A
|-
| style="background-color:#fe9e9e;" | Home Teleport
| Escape Power
| Self
| Grants the user {{#simple-tooltip: Home Teleport | Based on a condition in the Modifier, the user is able to use a single-use teleport to their Rental Region / Noble Estate / Clandestine Base instantly.
}}
| {{#simple-tooltip: Vampire Modifier | In order to use this Ability, the Vampire must have successfully fed from another player Character in the last 10 seconds. This Ability is obviously telegraphed as the Vampire turns into a puff of red smoke which the feeding victim will not remember, but any other spectators will. If the Vampire is still actively being aggressed or chased by other Characters, this Ability will not work. They must be completely out of Combat after the Feeding.
}}
|-
|}
Vampires have access to the following six Abilities so long as they do not have any Sorcery, Engineering, or Alchemy Abilities or Packs. If the Vampire should have any Ability or Pack of those categories, they can no longer use these Abilities and they should not be written onto the Character Application. These Abilities are limited for Balancing Reasons. If in any other Race, Special or Mechanic it is written that the Character can only be a Graal Vampire, then these Abilities are also not usable.
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#fe9e9e;" | Weapon Summon
| Summon Power
| Self
| Grants the user {{#simple-tooltip:  Weapon Summon | The user can summon any type of Ranged (except Puretek) 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.
}}
| {{#simple-tooltip: Vampire Modifier | The weapon is summoned with blood and then hardened in the user’s hand.
}}
|-
| style="background-color:#fe9e9e;" | Armor Summon
| Summon Power
| Self
| Grants the user {{#simple-tooltip: Armor Summon | The user can summon any type of Armor on any part of their body with toughness equivalent to chainmail (plate-steel in appearance, if desired). Summoned armor has the same durability as mundane armor, but counts as Ability Armor.
}}
| {{#simple-tooltip: Vampire Modifier | The Armor is summoned with blood and then hardened on the body of the user.
}}
|-
| style="background-color:#fe9e9e;" | Snaring Immune
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Snaring Immune | The user is immune to any Ability and Mundane Snaring Abilities or Mechanics, such as for example Bola Combat.
}}
| N/A
|-
| style="background-color:#fe9e9e;" | Puretek Immune
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Puretek Immune | The user is immune to any Puretech Technique, except for the 20 Point Investment Overload Shot.
}}
| {{#simple-tooltip: Vampire Modifier | The Vampire remains immune to Puretek Techniques, however if Puretek Techniques are used on them, instead of Countering/Canceling any Abilities, the Vampire Ability Snaring Immune is instead disabled for the duration of the Puretek Technique.
}}
|-
| style="background-color:#fe9e9e;" | Magic Healing
| Healing Power
| Self
| Grants the user {{#simple-tooltip:  Magic Healing | The user creates a magical catalyst that can be used on themselves or given to others. When consumed, it slowly begins to heal them of all wounds over the next 10 minutes, depending on what they are doing. If in combat/strenuous activity, the healing is delayed, and will not take effect until they are completely free of combat/conflict/chase scenarios. If doing nothing/relaxing, the effect heals all active wounds over the duration.This Ability has a 30 minute cooldown.
}}
| {{#simple-tooltip: Vampire Modifier | Instead of a magical Catalyst, the Vampire must create a crystal made of their own blood. This crystal cannot be used on self, and can only be given to others.
}}
|-
| style="background-color:#fe9e9e;" | Instant Leap
| Movement Power
| Emote Distance
| Grants the user {{#simple-tooltip: Instant Leap  | The user can instantly leap towards a Target. The Target’s speed does not matter, and the user will always land onto, or right next to the Target. Position is preserved, if the user is standing in front of the Target, they will also appear in front of the target, not behind.
}}
| {{#simple-tooltip: Vampire Modifier | The Vampire may apply special Vampire aesthetics like bat wings or turning into a cloud of smoke, shadows, or blood, for this Ability.
}}
|-


===Blooded Vampire Specials===
''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.''
====Vampiric Glamor====
Vampirism is an insidious Affliction that hides itself in plain sight until it is too late. Vampires have no overt physical traits that make them stand out in a crowd. This is called a Vampire’s Glamor, where they are able to imitate their pre-infection appearance. In reality however, a Vampire does have visual features which appear under specific conditions. Firstly, if the Vampire uses any Abilities (not Specials) their Vampiric appearance will manifest. Secondly, if the Vampire feeds, their Vampiric appearance will also manifest for the duration of feeding. Finally, if the Vampire is somehow Targeted by an Ability that would force their Vampiric appearance to the surface, then their Vampiric appearance will also show. Vampiric appearance may differ from Vampire to Vampire, though there is one thing they all have in common: glowing red eyes. Additional optional aesthetics are: raven-black hair, porcelain white skin, reddened eye-sockets, blackened sharpened nails, more snarl-like appearance in the face, extended canine teeth out of the mouth, and blackened eye-whites. Additionally, Vampires may also (optionally) manifest Bat-like features in their face, on their body, or ears. A Vampire may choose to manually remove their Glamor, thus always walking around with their Vampire appearance.
====Vampiric Bloodlust====
All Vampires are cursed with a lust and hunger for blood that cannot be satiated with any other food or drinks. Vampires must also consume blood to sustain themselves and their powers, while also granting them other benefits. Vampires do not visually age, but only so long as they keep drinking blood. This allows them to extend their lifetime far beyond what their Race would normally be capable of (having a Vampire over 150 years old still requires an Ancient Character Permission). If they should stop drinking blood or be cured, they start rapidly aging. While this will never outright kill them, it will make them look very old and close to death, until they once more drink blood or are re-infected. It is possible for a Vampire to go into hibernation and sleep for hundreds of years if denied blood. If Vampires are near blood that is exposed to open air, they become anxious and have to expend effort to suppress their urge to drink it, which may sometimes compromise their glamor or self restraint.
====Vampiric Feeding====
Vampiric Feeding involves the Vampire feeding on a restrained or unconscious target by sinking their fangs into their neck. This process is nearly instant, requiring only a few seconds of contact before the Vampire can pull away. This method of feeding is painless for the victim and also erases their memory of the feeding itself, along with any memory they would have of the last 24 hours that would allow them to conclude that the person who fed on them was a Vampire. If for example they saw the person’s eyes as red, or saw them use a Vampire Ability, that memory would be erased from their mind. It is not possible for a Vampire to feed mid-combat. A Vampire can however feed from a willing target (or an unwilling and restrained target with agreement that this is for the sake of roleplay) for longer periods of time, again, so long as it is outside of combat or hostile situations.
====Vampiric Infection====
Vampiric Infection can occur in a number of ways. The most common method of infection is being fed upon, however this has a couple of caveats. Firstly, Vampiric infection is consent based. If a Player does not want their Character to be infected, they will not be infected and receive Blood Sickness instead. If a Player did consent to their Character becoming infected, this can come about in two different ways. Either the Character can become instantly infected, making them a Vampire the moment the feeder pulls away, or they can go through the slow process of infection. This would involve the Character having Blood Sickness, and then during their week of Blood Sickness, drinking (any) blood, thus confirming the infection. Blood Sickness is its own disease that lasts for a week and affects all that have been fed on and unsuccessfully turned.
====Vampiric Form====
All Vampires have an alternate appearance called a Vampire Form which is a Special Transformation that changes their appearance to such a degree it can also function as a disguise. Vampiric Forms can have a number of additional traits such as extra arms, eyes, horns, wings, tails, spikes, tendrils, appendages and more. It is important to remember however that a Vampire Form is purely aesthetic when it comes to Combat Roleplay, so for example, extra arms cannot be used to wield extra weapons, though outside of Combat Roleplay they can be functional to perform non-hostile/competitive actions like pouring a drink or holding an item. Vampiric Forms have an additional set of rules that must be followed:
* Vampiric Forms may never imitate other Transformations of other Abilities or other Races. Additionally, some element of red must be prominent, but exactly where is up to the player.
* Players may design their own Vampiric Form, but the description must be placed on a Character Application under “Vampiric Form” somewhere in Abilities.
* Vampires who are members of Covens may have traits in their Vampiric Forms that are similar, usually defined by the Greater Vampire Player to make them appear like they belong together.
* Coven based traits may appear and disappear depending on the Vampire’s allegiance. Generally a Vampiric Form must be recognizably the same between loyalties.
* The Player may decide that their Vampiric Form is unrecognizable from their normal appearance, or has the same face. It functioning as a disguise is optional.
====Vampiric Presence====
All Vampires become immune to Mundane or Ability based detection mechanisms during Server Events or Player Events recorded on the Calendar. This even includes the Imperial Palace, as for the duration of the Event, they become immune to the Palace’s Ability Detection Gates. Anyone who wishes to attack or capture a Vampire during an event instead becomes confused and walks to another part of the event venue, forgetting what they were doing and that the Vampire was present. This effect is broken if the Vampire starts attacking someone or making hostile/ridiculing statements to anyone present or the host or venue, thus allowing the Vampire to be attacked or captured. The Vampire must leave the venue before the event is officially over, as when it is over, Vampiric Presence completely ends. Additionally, during the venue, the Vampire may charm a single Character (if that player gives OOC consent) and mind-control them to wander away from the crowd of the venue to be fed upon. This counts as restrained feeding and the Target will forget they were fed on. Attacking or attempting to abduct this person from the venue instantly breaks the effects of Vampiric Presence and makes the Vampire attackable.
====Vampiric Influence====
Vampires have some control over the feelings of other non-Vampires in the area around them. They may subtly and telepathically send desires, emotions, and feelings to a Target individual. These sensations are never strong enough to debilitate a person’s actions or movements, nor does it work at all if the Target is mid-combat. These sensations can never force a Character to act a certain way, but the player may decide that their Character gives in to the Vampiric Influence and does what the Vampire wants. Generally speaking the influence only lasts for as long as the Vampire is within Emote Distance. This influence can however also be expanded with the strict OOC Consent of the Player to become complete mind control. If consent is given, the Character instead is turned into a Vampire Thrall, who obeys every command given by the Vampire until they have some form of Exorcism performed on them (the effect may be prematurely ended if the player revokes consent, during which an off-screen Exorcism takes place).
====Vampiric Visions====
Vampires who have fed on specific people are able to send visions or dreams to them. These visions may never trigger when the Character is actively doing something else (unless the Player should consent to their Character blacking out and having a vision). These Visions can be entirely constructed in a way the Vampire player wants, and communicated OOC for a time/date and whether it is a waking vision or a sleeping dream. Vampires will continue to be able to send visions to victims until they have some form of Exorcism applied to them, after which the Vampire will need to feed again on them to be able to send visions. If the Visions become OOC disruptive or non conducive to roleplay, the target may off-screen Exorcize themselves to get rid of them.
====Vampiric Physiology====
Vampires have a number of physical characteristics that might change how they respond to certain environments. Firstly, Vampires do not naturally breathe and do not require oxygen. This has a couple of effects, namely that a Vampire is able to exist in environments without air (such as underwater or in a vacuum), and that a Vampire may never suffocate or be affected by air-borne substances that require inhalation. Secondly, Vampires are not affected by the cold, because their bodies are already naturally frigid (though they still feel warm to the touch in their Glamor). This has a couple of effects, namely that a Vampire is able to survive in sub-zero temperatures and is entirely unaffected by the effects of hypothermia. Blizzards and deep snow will still inhibit their normal movements and sight however, and they will still be frozen in place if encased in ice.
====Vampiric Familiar====
Vampires are able to summon a Vampiric Familiar from the void. This Vampiric Familiar can be any type of small house-pet such as rodents, domestic canines, domestic felines, birds (hawks, eagles, crows), small mustelids, rabbits, pygmy 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. The Vampiric Familiar always has a twist however. If for example a rabbit is chosen, then this rabbit will have more bat-like features such as bat wings or bat ears or smooth bat-like skin and red eyes. Vampire 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. Vampire Familiars can duplicate mutations that their owner gains. If the Vampire already has a Familiar from another Ability or Special, this Familiar becomes the Vampire Familiar instead.
====Vampiric Dressage====
Vampires are able to magically change what they are wearing, and even the items that they are wearing themselves. They can change the texture, color, pattern, shape, and appearance of any fabric or leather clothing piece. They can magically summon or remove articles of clothing on themselves or magically resize them based on changes to their own body or environment. These changes are instant and seamless and can be done even while mid-walking. This Special cannot be used to summon or unsummon armor or any material that resembles the toughness of actual armor. While within Emote Distance of any Vampire Thralls, this Ability can also be used by the Vampire on them, though when used on them, it cannot be used to add or remove clothing, only change pre-existing clothing.
=Greater Vampire=
Greater Vampires are always formed when a Blooded Vampire has infected three or more people, and those people form a Coven together with the one who infected them. (This infection does not have to have expressly happened on-server, and can be written into backstory). The Vampire that infected them becomes a Greater Vampire, giving them new Abilities and Specials. It is important that three (decently) active Players must remain Coven members. If any of the players quits or is cured, and the total number of infected drops below 3, then the Greater Vampire reverts back to Blooded Vampire. (ex. If a Greater Vampire has 4 Vampires, and loses 1, they are still a Greater, but if they lose 2, they lose their status.) Greater Vampires must register the names of their Coven somewhere on their Character Application for Lore Staff to reference, close to where their Greater Vampire status is recorded.  Multiple Greater Vampires can be part of the same Coven, as a Coven does not need to have only a single leader, it can also be led by a Council. Greater Vampires inherit all the Abilities and Specials from regular Vampires (see above), and may have additional Abilities and Specials (see below). Graal and Bonded Vampires cannot become Greater Vampires (or Master Vampires)
===Greater Vampires Specials===
====Coven Telepathy====
The Greater Vampire is (while sitting or laying down inside a Rental Region / Noble Estate / Clandestine Base) able to manifest an illusion of themselves made out of blood-smoke anywhere within Emote Distance of their Coven members (including Coven members from other Greater Vampires and other Greater Vampires themselves if they belong to a Master Vampire). This illusion cannot move, but is able to make body language gestures and communicate with others within Emote Distance. The illusion can be attacked with any Ability or Mundane attack, causing it to instantly dissolve, after which it cannot be re-formed for another minute. Additionally, coven members belonging only to the Greater Vampire may telepathically call to their Greater Vampire to reach out to them with their manifested illusion. They cannot communicate information, only call upon them to appear in front of them, after which the greater Vampire may choose to accept or decline.
====Coven Mender====
The Greater Vampire is able to make use of greater blood healing, allowing Coven members belonging only to the Greater Vampire to drink from their blood and restore all of their wounds, including lost body parts that were lost in the last 24 hours. This Special can only be used inside a Rental Region / Noble Estate / Clandestine base belonging to the Greater Vampire (or to which the Greater Vampire is a member), and can only be used if the region is not currently being attacked, besieged, or the Greater Vampire or their Coven members is being tracked by some Ability.
====Coven Control====
This Ability does a couple of things. Firstly, if a Greater Vampire’s own Coven member is captured, imprisoned, or cured, they become telepathically aware of their imminent fate. Secondly, if the Guards are planning to cure the Coven member at a specific date or time, the Greater Vampire must be OOC informed of this date and time. It is the responsibility of the Vampire in question to communicate this information to the Greater Vampire OOC, not the Guard. In roleplay, the Greater Vampire will receive a limited precognition vision of their member being led to the curing chamber at a specific time. Finally, Greater Vampires cannot be conventionally cured in a curing chamber like regular Vampires (for the sake of smooth roleplay, a Greater Vampire must OOC inform the guards of their identity when captured). If such a Vampire is to be cured, a inquestor from the Palace is to be called down, who will investigate the Greater Vampire’s biology and return a list of the necessary reagents to the Guards which are required to cure the Vampire, after which the Greater Vampire may be cured at the chamber when all reagents have been gathered.
=Master Vampire=
Master Vampires, sometimes also called Desprince, are always formed when a Greater Vampire has produced three or more other Greater Vampires, who each have three or more Blooded Vampires, thus a total of 13 Coven members including the Greater Vampire who made the others. A Master Vampire can then initiate a discussion with Lore Staff for a Master Vampire Permission, which will remain in effect for as long as the Coven has at least 13 members or more. This Permission will have a custom written set of Abilities and Specials, and as such, this section is very short, as their Ability read-out will depend on what is written for them. Generally speaking however, most if not all Specials that Greater Vampires have will be preserved in the Master Vampire kit, and more. There can only ever be one Master Vampire in a Coven; it is not possible for a Master Vampire to share power.
==Bonded Vampire==
Bonded Vampires are two Blooded Vampires who are specifically not part of a Coven, but have some form of mutual romantic relation with one another. Bonded Vampires always come in pairs and may cooperate with other Covens or become allies to other Vampires, but may never be part of a Coven, and should generally have infected one another or been infected together at the same time by an off-screen Vampire. Bonded Vampires have unique Specials attuned to each other, and also Ability mechanics that reward them being together. If for some reason the romance between the Bonded Vampires ends, they become regular Blooded Vampires. Bonded Vampires inherit all the Abilities and Specials from regular Vampires (see above), and may have additional Abilities and Specials (see below). Bonded Vampires can also be Graal Vampires.
===Bonded Vampire Specials===
====Bonded Embrace====
While within Emote distance of one another, Bonded Vampires both gain a +5 Physical Stat (that can break Physical Stat Limit). Additionally, should one of the Vampires fail a dice roll, the other may perform a dice roll to correct the failed roll. Additionally, Bonded Vampires are always able to telepathically communicate to one another, regardless of distance. This communication must occur through server-side Direct Message (as Staff must be able to search logs to verify potential Meta information). Finally, both Bonded Vampires may share feelings or emotions though this optional and may also be turned off.
====Bonded Desperation====
If either of the Bonded Vampires is about to be killed, knocked out, or dragged to curing, the other Bonded Vampire may descend from the sky with bat-like wings to land next to their partner and attempt to aid them. This landing is nearly instant, and the player may be informed of the emergency through other channels like discord or DM’s. If the other partner is already caught in some combat roleplay or conflict scene, they cannot leap to their partner however. Landing may be used to chain into an attack or Ability, but the landing itself should never be used to impart damage on opponents.
=Vampire Broods=
A Vampire Brood, is a child of a Vampire parent, either a mother or father. A Vampire Brood is by birth not a Vampire, and in fact will not become a full Vampire without the necessary infection rate. Vampire Broods can be infected like mundane people, and can become Blooded Vampires like normal, as well as cured after that. There are, however, a couple of things unique about Vampire Broods that make them stand out to the regular population. Vampire Broods do not have Abilities, but they do have a number of Specials outlined below.
===Vampire Brood Specials===
====Vampire Heritage====
Vampire Broods are not Vampires by nature, but share a number of physical traits that often cause them to be mistaken for actual Vampires. All Vampire Broods permanently have red irises. There is no way to hide this redness, not even through tinted glasses. Furthermore, Vampire Broods have sharper canines, never quite as long as those of a proper Vampire, but certainly noticeable when they smile or have their mouth wide open. Finally (and optionally) Vampire Broods may also have paler skin, reddened eye sockets and sharpened nails, though these are all optional. Additional Vampiric mutations are possible, though require approval in an RP Community Discord Staff Ticket.
====Bloody Allure====
Despite not being Vampires, Vampire broods are attracted to blood in the same way that Vampires are. When they see or smell blood that is exposed to air, they become nervous, fidgety, or lose focus, as their body starts craving the sanguine sustenance. If the Vampire Brood gives in to their cravings and starts drinking or licking the blood (that is not their own), they experience an instant pseudo infection. This pseudo infection lasts for 72 hours, and gives the Vampire Brood access to all Vampire Specials of the regular Vampire, but none of their Abilities. Additionally, this pseudo infection is also not curable, and confers Vampire mental changes to them. After 72 hours, the infection reverts and they lose access to the Vampire Specials again, while their mind also reverts back to normal.
=====Vampiric Form=====
Even while not in their pseudo Infection or proper Vampiric Infection, Vampire Broods have access to an alternate appearance called a Vampire Form which is a Special Transformation that changes their appearance to such a degree it can also function as a disguise. Vampiric Forms can have a number of additional traits such as extra arms, eyes, horns, wings, tails, spikes, tendrils, appendages and more. It is important to remember however that a Vampire Form is purely aesthetic when it comes to Combat Roleplay, so for example, extra arms cannot be used to wield extra weapons, though outside of Combat Roleplay they can be functional to perform non-hostile/competitive actions like pouring a drink or holding an item. Vampiric Forms work slightly differently for Vampire Broods than they do for regular Vampires. If a Vampire Brood becomes
infected properly, or has a pseudo Infection, the rules of regular Vampire Vampiric Form apply, and their Vampiric Form may change until they are cured. The rules applying to Vampire Brood Vampiric Forms are listed below:
* Vampiric Forms may never imitate other Transformations of other Abilities or other Races. Additionally, some element of red must be prominent, but exactly where is up to the player.
* Players may design their own Vampiric Form, but the description must be placed on a Character Application under “Vampiric Form” somewhere in Abilities.
* The Player may not decide that their Vampiric Form is unrecognizable. Vampire Broods in their Vampire Form are always recognizable, the Vampiric Form cannot act as a disguise.
=Culture=
To be a vampire is to be hated and hunted by nearly all of Aloria. All over the world, vampires are reviled for their foul curse, seen as power-hungry leeches and agents of malice that only exist to prey on the innocent and powerless. While none of this is explicitly untrue, many vampires have reasons for turning to vampirism beyond the promise of power. To a vampire, vampirism is often seen as a means of self-expression, escapism, and above all, freedom.  


Vampiric culture is attributed to both individualism and community; it's typical for a vampire to be very anti-government and anti-religious because these institutions are often very socially limiting. Vampires are driven by their wants, be it power, security, fame, or glory; vampires seek to be the best of themselves, and it's not uncommon for a vampire to feel as if their family, culture, government, religion, or morals get in the way of that. For these reasons, vampires typically either leave or are outcast from their society and are summarily seen as selfish, antisocial, and baleful beings who deeply hate all who participate in society. However, vampires are social creatures who crave to be around like-minded individuals; for this reason, it's not uncommon that a vampire may join or found a coven of other like-minded vampires or bond to another vampiric partner. It's rare to find a vampire who is truly a lone wolf and hasn't at least allied themselves to another vampire or coven as a whole.  
==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.  


Covens are what make up the basis of vampiric culture, and a vampire often defines their own culture based upon what Coven they may be a member of. Covens can vary wildly, and are often heavily influenced by the members that make it up, just as the coven itself influences its members, with some being militaristic, others more subterfuge based. What defines a Coven is simply the gathering of vampires - a Coven does not need to be structured in any particular way, some covens elect to have a single vampire lead them, while others choose for a council, rarely a coven may even be democratic in nature. It’s not unusual for newly forming covens to try and imitate older more established covens. The culturally relevant and longest lasting covens are often referred to as ‘Bloodlines’, the Bloodlines of modern vampiric culture are listed below and are often imitated in some way, be it through name, practice, or symbol.
''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.''
==Rituals==
 
Rituals and their purposes are typically unique between covens, but there have been instances where two connected covens may share rituals, and some rituals can involve many covens at once. Rituals do not need a specific goal in mind, though they typically do have one, and are often treated as social events that allow vampires to gather and cooperate either within a coven or between them. Some specific rituals have been popularized and passed along between covens, and are now common to vampiric culture as a whole.
===Why Play a Knight===
===The Faceless Masquerade===
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).
The Faceless Masquerade, first popularized by Desprince Eveleanda Morvanus, is a ritual that heavily involves the arts of subterfuge and seduction. It’s often Alais that partake in this ritual, though Milôt and Dorkarth have been known to partake as well. A Faceless Masquerade is often not a party hosted by the vampires in question, as the name may imply, but rather is instead the act of a vampire or a coven of vampires attempting to infiltrate an already planned party. It’s not uncommon for a coven of vampires to prepare for a Faceless Masquerade together - the process involves not only a disguise - which is usually done with vampiric magics and makeup - but also involves creating fake personas and coming up with backstories and pseudonyms. Then, members of the coven, if successfully infiltrating, will typically attempt to gain positive rapport with the host or any guests of importance. It’s not uncommon practice for less militaristic covens to use Faceless Masquerades as a chance to acquire new members, and typically the seduction of the host and guest is with the intention of getting new thralls or new coven members who are already high in society.
 
===The Fledgling Hunt===
''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.''
Fledgling Hunts were popularized by the first Desprinces of Dorkarth, and are performed by all bloodlines regularly. Fledgling hunts are, essentially, initiation rites for newly blooded members of vampire covens. Often, Fledgling Hunts are a chance for a newly blooded vampire to prove their own competence and make a place for themselves in a coven’s hierarchy. These initiation rights, despite the name, do not always have to be hunts in the literal sense - for example, a Milôt coven’s Fledgling Hunt may take place in hosting a fun party, an Alais coven’s Fledgling Hunt may involve successfully seducing a target of interest,and a Dorkarth coven’s may be successfully taking a new thrall. Though, it’s not uncommon for a Fledgling Hunt to just be an actual hunt, be it of potential prey or a Cahal - these practices are very common between von Kërle and Wyrden covens.
 
===Dueling of Wutienda===
==Knights Code==
Wutienda Duels are named after the Dorkarth Desprince, Wutienda, who first came up with the ritual, though the duels have been largely popularized in modern times by the von Kërle covens. Wutienda duels are affairs that are used not only for entertainment, but to train one’s skills, and to settle disputes. The ritual involves first drawing a circle of runes on the ground - the size does not matter, it can be as small or as large as the vampire likes, though the circle has to be unbroken. The materials used to draw this circle has to be mixed with the blood of those that intend to participate in the duel - there is no limit of participants, the only stipulation being that all participants must be vampiric and have infected blood, or the ritual will fail. After the ritual circle is drawn, and all participating vampires step into the circle, the ritual can be fully activated with a single drop of Greater Vampire or Desprince blood. Upon activation, the circle is enclosed with a magical barrier that does not allow anyone into the circle, but can let participants out (however, they cannot re-enter upon exiting). The circle stays this way until only one living vampire remains. It’s typical for a Wutienda duel to end in a death or multiple deaths (at the end of the duel, all killed parties are returned to life, though the victor’s wounds are not healed), however this is not always the case. Wutienda duels can be done with non-lethal fights, or more unique fighting styles such as trying to shove an opponent out of the dueling ring. Rarely, Wutienda duels are used in a manner that’s not particularly violent - as some Alais covens tend to do - such as having contestants verbally spar until one gets their feelings hurt and declares defeat by leaving the ring. It’s typical for duellists to either agree on a fighting method themselves, or have the Greater vampire or Desprince who activates the ring decide on the method and rulings, and it is seen as incredibly taboo to deviate from the rulings of a Wutienda duel. It is possible for a Greater Vampire or Desprince to declare a ‘champion’ of their coven through the use of a Wutienda duel - where the winner of the duel can be branded with a glowing mark (which is unique between covens) somewhere on their body as a symbol of their status as the coven’s champion, which essentially declares them one of the coven’s best. This mark can be hidden by glamor form, and there can only ever be one ‘champion’ per coven, which makes the position highly sought after, especially from more prideful vampires.
===Common Knights Code===
===The Ritual of Projections===
All Knights of all Orders are beholden to this Knights Code.
By use of this ritual, any Vampire-attuned Ezekiel is able to summon a ghastly ethereal Tome (of any chosen aesthetic design) comprised of their accumulated knowledge, arcane or otherwise. This Tome may not be stolen, conventionally or through arcane means, as any who attempt to touch it simply phase through it. Even the Ezekiel is unable to touch it, instead causing it to levitate ahead of them whilst manipulating page flipping through arcane hand motions. Whilst this tome is summoned, the Ezekiel is endowed with various glowing runes etched into their bodies (inclusive of any transformations to Lich form). By flipping through the pages of the Tome, the Lich is thus able to project visualizations onto any nearby wall (including the ceiling or floor) for others to view. This wall must be prepared with a runic glyph-circle etched or drawn into it, such as with chalk, blood, paint, or carvings. For instance, if the Lich were offering a lecture on Dragons, they could project a vision of Dragons; regardless of whether or not the Lich had ever seen Dragons. As such, they are even able to project their memories, but may only project one vision on one wall at a time, manipulating only what is seen on the ‘screen’. They are unable to perform this ritual within combat, nor for any purpose besides the sharing of knowledge or telling of stories. It is designed to allow for wisened Ezekiel Vampires to lead more engaging lectures and sermons regarding all which they have learned, or to entertain their Coven with stories of their travels.
# Loyalty to the Emperor of Regalia, and the Regalian State is required.
=History=
# Knights are disallowed from attacking unarmed or defenseless people.
The exact origins of the Vampiric Curse is unknown, largely because the Regalian Empire has been exceptionally efficient at suppressing information about the Vampiric Curse for centuries following the Vampire Wars. Vampirism itself is thousands of years old however, with a variety of it affecting (presumably) nearly every civilization that suffered a Void Invasion. Within the Allorn Empire still exist some records of claims by the Meraic Civilization where those corrupted by the darkness fed on their own people, which is often regarded as evidence for Vampirism having existed at least as far back as 2000 years. With the Void invasions however, and with the Arch-Void disappearing from the world after a successful purge, the Vampiric Curse would eventually die out as it lacked the population to sustain itself, thus disappearing until the next Void Invasion. A handful of Vampires are known (and rumored) to have survived each civilization fall, going into hibernation and remaining hidden for hundreds if not thousands of years, waiting to be administered a drop of blood to be revived. When the last Void Invasion at the end of the Allorn Empire took place, Vampires once again started appearing among the Altalar, some cults which had become prone to blood worship and cannibalism. When the Void Invasion was halted, Vampirism disappeared along with the rest of the Demonic forces, but re-appeared in Ellador several years later. The theory among scholars in the Regalian Court is that Vampirism was designed to weaken the population before the main Demonic force would arrive, causing in-fighting and terror among the population thus reducing their effectiveness in a fight. Since the Arch-Void was defeated on a more permanent basis however, Vampires have effectively exceeded their purpose, and started defining their own reason to exist in the world, causing the creation of so-called cultural Bloodlines.
# Knights are disallowed from degrading themselves or their Order.
==Bloodlines==
# Knights are allowed to enforce Regalian Law, but must abide by it.  
In vampiric culture, the term ‘bloodline’ is not referring to literal descendance by relation, rather, it refers to the influence of notable past covens that have become cultural icons in a sense. It’s not uncommon for both individual vampires and vampire covens to align themselves with these covens and to identify themselves as a bloodline. There have been many bloodlines throughout history, these are the most notable modern ones.
# Knights may not lie, or deceive, but needn't always say everything.  
===Alais===
# Knights are expected to give alms to the poor and protect the weak.
The Alais Bloodline originated in Ithania during the Vampire wars. Its Desprince, Eveleanda Morvanus, led her cult-following to Ithania during the height of the Vampire Wars, and managed to seduce one of the richest princesses of the local Hivres. The resulting duo-female power couple quickly spread their influence and soon converted all of the local court into vampirism. The coven of Alais was founded, and its influence soon spread as the Coven sent infiltrants to courts within Lustis, Solacia, Pays-Sud, and eventually even the Imperial Court of the Regalian Empire. Vampires and Covens who align themselves as Alais pay homage and often imitate the ways of seduction, subterfuge, and infiltration the original Alais Desprinces had, and look to claim their freedom by climbing to the top of the social ladder and reigning over those on the lower rungs.
===Specific Order Code===
===Milôt===
The following Knights Code applies only to the Celestial Sentinels.
The Milôt Bloodline originated in the Regallian Archipelago, somewhere in Pays-Suds, around the time of the Gem Boom. Unlike other Bloodlines, the history of the Milôt Coven was never well recorded, its desprince is not known. It’s said, however, that they were a commoner and spent much of their time around carnivals. The Milôt Coven was not a strongly centralized Coven, rather, it was said to migrate regularly, following multiple troupes of entertainers throughout the Regalian archipelago and onwards. Those who align themselves with the Milôt bloodline are often entertainers, partygoers, extroverts and socialites who seek freedom through hedonism and fun.
# Celestial Sentinels must seek out the designs of Void Gods and Void Arken and combat them.
===Wyrden===
# Celestial Sentinels must keep tabs on Void worshipers and priests and contain their plots.
The Wyrden Bloodline originates from the Morass Willow Walds in Western Anglia after the Vampire Wars. The Wyrden Bloodline’s origins are steeped in a rich oral history and folktale that has mutated over time. It is believed the first Desprince of the Wyrden Coven was a prophet named Zalora, a vampire who was obsessed with fighting the Uhr-Beasts and ensuring the continuation of the Vampiric Gift with the defeat of this greatfoe. Contemplating how to defeat this mortal enemy, Zalora traveled the world in a great pilgrimage, seeking solutions to their dire problem. It’s said that Zalora found what they were looking for in the Regalian Archipelago, long before the Regalian Empire was formed, and after centuries they had mastered the art of controlling nature itself. It’s then said that Zalora transmuted themselves into a twisted leafless tree, and bled sap that gave birth to the first Wyrden Coven after the vampire wars. The legitimacy of this story is questionable at best, though Wyrden often believe it to be true. Whatever the case, the Wyrden Coven started within Western Anglia’s walds, and has spread to forests within and beyond the Regalian Archipelago, and often compete with and antagonize Cahal packs openly and aggressively, believing them to the the Uhr-Beasts Zalora’s prophecy spoke of.. Those who align with the Wyrden Bloodline are often sages, herbalists, mystics, gardners and healers who seek freedom by continuing Zalora’s prime directive: fighting the Cahalic beasts and ensuring the continued survival of Vampires.
# Celestial Sentinels must keep tabs on Void Arkenborn and prevent their temptation to evil.
===von Kërle===
# Celestial Sentinels must save Vampire Thralls and Blood Thralls and bring them to the light.
The von Kërle Bloodline originated in the dark forests of Calemburg, Baldmark, and Waldmark. The Coven of von Kërle began during the heat of the Vampire Wars when a Dorkarth Desprince left Ellador to infiltrate into Calemburg with the intention of weakening the Wirtem armies by seducing the higher rungs of Wirtem society. This Desprince was successful, and managed to use his vampiric wiles to seduce the Count of Parchstadt and turn him to Dark Ancient worship. He was successful, however, the Count of Parchstadt proved more cunning than his Desprince lover, and he killed the Desprince and took his power. How, when, or why the Count did this is lost to time, however it is said that the Count was not a vampire going into the ordeal, and was a vampire coming out of it. The von Kërle Coven spread through the dark forests shortly after the Count’s disappearance, and the von Kërle bloodline proliferated even through violent clashes with the Darkwald order. Those who align to the von Kërle bloodline are often dogmatic and militaristic, and seek freedom through physical and militaristic might.
# Celestial Sentinels must police and administer the Rite and Laws of Loa to Deathwatch Elves.  
===Dorkarth===
# Celestial Sentinels must protect Estelley Groves and Mana Trees with their lives.
The Dorkarth Bloodline originated in Ellador many centuries ago, and is one of the oldest and largest still-relevant Covens to date. All modern Bloodlines are said to have descended from individuals converted by the fourteen immortal High Desprinces that make up the leadership of the Dorkarth Coven. The Dorkarth Coven controls a state in north-western ellador by the same name, and still contends with Dwarves and Isldar of the region to this day, all in hopes to make a Vampiric Empire. Those who align themselves with the Dorkarth bloodline are often in favor of powerful, ruthless vampire-centric leadership, and seek freedom by being in control of all that’s around them
# Celestial Sentinels must encourage temperance and turning away from Estelley fanaticism.
=Trivia=
 
* It is a widespread belief among many vampires that imitation is the ultimate form of flattery. To imitate another vampire; be it in dress style, speech patterns, and even prey or thrall preference is to declare the imitated vampire superior in some manner, which is often seen as a great compliment.
===Rite and Laws of Loa===
* The term ‘Graal’ is often used by Vampires to describe a vampire or a coven that has no particular affiliation to the notable bloodlines of the past. Graal can also be used as an insult to vampires who dilute their vampiric gift through the use of sorcery, or rely too much on technology and alchemy. Graal can be roughly taken to mean ‘incomplete’.
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.
* It’s not unusual for a Vampire Coven to incorporate void-attuned Ezekiel into their ranks as blooded members. Although rare, there are recorded instances of void-attuned Ezekiel leading covens, or even claiming themselves as Desprinces. Void Silven often share a similar lot with Ezekiel in this regard, though typically Ezekiel are received better than Void Silven.
===Nuance of Fanaticism===
{{Vampire Bloodlines}}
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.''
{{Afflictions}}
==Structure==
{{Accreditation
The Celestial Sentinel Order has a hierarchical structure that defines ranks within the Order:
|Writers = MonMarty, Lizmun
* '''The High Hierophant''' (NPC) is the highest leader of the Celestial Sentinel Order.
|Processors = Scribbe
* '''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.
[[category:Afflictions]] [[category:Arcane Afflictions]]
* '''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.

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.