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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      = noimg.png
|races      = Any Mundane
|contraction = IC
|mortality  = N/A
|origins    = Dragons
|}}
Dragon Wardens, Dragon Knights and Dragon Champions are a specific type of Mundane individual that is blessed with Draconic Powers to help combat the spread of what the Draconic factions refer to as Infection. These types of Dragon Warriors differ from Archblood in that they are created intentionally, and that there are very few of them. Dragons or their direct representatives create Dragon Warriors, while Archblood are created without the direct interference with Dragons, and operate much more independently. Dragon Warriors are sometimes depicted as the commanders and special forces units in the Dragon armies, reducing the Archblood to common soldiers, but this is not strictly speaking true. Rather, Dragon Warriors have a different functional use in the fight against Infection, and instead of taking the fight directly to the Infection, serve more directly to protect the Mundane population of the world and Dragons as bodyguards and protectors. Dragon Warriors have been virtually unseen in the world since Cataclysm, but have made a rapid return since the appearance of the Dread and Imperial Dragon, and the continuing changing conditions of the Return of Dragons.


==Becoming a Dragon Warrior==
''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.''
Becoming a Dragon Warrior is not as straightforward as acquiring for example the blessings of a Void prefect would be. Dragon Warriors can only be made by Dragons themselves, who are notoriously absent and finicky to approach, or their representatives, who tend to be fiercely defensive of what secrets they hold. There is rumor of one structure somewhere on the Regalian Isle that is capable of blessing Mundane individuals (the ritual does not work on any type of Aberrant Lingering and up) into a Dragon Warden. Dragon Warriors have different tiers, ranging from Warden (which are the base recruits) to Dragon Knights (who are the personally blessed Wardens by the Dragons) and finally the Dragon Champion (who are unique and chosen personally by the Dragons also to represent one of them). These upgrades cannot be forced and can only come about from actual roleplay. In fact, to become a Dragon Warden, one must also find out about the Glass Spire in roleplay, locate it in roleplay, and convince the local cult to accept them in roleplay. This makes the Dragon Knights more difficult to get into than other forms of Afflictions, because there is no OOC way to become one. Being made a Dragon Knight is instantaneous, and any changes in rank also occur instantaneous with all knowledge of Abilities being granted immediately. In terms of it being an Affliction, while it is true that it affects subjects in a similar manner, to call it an affliction is not entirely accurate. Dragon Warriors (the catch all term for Wardens, Knights and Champions) are not necessarily cursed with this affliction, and it also cannot inherently be cured. Someone who becomes a Dragon Warden has done so permanently, or until a Dragon or representative of a Dragon can undo the soul binding on the location they were granted this power. This means that Dragon Warriors can actually go rogue, however such rogue elements tend to be mercilessly hunted by their former cult comrades. Dragons themselves don’t demand worship or obedience, however they do have a level of control over their Dragon Warriors. Dragons have mind-control at all times (that cannot be resisted with Control Power Counters) over both Dragon Warriors and Archblood, but rarely if ever exert it.  


==Dragon Warden Abilities==
==Design==
{| class="wikitable"
Celestial Sentinels, sometimes called Celestials or Sentinels for short, bring the aesthetic of angelic warriors to Roleplay with higher-ranked Knights of the Order manifesting wings and gaining flight. Celestial Sentinels are heavily geared towards the Estelley Religion, particularly the erudite moon god Leyon, and the vigilant sun goddess Ëlana. The former incorporates themes of the moon, knowledge, foresight, and silver, while the latter incorporates themes of the sun, purity, fortitude, and gold. The Celestial Sentinel Order is exclusive to Elves of any Race, they must however be Estelley worshipers. The majority of the Celestial Sentinels are however Lanlath Elves, as the Knight Order was established by them.  
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Primal Power
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Ability Category
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Range
! style="font-weight:bold; background-color:#dddddd;" | Description
|-
| style="background-color:#b597c3;" | Mundane Protector
| Primal Power
| Emote Distance
| While within Emote Distance, the Dragon Warden is able to reverse one attack whether it be mundane, ability-based, melee or ranged inflicted on a target person who is mundane (thus not any form of Aberrancy), once a day per person. For example, if five people are caught in a fireblast from a Mage, the Dragon Warden can undo the damage on all five of these people, but undo no further attacks on them for the remainder of the day, and the damage must have been done to them in Emote Distance from the Dragon Warden. If an attack caused collateral damage, for example, a stab caused them to fall from a roof and break their legs, this Power also undoes all collateral damage that followed the attack.
|-
| style="background-color:#b597c3;" | Cleanse Corruption
| Primal Power
| Emote Distance
| Dragon Wardens can perform the cleansing ritual on any person, which after 30 seconds of incantations in the Dragon language, causes any Target Curse or Target Illusion that is actively affecting them to disappear. Furthermore, Dragon Wardens are also immune to Target Curses and Target Illusions. They cannot even perceive that these Abilities are being used on them. They can however still be affected by Object Curses and Object Illusions. Once cleansed, a target cannot be re-cleansed for another 10 minutes.
|-
| style="background-color:#b597c3;" | Scaling Claws
| Primal Power
| Self
| The Dragon Warden can cause Dragon Claws to extend from their fingers while climbing any vertical surface. This means that Dragon Wardens can scale any vertical surface, no matter how high, as long as they keep up upward momentum. This means that they cannot hang from the surface (they would slip and fall) and must reach the top. It is possible to jump and eject off the wall mid-climb, however lethal and catastrophic damage from falling can still occur, as this does not give any additional falling protection.  
|-
| style="background-color:#b597c3;" | Prism of Defence
| Primal Power
| Emote Distance
| The Dragon Warden is able to summon a Defence Prism, which is a 3 block by 3 block cage with walls 6 blocks high (with a tapering top to appear like a pyramid) that allows any person to pass through, including mundane weapons and their mundane projectiles. The Dragon Warden cannot enter this Prism, as doing so will immediately cancel it out, they must always be outside of it, however up to 9 Mundane people can be inside it (one per block in a 3x3 square), while any Aberrant of Lingering and up entering the Prism will immediately break it. If any Void or Exist based Abilities (granted from any Aberrancy including and higher than Lingering Aberrancy) is used against this wall, or the people inside, it is instead absorbed by the wall and dissipated. Essentially, all Abilities from either Void or Exist energies are unable to pass through the Prism wall. This also includes mundane items affected by Magic, for example, a boulder that is thrown with Magic suddenly halts its momentum completely upon reaching the wall, and drops straight to the floor, while a fireball cast at the wall is immediately extinguished. The Prism lasts indefinitely, or until the Dragon Warden is knocked out or leaves Emote Distance of it, or an Aberrant of Lingering and up enters it.
|-
| style="background-color:#b597c3;" | Warden Eyes
| Constant Passive
| Self
| Dragon Wardens retain their old eye color, but gain an additional purple limbal ring on their Iris, representing the budding Dragon Influences in their Soul. Even if they go rogue, this effect remains.
|-
| style="background-color:#b597c3; color:#333333;" | Calling of Lords
| Constant Passive
| Self
| The Dragon Warden is able to detect either a Dragon Soulcore, or Dragon that is present within Emote Distance. Once they enter Emote Distance, the purple ring effect of their eyes starts flaring up, and they feel it internally also.
|-
| style="background-color:#b597c3;" | Calling of Faith
| Toggle Passive
| Self
| The Dragon Warden can manifest Dragon runes and Script on their body in glowing lines as if they are tattoos. The color they are made of can be dictated by any of the Dragons the Warden mostly associates with. They can be made to disappear or appear, and their glow can be turned off and on, but they never glow enough to produce light in a dark room.
|}


==Dragon Knight Abilities==
''Senleya is the Elven word for "sentinel." The Senleya have an angelic aesthetic, their stronger Knights manifesting feathered wings and smiting with the power of their divine patrons. They are heavily geared towards the Estelley religion, mostly the wise moon god Leyon and the fierce sun goddess Ëlana. Any Estelley-worshiping Elf can serve as a Senleya, but the vast majority of the Order are Lanlath. It is steeped in their history and built around their culture.''
{| class="wikitable"
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Primal Power
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Ability Category
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Range
! style="font-weight:bold; background-color:#dddddd;" | Description
|-
| style="background-color:#b597c3;" | Dragon All-Armor
| Trigger Passive
| Self
| Dragon Knights have a permanent proportional Armor effect. This proportional armor inverts the amount of armor worn by the individual and optimizes their mobility and agility. Simpler put, the less armor and constricting clothes the Dragon Knights wear, the stronger their body and skin becomes, acting like real armor. This Ability is completely ineffective if the subject wears Half-Plate Armor (for example, Guard Armor), granting no additional protections to them. If however they only wear a set of pants (the highest effectiveness), their body will be steeled to the point of effectively being as strong as Plate Armor, but not losing any mobility from the weight. The middleground here being just wearing normal clothes, their skin always acts as a chain mail suit. The effect of this armor protection is that their skin essentially becomes as tough as steel plate, meaning it requires repeated attacks to break, or strong piercing damage to break through, but internal organs and tissue is still weak as the protections are only skin deep. Blunt damage still translates through like normal (as it would with normal armor as well) as does Magic Spell or Sorcery Spell damage (unless they specifically should not be able to pierce armor). Any abilities that mitigate armor or clothing protections from Exist or Void based sources are ineffective against Dragon Knights.
|-
| style="background-color:#b597c3;" | Cleanse Corruption
| Primal Power
| Emote Distance
| Dragon Knights can perform the cleansing ritual on any person, which after 10 seconds of incantations in the Dragon language, causes any Target Curse or Target Illusion that is actively affecting them to disappear. Furthermore, Dragon Knights are also immune to Target Curses and Target Illusions. They cannot even perceive that these Abilities are being used on them. They can however still be affected by Object Curses and Object Illusions.  
|-
| style="background-color:#b597c3;" | Scaling Claws
| Primal Power
| Self
| The Dragon Knight can cause Dragon Claws to extend from their fingers while climbing any vertical surface. This means that Dragon Knights can scale any vertical surface, no matter how high, and they can also halt their momentum at any time, and hold onto their progress by hanging from the wall from their claws. This is an upgraded version of the Dragon Warden Ability that allows them to pause on the wall, and continue scaling it at will. Furthermore, jumping from the surface will grant them Draconic wings that cannot be used to fly, but can be used to glide down at a 45 degree (or less) angle that will cushion any falling damage they might receive.
|-
| style="background-color:#b597c3;" | Whispers of the Dead
| Primal Power
| Self
| Dragon Knights can never be taken by surprise from any direction, be it under, above, behind or from their sides. Whenever they are about to be attacked, or a spell is about to materialize in an area where they cannot see it directly around them, the dead from the Soul Rivers will whisper warnings to them. As such, Dragon Knights can never be taken by surprise from any direction (though this does not grant them instant-dodging capabilities or instant-blocking capabilities, combat roleplay still obeys normal rules).
|-
| style="background-color:#b597c3;" | Leystone Wardens
| Primal Power
| Emote Distance
| The Dragon Knight is able to summon 3 Leystone Wardens onto a target Mundane person (so anyone who is not Aberrancy Lingering and above) that protect this person for the next 10 minutes from any melee, ranged, mundane or Ability-based attack. For each unique attack, one Leystone Warden is absorbed and destroyed. If no attacks were absorbed, after 10 minutes, all Wardens disappear by themselves. The Dragon Knight cannot prematurely end the effect. If the 10 minutes have passed, or 3 Wardens were destroyed, the Dragon Knight can re-apply this Power onto a new target, however this target cannot be the same person as the last, and can never be the Dragon Knight themselves.
|-
| style="background-color:#b597c3;" | Warden Eyes
| Constant Passive
| Self
| Dragon Knights eye colors, like those of Archblood, turn a deep purple. Additionally, what sets them apart from their Archblood offensive counterpart, is that they will gain a thin glowing Dragon-script headband crossing their forehead. The color they are made of can be dictated by any of the Dragons the Knight mostly associates with, but the glow can never be enough to produce light in a dark room.
|-
| style="background-color:#b597c3; color:#333333;" | Calling of Lords
| Constant Passive
| Self
| The Dragon Knight is able to detect either a Dragon Soulcore, or Dragon that is present within Emote Distance. Once they enter Emote Distance, the Dragon Crown effect of their forehead starts flaring up, and they feel it internally also.
|-
| style="background-color:#b597c3;" | Calling of Faith
| Toggle Passive
| Self
| The Dragon Knight can manifest Dragon runes and Script on their body in glowing lines as if they are tattoos. The color they are made of can be dictated by any of the Dragons the Knight mostly associates with. They can be made to disappear or appear, and their glow can be turned off and on, but they never glow enough to produce light in a dark room.
|}


==Dragon Champion Abilities==
===Why Play a Knight===
Dragon Champion Abilities are dictated through a Special Permission Ability Sheet.
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.
# Loyalty to the Emperor of Regalia, and the Regalian State is required.
# Knights are disallowed from attacking unarmed or defenseless people.
# Knights are disallowed from degrading themselves or their Order.
# Knights are allowed to enforce Regalian Law, but must abide by it.
# Knights may not lie, or deceive, but needn't always say everything.
# Knights are expected to give alms to the poor and protect the weak.
===Specific Order Code===
The following Knights Code applies only to the Celestial Sentinels.
# Celestial Sentinels must seek out the designs of Void Gods and Void Arken and combat them.
# Celestial Sentinels must keep tabs on Void worshipers and priests and contain their plots.
# Celestial Sentinels must keep tabs on Void Arkenborn and prevent their temptation to evil.
# Celestial Sentinels must save Vampire Thralls and Blood Thralls and bring them to the light.
# Celestial Sentinels must police and administer the Rite and Laws of Loa to Deathwatch Elves.
# Celestial Sentinels must protect Estelley Groves and Mana Trees with their lives.
# Celestial Sentinels must encourage temperance and turning away from Estelley fanaticism.
===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==
==Trivia==
* Dragon Warriors were first seen serving Rikkira during the Dragon Crisis, attacking Regalian officials.
* 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.  
* Sometimes, it is hard to tell the difference between Dragon Warriors and Archblood. Having knowledge of the differences requires Dragon History Knowledge from Historical Knowledge Proficiency.
* 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.  
* Dragon Warriors can still die (obviously), however they are always guaranteed to become Archblood and have a near-death experience while doing so. There is no way to go back from Archblood to Dragon Warrior.  
* Celestial Sentinels are forbidden from holding religious or political office, as it is believed that these occupations interfere with their objective judgement, and encourage temerity and ego in their representation of the wills of Leyon.
{{Afflictions}}
{{Accreditation
|Writers = MonMarty
|Processors = MonMarty
}}
[[category:Afflictions]] [[category:Primal Afflictions]]

Latest revision as of 00:01, 13 October 2023

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

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

Design

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

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

Why Play a Knight

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

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

Knights Code

Common Knights Code

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

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

Specific Order Code

The following Knights Code applies only to the Celestial Sentinels.

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

Rite and Laws of Loa

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

Nuance of Fanaticism

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

Structure

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

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

Privileges

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

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

History

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

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

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

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

Trivia

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