Sentinels
From Mizahar Lore
The Sentinels are isur who has been accepted to the Silver Tower and who studies, practices, protects and seeks out all forms of magic as well as more taboo, forbidden arts. The life of a Sentinel is one of exploration, evolution, and a greater understanding; both of the magic and the being that focuses and manipulates it. It is said that a Sentinel is born to be what they are. If one does not possess the natural skill, desire, curiosity, patience and strength for manipulating djed, they can't be taught otherwise. Progressing through life as a Sentinel is often a process of long years’ slow advance through the fundamentals of arcane lore; the mentally dehydrated quenching their thirst for knowledge through ever-more advanced education, study and discovery. Among the Isur of the Kingdom of Sultros, Sentinels of all ranks, are respected and feared for the power they wield and the knowledge they possess. They are the protectors of the last fragments of Isurian magical might; a task that is by no means small.
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Becoming a Sentinel
Only a full-blooded isur may become a Sentinel. Most Sentinels are accepted to the Tower at or around the age of 20; quite young as far as isur go. While this is not a strict rule of law, those at the Tower find anyone younger than that to be too immature and incapable of handling the complexity of magic. On the flip side of that, the older one becomes, the more set in their ways they are and less able to grow and adapt within a world of limitless possibilities.
Generally, nepotism plays a heavy role in the acceptance of one to the Tower. Those related by blood to good-standing Sentinels are preferred over all others. The idea is that if you are related to a Sentinel, then you have it within your blood to comprehend and control the mystical energies you are exposed to. Again, this is not the rule of law however. Isur from across the Kingdom have been accepted to the Tower without having any ties to any existing Sentinel. All would-be Sentinels or initiates, must pass a three-part test to be accepted.
Pre-existing skill with djed manipulation is a plus and will guarantee an initiate the chance to at least attempt the three-part test though it does not assure admission.
Test of Body The first test is a initiate must pass is that of the body. Feats of strength and endurance are performed that show the initiate's body is capable of withstanding great strain. Running the entirety of the main tunnel system that connects all five citadels to each other while carrying twice the initiate's weight is a common example of the Test of Body. Occasionally, the instructor administering this test will include some unforeseen element that challenges the initiate in some other physical way on top of the primary procedures.
Test of Mind The second test an initiate must pass is that of the mind. Manipulating djed is taxing and can literally destroy one's mind if they push themselves too far; some crack sooner than later. Thus this test forces the initiate to delve into their own psyche. While not officially taught at the Tower, Hypnotism is nonetheless employed by the instructor administering the test (usually via a specific artifact) to create a scenario that pushes the initiates mind to the point of breaking. This test is designed to tell just how far the initiate can be pushed before losing control.
Test of Soul While the Temple of Izurdin is the center of the isur's faith, the Tower is also highly dedicated to Izurdin. The final test measures just how much faith an initiate possesses. While one may possess strength of body and mind, without strength of soul, they are incapable of exercising their power with proper conviction. In other words, if their faith in Izurdin is not strong enough, they are not deemed worthy to partake in all the Tower has to offer. An example test of soul involves the initiate being sent to one of the many great pits found throughout the deepest bowels of the Kingdom underground. There they are tasked to make the ultimate leap of faith and jump into the pit with faith that Izurdin will protect those worthy of becoming a Sentinel. The instructor administering the test travels with the initiate to witness the event. Many an initiate has failed at this test and fallen into the pit never to be seen again. It is believed that their death at the pit is better than what would have befallen them if they were to have continued the pursuit of magic.
Passing the Tests
Assuming the initiate passes all three tests to the satisfaction of the instructors, they are brought before Tower's senior instructors and named a Sentinel and an Apprentice of the Tower. They are granted a cloak the color of their clan's arm baring the symbol of a silver flame. Upon their arm, a glyph is carved that allows them to enter and leave the Tower's main entrance at will. From that point, they work with a designated instructor to develop a specific course of study and begin work toward mastering it.
Life as a Sentinel
Upon becoming a Sentinel, the isur spends much of their time exercising, attending classes and frequenting the forge. These three tasks mirror the three tests that were taken to become a Sentinel as exercise maintains the body, classes maintain the mind and working in the forge brings one closer to Izurdin. 10 hours of each day is spent performing these various tasks starting in the early morning and ending in early-mid afternoon. The rest of the day is given to the student to use as they see fit, be it continuing studies or otherwise. It is left to the student to exercise the proper focus, patience and discipline needed to succeed in their magical pursuits. Those who spend too much time away from their studies will find it difficult to pass their various classes and even harder to pass the final test signifying completion of all studies and graduation.
Most Sentinels spend the majority of their time at the Tower; class time and personal time. This is not a rule however and they are allowed to come and go as they please after the day of classes is complete. The courses of study for some isur may even lead them to other parts of the Kingdom where associate instructors guide students in more specialized curriculum. A rare few Sentinels are allowed to travel outside of the Kingdom to pursue studies without the supervision of an instructor. These are rare cases that involve the Sentinel returning once they feel they are ready to complete their final test.
Classes and Study
Once an initiate becomes an apprentice, they are assigned a primary instructor who aids them in designing a course of study. A typical course of study includes a primary subject dealing specifically with a particular magical discipline as well as secondary class that may or may not be magical in nature. Example secondary classes include poison, philtering or mathematics. A physical development class is also included as well as a broad series of classes involving lore on a number of different magical subjects and disciplines.
While the primary subject is usually a magical discipline, occasionally students excel in their secondary subject. In these cases, the student is allowed to turn their secondary into their primary and vice-versa. So for example, a student does well at philtering, they may make that their primary and their magical discipline their secondary. This is only done with permission of student's assigned instructor.
Magical Disciplines taught, while few, are highly focused and intense. Though not all known disciplines are taught, a wide array of lore on such otherwise absent disciplines is available. Included disciplines qualifying for primary subject choices are, Reimancy, Voiding, Shielding, Alchemy, Glyphing, Magecraft and Summoning.
An example course of study would like this:
Primary Subject: Magecraft Secondary Subject: Philtering Physical Development Magical Theory
There is no set time scale for when one passes their various courses and graduates. However, when the student equals the skill level of the teaching instructor, they are moved on to a more advanced class for further training.
Sentinel Rank
Formal rank, while relatively simple among the Sentinels, is nonetheless important. At the highest level is the Master Sentinel, Lord of the Silver Tower. Next come the Elder Sentinels, the four most powerful Sentinels. Along with the Master, the Elders form a council of five that serve as the ruling body of the Tower. Then there are the Instructors, all with different specialties, levels of expertise and responsibilities within the Tower. The Apprentices (students) come next and make the majority of the Sentinels. While some apprentices may have more skill and more seniority than others, they are still all apprentices. Finally there are the initiates. While not officially part of the Sentinels, those who have been given the honor to attempt to become a Sentinel still holds some level of respect.
Initiate - Beyond the respect gained from being named an initiate, this rank holds no other benefits or responsibilities. Passing all three tests and becoming an apprentice is the primary goal of all initiates.
Apprentice - The apprentice is a student of the Tower. They are assigned an instructor to guide them through their studies. They attend classes and as they grow in skill and knowledge, they move on to more advanced classes. When they feel they have advanced as far as they can in their skills, they take the final test, the Argent Vigil. If they survive the Vigil, they are allowed to remain at the Tower as an instructor or move on to other pursuits.
Instructor - The instructors teach the apprentices. Each instructor is also assigned a number of apprentices to guide through their studies; a mentor of sorts. Instructors vary in skill and influence. The more skilled one is, the more influence they have over a specific area of study.
Elder - There are only ever four elders among the Sentinels. Together with the Master, they make all the rules that govern the Tower. They are the most powerful of the Sentinels and are the ones who administer the Argent Vigil test.
Master - The Master of the Silver Tower is even more powerful than the elders. His skill in the magical arts can often be greater than the Lord Pitrius. If the Master is ever named Lord Pitrius, he is required to relinquish his position as Master. The senior of the elders then takes his place.
The Argent Vigil
The Argent Vigil is the final test all Sentinels must pass in order to complete their apprenticeship. The Vigil is different for every apprentice and challenges the entirety of the individual's magical skill. Failure means death. Success means that the apprentice may remain at the Tower as an instructor or continue on wherever their life may lead. They remain welcome at the Tower and may benefit from its resources.
Requirements
It is possible for an isur to begin play as a Sentinel so long as they meet certain requirements. To begin, a character cannot begin play at a rank any higher than Initiate. They must post in the Help Desk and request that their character be allowed to start as an Initiate. Included in the request must be a background story detailing how and why they were chosen to become an Initiate. In addition, the character must have the following in order to be accepted:
Any one of the following skills (Reimancy, Voiding, Shielding, Alchemy, Glyphing, Magecraft, Summoning, Poison, Philtering, Gadgeteering, Jewelcrafting) Competent Level (26+)
Additional skills will also aid the Initiate in passing their tests.
If approved, the character is then allowed to begin play as an Initiate yet must still pass their tests, in-thread, to become an Apprentice.
Tips to Getting Accepted
Not every isur has a relative at the Silver Tower so don't assume you have one in your Help Desk background story.
A would-be initiate is not a master of magic so don't assume you are one.
While length of story doesn't mean everything, a short paragraph or two will not cut it. Think about your character and the story behind their becoming an initiate. Often, a character lives the life they wish to pursue at least in some form.
Instructors/Elders
Master Sargos Argentum Pitrius