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The Space Cauldron

Captain

PostPosted: Thu Mar 17, 2011 5:58 pm
What is a Knight?

    Knights are guardians of sacred and historical Wonders scattered throughout the universe. Knights are named after the Wonder they protect and draw their power from The Code piece within their Wonder. In the past, Knights traditionally used this power to serve and protect the Code Piece, the Wonder, and any citizens who live at or near it. Only worlds whose Senshi reached a Prince or Princess stage were trusted to protect the Code pieces, and as such were the only ones who could have Knights.

    All Knights possess a unique "weapon," which acts as a channeling apparatus they can use to perform magic. They have a set pool of energy to draw magic from, and though they can channel the magic on and off at any point in time, once they run out of their magic pool they can no longer cast it until they recharge. In addition to the magic pool and weapon, Knights are also granted many boons in battle, such as an Aspect which enhances their individual performance in some way, and the ability to unlock a Summons, a spirit creature to aid them in battle.

    Knights are an Order faction; however can be corrupted into Negaverse Agents. Similarly, purified Negaverse agents can turn into Knights. Knights can awaken as young as 14 years old, and there is no upper age limit for how old they can be when awakening.

    Knights share similar goals as Senshi and one of their main objectives is to stop the spread of Chaos throughout Earth and the universe at large. Knights do not have any particular leaders and are not expected to answer to any authority figures, but without guidance it means that they are greatly on their own. They can function alone and do not need to work with the Senshi of the World their Wonder is located on; Knights are not subservient to Senshi and serve themselves and the Code first and foremost. While cultures and relationships may be different from world to world (or even player to player), Knights’ priorities are first and foremost to the Code and their Wonder.

    In the past, Knights often underwent vigorous training and studying before they could awaken. In the present, Knights don’t have that luxury. Knights awaken autonomously and often in times of emotional distress or danger. To awaken, their Page stage weapon will magically materialize before them. This weapon has been in a magical stasis and when circumstances align, it manifests to aid the unawakened Knight. The instant they come into contact with the weapon, they immediately power up into their Page form. They will instinctively know their name and planet, and will have an indescribable intuition as to how to power down afterwards. Using willpower alone, they can dismiss their weapon to power down, and can do the same to summon it and power up again.

    Similar to how a Knight can awaken spontaneously, they will upgrade in the same way. Their Wonder will sense when they are ready and in need of more power; the Knight’s weapon will magically power up into a stronger form. The Knight needs only touch their weapon when it is in this form and they will be granted more strength and power from their Wonder. While Knights can function alone, a group can also come together to form a Brigade and unlock additional abilities!

    While Knights get their power from the Code piece, the way their power manifests is unique to the World their Wonder is located. Different Worlds offer different abilities, often directly linked to the Senshi tasked with protecting that World.

    As Knights progress on their journey and grow in strength, they can also undergo Knight Quests to unlock more abilities!
 
PostPosted: Thu Mar 17, 2011 5:59 pm
Allegiances: Inner and Outer Planets


MERCURY

Power Theme: Technology, Intelligence, Ice
Appearance: Sci-fi, fur, the far North; “Ice Tron”

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In the Past: Closest to the sun, the planet Mercury had a civilization driven by knowledge and technology. Many advancements, professors, and ideas that did not come from the Mauvians came from this interesting and diverse planet. Knights who were sent to Mercury were usually scholars or experts in some field or another, and days were given over to the protection and encouragement of this knowledge. Princess Mercury wasn't a very aloof princess and could often be found conversing with the knights of Mercury to learn all that she could about them and what they had to share.

There were some oddities for living on Mercury that were usually rough to adapt to. Because of the volatile temperature variances on the surface of the planet, as well as the fact that dawn came once only every two Mercurian years, the majority of the population lived in the dark bottom of the planet's craters. Whole shelves of ice existed in the freezing depths and cities were built on top of and inside these glaciers, all connected through a series of chilly tunnels and vast caverns. Seasons were measured only as the lighter twilight and deep midnight and though sunlight could be easily found on the surface, most Mercurians had to rely on alternate lighting for their living.

Seen at large more as guardians of knowledge than anything else, knights who were given a posting to the planet closest to the sun were considered to have an interesting one. Very few considered that they would be handling explosions from magic and engineering gone awry, having to figure out how to tell someone politely that no they cannot experiment with Chaos Magic, and all other sorts of incredibly diplomatic straits. It might have seemed easy, but those with a dull mind would not find much success here.

In the Present: Mercury, being the closest to the sun, experiences heavy radiation. To avoid this, much of the population lived on ice shelves at the bottom of the craters, making for long nights and an especially cold environment. These craters were deep enough that the radiation of the sun did not touch the ice shelf below, creating a safe and stable environment for the ice shelf to remain frozen. As technology advanced, they were able to expand across the planet but the remains of civilization still seem more intact in the craters, where they were protected, for the most part, over the centuries. However, some of the ice shelves have melted, leaving rock craters and large lakes.

Like the ice shelves, some icy structures have even survived through the centuries, but others seem to either have melted or been coated by ice and snow by snow storms into something unrecognizable. Any rivers found along this tundra, though rare, are almost completely frozen over across the planet and the oceans are too cold to traverse without a vessel. Mercury also has several mountain ranges, but the snowstorms can be far worse at these heights; it isn't worth the danger of exploring these unless you have a very good reason to.

Travelers may happen across small outposts in the seemingly endless expanse of snow and ice, but these were created by Mercurians to be temporary shelter during particularly bad snow storms, and as such are not meant to be used for long term stays. They were built a bit like Jupiter's buildings, low to the ground, made of highly durable materials, and with function rather than form in mind. If they are found now, they are completely empty concrete shells that dot the landscape. They should only be used for their intended purpose -- temporary shelter from very bad snowstorms. Travelers should be ready to be very uncomfortable and only slightly warmer within these shelters.

Cloud cover is fairly regular, but on a clear day there is an almost overwhelming view of the sun. When exploring sun kissed areas, the temperature is almost as bearable as midwestern winters on earth, but when traveling at night be warned of the chill. Whether it’s day or night, snow and cold cover the land, so anyone traveling here is recommended to button up; even natural resistance to temperatures can have little effect if exploring the darker parts of the planet.



VENUS

Power Theme: Beauty, passion, love
Appearance: Venice, Baroque, Rococo

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In the Past: Venus has often been called the “sister planet” to Earth, and Knights who traveled there were indeed treated with the least culture shock out of the bunch. However, that’s not to say there wasn’t any at all: there was a complete reversal in gender roles between the two planets, with Venus having a matriarchal bent as opposed to the male-dominated ways of Earth. The people of Venus were those of love and art and beauty -- very few went without some sort of creative flair to their lives. Knights who were more artistically-minded and weren't shy about expressing themselves would often find a home here, as they would be given time to explore the right side of their brains as part of their duties.

The aesthetic of Venus prioritized form well before function, in everything from clothing to architecture to even how they prepared their food. The more elegant and elaborate something was, the better, which made their lavish communities look like city-wide masquerade parties every day of the year. A long-standing tradition of celebrating beauty made Venus not only a popular vacation spot, but the fashion capital of the Solar System as well. Trends could change in a flash in their colorful cities, which boasted large paved walkways and plenty of room for street performers to entertain alongside food vendors selling their more practical wares. For the locals it was part of the daily routine to get a portrait done while waiting in line, or have a bard sing to them while getting a haircut.

Because of the relatively easy transitioning, circumglobally mild weather and overall good relations with Earth, Knights of Venus were sometimes scoffed at a bit by their peers for taking on an “easy” mission. However, since Venus had an even better relationship with the Moon, it often put them in some surprisingly difficult diplomatic positions when talk of alliances and allegiances came up. It also housed and attracted just as much riffraff as any other society does, if not more at some times -- being an “easy” planet meant it could also look like an “easy” target. The young Princess of Venus was usually off schooling and training on the Moon, and when she was at home she was often caught up in various ceremonial duties. The figurehead of Venus’s leadership was more often than not her mother, an aging Queen with a lot of faith in the power of love.

In the Present: Venus was typically considered a sister planet to Earth, and in many ways shared similar geographical terrains. It was perhaps the most varied of the solar system planets, for this reason, boasting plains, deserts, mountain ranges, coasts, and various other biomes. Wonders and outposts were built in all of these biomes, of course with the usual Venusian splendor in mind. As with everything on Venus, even architecture was designed with form before function. Because of this, the structures on Venus were unable to withstand the test of time, crumbling fastest and to the most extreme degree of all planets. Outside of wonders, it is almost impossible to find any structure that survived into this age. What visible remains are beautiful though; everything is ornately carved with beauty as the primary objective. Even now, gemstones and ornate embellishments may be found in the rubble.

Much greenery has grown over the dilapidated remains of the ancient cities, creating its own kind of stunning beauty, of more savage and wild than the Venusians would have preferred. It is comparable to Earth in nearly every way except the air is cleaner and regardless of what season it might actually be, it almost always seems to be summer. The sky is often clear and gives a good view of both the sun and the stars; night time is pleasant and cool. Rains are often warm and refreshing.



EARTH

Power Theme: Honor, virtue, nature
Appearance: Celtic, medieval

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In the Past: As the home planet to most Knights of the Solar System, the planet Earth had a vast array of them stationed on native soil. These Knights were chosen to serve directly on the motherland because they reflected the qualities the Earth Kingdom prided itself in: chivalry, unwavering virtue, and respect for nature. Since there was little need for them to be ambassadors they specialized more as a military force, tasked with keeping the peace at their stations and maintaining a sense of unity all around the globe.

The latter task, however, was proving to be a bit difficult for this generation of Earth Knights as relations grew increasingly tense with the Moon and other worlds abroad. Little was seen of Prince Endymion and his personal Guard, the Shittenou, as rumors ran abound of a secret relationship with the Moon's Princess and what that might mean for the Earth in the future. Unlike all the other planets of the Solar System, Earth hadn't been ruled by a senshi for generations -- and many weren't too fond of the possibility that a senshi, let alone a foreign one, would take up the throne on their planet.

Worse yet were whispers that the Shittenou had actually abandoned the Prince so they could take matters into their own hands, and many Knights had in fact defected their posts to follow suit. They were, apparently, rallying behind a sorceress named Beryl, whose opinions on Earth's place in the Solar System were growing increasingly popular with some folk.

Their own senshi, Sailor Earth, was an obscure force at best, only really playing a major role in holidays and other ceremonial events. However, the legacy of Sailor Earth could still be seen in their architecture and their culture: out of a respect for nature and a desire to stay close to it, their technology was distinctly primitive compared to that of their neighbors. The stylings were very medieval-European, with towns and castles built around natural landmarks and native flora instead of on top of it.

In the Present: Unlike the Earth we all know, any Knight traveling to their wonder will notice that there's absolutely no civilian population inhabiting their Wonder or the spaces between Wonders. These Wonders exist on a magical plane that cannot be accessed from the Earth everyone else has access to; in times long past they used to be one in the same but as Beryl rose in power, the Code was able to protect each Wonder by transferring all magical elements to an otherwise inaccessible plane. While these structures seem to exist on Earth and can be reached by anyone, the only way to reach the magical plane where Wonders exist in their natural state is through an Earth Knight. While a Knight can travel from one wonder to another, they will notice that there is no trace of the life we have come to expect on Earth.

Instead, the entire world is covered in greenery; nature has completely taken over. Ancient monuments and pillars have survived, having been built with form AND function in mind, but like everywhere else it is impossible to make anything but guesses as to what they previously were. Wonders tend to be built in these kinds of plains and sometimes wooded areas, for some reason tending to steer away from colder areas like the arctic and antarctic areas. Wonders, unless restored by knights, have been almost completely reclaimed by the surrounding flora, and even when the wonders are being worked on, knights will notice the tenacious plant life attempting to reclaim the structures.

Towns and villages may dot the pastoral landscape, and oftentimes the ruins resemble medieval townships of earth’s past. The air here is crisp and clean and the temperature between wonders always seems to be moderate and comfortable. It is not uncommon to see clouds in the sky, though the rains are often very refreshing.



MARS

Power Theme: Judgment, war, spirit
Appearance: Rome and Sparta

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In the Past: Mars had a Spartan-like society dominated by the importance of tradition, law, and military strength. The largest intergalactic prison was kept here, as were the courthouses of the Solar System. Knights who were sent to Mars often found themselves responsible for guarding prisoners and ensuring order during criminal proceedings in addition to their other responsibilities. The citizens revered the Knights and Princess Mars and sought to become worthy of their service by engaging in massive sporting events and demonstrations of strength. The battle training facilities on Mars were unparalleled throughout the Solar System.

The majority of important documents and items were protected on Mars. Its protective forces were regarded as the greatest in the universe and were sometimes dispatched to help protect VIPs at large meetings and other significant gatherings. Intensity was key on Mars, and Knights assigned to its service were some of the most passionate and determined of the bunch. In order to pledge service to Mars, Knights had to undergo a rigorous physical test to ensure worthiness.

In terms of buildings, Mars is densely populated by massive coliseums, courtrooms, and prisons. Great fields for training and exercise sprawl across the red dirt of the planet’s surface. There is minimal foliage to speak of, but great fields of yellow, dry grass provide a natural element to an otherwise highly constructed planet.

In the Present: Mars was the center of law, order, and justice in the Solar System, and as such the structures were built in a blend of roman and brutalist architecture. The main goals of these buildings were to intimidate and to last. There are still coliseums and prisons that stand strong, though many are half buried beneath the sands and almost impossible to actually explore due to this. Beyond that, smaller buildings which may have served less important ends, have been worn away through a constant onslaught of dust and sandstorms, and are now little more than unrecognizable stumps

Plant life is almost non-existent on Mars, though there are fields of golden, dry grass and very brittle brownish-red shrubbery. Water is hard to find; there are underground rivers, but it's usually too difficult to easily mine to find one due to the sandstorms that often plague the planet. Once in a while, however, a traveler might happen upon the entrance to underground aqueducts, which are small, squat, grey rectangles with a door fit into one side. Most of these entrances, however, have been buried in the sands and it is impossible to know where to look if someone wanted to dig one up.

More often than not, it is simply flat, red desert between wonders. The terrain of Mars is sparse, consisting of plains of red-sand deserts, high mesas, and wide plateaus. Lucky travelers might find an oasis, but these are few and far between, and the plants are almost all red, gold, or brown in color.

The climate is that of a desert. Oppressively hot in the day, with an unrelenting sun punishing the backs of those beneath, and only slightly less unbearable at night. Though hot, dry winds often rake across the lands even then. It is not uncommon for red clouds to pepper the sky, making the sun appear ominous as it gives the land a sinister red cast. Dust storms are also distressingly common on Mars, and can often be seen miles away, walls of red sand slowly approaching. Staying out in these storms can be deadly, between the painful buffeting of the sand and the ever present danger of inhaling the dust. It is best to seek shelter during these times, even if it is simply burying yourself in the sand itself.



JUPITER

Power Theme: Storms, weather, conflict
Appearance: Vikings and weather

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In the Past: Jupiter was a planet defined by thunder and lightning. Citizens of Jupiter believed in harnessing the most powerful forces of nature and then manipulating them for their own purposes. It was a planet of storm chasers. The worse the weather turned -- and the weather on Jupiter was always chaotic -- the more the people of Jupiter rejoiced. Community was paramount on the planet. Jobs were often shared, and cohesion was praised above all else. Verdant fields of every shape of greenery flourished on the planet’s surface, nourished by its regular rain showers. The entire society, even the Princess herself, helped to round up the harvest every season.

Knights with particular affinities for magic, risk-taking, and teamwork found themselves frequently assigned to Jupiter. The people praised acts of bravery and selflessness and were renowned for being boisterous but warm. Though often associated with the people of Mars, Jupiter enjoyed a more lax atmosphere. Their focus was on attunement with the forces around them: both in the sky above and the dirt below. They just tended to do so with chest-bumps, hearty laughs, and regular slaps on the shoulder.

Jupiter was a very green planet with communities nestled in tiny pockets surrounded by fields on every side. It was common for an entire village to share facilities like bathrooms, kitchens, and living areas. Most slept in long rowhouses filled with dozens of beds. The aesthetic of the community was Vikingesque -- lots of leather, latched roots, ale, and sportsmanship.

In the Present: Jupiter easily had the most volatile climate in the Solar System, and the same holds true today. In the areas between wonders, extreme weather is to be expected. There is no such thing as a light drizzle on Jupiter. As such, the buildings were made to withstand the constant and violent shifts in the weather. Any part of the buildings on Jupiter which were not made of strong stone (such as wooden panels, glass windows, clay bricks, etc) has likely been destroyed over the years, torn apart by strong winds, washed away by flooding, or just destroyed by the lightning. The parts of the buildings that have survived are built low to the ground with heavy emphasis on stability. Anything of value was long since lost, either by lightning fires, wind, or water, but the shells of structures remain. Stone is the most commonly found material in the ruins, though some wood seems to have fossilized.

The terrain of Jupiter is as extreme as it’s weather, and between wonders it is not uncommon to find vast expanses of lush fields or high, dense forests. However, many of the forests sport trees that have long since died due to lightning strike, although there seem to be a few different species of plant that seem immune to the violent bursts. These are generally lower to the ground than their dead counterparts, utilizing the other, taller trees as a kind of lightning rod to divert lightning strikes away from the shorter trees. Shorter, of course, is comparatively speaking, as even the shortest trees are stories tall.

It is regularly cloudy on Jupiter, but despite that there seems to be a healthy plant life. Any flora has adapted to thrive either in shade, or make healthy use of the flashes of lightning that occur almost daily on the planet. It is raining more often than not and the rivers are common--often full and fast moving. The terrain is fairly flat, but there are many areas which have been dug out to try and protect from the lightning, and many trenches to divert the intense rain flow.



SATURN

Power Theme: Watchers, binders, death
Appearance: Gothic culture and Victorian

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In the Past: Like its Princess, Saturn was the most mysterious of all the planets. It was unclear what a Knight had to do to distinguish themselves as being a good candidate for the planet defined by silence and death. It seemed like all who were selected for Knighthood in service to Saturn came from drastically different walks of life with drastically different personalities. The truth was simple: any Knight assigned to Saturn was an individual who had displayed an ability to separate themselves entirely from their emotions.

Saturn was a planet of cold, hard logical ambivalence. It served a Princess who possessed the ability to destroy everything with one swipe of her glaive if she were to ever awaken -- and the Knights of Saturn were said to protect her ability to do so. However, as descendants of Earth, these individuals were given a second mission: to stop Princess Saturn should she ever attempt to destroy their existence. This was a secret pledge that every Knight of Saturn made, and it was why they were said to be the one of the most tightly-knit groups across all nine planets. It was also the cause of much discord between the Knights and Saturn's royal family; the relationship was not a friendly one.

Cathedrals defined the makeup of Saturn’s buildings -- gorgeous, ornate buildings with Gothic architecture. Visitors to Saturn might find the bleak stone walls depressing, but the inhabitants of Saturn appreciated these structures for their aesthetic value. Forests edged up against the sprawling civilization on Saturn, but most citizens lived in the massive Victorian-style town that dominated half of the planet. The castle sat at the center of it, though the reclusive Princess was rarely seen. Tragic plays were often performed on Saturn, and the planet’s culture was renowned for its dark poetry.

In the Present: Saturn tends to be a very dark place, not only in physical attributes, but in atmosphere. Much of the planet is covered in dense forests of twisted black trees. These forests have a tendency to play tricks on visitors; while no life remains on Saturn, travelers could swear that they heard rustling in the shadows and footsteps on the paths beside them. When they could find paths, that was. Most of the roads or trails leading through these forests have long since been reclaimed by thorny vines, snaking ground cover, and gnarled, black roots. Without these trails, travel is not advised. The forest has a way of confusing and turning people around, oftentimes taking them in circles for what seems like days.

Any land not covered in this woodland tended to be distressingly flat and cluttered with strange, angular houses and large, stone, wickedly constructed feats of gothic architecture. The villages and towns tended to mimic the forests around them, with tall, twisted buildings reaching as high as they dared while the broken and neglected streets below spiraled and curled back on themselves. Travelers are as likely to get lost in and amongst the ruins as they are deep in the forest.

Much like Venus, Saturnalian people loved beauty, they just veiled it in something darker. Oftentimes structures were meant to make viewers feel small, insignificant, and weak. A theme that runs through most of the structures and artifacts found. Mankind is temporary. Never forget. Nature seems to be reinforcing this ideal as the centuries pass as well, slipping past the walls of villages, towns, and cities to coil and choke buildings. It’s not uncommon to find a building seeming to have been squeezed to death by a horrible, twisting tree.

Most of the planet seems to be in perpetual twilight, somewhere in that liminal space between night and day. The chill that permeates this planet goes bone deep, unsettling those who ought not be there. Knights and visitors to this planet may need a bit of an adjustment period, as it can be difficult to shake the feeling of being watched. The air seems a little heavier and often has an unnatural chill to it. There is very little breeze and the unnatural lighting of a very purple sky can give the impression of moving shadows.



URANUS

Power Theme: Air, speed, bravery
Appearance: Arabic, desert, nomads

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In the Past: A desert wonderland of spice and incense, Uranus was in many ways an interstellar Arabia composed primarily of wanderers and nomads. The society was a fluid trade-based merchant economy, and it was said that the best deals and biggest scams often came from this planet of fast talkers and even faster palms. The Uranian marketplace was universe-renowned. There was always a back corner or dark alley to acquire any sort of delicacy or supply if the right people were asked.

Uranus had the kind of society that could eat a naive or gullible soul alive, and the the Knights of Uranus were anything but unsure of themselves. In fact, most had a penchant for cunning acts and business savvy. The nomadic tendency of the majority of the population meant a neighborhood in a constant state of flux. For this reason, the various townships of Uranus were exceptionally open and welcoming to strangers. Princess Uranus was not often on the planet, but when she was, she was the kind of Princess who spent almost all of her time roaming the streets by herself, sharing a drink or a card game with the other citizens and settling any disputes that might arise. The Knights of Uranus took over this role in her absence, keeping the peace while maintaining open trade lines with the rest of the universe.

The buildings are sandstone with great golden domes capping off spiraling towers. The largest township on the planet is home to the former castle of Princess Uranus, and it has great open windows draped in gossamer fabric to communicate openness and accessibility to the people. Most of the roads are hardened sand paths framed on all sides by loose, shifting sands. Since water is scarce, the plants tend to be low-lying dry bushes and prickly trees bearing bright red fruit.

In the Present: Nearly everything on Uranus can be described as bright. Bright sun, bright sands, bright colors. Much like Mars, Uranus is a desert planet, but it is much less intimidating and brutal in its nature. Much of Uranus' terrain is tinted with light browns and golds. Yellow sands stretch as far as the eye can see, dotted with brown and muted green shrubs that have adapted to the lack of water.

The climate is fairly forgiving, with soft, cool breezes wafting in off of the desert. Bright green oases are a common feature of this desert planet, and as such are used as the planet’s primary source for water. These oases are typically small, about the size of a football field at their largest, and are irrigated to water crop and people in nearby towns and cities. Despite being a desert world, you are never too far from a water source of some kind. In the absence of a natural Oasis, or in the hearts of now forgotten cities, there are deep stone wells carved. Careful inspection may sometimes uncover the symbol of Neptune carved into these monuments.

Uranian architecture was meant to maximize the gentle wafting of the breeze and exhibit the openness of the planet and the people. Buildings were made of light sandstone and oftentimes seem to glisten in the sun. Many buildings were covered with paneless windows which allowed the air the flow freely through the buildings as a kind of cooling system. Some of these buildings still stand, however the taller of the structures may have fallen in on themselves or toppled over. While smaller residential buildings remain more intact, most are buried beneath the yellow sands.



NEPTUNE

Power Theme: Music, grace, generosity
Appearance: Mythical Sea, Underwater Ballroom Dancers

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In the Past: Having a cool head was not a suggestion on Neptune; it was a way of life. The people were some of the most balanced, calm individuals in all of the Sol System. Days were spent tending to the vast reserves of aquatic life that swam and grew all around the submerged society, or practicing music or dance in one of the many grand orchestral halls that made the planet famous across the universe. The society was almost never the source of conflict or disagreement, and their Princess was one who knew how to speak her mind without raising her voice.

Knights sent to strengthen the alliance with Neptune tended to embody this same diplomatic, reserved, and mature air. Their primary task was organizing interstellar mediation, dispatching individuals to the other planets in the Sol System to help ease conflict and facilitate the mutual realization of goals and ideals. When on planet, they were tasked with more clerical functions, such as organizing great music and dance recitals and other major universal social functions. On some occasions, they would even be tasked with overseeing the great hydroponic farms from where Neptune received the majority of its vegetables.

The architecture of Neptune is perhaps the most unique among the planets of Sol. The society once existed in a sprawling series of pods that stretched endlessly across the surface of the planet, and those structures remain there today, accessible only at certain points marked with a special glowing teal algae. The walls of the Neptunian pods are typically clear in walkways and open community areas and then fogged surrounding living quarters or other personal rooms. Outside of these massive pods, the entire planet is covered in an ocean full of every kingdom and phylum of watery life known to modern culture and many, many more beyond that.

In the Present: For the most part the surface of Neptune is covered in water ranging from crystal clear waters where one can see straight through to the bottom to water so deep it looks black. Once a beautiful sea, fish used to populate the sea in numerous colonies. There used to be beautiful coral expanses, however many of these coral reefs have now lost their color and exist as pale husks.

In deeper water where the ocean floor can be seen, vast networks of glass domes and tubes can be viewed. With limited land, civilization colonized the ocean floor where need be. However, most of these passageways have been damaged; glass has broken and flooded much of the area, preventing exploration. Ancient Neptunians probably could have held their breath for longer, but without additional breathing gear it would be impossible to comfortably dive and explore these places. The salt water has eaten away and eroded many things, making it difficult to find anything worthwhile. If someone manages to get down to any of these lost cities, they will be unable to actually enter, but through the glass they may see old buildings, some grassy parks that have since been overrun, and some general monuments in the sections that have not been flooded.

Any land masses that Neptune had have been overtaken by the flora that grows on that land, and many structures have been worn away by ocean storms and harsh salt winds. The ocean itself has grown inhospitable in some places, becoming over-salinated to create a gelatinous patch of nearly solid matter. It is almost impossible to swim from one location to the next and a boat is a necessity to travel on Neptune unless you are a strong swimmer.

The climate on Neptune is usually breezy and temperate, punctuated only by violent ocean storms which can be quite deadly to anyone caught unawares. When these storms rage, it is unwise to be on the ocean or too close to shore. During great storms, smaller islands can sometimes be completely lost to the waves.



PLUTO

Power Theme: Time, solitude, patience
Appearance: Steampunk hodgepodge. Different times and places clash in a style unique to Pluto.

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In the Past: Pluto was the most distant, secluded society in all of the Sol System, perhaps rivaled only by Saturn. Knights who traveled to the far reaches of the Silver Millennium's Kingdom to pledge themselves to time accepted the solitude that came with it -- even at the cost of personal ties to family and friends back on Earth. These individuals experienced the most extreme culture shock in transition. Knights who were sent to Pluto were typically respected for their great sacrifice; it was the least requested post and had the smallest number of Knights out of all the other planets. It was common for others to joke that Knights who went to Pluto were never quite the same.

Pluto was unlike any of the other planets surrounding it. Whereas the others had societies and civilians in addition to the magical population, Pluto was only ever home to the Keeper of Time and the Knights who supported her efforts to protect those crucial gates. Knights who were exposed to the cyclical nature of time would sometimes lose themselves in it. Their understandings of the galaxy went from being linear to something else all together, and this significant change in worldview often alienated them from other Knights, just as Princess Pluto was often viewed as being significantly different from the other Inner and Outer Senshi. Much of their time was spent alone engaging in solitary tasks like reading, meditating, or contemplating the great mysteries of existence.

There are very few lights or structures on the planet. A castle sits beside the Gates of Time, nestled on either side by smaller buildings that provide additional housing, libraries, and storage facilities for food and water. Outside of this area, the planet is cast in absolute darkness. The only foliage on the entire planet are tall silvery trees that mark areas where Time can be watched, though not affected in any way. These manifest as bright pools of blue, churning water that dot the surface, and wink in and out of existence at random intervals.

In the Present: As a culmination of many times and themes, the aesthetics of Pluto are hard to describe even to long term residents. Pluto is home to the Gates of Time, which Sailor Pluto was tasked with guarding. Knights of this planet served and protected both their Wonder and the Gates of Time. Now, the Gates of Time are inaccessible; they have been locked behind a strange wall.

Next to the Gates of Time is a great castle with various architectural influences, but it is similarly inaccessible. Near the Gates of Time are small buildings that seem like they used to be meant for additional housing, libraries, and storage facilities, but the passing of time and natural damage to the world has left them inhabitable.

Outside of this, the planet is cast in absolute darkness between wonders. Cities and civilizations were sparse and few between; very few would subject themselves to living on a planet that had such a strange, lonely energy about it. It is almost impossible to clearly map anything on Pluto due to the darkness. All light seems to be swallowed; flashlights and torches alike will only illuminate up to a step or two in front of the visitor. While the ground seems to be flat, there are strange chasms and holes that made it too dangerous to travel in the past.

Most civilizations and towns were isolated because of this. There are very few places on Pluto that are not cast in absolute darkness, some of which include the ruins of old towns. The timelessness of Pluto means that these locations have multiple or varying aesthetic influences. Any one building may have aspects of different times and places. Another effect of the Gates of Time is that, outside of wonders which all seem to have decayed at the expected rate, buildings seem to decay at random rates. There may be one building that appears to have been abandoned for centuries, and right next door the buildings only looks to have fallen into a few decades of disrepair.

Wonders, blessed with the magic of the Code, have the ability to dispel the darkness to some degree but Pluto always seems dark. Because of this, the majority of cities were built up around Wonders.

Tall, silvery trees are the only visible foliage between wonders, but they appear as little more than silhouettes in the darkness. It is always cold between Wonders on Pluto--an obvious byproduct of the darkness.

An anomaly on Pluto are the strange, blinking pools of blue water that appear and disappear at random intervals. In times long past, it would be possible to view past, present, or future without worry of interfering. Now, while visitors may still find these pools, if they look into them they will only see shifting white clouds that obscure the visions.
 


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Thu Mar 17, 2011 6:00 pm
Allegiances: Asteroids, Stars and Beyond


COSMOS

Power Theme: Eternity, rebirth, stars
Appearance: Elegant, non-combative, utopian; ethereal sparkles and prisms slashed with 1920's Mucha.
Senshi Player: GM Staff

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Cosmos Colors must be 'Pastel Rainbow'; the color blocks are used for ease of color dropping when making the rainbow. Cosmos Knights should not have a majority of blocked colors but should instead of gradients of these colors. At least two colors from the swatch are required in the gradient. The 'Galaxy' print can be used for up to 20% of the Cosmos Knight's design but it is intended to be an accent and should not dominate the color design. All Cosmos Knights must have Rainbow Pastel of some variety, even if they include the Galaxy design. All artist's rendering of 'Galaxy' is dependent on them; how they interpret and represent this in artwork is up to them. Solid colors from the swatch are not valid and there must be a gradient; if only using two colors from the swatch for a gradient, the uniform must clearly and unmistakably be a Cosmos Knight. It must not look like a Senshi.

Symbol: A five pointed star.
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Considered a utopia by many, Cosmos Castle was rarely, if ever, seen by the Cosmos Knights. Surrounded by traps and powerful Senshi, the castle that hovered over the Cauldron was a last resort for the Cosmos Knights, as most ignored the long journey, more inclined to make their presence known on other planets, discovered or otherwise. Just as oft as a young scholar was chosen to be a Knight of Cosmos, so were troublemakers, law breakers and riff raff; a life spent in the far reaches was far preferable to a life spent behind bars.

Cosmos did not need protection and sent the Cosmos knights off to discover new planets, new senshi and protect any starseeds on the journey back to the Cauldron. Cosmos Wonders are all land masses located somewhere in space. They can be free floating or orbiting a planet, but because their power comes from the Cosmos, they cannot be located on any Celestial Body. These Knights were often rich, finding interstellar loot or even given it as gifts from new planets, eager to count on Cosmos' protection. Cosmos Knights had to be self sufficient, and expected to be at all times chivalrous and kind when in the presence of those that counted; when alone they could act as they wished, a large amount of freedom not often seen with Knights.

Most Knights would never see Cosmos, nor have anything to do with her home; all Cosmos Knights are born to other worlds, as there is no society within the Cauldron. The few that do make the journey to the castle are treated to a beautiful neo-classical cathedral, surrounded by many fountains and utter, complete, silence. Just as beautiful as it is eerie, few Knights stay for long in this desolate place.


CASTOR

Power Theme: Brotherhood, Devotion, Force
Appearance: Grecian, Crystalline, and Combative Armor
Senshi Player: iStoleYurVamps

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Symbol: Two lines joined together, protected by a crescent shield.
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The people of Castor prided themselves on their prowess in battle. One's fighting spirit and skill determined how far you would get in Castorian society. War and battle were how you gained honor. There was no honor in cowardice, betrayal, or underhanded tactics. Straightforward, steadfast, and strong in mind and body- Their people were devoted to the idea of becoming they best they could be, and held to the faith that this was best obtained by overcoming conflicts. Knights were held to the same standard as Castor's own peoples. The ability to battle at a moment's notice, trust shared with their squads or allies, and the wisdom to act in ways that would not place themselves above the needs of their people.

Knights however held the unique position which allowed them to chose where they might serve. In the field as warriors, fighting various other planets and systems to expand the Castorian empire, or as diplomats and emissaries. Castorian knights were taken in on the idea that they would place the needs of the Castorian people above all others. Castor held no formal allegiance with white moon or earth; they only held a treaty with Mercury for commerce and to remain free from interference or involvement in their conflicts and wars. However with the conflict of the Moon and Earth's rise, the senshi Castor's marriage to Knight Lina prompted an invasion of Chaos forces, eventually leading to the death of the senshi and his knight consort, as well as the genocide of Castor's people.

A cold planet with twin suns and moons, the Capital sits along the ocean nestled between the two tallest and most dangerous mountains that open to the largest valley of planet that once hosted a majority of farmland. Fortified not just by the landscape, but towers of ice and stone surround nearly every settlement. Camps and outposts litter the world, and barracks can be found in every city and town. The capital itself is a fortress. Flora and fauna thrive on Castor.


CHRONOS

Power Theme: Growth, change, protection
Appearance: Turkish/Eastern European; monastic.
Senshi Player: Melodine Cantus

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Symbol: A closed circle with twelve ( 12 ) rays patterned large, small, large, small.
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The Zodiac Knights were knights sworn to Chronos. Trained on Earth to assist in the holding of the Surrounding, they swore to monuments on Zodiac outposts, the Zodiac Castle, or the Surrounding itself. They were charged with the protection of Sol System, in partnership with the Zodiac Guard, who were their equals. The powers granted by their Wonders related to growth, change and protection; their uniforms tended to resemble Eastern-European or Turkish monks in shades of white, rose-gold, pink or green.

The Knights originated from Earth, but were all descendants of Zodiac populations; they were sent essentially as both tribute and support. Earth did not take in any of the Zodiac's disenfranchised people, but they contributed to the defense of the Surrounding by providing extra manpower. Knights who went to the Surrounding tended to be more pious than most knights, due to the Surrounding's status as a religious pilgrimage; they went into their assignments knowing that they would have hard battles to fight, with a smaller society than most knights, and only a small chance to go home unless an assignment brought them back to Earth. The cultures and morals of the society which these knights found themselves in depended heavily upon the Outpost to which they were assigned.


CYBELE

Power Theme: Focus, Hunting, Beasts
Appearance: Druidic, Rivendell Elves, Mythological Greek Hunters
Senshi Player: stari_maga

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Symbol: A bow with a drawn arrow.
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In the Past: Cybele was a world focused around living in harmony with nature. Its people could be fierce on the hunt, as people are a type of predator, but they were never violent towards nature as a whole. This meant their way of life was considered primitive by some other cultures. They had no gunpowder, no electricity. Their buildings were made of simple wood and stone and built within the land and the forests, not in place of them.

In turn, Cybele’s people were skeptical of cultures that chose to destroy and overtake their land for mere convenience.

Hunting and gathering was the lifeblood of Cybele and the main source of both food as well as Cybele’s few exports. This meant the people were semi-nomadic. There were a few permanent camps and a single small city, but large chunks of the population lived in temporary hunting camps for much of the year, following the migration patterns of prey.

The people of Cybele were similar to humans, although they all had pointed ears and tended towards lithe frames. There was minimal difference between the sexes. Notably, there was no concept of gender at all on Cybele, to the point where there were no gendered pronouns or even words for ‘man’ or ‘woman’.

The culture of Cybele was practical, but not without flair. Art was valued, particularly styles that brought beauty to everyday objects and buildings. Also, while the hunts themselves were serious and fierce, Cybele was somewhat famous for the parties that came with a successful return.

Cybele did not have Knights or Wonders in the past.

In the Present: Even in its diminished state, Cybele is a wild place. Evidence of manmade structures is far between. Some traces of hunting camps remain, and stone structures dot the landscape in places where more permanent structures were needed, even outside of the edges of the larger city. However, many dwellings and structures were not made to be so permanent, and as such have broken down and returned to the land over time.

The lush wilderness is what really stands out throughout the world’s surface, even as it only begins to come back to life. It is a forested world full of silver-barked trees, with flowers dotting the underbrush. In many places, there are striking natural features. There are crystalline caves. There are rushing rivers. There are ancient, slumbering groves.

Above it all is a soft lilac sky. The sun is not as bright on Cybele as it is on Earth. It is still enough to see by without the need for artificial lights in most places, but it gives a soft, twilight cast to the lighting as it filters through the branches of the trees. However, in the places where the forest is deepest, it can get quite dark.

Because Cybele was not a Princess in the past, all of her Knights are new, from this generation. They cannot be a descendent of a Knight or the reincarnation of a Knight; they can be a reincarnation of a civilian who had a past life on Cybele and may recover memories of their previous civilian life. In the Past, her world had no Wonders to protect, but now that she has awakened as a Princess she and the Code have coordinated to locate eligible Wonders on her world. These areas have some significance to the world of Cybele, be it as a cultural location, hot spots for magic, or a location that would otherwise be advantageous to restore and protect. The Code will send small pieces of itself to these eligible Wonders, and the location will be encased in a magical bubble that prevents others from entering until a Knight awakens. When a civilian on Earth is a good candidate, their starseed will resonate with the newly created Wonder and they will awaken just as any other Knight would. However, they will not have powered past life memories to guide them nor will they have an ancestor at their Wonder.


GANYMEDE

Power Theme: Lust, Extravagance, Indulgence
Appearance: Edwardian, Moulin Rouge, La Belle Epoque
Senshi Player: Sunshine Alouette

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Symbol: An open heart with jagged light.
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The largest of Jupiter's numerous moons, Ganymede was a world of pride and opulence. Though Ganymede itself was a self-sustaining world without the need of outside influence, the monarchy nevertheless engendered a close relationship with Jupiter's royals. Ganymede prided itself on its loyalty to the Jovian system and maintained a position of authority within the Jovian Court, with its Senshi serving as one of three Jovian Captains alongside the other Galilean Moons, Europa and Callisto.

Unfortunately, Ganymede's political system eventually led itself toward collapse. They were an old-fashioned monarchy struggling to adapt to a modernizing world of steam engines and steadily advancing technology. A noticeable rift existed between an ever-extravagant monarchy and a populace suffering under the weight of food shortages and crushing taxation, and a rising middle class which lacked the proper representation to make a difference. Sailor Ganymede was meant to bridge the gap, but very often served as nothing more than the monarchy's well-behaved puppet.

Knights of Ganymede were expected to maintain the status quo. They were to protect their wonders as well as keep the general populace in line, with the added responsibility of seeing that Sailor Ganymede behaved accordingly. Those Knights who demonstrated loyalty to the monarchy could expect a lucrative existence, as those in power were not opposed to showering particularly dutiful individuals with some of the monarchy's wealth. Knights of an ambitious nature, with a love for the finer things in life, would find Ganymede to be a welcoming place indeed.


IDA

Power Theme: Orchids, Regrowth, Sanctuary
Appearance: Indian, Anime Elves, Plant-themed Accessories/Details
Senshi Player: Whimsical Blue

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Symbol: An orchid
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In the Past: Ida was a small planet of scientists and healers. They drew patients from all over the galaxy and most of their focus was on healing the sick. Knights of Ida took two roads; that of the scientist and healer, or that of the protector and warrior. Regardless of path, Idan knights tended to be of a protective or altruistic attitude, but as flexible and determined to persevere as any plant.

Ida was a planet of lush flora and scarce fauna, most of its water supply coming from below ground rather than from the scarce rainfall in its temperate climate. Because of the radiant energy supplied by the planet and the plants that had evolved to gather and utilize it, Ida’s technology was plant based, rather than working through electricity, metal and plastic. While not as advanced as Mercury or Mau, Ida was more advanced than present-day Earth. Large trees were grown to form its buildings and bioluminescent flowers lit the interiors. Orchids were the main energy gatherers and each building typically had a room of them growing as its power source. Because of the rather small size of the asteroid, Knight wonders were correspondingly modest for the most part.

The planet was politically neutral, allowing them to take patients from anywhere, but held allegiance to the Koronis family of asteroids.

In the Present: Ida is a lush, wild place. All the neat and orderly paths, tall, stately trees, and arching doorways have been softened by overgrowth and time. All the facilities that once existed still do, though the trees may have petrified, and between the soaring tree cities are smaller settlements for the people with non-medical professions and the families of the doctors and attendants. The technology of ancient times still remains, evidence in computers built into walls, nest-like hospital beds that once monitored vital signs, and hover vehicles laying abandoned beside the paths, overgrown with vines. The culture of Ida is harder to find, the ephemeral scraps of paper and cloth rotted away, metal rarely used, and most of the digital data locked up in unworking computers.

While there is a variety of landscapes on Ida, the most common is rather pastoral, with gentle hills. There are some mountain ranges, and some large bodies of water, but nothing much bigger than a large lake. These are still rare, as are rivers, as water still remains mostly below ground. The weather is usually mild, the days pleasantly warm and the nights cool. Rain happens infrequently, which is why most plant life has developed long root systems to reach the ground water.


LYSITHEA

Power Theme: Unicorns, Purity, Trust
Appearance: Burgundian, Hime Lolita, Whimsical
Senshi Player: Orangeish Sherbert

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Symbol: A crescent tiara with ears on either side and a horn in the middle

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In the Past: Lysithea was a tranquil, peaceful Jovian moon, whose people often focused on leisure and the arts. It was a fairytale world, plain and simple, and castles dotted the landscape amid the trees and flowing lavender colored grasses.

Being such a large and open world, Lysithea was often the setting for peace negotiations between other worlds in the Sol System who had issues to iron out. Oftentimes after negotiations were finished, a ball would be held to celebrate. There was nothing more important than keeping the peace, and calming ruffled tempers with the after celebrations.

Those that lived on the moon were always taken care of, and their society took great measures to ensure no citizen experienced poverty, whether it was those of Lysithian birth or those who would come to serve as Knights. If situations arose in which an individual was in need of help, financially or otherwise, there was always a good support system to help those individuals get back on their feet and ensure that the people of the moon were happy, healthy, and taken care of. Keeping up appearances as a place of high class and peace was always the goal, and if someone chose not to keep their lives up to the expectations that Lysithea had, they were offered the chance to leave. Those chosen to be Knights of the moon were charged with keeping that peace and image, as well as spreading the idea that those who needed mediation could come to Lysithea and get their issues resolved.

In the Present: Lysithea still looks like the fairytale land that it was, soft lavender colored grasses cover most of the landscape, and pastel colored trees still dot the skyline. The once beautiful structures have fallen to ruins over the past thousand years, but the evidence of luxury is still very present if you know where to look.

In the thousand years that the planet has been left alone, tamed orchards and gardens have become quite overgrown and there are areas that could use a good bit of tending. It’s still a peaceful paradise though, and perfect for picnics.


POLARIS

Power Theme: Magnetism, diplomacy, guidance
Appearance: Arctic, classical military, regal
Senshi Player: Iris_virus

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Symbol: A compass rose with eight ( 8 ) points.
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The snow covered and seemingly inhospitable lands of Polaris hide a wealth in minerals beneath the surface. The star's economy is supported entirely off of the wealth of its metal deposits (both common and precious metals) and this leaves most of it's citizens the time to pursue other interests. There is a moderate amount of study in technology involving magnets and magnetism, and the borrowed technologies of other planets. Most Polarians, however, are scholars with a particular interest in sociology and social anthropology. They enjoy studying all the other planets and stars around them, both to keep tabs on what is going on, and to borrow ideas. Polarians were often dubbed, sometimes unfondly, as the busybodies of the galaxy.

The society of Polaris in general has a very 'work first, play later' mentality and knights were expected to be dedicated both to their jobs and the ideals of the star. Though allowed to have lives outside their duties, knights that were particularly silly or goofed off often would find themselves quickly asked to leave. While they were expected to keep up to date with the studies and findings on the homestar, Polarian knights spent more of their time on good will missions to other stars. Whether they were overseeing trade, offering aid and assistance, discussing alliances, or not so subtlety trying to push off technology and culture onto 'primitive' stars Polarian knights and their princess most commonly played the role of diplomat. Knights were nonetheless expected to keep fit and trained in case the need for battle should arise.

Despite being covered in snow some hardy plant and animal life covered a majority of the star with citizens all living in the cities scattered around star. Cities were towering metal structures lit up with electricity, but the interiors were a bit more welcoming. Building decor had a sense of grandness including, wide sweeping stairways, elegant gardens, and huge open rooms.
 
PostPosted: Thu Mar 17, 2011 6:01 pm
MOON KNIGHTS

Power Theme: Hope, Moonlight, Enlightenment

Appearance: Regency, Neo-Classical, Classic/Ouji Lolita*

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Moon Knights should not be easily mistaken for Cosmos Knights; unlike Cosmos Knights they should not have pastel rainbow gradients and should instead rely strongly on blocked color. While some gradients may be allowed, they should not easily be mistaken for Cosmos Knights.

*Moon Knight designs should not heavily use ruffles or lace and should lean more towards mature/elegant designs; pearls and crystals or gemstones associated with the moon may be common in knight uniforms or accessories.


Symbol: An upward facing crescent moon.
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In the Past: Unlike other Knights, there were no Moon Knights in the past. The Moon previously had the resources to protect itself and, with Earth being a haven and training ground for Knights, they did not feel it was necessary to utilize the Code. After the fall of the Silver Millennium, they lost their protectors and their defense systems have fallen into some disrepair. The Moon used to be one of the most powerful forces in the Galaxy, if not the Universe. There are many mysteries yet to be unlocked, and untapped power that must be protected. The Moon was renown for its technology, diplomacy, and ability to maintain peace. The planet itself was well protected, both by the Moon Princess and her royal family, but by the other Senshi of the Sol System.

Moon Knights have no powered past life; their past lives were unpowered civilians. They have no ancestors that ever guarded the Moon and have no past life ties to the Moon. They could have been civilians on any world, be it Earth, the Moon, or any other NPC world; with player permission, they could be civilians from player owned worlds in their past lives. Players who obtain a Moon Knight must be aware of these differences when questing for them. Because these are new and rare, all uniforms should be expected to undergo extra staff review; these characters cannot be won in customs but can be purchased with Crown Tokens using the information for rare characters.

In the Present: Moon Knights are a rare faction and do not follow the same rules as standard Knights. This is the first time any of them are serving as a Knight; they may be newly awakened civilians chosen by the Cornerstone Code Piece on the Moon or they may be Negaverse Agents who are purifying and did not have a Powered Past Life. The Code Piece on the Moon was supercharged with energy when Archideus exploded during the 2021 Meta, and as such it has enough strength to break off pieces of itself and assign new Wonders to protect on the Moon. The Code Piece on the Moon can sense a starseed that has the potential to guard a new Wonder; when it is assigning a Wonder, it will summon that person to it to receive its blessing. This is the only time a member of Chaos can come to the Moon; the Code Piece can summon a Negaverse Agent who wants to purify (and any Royal attempting to purify them) to the Moon, where Cosmos can be waiting if they need a Royal.

Moon Knights are the only Knights who are not reincarnations of powered characters or descendants of previously assigned Knights. They cannot bring any Chaos characters to the Moon, even after they are assigned a Wonder. They do not have an Ancestor to guide them and they do not have powered past life memories. When they visit the Moon, they may have brief civilian memories of their past life, but these won’t be as strong as other past life memories. However, if they visit their past lives’ homeworld, they may have more vibrant memories of who they used to be.

All Moon Knight Wonders are ICly chosen and assigned by the Code Piece on the Moon; this roleplay cannot be handwaved and must be done between the player and the mule. Wonders on the Moon cannot be in the Moon Palace but would be in other locations on the Moon and should reflect themes and aesthetics of the Moon. Many buildings and structures are crafted in white marble and in Indo-Saracenic architecture is prevalent. Gardens are common, and the Moon is well known for its practical extravagance. Each structure has a purpose but is artistic and impressive. However, due to the decline of the Moon Kingdom, all of these structures have fallen into disrepair. Like other Knights, they can restore their Wonder by visiting to clean it up, by growing stronger, and by Transcending. Like other Order characters, they can restore life and can eventually create a sustainable Wonder. While they can travel to their Wonder like other Knights, they cannot access the Moon Palace from the outside. They can access the Celestial Theater and the Code Piece located within just by calling with their Starseed; because all Moon Knights must be given their Wonder by the Code Piece, they will always know of the Celestial Theatre’s existence. They can only be transported here when they are meditating and calm; they cannot use it to escape battle and, while there is no cooldown, players should not be accessing the Celestial Theatre without permission. Generally, all requests to visit should be approved but will still need mule approval.

Like Earth and other Celestial Bodies that we have been able to observe from Earth, all features on the Moon are concealed in magical bubbles that hide them from view or observation. If any technology is used to observe the Moon or explore it, they will never find a Moon Knight’s Wonder; it will appear like empty space and cannot be observed or breached. The Moon’s natural protection conceals all potential Wonders, even those that are not yet claimed. In the empty space between Wonders and potential Wonders, the Moon appears like simple, rocky terrain and is comparable to what we know of it on Earth. It is only once a Wonder has been given a Code Piece that life can begin to flourish there and plants can begin to grow.

The Moon has no natural weather, but once a Wonder has been claimed, it may have magical localized weather that exists only in the atmosphere above the Wonder. Some Wonders can be connected, if plotted, and share these things, but otherwise each new Wonder operates separately from each other. The Moon is typically cool, but not cold; it may fluctuate in temperature depending on the Wonder, and once a Wonder is created and the location claimed, the magic may bring about seasonal changes or temperature differences.
 


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Thu Mar 17, 2011 6:02 pm
Knight Wonders

    Regardless of planetary allegiance, all Knight Wonders must meet certain criteria to be considered worth protecting. This lore is determined by the player and respects the rules of the World, but Knight Wonders are often important locations on that planet that warrant magical protection. Knight Wonders may be religious sites on the planet, historical sites, strategic locations, or generally anything that stands out as being noteworthy on the planet. Knight Wonders do not have to reflect what they are OOCly named for; Wonders may be named for natural landmarks on Earth (such as mountains, rivers, lakes, etc) or for natural landmarks observed on the planet the Wonder is to be located at (such as craters); the player is free to create whatever type of Wonder they like using the name. Any location on Earth that is a valid Knight name is presumed to have been named after the Wonder out of respect and a sign of good will, players have free reign to customize their Wonder. Similarly, manmade locations on Earth that are at least 500 years old, or locations in mythology that are also at least 500 years old can be used to name Wonders; it is assumed that these structures were also named after other Wonders.

    Once a location was selected, a piece of the Code was brought to the location for protection.

The Code

      Long before the Silver Millennium, the Code was a cosmic force that existed throughout the universe. It was a culmination of magical energy that naturally collected and fused into an astral stream that flowed freely. Over time, it grew bigger and stronger and gained sentience. Aware of how much power it possessed, and how dangerous it would be in the hands of someone who wanted to use it for themselves, the Code consciously elected to shatter itself into many pieces to instead be scattered through the universe and protected.

      The Knight Academy was established on Earth to find suitable locations to leave pieces of the Code, and to train warriors to protect them. Because pieces of the Code could be abused if they fell into the wrong hands, they were only left on Worlds who had a Senshi Prince or Princess to protect them.

      Cornerstone Pieces of the Code were large, powerful pieces of the Code, and while no single Knight protected these pieces, it was the duty of all Knights on that world to protect the Cornerstone pieces. The small pieces of the Code at individual Wonders lack the strength to manifest in the same way that Cornerstone pieces do; Cornerstone pieces are still sentient and can speak as well as manifest in hazy shapes. Presently, only two Cornerstone pieces of the Code have been located: the one from the Knight Academy on Earth was recovered from Negaspace and taken to the Moon for safekeeping. The second Cornerstone Piece of the Code is on Mars and kept at Olympus. In the Past, Olympus was used as a discussion hall. In the present, Olympus has been weathered and worn but has withstood the test of time. Olympus can be visited and, with plot approval, the Cornerstone Code piece can be interacted with; there is more information in the Past and Present Cosmic Almanac links for Olympus if any player wants to utilize the locations for RP.

      Smaller pieces of the Code, such as those found at Wonders, are typically incapable of manifesting in alternate forms or responding to dialogue; they are simply floating balls of light, no larger than a basketball. In rare instances when the Wonder is in danger or the Knight needs extra guidance, the Code piece can communicate with them, but this always requires plot permission.

      These Code Pieces have a distinct aura on the Wonder but aren’t typically something that is very traceable. They cannot be felt unless already within close proximity, unless the Code Piece is deliberately calling to the Knight. The Code Piece’s aura is unlike any Powered Character’s energy signature and instead feels like a magical ripple.

      When the Code piece was first installed in the Wonder, it was placed in a secure location that would allow it the most protection. Sometimes, the Core Piece may have been placed in a special location that provides some function to the Wonder, but this is determined by the player and their chosen lore and does not mean there will be consequences if the Code is moved from that location. Only the Knight of that Wonder can interact with the Code Piece without consequence, and they may move it if they choose to. If someone other than the Knight attempts to move the Code Piece, the Wonder will send a distress signal to the Knight and summon the Knight of the Wonder to protect the Code Piece.

      The Code Piece does not have the means to protect itself, but it is the source of power for the Knight that serves the Wonder. If the Code Piece is damaged or taken from the Wonder, the magical power will no longer flow into the Wonder--or to the Knight. A Knight would be unable to take their Code Piece from their Wonder, and should anyone else remove a Code Piece from a Wonder, it would result in severe consequences for the Knight involved. Because of this, it has always been a priority to protect the Code Piece.

      The Code Piece siphons the world’s natural energy and enhances it; the Code is linked to the Knight’s weapon and is the conduit that allows the Knight to access this magic. Knights only have a pool of energy to draw from because the Code Piece is like a rechargeable battery; once the energy is depleted, it needs time to restore itself before it can be accessed again.

      While Knight Weapons have changed and evolved throughout the ages, or the different generations of Knights serving them, there can only ever be one Knight Weapon at a time. The Weapon has a magical connection to the Code Piece at the Wonder and will manifest in different forms that best suit the Knight wielding it.

Traveling to a Knight Wonder

    Upon awakening, Knights will have a subconscious understanding that there is something more out there waiting for them. This manifests in a deep, profound sensation of deja-vu and timelessness.

    A Knight’s first trip to their Wonder is always special; sometimes there is a tug, as if the Wonder itself is trying to summon you. Sometimes there is only a sensation of duty or unfinished business. Sometimes, there is only the call of curiosity. Whatever initiates the desire to visit their Wonder, a Knight will always experience the same thing:

    In the distant corners of their mind, the echoes of an ancient pledge whisper.

    I pledge my life and loyalty to [planet], and to [wonder].
    I humbly request your aid, so that in return I may give you mine.


    Any Knight who repeats the phrase from their heart, either aloud or to themselves, will be rewarded by their Wonder and will be immediately summoned to it. Knights can only travel to their Wonder as often as their rank appropriate cooldown allows (Once every three weeks for a Page, once every two weeks for a Squire, once per week for a Knight; Transcended Knights can travel with half the cooldown of non-Transcended Knights of the same rank, and Royal Knights can travel freely at will). While it is common to teleport to the same location at the Wonder, in times of need the Wonder may instead teleport the Knight to where they are most needed. As the Knight grows in power and familiarity with their Wonder, it may become easier to control where they appear on the Wonder when they arrive.

    A Knight can say their pledge from nearly any location and be teleported to their Wonder; they may travel from Destiny City, from a Senshi World, or from another Knight Wonder. Typically when they are ready to return home, they will simply appear in Destiny City wherever they had last been; in instances where they teleported from somewhere other than Destiny City they may return there instead if the plot requires it.

    Knights must enter a meditative state to travel to their Wonder; they must focus on their weapon, their Wonder, and their pledge to travel so this cannot be done during a battle.

    All Wonders exist naturally on their planet’s surface and ambitious Knights may attempt to explore the planet and find other Wonders, however no one can enter a Knight Wonder without both IC and OOC permission.

    Earth is the exception to this rule; unlike the other worlds, Earth’s Wonders are not directly on the surface of the planet and are not accessible to anyone to simply walk or travel to. During Queen Beryl’s assault on the Knight Academy during the Silver Millennium, the Cornerstone Code Piece protected within its walls emitted a powerful magical surge that transported all Earth Wonders to a pocket dimension. The Code Piece burned itself out and was dormant for nearly a thousand years after that point in time but was able to ensure that Beryl was not able to access any Earth Wonders. Like all other Knights, Earth Knights must magically travel to their Wonder, as there is no way to return those Wonders to Earth from the pocket dimension. While the shell of those Wonders may exist on Earth still, simply taking a trip there from Destiny City will not allow a Knight to access their Wonder.

Restoring a Wonder

    Originally, Knights would live at their Wonder. Now, no Wonder is capable of naturally sustaining life, so all Knights must travel to their Wonder and work to restore it. When they arrive, they will find that their once thriving Wonder has been ravaged by time and other hardships.

    All Knight Wonders must have a somewhat natural-looking foundation; these worlds should not be made of man-made substance, however can have technological influences that have been built into the worlds. They should reflect the planet they are located on. Canon Planets have descriptions in the Cosmic Almanac, and Knights with Wonders located on Player Owned Worlds should refer to their information when designing Wonders.

    Presently, Knight Wonders have fallen into disrepair. Civilizations have fallen and there is no living animal life on any homeworld. All Knight Wonders are unique so the effect of ruin affects worlds differently. Commonly, buildings have crumbled or are simply abandoned. Plants have flourished on many worlds, however on others everything has died away. As a Knight visits their homeworld, the bond with the their Wonder and the Code piece there strengthens and they may notice life returning. As the Knight grows in strength and continues to repair their Wonder , plants will seem healthier and the world will seem to glow again. No Wonder will start off with insects and animals.

    Starting off, Knights can only stay on their Wonder for as long as they have supplies to survive, but there is no way to immediately grow any sort of produce. After a Knight awakens, their Wonder will ‘restore’ over time; the stronger a Knight grows and the more time they spend on their Wonder can help improve the state of it. Plants may flourish, the environment may become more habitable, and even ancient structures may slowly restore themselves to their former glory. Eventually, Knight can unlock animal life, and can also make their Wonders habitable for long term survival. More information on designing your Wonder, traveling to it, and restoring it can be found in the Deep Space Information thread.

Reincarnated and Descended Knights

    Knights are unique amongst all factions because they can either be reincarnations of their Silver Millennium counterparts, or they can be descended from the Knight that served the Wonder at the time. Because Knights may be born of bloodline and tradition, with individual family lines once having been known to produce Knights of specific planets, or even specific Wonders, some characters may be predestined to inherit a Wonder rather than simply reincarnate to reclaim it. In the past, families could mentor the next generation in their training to awaken as a Page so that they could pass on their mantle when the time was right. Because of this, there's an equal chance you may be either a direct reincarnation of a Knight of the past, or a distant descendant.

    Reincarnated Knights

      Reincarnated Knights are the Knights that last served the Wonder, reborn. They have the same starseed as they did during the Silver Millennium and are able to recover memories of their life from the time.

      When traveling to a Wonder, Reincarnated Knights may experience visions or memories from their Past Life. Oftentimes these are only brief glimpses into the past and will depict something important to the character. Unless staying for an extended period of time, the character should only have one past life vision per trip. As the character grows in power, so too may the length, clarity, or detail of their past life memories.

      Past Life memories will always be from the most recent life the character lived; they cannot have memories from multiple past lives. The Silver Millennium happened roughly a thousand years ago, so all past life memories should be from the life that existed during that time. After the Silver Millennium fell, so too did all the other worlds at roughly the same time, though most for vastly different reasons. All homeworlds should have fallen about one thousand years ago, so their most recent life should have perished roughly at that time as well.

      More information on Past Life Memories for Reincarnated Knights can be found here!

    Descended Knights

      Descended Knights are the distant blood relatives of the last Knight to protect the Wonder. If that Knight did not have children, they may have been the descendants of siblings, cousins, or otherwise. Descended Knights have not previously ever been the protector of a Wonder, and due to their lineage must now take on the mantle of Knight. Descended Knights do not get past life memories; instead, they will be able to interact with the ghostly figure of the last Knight of that Wonder. These spirits exist to guide, educate, and train the new Knight. There can only have ever been one Knight of a Wonder at a time, so only the most recent Knight's ghost will inhabit the Wonder. While these ghosts are predominantly incorporeal, in rare moments they can become tangible in brief bursts of emotions or need. In this way, they are like poltergeists with extremely temporary abilities to interact with their environment.

      If a player has a plot that requires their ancestor to be tangible--such as to complete a ritual or something--they can PM the mule to work out details. In special circumstances where the Wonder is able to share more energy, it would be reasonable to think that they could have a more tangible form but this would not be a flippant or common occurrence. Typically an ancestor is simply a ghost on their Wonder. Though these Ancestors were once the Knights of the Wonder, they no longer have the ability to wield the Knight Weapon or Summon the Wonder's magic. They are very limited in what they can do at the Wonder, but they may be able to influence some things depending on player plots and approvals.

      This ghost was alive during the fall of the Wonder, and has full memories of their previous life. It is fairly common that they either attended the Knight Academy on Earth to be trained and assigned a Wonder or they were personally selected by the Knight of that Wonder and trained to replace them. These ghosts were unable to move on, for whatever reason, so their starseeds were unable to return to the Galaxy Cauldron. Because of this they were not able to reincarnate, and when the Wonder needed someone to don the mantle of Knighthood, it called to the next eligible member of that bloodline. If the ghost has taught the current Knight all that they can and is ready to move on, a ritual may be completed to help their starseed pass safely into the Cauldron to be reborn.

      Guests can see and interact with the ghost there, if the ghost so chooses. They may manifest singularly for only the Knight of that Wonder, or for their guests as well.

      Descended Knights are reincarnations of someone from the time of the Silver Millennium, however they were likely only ever civilians and never powered up at that time. It would be incredibly unlikely for a Descended Knight to have a Past Life memory, but this would be possible with approval if they were with someone they had been close to in their past life, or if they were on a World where they had strong memories.

      More information on interacting with the ghosts of Descended Knights can be found here!
 
PostPosted: Thu Mar 17, 2011 6:03 pm
Growth and Stages

About the Pages

    As a first level Knight you have received a magical weapon that allows you to power up and you have access to a few unique powers and abilities. At this stage you will begin your journey into fighting Chaos and protecting the world. Your main goal should be staying alive and introducing yourself to your new Knight abilities and familiarizing yourself with your Wonder. Through visits to your Wonder, you will either experience past life memories to guide you in your training, or have a ghostly ancestor waiting to train you at your Wonder.

Powers

    As a Page, you are just entering the war but you still have a chance to make a big impact! Your abilities are almost completely defined by your strength, speed and wit. It's best to do what you can to hone your combat skills now so you can augment it with the magic you'll obtain later.

    You have access to the following abilities:

    • You gain a weak, flimsy, or generally useless trinket; this will later grow into a weapon you can use to properly defend yourself and channel magic from, but presently you have no access to your magic pool. This weapon will never be able to grow into anything lethal and should have a natural progression into new forms.
    • You gain a natural durability that makes your body more resilient to physical attacks. Knight uniforms make them naturally more resilient to natural weather conditions as well!
    • You are now capable of jumping 2-3 stories high (maximum) and have an increased speed of 2x your normal civilian pace. At this stage, you also gain 1.25x your normal civilian strength.
    • You may travel to your Wonder once every three weeks. You may take up to one guest with you when you visit your Wonder, however this is incredibly draining and it is recommended that you travel alone a few times before taking guests just to better prepare your body for the strain!
    • You may locate your Signet Ring to send messages to others. You may also use your Signet Ring to channel a Planetary Aspect that lasts for five minutes at this stage.

Uniform

    Full requirements for all stages can be found in the Custom Procedure Thread. Uniforms typically get more detailed as Knights rank up, so as a first rank Page you should typically have the most basic version of your outfit

    • The uniform must match the appearance themes and color swatch of their aligned planet; while designs can be inspired by other elements, they should also be predominantly inspired by the appearance themes of the world the Knight's Wonder is located on. The majority of the uniform should match their color swatch but there are also rules on what other colors can be used. Please see the Custom Procedure thread for the full breakdown!
    • The symbols of the Knight's assigned Planet or Celestial body should be easily identifiable and easy to spot; if small symbols are being used, they should be plentiful; if there are larger symbols that are immediately noticeable, there may be fewer. Knights should only have symbols from their affiliated Planet or Celestial Body on their uniform.
    • The weapon must appear on the art somewhere.
    • The uniform is the most basic uniform and as the Page levels up should become more detailed. They should not have more than 10% armor at this stage. The uniform cannot be mistaken for any other faction and should not have anything that looks like a cape or capelet at this stage. They should not have masks that cover the full face.
 


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Wed May 18, 2011 12:11 pm
Growth and Stages

About the Squires

    At this stage you have begun to comfortably grasp your role and are coming to terms with your new powers.

Powers

    As a Squire you are stronger and more resilient; your weapon will take a new form and you will be able to channel magic from your Wonder. You will gain increased physical boosts as well.

    You have access to the following abilities:

    • Your simple weapon has now evolved into a more useful object that you will use in battle. The weapon should not be able to do much damage at this stage, and if it is designed to do damage should not be heavy stone/crystal or metal. This weapon will never be able to grow into anything lethal and should have a natural progression from its Page stage form.
    • You now have access to a pool of magic that can be channeled at will. The magic has a max pool determined while stamping, and can be turned on and off as often as the Squire wants until the magic is depleted. You must be holding your weapon to channel your magic. Magic will always reflect the power theme of the planet where the Wonder is located.
    • You have an increased speed of 2.5x your normal civilian pace. At this stage, you also gain 1.75x your normal civilian strength. You have a natural durability that makes your body more resilient to physical attacks. Knight uniforms make them naturally more resilient to natural weather conditions as well!
    • You may now travel to your Wonder once every two weeks. You can comfortably bring one guest, but two guests may be very draining. This will become easier with practice!
    • You may channel your Planetary Aspect for up to seven minutes at this stage.

Uniform

    Full requirements for all stages can be found in the Custom Procedure Thread. Uniforms typically get more detailed as Knights rank up, so as a Squire you should have an more detailed upgrade of your Page outfit

    • The uniform must match the appearance themes and color swatch of their aligned planet; while designs can be inspired by other elements, they should also be predominantly inspired by the appearance themes of the world the Knight's Wonder is located on. The majority of the uniform should match their color swatch but there are also rules on what other colors can be used. Please see the Custom Procedure thread for the full breakdown!
    • The symbols of the Knight's assigned Planet or Celestial body should be easily identifiable and easy to spot; if small symbols are being used, they should be plentiful; if there are larger symbols that are immediately noticeable, there may be fewer. Knights should only have symbols from their affiliated Planet or Celestial Body on their uniform.
    • The weapon must appear on the art somewhere.
    • The uniform should be a natural progression from their Page uniform and can be more detailed. They should not have more than 30% armor at this stage. The uniform cannot be mistaken for any other faction. At this stage, they may have capelets that fall to the waist. They should not have masks that cover the full face.
 
PostPosted: Wed May 18, 2011 12:17 pm
Growth and Stages

About the Knights

    You have finally reached the rank of Knight, the highest rank most will ever be able to reach. At this stage you have the ability to make a significant impact in the war. You are also at your prime to Transcend (if that path suits you).

Powers

    As a Knight your physical and magical abilities improve.

    You have access to the following abilities:

    • Your weapon has evolved into peak usefulness and, if an offensive item, can now be made of metal, stone/crystal, or heavy wood. This weapon will never be able to grow into anything lethal and should have a natural progression from its Squire stage form.
    • Your magic has increased in power and can be channeled for longer. The magic has a max pool determined while stamping, and can be turned on and off as often as the Knight wants until the magic is depleted. You must be holding your weapon to channel your magic. Magic will always reflect the power theme of the planet where the Wonder is located.
    • Your speed has increased to bursts of up to 3x your normal civilian pace, and your natural agility has improved phenomenally, allowing you to respond quicker and with more dexterity. You are slightly more durable to physical attacks now. At this stage, you also gain 2.5x your normal civilian strength. You have a natural durability that makes your body more resilient to physical attacks. Knight uniforms make them naturally more resilient to natural weather conditions as well!
    • You may now travel to your Wonder once every week. You can comfortably bring two guests, but three may be very draining. This will become easier with practice!
    • You may channel your Planetary Aspect for up to ten minutes at this stage.

Uniform

    Full requirements for all stages can be found in the Custom Procedure Thread. Uniforms typically get more detailed as Knights rank up, so as a first rank Page you should typically have the most basic version of your outfit

    • The uniform must match the appearance themes and color swatch of their aligned planet; while designs can be inspired by other elements, they should also be predominantly inspired by the appearance themes of the world the Knight's Wonder is located on. The majority of the uniform should match their color swatch but there are also rules on what other colors can be used. Please see the Custom Procedure thread for the full breakdown!
    • The symbols of the Knight's assigned Planet or Celestial body should be easily identifiable and easy to spot; if small symbols are being used, they should be plentiful; if there are larger symbols that are immediately noticeable, there may be fewer. Knights should only have symbols from their affiliated Planet or Celestial Body on their uniform.
    • The weapon must appear on the art somewhere.
    • The uniform should be a natural progression from their Squire uniform and can be more detailed. The uniform should not have more than 50% armor at this stage. The uniform cannot be mistaken for any other faction. At this stage, they may have capes! They should not have masks that cover the full face.
 


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Wed May 18, 2011 12:28 pm
Growth and Stages

Royal Knights

    Royal Knights are the highest ranked Knights and achieve this rank only by surpassing all expectations. They are among the most loyal and experienced of all protectors of Order and are capable of providing guidance and assistance to any who seek it. Royal Knights do not naturally gain authority among the Knight ranks but can earn it among those that wish to follow them.

Powers

    As a Royal Knight, you have access not only to a new weapon and strengthened magic, but also several new abilities. Royal Knights are equally matched to General Kings and Queens in speed, agility, and raw strength, and are physically stronger than Royal Senshi. Royal Knights have a much stronger energy signature. Other changes include:

    • Your speed has increased to bursts of up to 3.5x your normal civilian pace. You are slightly more durable to physical attacks now. You gain 3x your normal civilian strength at this stage.
    • Your weapon has once again evolved into an incredibly powerful form that can be made of nearly any material. Even at this stage, the weapon cannot be lethal, and should appear to be a natural progression from its Knight stage form. This weapon is usually incredibly detailed and is an enhanced version of your Knight weapon.
    • A second manifestation of magic has been unlocked, meaning that Royal Knights can use their previous Knight magic or their Royal Knight magic. Royal Knight magic has a second channeling pool that typically lasts between forty five seconds and a minute depending on abilities; abilities at this stage are more powerful than a third stage Knight would be permitted. Once they deplete their magic pool, they cannot recast their Royal Knight magic They can cast their normal Knight magic. Because these exist in two different magic pools, a Royal Knight and Knight could reasonably use both attacks in battle, however the Royal Knight magic must be approved before use in RP. This magic is different than the secondary magic pool that can be unlocked by completing the Cosmic Resonance quest. If a Royal Knight has completed the quest, they will be eligible to have three magic manifestations, all with different magic pools, as well as a fourth magic pool for their summon.
    • You have the ability to permanently dust youma. To do so, you must be wielding your weapon and focus intently on it. By focusing intently on your weapon and your Wonder, you can either physically make contact with the youma or channel a burst of energy towards them. When this attack makes contact, it will automatically, permanently, dust the youma. Youma dusted in this method are permanently destroyed and cannot reform in the Rift. This magic can only be used once per day and does not cause additional harm to non-youma characters, however if used on a non-youma character it may feel like a harsh push. Half-youma characters are affected no differently than every other non-youma character.
    • You may now channel your Planetary Aspect for up to fifteen minutes per day.
    • A Royal Knight may switch between their third stage Knight form and their Royal Knight form at will, allowing them to keep a low profile while still patrolling the city and keeping everyone safe. It is best to stay in your Knight form because your Royal Knight form emits a huge energy signature. You cannot use your Royal Knight magic or abilities attack while in your third stage Knight form.
    • You inherit a crystalline sword that you can summon. This sword is ceremonial and shouldn't be used in battle, as it will shatter on impact and need at least a day to reform. Its real purpose is the ability to purify powered characters affected by Chaos. If a Negaverse Agent did not have a Wonder in a past life, a Royal Knight has the ability to find a viable Wonder for them to protect. This means, they can sense a Wonder in need who has permanently lost its Knight. A Royal Knight cannot create a new wonder, but they can assign a purifying Negaverse agent to take over protection of this Wonder. To do so, they will need to include this in the purification PM to the mule. The Royal Knight will use their close connection with the Code to reach out to the Code Piece at the Wonder in need; they can resonate with that Wonder, and the Wonder can accept the offered help and claim the new Knight as its own. This sword cannot appear on official art but aesthetically can reflect the Knight’s Wonder when summoned.
    • You have gained the ability to purify characters corrupted by Chaos. OOCly this always needs plot approval, and Royal Knights cannot purify youma without the assistance of a Brigade or Court. Royal characters can purify without any repercussions approximately once every two weeks (any more than that can result in physical fatigue and other possible side effects that will need approval from The Space Cauldron. They can assist a Brigade or Court in purifying a youma or half-youma only once per month.
    • You may travel to your Wonder as often as you would like, and can take up to five people with you comfortably. You may take up to eight, but any more than five will leave you drained.
    • You have the ability to sense an unawakened knight! You do not possess the ability to awaken the knight, however you are able to sense those who have budding potential or who may soon awaken. This skill only works on civilians who have not yet become powered, so you will not be able to sense awakened characters who are simply unpowered!
    • You gain the ability to grant extra magical protection to any starseed that is preparing for its journey back to the Cauldron, as outlined in the spoiler:
      Upon coming into contact with a starseed that no can no longer return to its body, a Royal Knight can sacrifice a small bit of their energy to provide a blessing of protection for the starseed before it begins its journey back to the Cauldron. This provides a small bubble around the starseed that serves as a magical shield, protecting it from outside threats. They are also granted increased speed to aid them in their journey back to the Cauldron.

      While the starseed is granted increased durability and speed, the extra magic also allows the starseed the strength to speak one last final message. The starseed's owner can manifest as a ghostly apparition to deliver one final departing message to whoever was sending it off. The magic is enough to deliver one final message to the Royal Knight, typically in the form of one final request, a word of thanks, a last goodbye, or some other meaningful message. There is not enough energy to allow for a conversation, but this would allow the Royal Knight to see who the starseed belonged to and give them one last chance for closure.

      If it is an unpowered civilian character, they will manifest as their civilian self; if it is a powered character, they can manifest as either or shift forms before the Royal Knight to reveal their civilian identity if desired. If a disposable character is being used, please make sure to follow disposable rules and avoid using any real names or mentioning any spheres for these characters.

      The final message should not reveal canon or meta information outside of what is ICly known, and the message will typically last for only a few seconds and typically not be more than a sentence or two; if there is need for anything longer, please contact the mule for plot approval!

      This technique and ability is first discovered by Camelot, and our thanks goes to Lith for proposing the ability!

Uniform

    Each outfit is individualized to the Royal in question however Royal Knights must adhere to a few rules. Their new uniforms must retain a similar color scheme from their previous outfits, and should still reflect appropriate appearance themes, planetary swatches, and symbols. The upgraded uniform must look like a logical progression of their previous stage, but at this stage uniforms can be incredibly elaborate. Royal Knights can also be heavily armored, but must still meet the above requirements; they should not have more than 70% armor at this stage.
 
PostPosted: Sun Mar 25, 2012 2:50 pm
Transcended Knights

    Knights that choose to Transcend do not truly reach a new rank or power level, but instead follow an elective path that promises more strength at the cost of more responsibilities. Transcended Knights have a deep connection to their Wonder and have synced with it on a spiritual level. These Knights have made IC efforts to learn more about their world through exploration and development and have, through their communion with their Wonder, ensured its protection.

    A Transcended Knight’s connection to their Wonder manifests in the form of an unwavering loyalty, free from any doubts, dark thoughts, or the sort of negative feelings with which Chaos could otherwise take root. The purity of a Transcended Knight’s connection to their Wonder also offers an extra protection to their starseed: they cannot be forcibly corrupted. These Knights change in appearance, gain an extra magical ability, and take on more responsibilities to continue protecting and serving their Wonder.

    Becoming Transcended does not award one a separate rank and should instead be considered an alternate state of being. Due to the fact that Transcending requires serious dedication to one's Wonder, as well as sufficient time spent there in order to experience the necessary connection, it is unlikely that a first-stage character will Transcend. This does not mean it is completely impossible, just that it would be very difficult and it would require a very extensive plot (and quite a bit of time beyond the normal requirements spent at base level) to gain approval.

    Transcending is not something that can knowingly be pursued ICly. A character cannot learn of it and decide “I'm going to Transcend.” It is not a simple decision, and not something you should pursue OOCly if you have any thoughts of possibly corrupting your character one day. Transcending results from a deep commitment to one's Wonder accomplished only when one has adequately proven their dedication. Essentially, it is the Wonder's decision to grant that protection, not the character's decisions to claim it!

Changes in Appearance

    The connection between a Transcended Knight and their Wonder is shown through minor changes in their physical appearance. Knights may receive the symbol of their Wonder or their Affiliated Planet on their forehead. Transcended Knights also sport ethereal markings upon their skin that seem to glow with power, which differ in design and placement from character to character. There is no way to turn off this glow while powered up.

      They sport ethereal markings on their skin that glow with power. (These are cosmetic and offer no real boost!)

    • This is not exactly like the cracks Ascended Senshi have and differ in design and placement from character to character. For instance, a character may have a few glowing lines on their arms or be covered in many glowing lines all over their body. All characters must show at least some glowing lines in their art, but the extent is up to the player.
    • Minor changes in uniform design may also take place and can be reflected in regular growths at the player's discretion (such an addition of accessories tied to their Wonder or important to rituals or ceremonies of the past). Greater changes must be approved by staff! Remember, if your outfit changes more than 10% it needs approval before it can appear on art!
    • Transcending does not come with an extra piece of art. You can, however, purchase alt powered art if you choose, though any changes to a character's existing uniform to reflect their Transcended state beyond the symbol of their homeworld (for senshi) or wonder/planet (for knights) upon their foreheads or the markings upon their skin must receive staff approval.

Physical Changes

    A Transcended Knight cannot be forcibly corrupted, nor can their starseed be so easily manipulated. If a Negaverse Agent were to stick a hand in a Transcended Knight’s chest with the intention of removing their starseed or filling it with Chaos, that Agent would be repelled by a burst of energy—a moderate shock or burn as a knock-back effect.

    However, due to a Transcended character's uncommonly strong connection to their Wonder and the open flow of energy passing between their Wonder and their starseed, Transcended Knight will find themselves more susceptible to energy draining. Their energy can be collected faster and in larger quantities. However, due to their strong connection with their Wonders and the flow of energy, they can also visit regularly to recover from the loss of energy. Similarly, if injured, Transcended Knights heal much quicker at their Wonder.

    A Transcended Knight’s aura typically feels no different than that of any other Knight of the same rank, however youma are the exception to this rule and are typically more attracted to Transcended Knights. Youma can feel the subtle, but distinct, change in aura and are drawn to Transcended Knights when trying to gather energy specifically because of how much energy they have available.

Power Changes

    Transcended Knights can follow one of two paths. Which path they take depends entirely upon the manner in which they would best make use of the connection between themselves and their Wonder, and the flow of energy it now provides them with.

    Those two paths and the benefits with which it would provide them are as follows:

    Quote:
    Power Boost

    A Transcended Knight following the path to power uses the open source of energy with their Wonder to assist them in battle. Transcended Knights may receive an extra boost to their knight magic. The amount of time that extends is unique to each knight and the magic they possess, however offensive attacks can be expected to receive a shorter time boost than buffer styled attacks. As always, magic that can bind or restrict cannot last for longer than fifteen seconds at a time! Magic extensions will rarely be over 45 seconds, but Knights that choose to go the Power Boosting route will also receive an additional fifteen seconds for their summons! Duration extension will be discussed by case basis when a player sends in a plot request!

    Quote:
    Energy-Giving

    A Transcended Knight may choose to follow a less combative path. Rather than using their energy to boost the magic power they use in battle, these Knights are able to transfer their excess energy to civilian victims and wounded allies. They must maintain physical contact in order to make the transfer, and as it requires intense concentration it would be impossible to accomplish in battle. The transfer would help with mild-to-moderate energy loss but would not offer a sense of full recovery in either case. It would simply decrease recovery time by half.


    Regardless of which path a Transcended Knight follows, they cannot keep their energy pent up when far from their Wonder. On Earth, it is imperative that they release this energy on a regular basis, whether that be in battle for those on the path to power, or by donating that energy for those who follow the path of the energy-givers. Failure to do so could result in physical side-effects and put undue stress on the body. With regular time spent at their Wonder, this can be avoided; otherwise the energy can and will release itself on its own, resulting in an uncontrollable blast of raw energy. Prolonged distance from their Wonder puts a strain on their body, however this energy can regulate when the character spends time on their Wonder.

    Both paths mean the character can deal less physical damage at the expense of boosted magic.

Mental Changes

    Transcended Knights do not always experience extreme changes in mentality, though it is likely that they feel a deep sense of devotion to their Wonder. They feel a stronger sense of comfort on their Wonder and are generally drawn to it when otherwise ill at ease; they are fiercely protective of it, and seek refuge there in times of stress.

    Those who experience prolonged distance from their Wonder may find themselves more susceptible to illness, fatigue, and metal stress, often accompanied by nightmares and a lingering sense of homesickness.

    Transcended characters can experience more significant changes in their mentality to better reflect their personal development, but this will be looked at on a case-by-case basis upon the request of the player!

Additional Changes

    Because a Transcended Knight has such a strong connection to their Wonder, they are able to travel to their Wonder twice as often as non-Transcended Knight. This means a Knight could travel twice in one week, a Squire could travel twice in two weeks (i.e. once a week), and a Page could travel twice in three weeks. Transcended Knights also heal twice as fast on their Wonder as they would otherwise.

    Knight Wonders naturally begin to regenerate after a character has awakened and established contact, but the Wonder also benefits from its connection and the open flow of energy between itself and a Transcended Knight; Wonder regeneration doubles in speed. Though Transcended characters can visit their Wonders twice in the usual time span and may receive new memories with each visit, they will still be unable to remember the entirety of their previous lives.

    A Transcended Knight must continue to take regular visits to their Wonder after Transcending in order to avoid any negative repercussions. Not doing so could result in the mental effects (such illness, fatigue, and mental stress, accompanied by nightmares and a sense of homesickness). Visiting their Wonder also allows for the free flow of energy between themselves and their world, which can come under strain in the event that the energy remains unused on Earth. In the event that circumstances prevent your character from releasing that energy in whatever way is necessitated by the path they follow (using their magic in the case of the Power Boost method, or donating some of their energy in the case of the Energy-Giver method), a Wonder visit would be encouraged so as to reduce the strain that free flowing energy puts on their bodies. Otherwise it could build up and explode out of them uncontrollably.


How to Transcend

    Knights have to undergo a ritual to solidify their connection with their Wonder to Transcend. This ritual will differ from Knight to Knight but must reflect your character's growth and dedication, and/or reflect a ritual from their past.

    Transcending is easiest to do when they have reached their third growth stage, however it can be managed at Squire and even rarely at Page stage. Transcending any character is handled on a case-by-case basis, so even though it is more commonly seen in accomplished Knight who have had time to grow and have had more opportunities to bond with their Wonder, it would still be possible for an extremely well-developed first-level Page to Transcend. Due to the strong connection Royal Knights already experience with their Wonders, they would have an easier time Transcending than others. However, they must still go through the ritual on their Wonder in order to Transcend.

    The Knight must spend meaningful time on their Wonder and undergo some sort of ritual that represents their growth, their past, or their devotion/connection to their Wonder. This does not have to be a long plot, but it should be meaningful.

    If you are interested in Transcendence for your Knight, please fill out the following form and PM it to the shop mule, The Space Cauldron!

    Transcendence Form
    1. What development has your character been going through that would lead them to Transcend?

    2. Which of the two paths do you intend for them to take, and why?

    3.What events are going to lead up to your character Transcending, and how would their ritual be conducted?

    4. What is your character going to do AFTER Transcending? How will this affect further development as well as their role within the faction?

    5. How would you like their Transcendence marks to appear? Are there any other visual changes you want in the uniform? You do not need to get alt art, but you should outline the visible changes for the character so we can confirm they meet guidelines!


    Before submitting for Transcendence, please make sure this is a permanent choice you want for your character! While it may be possible to break Transcendence or corrupt after Transcending, this is not something that should be taken lightly and you should not pursue Transcendence with the intention to break it or corrupt. Transcending is the ultimate display of devotion for a Knight, and they cannot be forcibly corrupted. For a Knight to willingly corrupt, they would need to be prepared to throw away that bond--and be prepared for their Wonder to implode. There is no set method for how this might be ICly accomplished but if a player truly needs to reverse a Transcendence, they should contact the shop mule.
 


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Sun Mar 25, 2012 2:51 pm
Knight Accessories

Signet Rings

      In the distant past, every Knight had a special seal that was decorated with their own personal insignia and infused with a kind of magic that only Knights had access to. Any handwritten message, when marked by this seal, would vanish into space and instantaneously appear before the intended recipient provided the Knight knew their name and face.These seals made it possible for Knights to remain in contact with others regardless of distance apart. These seals were built into customized Signet Rings and were traditionally given to new Pages when they inherited the Wonder. Now, these Signet Rings must be found somewhere on the Knight’s Wonder to be used.

    Signet Ring Appearance

      These magical seals are always built into a Signet Ring, though each Signet Ring is unique to the Wonder. The design is up to the player, but the unique insignia on the seal often reflects the Wonder and the Planet the Wonder is located on. These Rings were typically made out of metal, but some may have been made out of crystal or wood. They were designed to withstand the test of time and are meant to be durable. Players who wish to design their own Signet Ring and showcase it can find templates in this thread!

      Signet Rings do not disappear when a Knight powers down, but when powered down the Ring gets a unique glamour of its own. The unique insignia will disappear from the Ring while powered down. If anyone were to see the civilian wearing the ring, it would appear like a normal ring with no special abilities.

    Locating a Signet Ring

      Knights do not immediately have their Ring when they awaken; they must locate this at some point in time and power up. The Signet Ring is almost always located somewhere on their Wonder. This may be roleplayed, written as a solo, or handwaved. In very rare instances, Descended Knights may find their Signet Ring amongst their family heirlooms, but it is encouraged that all Knights travel to their Wonder for the experience. The Signet Ring can be found as early as a Page’s first trip to their Wonder and it can be located anywhere on their Wonder.

        Moon Knights, Cybele Knights

        Moon Knights and Cybele Knights are the exception to this; because these Wonders are newly created and did not have Knights in the past, they have a slightly different method of acquisition to acquire these artifacts.

        To receiving the Signet Ring or Summon, they will first need to find a safe place to house their personal piece of the Code given to them when they are first awakened or purified into a Moon Knight or Cybele Knight; while this can be handwaved, this will always happen shortly after the Knight’s awakening and introduction to the Cornerstone Code Piece on the Moon. Like other Code Pieces on Knight Wonders, once this small piece is placed into a safe place on the Wonder, it will sync with the natural magic and energy of the Wonder. It will lose its ability to speak; the new Knight cannot place their Code Piece anywhere but within their assigned Wonder and they cannot take it off of their assigned Wonder.

        At a subsequent visit, the Knight can begin unlocking things (appropriate to their level). Only one thing can be unlocked per visit; a Knight cannot earn their Signet Ring and Summon in the same visit.

        To earn a Signet Ring, the Knight can visit their Personal Code Piece and will notice that it is glowing and seems to have something inside. If they reach into the glowing orb, their Signet Ring will manifest for them to claim. This Signet Ring is forged by the new power recently added to the area.

    Using a Signet Ring

      Once the Signet Ring has been located, the Knight will immediately understand how to use it, either through intuition or through a past life memory. Past life memories can only occur at their Wonder, so if they are remembering anything it must be there.

      The seal on the Signet Ring can only be used while powered up as, when powered down, it appears as just a normal ring. This seal can be used as an ink stamp, a wax seal, or can even simply be pressed into a surface hard enough to leave an indent. In the past, some Knights were even known to superheat their rings and burn the insignia on, though this has never been a common practice.

      As long as the seal is capable of being imprinted on any written message, the message will magically send to the intended recipient. The recipient’s name must be spelled correctly for them to receive the message. A Knight cannot send any parcels or objects, but they can send any paper object with a message written on it, including but not limited to cards, letters, or scrolls. The messages will transmit instantly once the seal is added. These messages can be sent to any powered character regardless of affiliation or faction.

      Signet Rings were designed to send messages rapidly, across long distances; very little time is spent between submission and transmission and messages usually arrive within seconds. Messages sent from pocket dimensions may take longer to arrive, or not send until the Knight is out of the pocket dimension; for example, a Knight in Mirrorspace might not be able to send or receive messages until they are out of Mirrorspace. Any message sent to someone in some sort of pocket dimension (such as Negaspace or Mirrorspace) will not arrive until after that person has exited the pocket dimension.

      Signet Rings may still be worn, but disguised, while the Knight is powered down. All recipients will sense that they have received a message but will need to power up to receive it.

      The first time a Knight locates their Signet Ring, they will automatically receive a message including a blueprint to upgrade it; this is an automatic message that will remain summonable until the Ring is upgraded. Please see Upgrading a Signet Ring, below, for more details!

      The Signet Ring is also required for Knights to channel their Planetary Aspect, a magical blessing bestowed from the world they serve. Each Aspect is different based on what world the Wonder is located on, and duration increased as the Knight ranks up.

      The Signet Ring can only be used by the Knight who owns it; even if the Knight gives permission to another to wear it, it will not provide them any magical abilities.

    Upgrading a Signet Ring

      While all Knights have access to their traditional Signet Ring as previously owned by the last Knight of the Wonder, some upgrades are available thanks to the efforts of hardworking, tech savvy allies. The blueprints to updating the Knight Rings are available immediately upon acquiring, and can be drawn up or dismissed easily.

      There are presently two updates for Signet Rings; the first modification must be done by a Mauvian and allows the Signet Ring to send messages directly to Senshi phones and, more importantly, allows texts sent to Knights from Senshi Phones to manifest as a physical message, as if the Knight had been sent a message from another Signet Ring.

      The second modification must be done by a Mauvian and allows signet rings to be used to transfer messages either verbally or through holograms; images or videos can be recorded through the Signet Ring, and Signet Rings can project a hologram-like display to view images or videos sent from others. This update also allows Knights to access the Senshi Database and read and edit articles. It takes the form of a holographic book that allows the user to search the index and edit articles.

      Because these upgrades are not automatically given, they must be ICly quested for. Information on the quests to upgrade Signet Rings, along with other Knight Quests, can be found here!

Subspace

    Subspace is a little pocket dimension that Knights can utilize for storing items. Subspace functions essentially as a miniature storage unit and is roughly the size of a backpack. Knights can access this immediately upon awakening and will have an innate understanding of how to reach it, put something in, and pull something out. All sorts of items can be stored here, such as first aid kits or snacks. Any perishable food will deteriorate at the same rate it would on Earth; things will continue to age while in subspace, and living creatures cannot be sent to subspace. Subspace cannot hold any additional weapons, and is only accessible by the Knight it belongs to. To summon an item from subspace, the Knight simply needs to focus on the item and it will be drawn into their hand. Similarly, to send something to subspace, the Knight needs only to imagine and focus on mentally tucking it away there.
 
PostPosted: Sun Mar 25, 2012 2:52 pm
Knight Abilities (Planetary Aspects and Summons)

Planetary Aspects

      Once a Knight locates their Signet Ring, they are able to unlock a Planetary Aspect to aid them in battle. An Aspect is a manifestation of raw cosmic power that flows through the body of a Knight, enhancing their performance in one way or another. Aspects differ from world to world, but Knights of the same planet always receive the same Aspect.

      Knights will instinctively know how to channel their Aspect when they need it; they can either know this through intuition, from a past life memory on their Wonder (if they are Reincarnated) or from their Ghostly Ancestor at their Wonder (if they are Descended). To channel magic, the Knight needs to touch their Signet Ring and focus briefly on the call of their Planetary Allegiance. Aspects can be summoned in battle, and can be used when a Knight is channeling from other magic pools as well. However, an Aspect's abilities will drain twice as fast if used at the same time as other magic is channeled. This includes magic from their base magic pool, their Summon's magic pool, or their secondary magic pool (if the Knight has completed the Cosmic Resonance quest to unlock it). If a character is channeling a Summon and magic from another magic pool, the Aspect will still only drain twice as fast; it does not compound when using both. Aspects can be turned on and off at will, and depending on Knight Rank, they can channel for different durations. Pages can channel for five minutes, Squires for seven, Knights for ten, and Royal Knights for fifteen. Once the channeling time runs out, they will need a day to replenish the energy and use their Aspect again.

      Aspects can only affect the Knight, as they are tied to the Signet Ring; the Signet Ring will only activate while its assigned Knight is wearing it.

      Knight Aspects for each World are as follows:

      • ASPECT OF MERCURY: A Mercury Knight's form becomes staticy / glitchy in appearance, as if they were products of the advanced technology that is their planet's pride and joy. This enables them to blend in with their surroundings slightly: opponents have trouble seeing them if they are standing still, and their movements can be difficult to read in close combat.

      • ASPECT OF VENUS: Venus Knights are quite literally radiant with beauty that even a god would envy, and theirs is practically unmarred. They heal extremely quickly from minor cuts, scrapes and bruises, making it difficult to wear them down with hits that only go skin-deep.

      • ASPECT OF EARTH: As upholders of virtue, Earth Knights have a saintly presence and seem to be always followed by sunlight, even at night. They have increased sensitivity to movements around them, and can always tell when someone is trying to sneak up on them -- which means there is no advantage to fighting them any way but honorably.

      • ASPECT OF MARS: The raging fires of an active battlefield seem to always be illuminating Knights of Mars. They are so filled with the spirit of war that taking damage invigorates them with a short surge of energy instead of slowing them down. While losing blood and breaking bones are still a danger to them, these Knights have been able to turn such things into motivation to keep fighting instead of reasons to stop.

      • ASPECT OF JUPITER: Jupiter Knights have the presence of a titan, trading subtlety for a capacity to overwhelm. While their booming voices and rumbling footsteps make it easy to tell when one is nearby, the miniature thunderclaps that follow every hit they land can be distracting and disorienting when they get up close and personal.

      • ASPECT OF SATURN: As servants of the planet of death, the ghost-like demeanor of Saturn Knights is incredibly fitting. They always appear somewhat cast in shadow and their movements are completely silent, making them masters of stealth.

      • ASPECT OF URANUS: The clothes and hair of Uranus Knights are always being teased by a persistent, swirling breeze. When they move that wind is always at their backs, giving a boost to their running speed and jumping distance. Other Knights of the same rank would have a lot of trouble trying to outrun those of Uranus.

      • ASPECT OF NEPTUNE: Light dances and ripples off of Neptune Knights as if they were submerged in ocean water. They can handle combat with the elegance of a sea creature in its natural element, able to rebound from knock backs and falls with ease and grace.

      • ASPECT OF PLUTO: Pluto Knights flicker in and out of the normal passage of time, making them appear to have a lower frame rate than their counterparts -- while they do not move faster or slower, there are missing split-second portions of their movements that makes it difficult to anticipate or react to them.

      • ASPECT OF THE COSMOS: The silvery sheen of starlight covers the Knights of the Cosmos, and their touch is just as heavenly. It's warm and pleasant to most, but acidic and painful to corrupted beings. For the followers of Chaos, physical contact with one of these Knights feels like a mild chemical burn: although it does nothing in the way of actual damage, it's hard to tolerate it and the effects can last for a few seconds after contact.

      • ASPECT OF CHRONOS: The Chronos Knights are the protectors of the Lady of the Seasons, and are adaptable to change. A different aura surrounds them with the change of each season; Spring brings a green petal glow, a warm golden glow when Summer comes, an amber leafy glow with Autumn's arrival, and a hazy white snowy glow during Winter. For as long as the Aspect of Seasons is active, Knights have a boosted ability to parry physical attacks.

      • ASPECT OF IDA: While channeling Aspect of Ida, the knight is quicker to recover, stopping bleeding, healing very minor injuries, or refreshing their energy if unharmed.

      • ASPECT OF LYSITHEA: When activated, a small, ethereal horn appears on the Knight’s forehead. With the aspect activated, the Knights have the protection of the Unicorn, giving a small shield that protects against impure enemies who have been tainted by chaos or have impure intentions. Blows will graze instead of hit, and magic may be weaker if it hits.

      • ASPECT OF POLARIS: Knights of Polaris are surrounded in the soft colored hues of an aurora borealis. Beyond simply illuminating the knights the magnetic field of the aurora can curve the trajectory of physical attacks, making it sometimes hard for hits to land as hard or precisely as planned. On very rare occasions an attack might even miss completely.

      • OTHER OCs: Just as with Knight themes and uniform colors, Aspects for OC royal senshi worlds need to be discussed and approved by staff. If you have a Royal Senshi who has unlocked Knights and you want to give them an Aspect, this will need to be approved by The Space Cauldron

Summons

      A summons is essentially a Knight’s Familiar and serves as a spiritual aid that can be summoned to join them in battle. While they share a similar function to a Negaverse’s youma, Summons are vastly different creatures, with different abilities and purposes. Summons are never smarter than an intelligent canine and can obey commands and perform basic tasks.

    The Artifact

      In present day, Summons will be housed in an ancient artifact that can be accessed by its bonded Knight. These artifacts are timeless and were capable of existing a thousand years ago. These items should always be small enough to be easily carried, and even hidden, on the Knight’s uniform. Common artifacts to house Summons are pendants, rings, brooches, belt buckles, small carvings, watches, or any other accessory that could be reasonably worn.

      The Knight must consciously draw their Summons from the Artifact and can only do so when they are powered up. As soon as they power down, their Summons and the Artifact will disappear along with their powered uniform.

    Summons’ Appearances

      Summons will always have something ethereal or spiritual about them; they typically appear somewhat ghostly but when summoned, and cannot be physically interacted with unless the Knight is channeling their Summons-specific magic. When this magic is activated, Summons are solid and capable of being interacted with. A Knight can choose to manifest their Summons just to have them keep it company, but while they are in their ghostly form, they cannot be physically touched, and cannot pass through walls or people.

      Summons can be no larger than an average horse in weight or size, but they can come in any shape or form. They can be based off of mythological creatures or regular animals, but they are always organic in appearance. They can be a mixture of creatures, and can be any color the player desires. The shape of the summons should have some significance to the Knight or Wonder, but this is not required. Because Summons are magical, ethereal creatures, they are not restricted to typical limitations for the species they are based on; for example, a dolphin or a fish could still be a Summons despite being out of water. The creatures they are based on are aquatic creatures and would not have much mobility on land, however as Summons they could instead float in the air

      Some Summons may function as physical aid, and some may function as magical aid; regardless of whatever abilities the Summons has, they will only be able to physically exist for a limited period of time and access those abilities. When their magic is not actively being channeled, they are simply ghostly companions.

      Summons whose magic is being actively channeled and who are in their physical form can be destroyed, although this is only temporary. Summons do not bleed but if they sustain too much damage they will explode in a burst of light and disappear. They will need time to recover and will not be able to be summoned again until their physical form has restored. During this time, they are either sealed inside the Artifact or, their ghostly form is lurking at the Wonder as they recuperate. There is no way to permanently destroy a Summons unless the artifact is irreparable damaged, but this is highly ill-advised as there is no way to make a new Summons.

    Earning a Summons

      Summons can only be acquired once a Knight reaches third stage; from that point in time, they must complete a Quest to unlock them. Summons can only be used once the quest is completed, and players will need to PM the shop mule, The Space Cauldron to get their magical abilities approved.

      While more information can be found in the Knight Quest thread, to earn a Summons the Knight will need to be on their Wonder. They may feel the pull of something magical, luring them towards the item that houses their Summons. They simply need to locate this item to unlock their Summons; as soon as they touch it, the creature may manifest and follow them around. Through Past Life Memory, Guidance from the Ancestor, or Intuition, they will understand how to channel their Summons’ magic. The plot can be more or less detailed depending on player desire, and may even be a trinket (other than their Signet Ring) that they have already uncovered but need to complete a ritual to unlock. This is up to the player, however the plot and abilities for the Summons should always be sent to The Space Cauldron for approval prior to play.

        Moon Knights

        Moon Knights are the exception to this; because these characters did not have powered lives before now to inherit these artifacts, they have a slightly different method of acquisition.

        To receiving the Signet Ring or Summon, they will first need to find a safe place to house their personal piece of the Code given to them when they are first awakened or purified into a Moon Knight; while this can be handwaved, this will always happen shortly after the Moon Knight’s awakening and introduction to the Cornerstone Code Piece on the Moon. Like other Code Pieces on Knight Wonders, once this small piece is placed into a safe place on the Wonder, it will sync with the natural magic and energy of the Wonder. It will lose its ability to speak; the new Moon Knight cannot place their Code Piece anywhere but within their assigned Wonder and they cannot take it off of their assigned Wonder.

        At a subsequent visit, the Knight can begin unlocking things (appropriate to their level). Only one thing can be unlocked per visit; a Knight cannot earn their Signet Ring and Summon in the same visit.

        To earn a Summon, the Moon Knight will find an old artifact with latent magic somewhere on their Wonder. They will not be able to tell what the magic is, only that the artifact is important and has something special about it. If they take this artifact to the Personal Code Piece and place the item inside of it, it will magically supercharge and create a new Summon. This Summon will embody the spirit of the Wonder, manifested through the artifact that has been preserved there for so long and brought to life with the new energy flowing through the Wonder.

    Summons’ Magic

      Many things are factored into the Summons’ potential magic upon approval, including size, form, and magical abilities. Some Summons exist specifically for physical aid; a Summons who is large enough to carry someone away may physically manifest to be able to carry the Knight (and maybe a guest) away with a speed boost. Summons with actual magic should have powers that fit the theme of the Knight’s planet; this magic can be defensive or offensive.

      Summons’ magic is taken into consideration along with the Knight’s Weapon and Magic; when submitting a Summons for approval, players will need to fill out the form in the Quest thread so staff can ensure they are not overpowered.

      For the Summon to manifest physically, the Knight must tap into their Summon-specific Magic Pool. This magic pool is separate from their natural magic pool, or any secondary magic pool they have unlocked by completing the Cosmic Resonance quest. A summon’s magic pool lasts for 45 seconds and channeling can be turned on and off at will. Knights can channel their Summon in tandem with either their primary or secondary magic; because the Summon utilizes its own Magic Pool, it will not deplete any differently if the character is also channeling either their primary or secondary magic as well.

    Summons and Wonders

      When Summons are not actively being called to assist the Knight, either in their ethereal form or their functioning form, they exist at the Knight’s Wonder. The Artifact they are housed in channels their energy and gives them the ability to remain by the Knight’s side when not at the Wonder.

      Summons can exist in their physical form without draining any energy while at the Wonder; channeling their magic will still drain the Knight’s magic pool, but they do have a physical impact on the environment.

      Summons are spiritual creatures who do not need to eat; they have no biological functions, but may choose to eat things or try to help with repairs. They cannot repair the Wonder on their own and are only tools to help the Knights do so, and to better serve and protect the Wonder.

      A Summons that has been temporarily destroyed in battle will either recover in the Artifact it is channeled from, or it will appear as an intangible, ghostly form on the Wonder until it is strong enough to regain its physical form there.
 


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Sun Mar 25, 2012 2:53 pm
FAQ

  • What are Auras/Energy Signatures? How do they work?

      All magically powered characters give off energy signatures/auras that can be sensed by other powered characters. Powered characters can sense these energy signatures on a sort of magical mental radar, where they can tell how many powered characters are nearby. It is possible to read someone’s rank and faction through their energy signature. For the most part, it is difficult to identify who an energy signature belongs to unless you have a very strong bond with the person, at which point you will be able to identify their specific aura. However, this takes time to develop and does not happen easily. A first stage character gives off a smaller energy signature than a third stage character and will be more difficult to locate on a radar; the stronger you get, the more powerful your aura. An inexperienced character may feel an energy signature like a haze in the distance that grows stronger as they approach, but an experienced character may be able to pinpoint directly where a signature is and head in that direction. While there is no specific range a character can sense an aura from (because this can improve as a character gains familiarity and experience with energy signatures, and can improve naturally the longer they’ve been powered), it would be reasonable to expect that an inexperienced first stage character might be able to sense up to five blocks away, a second stage character up to seven, and a third stage character up to ten.

      The more energy signatures there are in an area, the harder it is to accurately read them; energy signatures of the same faction (or of Chaos and Order in general) may blend together, making it difficult to tell how many people and of what specific rank they are. Some character types have unique traits or features regarding their aura, but more detail can be found in their individual information threads. For example, Mauvians and Ascended Senshi have unique traits regarding their energy signatures, Vanguardians do not have an energy signature, and some civilians can sense energy signatures through enhancements or other magical boosts.

  • What does it look like when a Knight Powers up?

      Knights must summon their Weapons to power up, however they can do this in any pose they like. Depending on the player, and character, powering up may be more or less flamboyant. It would not be unnatural for white light and sparkles to surround a character as they powered up or for their clothes to simply melt away into their uniform without any fanciness. Some Knights may notice magical elements related to their Planetary Alignment flutter around them while they power up, but this is entirely up to the character. This is entirely illusion and does not affect the environment around them.

  • What happens if a Knight’s weapon is broken?

      If a Knight’s weapon is broken in battle, typically they can simply dismiss it and resummon it. It is ill advised to attempt to do this mid battle due to the complications that can arise and the power that needs to reform it. Typically, when the Knight powers up again it will be restored. A player could choose to pursue a plot where the weapon is ‘permanently’ damaged and the Knight must pursue a plot to restore it, but generally the item will just repair itself between being dismissed and resummoned.

  • Do all Knights have a past life?

      Yes, although they may not all have been powered at the time. Knights can be Reincarnated or Descended; if they were Reincarnated, they have been reborn and have the same starseed as they did during the Silver Millennium. If they are Descended, they were not the past life Knight of the Wonder, who is still at the Wonder and is a ghost who has not yet moved on. In this instance, these characters were only civilians in their past life. A Knight may remain unaware of their past life and may not ever discover or acknowledge it, but all characters had a previous incarnation that lived a thousand years ago.

  • If Knights are Descended, how can a younger sibling inherit a Wonder before an Older sibling?

      There is a lot of wiggle room and player choice here, but the easiest explanation is that the Wonder responded to the sibling who was most prepared and ready to accept the mantle of the Wonder. They may have bypassed the oldest sibling to claim it for a variety of reasons, considering corruption, instability, or mental preparedness. Additionally, as Knight bloodlines melded together over the years, many families carry multiple bloodlines. Because of this, the Wonder most in need of aid may awaken in the most eligible Knight; if a Knight shares the bloodline of multiple Knights, they will awaken to the Wonder that fell first.

  • Can a family of Knights include both Descended and Reincarnated Knights?

      Yes, a family can include both Descended and Reincarnated Knights. If a Knight is the Reincarnated Knight of a Wonder, but also the Descended Knight of another, they will awaken as the Reincarnated Knight because they have the same starseed as the previous Knight. The next eligible member of the family would awaken as the Descended Knight whose bloodline they also share.

  • If a character is nonspeaking, are they prevented from powering up or using magic? Does powering up grant them the ability to speak?

      If a character is nonspeaking, they can power up and use magic the same as anyone else. The power to use the magic is in the will of the words rather than the spoken word itself. Even speaking characters can will the same magic just by thinking the name of the attack without any notable difference in strength. Powering up will not magically grant a voice to a character who does not have one; if a character cannot speak in civilian form, they will not suddenly find themselves with the ability while powered. They may utilize their preferred method of communication, be it any form of sign language, or a glamoured version of any aided augmentative and alternative communication device they may use.

  • Can Season affect the strength of a Knight’s magic?

      Possibly! While any element based attack is magical in nature it does not guarantee that the seasons would affect potency, however depending on player choice they may decide in one on one roleplays that the magic is more or less powerful. However, you should not assume this is also true in any event without first asking!

  • Can a Knight eat a starseed?

      A Knight can eat a starseed, but it has more extreme effects on them that Negaverse agents do not suffer through. It restores next to no energy, and instead leaves the Knight with hallucinations, sickness/nausea, pain, and extreme guilt. There are no addictive properties to order characters eating starseed, and it would be nearly unbearable to consume more than two, as it results in very heavy mental anguish. Overall, eating a starseed is not a good idea for any non-Negaverse character.

  • Can a Signet Ring be taken apart and put back together?

      While a Mauvian or other tech savvy character may be able to, this typically should be done only for repairs. Chaos characters will find it impossible to tamper with Rings or research them in any way. There is no way to ‘crack into’ the Signet Ring or any upgraded systems to see how it works or to hack into the database or network.

  • Can someone other than a Knight use a Signet Ring?

      No; only the Knight who represents the Wonder the Ring is granted to can use the Signet Ring. If any other tries to wear the ring, it will simply appear like a normal ring and will have no special features.

  • Can a Knight use their Signet Ring to send a message to a Corrupted Knight? Can a Signet Ring still send messages if the Knight corrupts?

      The Signet Ring can only send messages to the person they were addressed to; if a Knight Corrupts into the Negaverse, they take a new name and identity. If they were to purify back into a Knight, the message would show up, but otherwise the message will be in a permanent, unreachable stasis.

      If a Knight corrupts into the Negaverse, their Signet Ring will be useless; the Signet Ring only responds to the Knight of the Wonder, and once they corrupt they will no longer be accepted or considered the Knight of that Wonder.

  • Who can a Knight take with them to their Wonder ?

      Just about anyone! A Knight can only bring as many people as permitted per their rank (unless they have approval for the sake of a plot), though it doesn’t really matter what faction they are from. Civilians, Agents, and youma could all be comfortably taken to a Homeworld. A Wonder will eject anyone the Knight deems an enemy, so as long as the Knight considers whoever they have brought with them to be guests, they are welcome on the Wonder. A Knight may sometimes choose to bring animals with them, such as service animals. These creatures cannot survive on their own in the world and will be returned to Earth when the Knight returns; small mammals, such as rabbits, may not count as an extra passenger but anything that could equal the weight of at least a chibi Senshi counts as a passenger. Mauvians, whatever form they are in, will count as a passenger. Chaos characters and civilians may be taken to the Moon, but the Moon is very sensitive to the presence of Chaos and will be very in tune to the happenings on Wonders there. The Moon may evict characters who are acting suspicious or causing trouble. The Moon will not allow anyone with dubious or dangerous intentions to explore, research, steal, or generally be hostile to stay, regardless of the host's intentions. They cannot leave the Wonder and are not permitted on any other part of the Moon. If you have any in-depth plots with a Chaos character or civilian on the Moon (or to PC Homeworlds that do not typically allow Chaos characters) please PM the mule to discuss if plots are possible.

  • Is it possible to bring items to a Knight’s Wonder? Do they remain even after a Knight leaves?

      It is possible to bring items to space, but only as much as can physically be carried. A Knight of higher rank may be able to carry larger, or heavier items with them, as if they were additional passengers. There is no limit to what can be brought aside from size; Knights cannot bring large things, like cars, but if you have questions about if something would be possible to bring with them, please PM the shop mule, The Space Cauldron, and we will work with you! All food should be non-perishable or it will risk expiring. Anything left on a Wonder will remain there, though depending on the conditions of the world they may need to be protected or stored somewhere safely or else they will be exposed to the elements.

  • How long can a Knight stay on their Wonder?

      They can survive on their homeworld for as long as they have the means and supplies to do so. A Knight could stockpile resources for a while and could reasonably stay on their Wonder for quite a time. Regardless of what stage you are, the limit is your own ability to survive based on what you have around you. Wonders may be covered in plants, but they are neither capable of growing edible Earth plants nor should they have edible plants. Worlds may have clean sources of water, but there will be no food source sans what the Knights brings.

  • Can a Knight power down on their Wonder ?

      Yes; your Wonder will still recognize you as its Knight and protector and allow you to remain. While you are there, you will feel fairly rejuvenated and as though you have more energy, even when powered down, though you will not receive any past life memories unless you are powered up. You will still need to power up to access your Knight abilities and to teleport back home when you are ready to return.

  • What happens if a Knight tries to travel to their Wonder more often than their recharge period would allow?

      Initially, they simply would not teleport, however if they attempt to beyond that they will pass out from trying. They will not be able to make it off of Destiny City, and their recharge period will be reset while they recover.

  • If a Knight willfully neglects their Wonder , will their progress to restore their Wonder be undone?

      If a Knight is willfully neglecting their Wonder it may deteriorate if the player wishes but this is not something that will happen against a player’s will.

  • How do plants grow on Wonders without small animals or pollinators?

      Magic! Magic is hugely responsible for the state of the Wonders right now and whereas some Wonders are devoid of even plant life before their Knight awakens, some are just covered by plant life even without animals or insects to continue the natural process. In the absence of living creatures, it can be assumed that magic is involved to maintain environmental stability, or instability, depending on the homeworld/wonder.

  • If a Knight perishes, what happens to their Wonder?

      This would require extensive plotting from the player and plot approval from the mule, however if an existing Knight dies and the Wonder is vulnerable, it is possible for the mantle to be passed to the next eligible member of the family. Because of the unique way Knights work, another character of their bloodline can be assigned to take on the mantle of Knighthood. The previous Knight’s starseed will go to the Cauldron and be reborn or their spirit may stay at the Wonder as the ghostly guide, however there can only be one ghostly ancestor at the Wonder at any point in time. If this is a plot you are interested in pursuing, it is recommended that you contact the shop mule, The Space Cauldron, with questions. This situation will be unique to every Knight and we can work with players who want to pursue this.

  • Player owned Royal Senshi who have Knights on their Homeworld have the ability to sense when a Knight affiliated with their world is in danger, and vise versa? How does this work? Is it possible for a Knight to be in danger without notifying the Senshi Royal?

      This is an entirely optional ability that can come into play if and only if both parties want to pursue the plot. If a Knight is in mortal danger or near death, their soul can 'call' for the Royal Senshi. Their starseed would send out a little burst to the Royal Senshi, who would receive a vague idea of the Knight's location, and vise-versa if the Royal Senshi is in danger and wants to involve Knights in their plot. There are many ways to ICly explain why the starseeds would not resonate to each other, such as distance, unfamiliarity, or magical interference.

  • What is Cosmic Resonance?

      Cosmic Resonance is a Knight specific quest that allows Knights to unlock an alternate form for their weapon and a new magic with an additional magic pool. Only third stage Knights who have met the requirements listed there are eligible to unlock these features. By completing the quest, Knights can unlock a secondary form their weapon as well as a secondary magic pool. Knights can only ever have one weapon at a time, so this ability only allows them to shift their weapon between up to two approved forms. The secondary Knight magic is a separate pool of magic and can either be written as a traditional Knight magic pool or it can allow the Knight to temporarily transform their weapon into a lethal weapon.

  • What is a "Cavalier" and how do they relate to Knights?

      Cavaliers are a retired faction that originally shared a similar function as Knights. Because they are retired, they cannot be quested for. While Cavaliers have similarities to Knights, they do not follow the same rules.

  • What is a "Templar" and how do they relate to Knights?

      The term "Templar" is a retired term that previously described fourth stage Knights; this term is no longer used to describe them and the term 'Royal Knight' should be used instead!
 
PostPosted: Sun Mar 25, 2012 2:53 pm
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The Space Cauldron

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The Space Cauldron

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PostPosted: Fri Apr 25, 2014 6:56 am
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