THE LUMINARY
Leader. Coming from a long bloodline of past luminaries, the current luminary can be of either male or female identification, but must pass a series of trials not unlike the same that the sentinels and lost ones face to prove themselves to the group. Seen as royalty. Males are titled 'Lord' and females 'Lady'.
THE SENTINELS
Deputies. The trusted advisors of the luminary, they can come from any of the main life paths (tracking, guardianship, undertaking, keeping) but must have two things in common: Unrivaled loyalty and a will to serve for the greater good. Before the luminary's death or resignation, they will pick one sentinel to take their place.
THE LOST ONES
Healers. Considered gifted for unconventional reasons, there are always three lost ones – one for each of the council members (luminary and sentinels). They are seen not as advisors but as guardians: physically, mentally, and spiritually. Each lost one makes it their mission to heal or assist their respective lord/lady.
THE ASCENDANTS
Nobles. Powerful and trusted with a great deal of responsibility, the ascendants are a group of four who oversee the successes, failures, victories and betrayals of their respective sanction. They work directly beneath the sentinels and are the first looked at to fill an empty slot in the council. They are seeen as role models and act accordingly.
THE TRACKERS
Hunters. Those able to detect the weaker of themselves seemingly without much struggle, they are the ones that the Order depends on the most, for they provide sustinence regularly. Often outside of camp more than within it, they are often split off into hunting parties for their duties; it is common for trackers to mate within their parties.
THE GUARDIANS
Shields. Often seen as the counterpart or soul match to undertakers, guardians are able to use their strength to defend their people and their land. They regularly accompany hunting parties on their outings and undertakers on their missions in order to ensure their safety. It's not unheard of for them to form relationships with their wards.
THE UNDERTAKERS
Assassins. Born out of legend to be the first able to follow all six of their senses to bring down judgment upon those the luminary has deemed necessary, they are the deadliest of the Order, but also the ones most limited by the rule of the luminary. To be promoted to undertaker is an honor, but one that can lead to an early grave.
THE KEEPERS
Attendants. Seen as deeply devoted to the bloodlines, they serve as midwives (whether male or female) and caregivers for both origins and fledglings alike. Their task is to grow close to the origin in their care so they can serve them to the best of their ability; the fledglings they care for often consider them family, if not a parent.
THE FLEDGLINGS
Trainees. Upon the sixth moon of a newborn's life, they face their first set of trials. Should they succeed, they are promoted to fledgling and their training intensifies. At this point, their life path has cemented and they now strive to prove they are at their best to serve the Order. Both fledglings and newborns are trained by the ascendants.
THE ORIGINS
Mothers. Fiercely respected soldiers who have given their time to provide for their bloodlines, origins have one task and one only: to see that they offer the Order strong and healthy newborns. Upon the birth and coming of age for their newborns, they are returned to their life path. There are no permanent origins.
THE NEWBORNS
Kits. The future of the bloodlines, newborns are incredibly important to the survival of the Order, thus they are kept under careful watch. This does not mean that they aren't prepared for their future paths, however. At the age of 3 moons, newborns are given their life paths and begin their training. There is no assurance they will survive it.
THE ANCIENTS
Elders. The most respected of the Order, they are the ones who have served tirelessly and have earned their station, offering their council to the sentinels and ascendants as often as they are approached for it. To approach an ancient without first being beckoned is seen as a great offense that can be punished depending on the severity.
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Lives: 3 of 3
Desire: Do not ask
Mother: Unknown
Father: Corvus
Siblings: Deceased
Bloodline: Corvinus
Offspring:
None
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