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The Sentinel Source

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Guide To Being A Sentinel Novice

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Contents

Page 3.......Definition of the Sentinels
Page 4.......Novice Aide Guide Part I-Induction and Teaching
Page 5.......Novice Aide Guide Part II-Induction and Teaching
Page 6.......Sentinel Novicehood
Page 7.......Sentinel Rules and Regulations
Page 8.......Harvesting
Page 9.......Punishments for Overharvesting
Page 10.......Forest Fires
Page 11....Sentinel Patron
Page 12....Credits
Page 13....Guild Leadership Structure

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The Sentinel's Pride
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The Sentinel guild is not only a guild, it is a pride. This pride is what helps us grow strong together, and learn about one another, as well as help each other survive. The Pride is led by Head Lioness Arafel Forestwalker. When our leader is not around, the Pride is headed by Aishara or Shyann. In a Pride, the females dominate over males, because when males come of age, they tend to stray from the pride, leaving the females to hunt, and take care of the young.

Despite the upbringing of this guild, everyone is treated equally, no matter race, age, sex, or personality. That is one thing every young cub must remember. We do not discriminate against our own, the pride comes first in our lives.

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Novice Aide Guide Part I-Induction and Teaching
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(1) After the prospective Sentinel has been inducted by Certimene title them Kitten/Tomcat (name) of the Pride.
(2) Ask the new cub to read HELP SENTINELS, HELP GUILDNOVICES SENTINELS, HELP METAMORPHOSIS, HELP WOODLORE and HELP CONCOCTIONS.
(3) Take the cub to Vixen. Ask them to read page 6 and 7 of the journal located in the trees. Once they have read this, ask them a few questions concerning the probation requirements and rules, to make certain they fully understand. Tell them it is a good idea to copy relevant details from this into their own journal so that they have easy access to it at all times.
(4) Message them the directions to Vixen so they may have it available to them at all times - Vixen can be found in the village of Eleusis, home of the Sentinels. From the Entrance to Minia (Vellis/Ivy covered archway): s, se, 2e, 2se, ne, e, ne, n, se, 3e, 2se, 3e, swim sw, swim s, s, se, e, se, s, sw, s, u, e, ne, se, 6e, d, nw, ne, e, n.
(5) Tell the cub to learn Metamorphosis to Hyena, Fitness to Novice and Woodlore to Barkskin.
(6) Make sure the cub eats myrrh and understands why they need to do this, direct them to read HELP LEARNING.
(7) Tell the cub how to learn from another player or from Vixen- LEARN (number of lessons) (skill) FROM (teacher).
(8) Tell them they may check their skill by using the command AB METAMORPHOSIS or AB WOODLORE, etc.
(9) Tell the cub after they have learned all their lessons and have met the requirements, they can request an interview once they have reached level 21.

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Novice Aide Guide Part II-Interview and Promotion
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(1) When a cub has reached level 21 they will request an interview. Before you conduct an interview however, a walking test must be completed first by the cub. This involves you asking the cub to travel without the use of portals to common areas, such as North of Threa, the bridge in Delos etc. Also, the kitten must be able to find their own way to Vixen in the Guildhall.
(2) You can announce on GT that you will be conducting an interview and ask if anyone would like to attend. Wait until all who expressed their interest in attending have arrived and then proceed. Be sure that the cub gives you full answers and answer any questions they may have.
(3) If the cubs responses are acceptable, and you consider them to be of Sentinel material, you may now promote them to full Sentinel status.
(4) They can now choose their own title, so remove the novice title and either replace it with one of their own choosing, or leave it as just their name until they decide upon one.

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Sentinel Novicehood
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Welcome Cub, in order to become a full member of the sentinels you must:

(1) Reach level 21.
(2) Have an understanding of the workings of packs and pocketbelts.
(4) You must be able to walk around the land. Finding areas such as Delos, North of Thera (NoT), Shallam, Ashtan, The Hanging Gardens where Vixen resides and The Tree of Life (Yggdrasil)
(5) You must have a decent description. (HELP DESCRIPTION)
(6) You must also have the skills of Hyena in Metamorphosis, Novice in Fitness, and Barkskin in Woodlore.
(7) It is also recommended that you have a mentor (HELP MENTOR). There are several full members who would be more then happy to oblige you. We do prefer you to have one within the guild.

When you are sure you have all of these skills and supplies ask on GNT for an promotion interview. The tester will interview you and will check your skills and supplies.

While a Novice, you can only summon your animals within the Guildhall, and upon leaving you must leave them there.

You will also need to make note of these directions in your journal - Vixen can be found in the city of Eleusis, Home of the Sentinels. From the Entrance to Minia (Vellis/Ivy covered archway): s, se, 2e, 2se, ne, e, ne, n, se, 3e, 2se, 3e, swim sw, swim s, s, se, e, se, s, sw, s, u, e, ne, se, 6e, d, nw, ne, e, n.

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Sentinel Rules and Regulations
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These are the Rules voted on, and practised by the Guild. These rules are current and correct. Do not follow any information from any other source.

(1) No player killing during Novicehood, including Sparring. FFA's are allowed. Punishment for this offense is Outguilding.
(2) NO KILLING, ATTACKING or THREATENING etc of your guild mates. Acts like that are punishable by being outguilded.
(3) You are to learn first METAMORHOSIS to the skill HYENA and then FITNESS to NOVICE, and WOODLORE to BARKSKIN. They must be learned in this order. No exceptions. You are not permitted to learn Concoctions until you have the skill of PERCEIVE in SURVIVAL.
(4) Cubs can only summon their animals within the Guildhall, and they are to be left within the guildhall if they leave.
(5) Traps are not to be laid in any city. We have worked out agreements with each city over this, and it will be an enemying offense at the cities discretion, and a disciplinary offense at our discretion. If you find a trap in a city, notify a Secretary about it with the location.
(6) Traps are not to be laid on the highways, except by the War Department.
(7) Traps laid by the War Department or the Guild Master are not to be dismantled except by them.
(8) Traps are not to be laid in Eleusis or the Guildhall except by the Guild Master or the War Department.
(9) You must not be of the city of Bloodloch or have a Mentor who is or you will be outguilded.

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Harvesting
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Type PERCEIVE to see if this is someone else's grove. You may not harvest from someone elses grove without his/her permission.

If it is an unimprinted grove or you have permission from the owner to harvest, type PLANTS, this gives you the number of plants available for you to harvest.

Annuals are plants that grow fully only once a year. The suggested minimum to be left of these is 2.

They include Kola, Elm, Myrrh, Ash, Sileris, Pear, Hawthorn, and Bayberry.

Perennials are plants that grow continuously. The suggest minimum to be left of these is 5.

They include Ginseng, Echinacea (also known as Purple Coneflower), kuzu, ginger, lobelia, skullcap, valerian, goldenseal, ladys slipper,bloodroot, moss, kelp, cohosh, bellwort and weed.

If all these requirements are met then you may HARVEST plant. You may harvest any plant in your AB CONCOCTIONS list to the limits specified.

The limits stated above are suggestions, meaning that any locations harvested lower than this will be taken note of. Basically, discretion will be viewed if just a very small area has been harvested below these limits, 'however', if a large area has been overharvested then the harvester will be fined. For example, harvesting one jungle area of kola to 0 will be overlooked, but if the whole jungle area in the Dun Valley has been harvested to less than 2 the harvester will be fined accordingly.

Up to three rooms in the same area may be overharvested without incurring fines.

If you find an area which contains a number of rooms containing plants which have been overharvested, (below the numbers listed above) alert a higher guild member, and they will be able to see who has overharvested, and report it to the proper authorities, being any Secretary or the Guildmaster. If no one is available, message a report of what was overharvested and the room names to a Secretary.

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Penalties for Overharvesting are as follows-

FIRST OFFENCE : The market value of the overharvested herbs will be fined. For example if you harvest to 0 kola you will be fined the market value of 2 kola.

SECOND OFFENCE : The market value of half the room's normal produce. For example if you overharvest kola on two occasions you will be fined for the value of 25 kola, which is a very high sum.

THIRD OFFENCE : You will be fined the full rooms value of the herb you overharvested, times two. For example, if you overharvested kola you would be charged the market value of 100 kola, which would daunt any harvester.

FOURTH OFFENCE : You will be outguilded, simple as that.

Note, it is considered a second/third/fourth offence only if it occurs within a year of the last offence. Also, the term of overharvesting refers to three or more rooms being overharvested by the same person within the same area.

All fines are to be paid into the Sentinels account.

Note- Oakstone will in time be in place and at such time their rules will also be written within this journal.

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Forest Fires
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Anyone who has the ability to morph into an Icewyrm are able to put fires out by using FREEZE GROUND.

Also anyone with DOUSING in survival will be able to help put fires out and those of you with treading or higher will be water bearers, filling up empty buckets and passing them on to dousers.

When fighting a fire, it is best to work in teams, with one or two people in a source of water so people who can track can use them as a beacon to refill buckets and a group scouting the forest that is burning to find more outbreaks and fight them.

Please note that forest fires are not always a cause of bad tidings. It is infact, when set in motion by natural means, a harbinger of birth and renewal. On occasion you may find that a fire will be started on purpose to curb the growth of the forest and to keep Nature balanced. While these are purposely lit, they are controlled and will still be put out when the time is right.

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The Sentinel's Patron
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The Sentinel's Pride is patroned by Lord Haern, the Hunter. As a Cub and Sentinel, you must respect our patron. You are not required to follow in His order, but you must respect Him, and all other Gods at all times. In the result of not following this rule, you will be severly punished and may face being outguilded.

Within His temple are three tomes of His Ways, if you wish to read them, the directions are thus.

From North of Thera its: 3sw s sw 2s se 2s se s se e se 2s sw se s se 2s se s 2w nw 2u s u w n 2e ne se d sw d se d sw d se 3d s se d se w d nw ne in 3s - Central Courtyard"

From this Courtyard you can go south west or east, and at the end of each path find a Tome.

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CREDITS
This Journal has been brought to you by the friendly faces and hard work of the Sentinel Guild.

Thanks go out to-
Shyann
Aishara

The rest of the guild who helped come up with the policies and rules!

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GUILD LEADERSHIP

Guildmistress- Arafel Forestwalker

Secretary of War- Shyann C. Storm, This job entails training programs to assist the young in learning to defend themselves or others who need it, and in fighting ability, as well as giving advice to the GM about situations that could bring the guild into war as a whole. -----Shyann is also Cubmother, who is there to help lead the young and in teaching them anything they need to know.

Secretary of Moral- Helius Ta'Ros. This job entails keeping guild moral up, through all guild activities, also in charge of starting and running fundraisers for the guild.

Secretary of the Harvest- Artura Forestwalker, This job entails always being up to date on who has overharvested when, the current harvest laws, which areas may need culling or which need planted, coming up with and maintaining a group of people who patrol the forests when needed or in times of war to watch for Fire.

Secretary of External Affairs- Relandroc Forestwalker, This job entails assisting the GM as needed and acting as liason when needed to the rest of the lands as well as acting as Guild Champion as needed.

Secretary of Internal Affairs- Mat Forestwalker, There are times when a liason is also needed within the guild, this job is held for that reason.

Secretary of Knowledge- Aishara la'Mein, This job entails gathering knowledge as it comes to light about this land and the workings of it.