Constellations
Your character is born under a constellation that endows them with certain perks whether physical or mystical. All characters born on-site are born with the ability to pledge to a constellation of their choosing at 6 months of age. Those who are not native to Luminaria are gifted their constellation perks through trial/prayers/feats to the constellation of their choosing.
A character receives their initial blessing of their constellation at six months of age through a dream brought to them by their presiding spirit. Many see this as a lifelong pursuance and advocation for their life's fate, and are often naturally inclined toward the talents that their constellation spirit represents. On rare occasions a constellation chooses someone who isn't naturally drawn to the characteristics it represents.
Characters may switch constellations once in a lifetime by pursuing the constellation of choice through trial/prayers/feats.
Lepus 'the hare'
Those born under Lepus are gifted with the ability to be swifter than others. Generally more sleek, less defined musculature makes up their appearance with a propensity toward the more lean muscles. Coupled with a quicker run than others they are able to run longer distances and can often find work as messengers or even assassins.
- Dim: +1 agility
- Roll 1d15+1 for a higher chance to dodge
- Dull:
- Bright: Turn the tide of a war with a warning, gaining a 50% chance to reach your faction in time to give them +1 to their damage dice.
- Roll 1d4 where 1-2 is a success and 3-4 are failures
- Shining: Fast as fuck boi! A 25% chance to escape a fight; not limited to what kind of fight, and can prevent your character from being claimed or stolen
- Roll 1d4 where 1 is a success and 2-4 are failures
Vulpecula 'the fox'
Witty, more cunning types are born under Vulpecula. These types vary in body type, and can be artful bearers of war, pulling strings in the background as strategists. They are usually rather charming and can talk their way out of sticky situations. Most times they can be found among the high court in various roles but can also find work as simple thieves.- Dim: +1 charisma
- Roll 1d20+1 for a higher chance to hit
- Dull: Gain a 50% chance to steal a chosen item from another character.
- Roll 1d4 where 1-2 is a success and 3-4 are failures
- Bright: Gain a 25% chance to talk your way out of a fight; not limited to what type of fight
- Roll 1d4 where 1 is a success and 2-4 are failures
- Shining: Become the people's favored politician & gain a 25% chance to dethrone a pride leader & take up residence as the pride leader
- Roll 1d4 where 1 is a success and 2-4 are failures
Draco 'the dragon'
Those who seem wise beyond their years are born under draco. Often seen as odd or abnormal to others, they are more far-seeing as gatekeepers of time. Some even say they see visions. All shapes and sizes are born under the constellation. It is not abnormal to find them as lorekeepers or story tell
- Dim: +1 wisdom
- Roll 2d10+1 for higher damage dealt
- Dull: A little tea reading for your friend gives a 25% chance to prevent someone else from taking damage in a fight
- Roll 1d4 where 1 is a success and 2-4 are failures
- Bright: See into the future for a 25% chance to change the course of a fight
- Can be used to negate 1 roll of an opponent's dice
- Roll 1d4 where 1 is a success and 2-4 are failures
- Shining: Turn back time and gain a 25% chance to raise the dead
- Roll 1d4 where 1 is a success and 2-4 are failures
Ursa 'the bear'
More skilled in battle than others, those born under Ursa are always known to be fearsome warriors. Thicker, brawnier body types seem more prominent among those born under this sign. Stubbornness, short tempers, and those more brash tend to come from this sign. Many mercenaries, soldiers, and guards are crafted from those born under Ursa.- Dim: +1 strength
- Roll 2d10+1 for higher damage dealt
- Dull: Defend someone else & block an incoming attack for them
- Can be used once in a fight to prevent another character from taking damage in 1 round of a fight
- Bright: A 25% chance to auto-win a fight; limited to dominance, claiming, & theft fights
- Roll 1d4 where 1 is a success and 2-4 are failures
- Shining: Intervene and fight for another, no matter what type of fight.
- Must be clearly stated in the post that you're taking the fight from another character
Monoceros 'the unicorn’
Gentler souls are born under Monoceros. Meek, tender personalities that are often leaner creatures. Often those born under the unicorn constellation lean more towards “do gooders” with a tendency to be found working as doctors or in houses of worship. Their mystical quality is the ability to knit wounds without herbal remedies.- Dim: +1 intelligence
- Roll 1d20+1 for a higher chance to hit
- Dull:A 25% chance to prevent a maim, crippling, or death fight from resulting in a maim, crippling, or death.
- Roll 1d4 where 1 is a success and 2-4 are failures
- Bright: You're a shining radiance of divine protection! Reduce damage dealt to your side of a war or raid by -1 to all opposing fighters' damage rolls.
- Roll 1d4 where 1 is a success and 2-4 are failures
- Shining: A 25% chance to save someone on the brink of death
- Roll 1d4 where 1 is a success and 2-4 are failures
Musca ‘the fly’
Prone to lies, undoubtedly those who will betray others easier, are those born under Musca. Often like a fly on the wall they are see and hear things others do not. Many find employement as intelligence officers, offering services to monarchs who need to spy on another family, or as assassins due to their skillful ability to remain hidden when others cannot.- Dim: +1 dexterity
- Roll 1d15+1 for a higher chance to dodge
- Dull: Backstab someone and gain the higher ground in a fight or war
- +1 to all damage rolls on the character's side of a war
- +1 to dodge rolls in an individual fight
- Bright: Juicy secrets await you when you're a fly on the wall, gaining 25% chance to start a rumor that dethrones a pride leader
- Roll 1d4 where 1 is a success and 2-4 are failures
- Shining: A 25% chance to successfully assassinate or poison someone
- Roll 1d4 where 1 is a success and 2-4 are failures
- Poisoning is not lethal but will prevent a character from being able to fight for 1 OOC week
Ara 'the altar'
Presented as a stone altar within Luminaria that bears intricate carvings that represent each constellation. Here felines are endowed with their constellation but may also bring offerings or pray to their residing spirit.BACK TO TOP
Leveling Up
Characters start at the 'Dim' level of their constellation and are able to use their constellation boons at three years of age, as adults. By one year of age characters are allowed to work towards leveling their constellion to the 'Bright' level but are capped at that point until three years of age, where they can begin seeking further levels.
In order to level characters must go on quests that help build the faith in their presiding spirit. These quests are requested for a staff member to post and interact with the character as they attempt to gain levels for their constellation boons. Once one level is gained there is a separate requirement of quests to complete for the next level.
- Dull: Complete 3 quests successfully to gain this level
- Bright: Complete 4 quests successfully to gain this level
- Shining: Complete 5 quests successfully to gain this level
