The Sentinel of Aetolia

Sentinel of Aetolia class portrait

The Sentinels are Aetolia’s forestal hunters, a Spirit-tethered class in Duiran that wields Dhuriv (the double-bladed staff), Woodlore (a deep bond with animal companions), and Tracking (subtle archery, woodsmanship, and traps).

At a glance
TetherSpirit
CityDuiran
GuildSentinels, “the Pride” (Patron: Dhar, the Underking)
Skill setsDhuriv, Woodlore, Tracking
Mirror classExecutor (Shadow)
Sister class in guildWarden
Signature mechanicAnimal companion bond, dual-bladed staff combat
Best forPlayers who want a skirmisher’s pace, ranger lore, and a wild ally that fights with them

A Sentinel does not garrison a fortress or guard a throne. They walk the wilds, name the beasts they bond with, and hunt anything that breaks the Cycle. If you grew up wanting to play a wilderness ranger with a real animal companion (not a tame mount but an equal in battle), the Sentinel is built for exactly that.

Origin and lore

The Sentinels stand on ancient teachings: the work of Huwald Seluno, the legend of Segiae Clinemh, and the old clan-bound Wardens of the deep Ithmias. Together with the Wardens, they form the Pride, a single guild bound in blood to one shared cause.

The Pride does not ask for gentleness. The wilds are unforgiving, unfair, and brutal. A Sentinel is trained to match them. They stand not for good nor evil, not for light nor dark, not for mercy nor cruelty. The Pride defends what is still natural in the world. Anything that threatens the Cycle (corruption, undeath, shadow spreading where it should not) is prey.

Duiran itself is the forest-bound city of the Heartwood, ruled by a Council, and the Sentinels are its blades when the forest is in danger.

Skill sets

The Sentinel skill sets are Dhuriv, Woodlore, and Tracking.

Dhuriv is the agile, dual-bladed staff style passed down from the Black Raven clan. It builds from clean, efficient strikes to a vicious kill. The dhurive is a long staff with blades at both ends, used by warriors who prefer to whirl through a fight rather than plant and trade.

Woodlore is the bond with the creatures of the wood. Through Woodlore a Sentinel calls on companions from the badger to the raccoon to the mythical cockatrice. Some can be ridden. All are allies, not pets, and they fight in tandem with the Sentinel without needing commands.

Tracking rounds out the kit with the ranger’s quieter arts: archery (resin-coated arrows fired through forest boughs), traps, and the woodsmanship to disappear into terrain a city-dweller could not survive.

Skill abilities

Dhuriv

Woodlore

Tracking

Visual style and identity

A Sentinel fights like a skirmisher. They dip into and out of a battle, backflip clear of a strike, and ambush from cover. They whirl their dhurives in tandem with whatever creature is fighting beside them. They wield bows and crossbows as easily as the blade.

The style is brutal at points, but it is not cruel. It is efficient, quick, and clean. Many Sentinels look the part: calloused, scarred from hard years in the wilds, sometimes unkempt or bearded from a long stretch away from any town.

Side effects of the work

A Sentinel does not pay the magical costs that classes like Sciomancer or Indorani pay. The price is different: a life spent in the wild rather than the city, and the eventual gap between someone who can read tracks in moss and the average citizen of Duiran who cannot. The animal allies are part of that life, not a separate burden. Many old Sentinels look feral by the time they are senior. Some prefer it.

Who plays this class

The Sentinel fits players who want a wilderness ranger in the truest sense. The bonded animal companion is core to the class, not a side feature. If you want to play a hunter who lives at the edge of civilisation, knows every track in the forest, and fights with a creature at your side, this is the class.

Mechanically, the kit rewards mobility, archery as a real combat option, and good pet management. Compared to the Warden (heavier, slower, ancestor-driven), the Sentinel is faster and more skirmishing.

City and guild

The Sentinel guild is the Pride, anchored in Duiran, the Spirit Tether’s forest city. Patron: Dhar, the Underking. The Pride also houses the Sentinel’s sister class, the Warden.

Joining as a Sentinel commits you to Spirit. You cannot actively hold Shadow-aligned classes alongside it, though you can multiclass into other Spirit classes or any of the seven untethered classes. Race is independent of class, so you can play a Sentinel of any Aetolia race.

The Sentinel mirrors the Executor, Spinesreach’s Ankyrean-hunting Shadow assassins. Both lean on tracking, ambush, and a non-human presence in combat: Woodlore beasts on the Sentinel side, Artifice constructs on the Executor side. The difference is that a Sentinel’s animals are willing allies. An Executor’s constructs are barely controlled thralls, primal embodiments of fear rather than bonded creatures. Same combat architecture, different relationship with what fights beside you.

Frequently asked questions

Yes. The pet system gives newer players a second source of damage while they learn the combat rhythm, and the dhurive is a forgiving weapon for the learning curve. The Tracking skill set also pulls a Sentinel toward solo exploration, which suits new players who want to see the world before committing to PvP.

You choose your bonded creature and develop the bond through play. The animal fights alongside you with its own abilities, not as a remote-controlled pet. Some Woodlore beasts can be ridden, others stay on the ground.

Yes. Tracking covers bows and crossbows, and a skilled Sentinel can pull resin-coated arrows from cover for opening strikes before the dhurive ever comes out. You are not locked into staff combat.

Other classes to consider

Three classes worth a look if you like the Sentinel profile. Or see every Aetolia class for the rest of the roster.

Warden

Sentinel’s sister class in the Pride. Heavier, slower, ancestor-driven. Warding (greatspears, scythes, wargauntlets), Ancestry (calling the dead to intercede), Communion (ancestral simulacra). Pick Warden if you want the same guild lore but a clan-warrior chassis instead of a skirmisher.

Executor

The Shadow-side mirror. Ringblade combat backed by Artifice constructs: barely controlled thralls made of ambient shadow, not bonded companions. Pick Executor if you like tracking-and-ambush combat and want to play it from the Shadow side as a Spinesreach assassin.

Predator

Untethered knifeplay warrior with a wild beast bond of their own. Pick Predator if you like the wilderness-hunter archetype but want to skip the guild structure and run free across both tethers.

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