4.15.15 Luminary Roleplay

Luminaries are priests of Light and Spirit, who emerged following the dissolution of the Priests and their subsequent reformation under Sahmie Rhashye in the year 97 MA. Serving for centuries in a guild of the self-same name, they eventually unified with the Daru Zealots following the War of Night, in the year 452 MA, to form the Illuminai reborn. They are practitioners of divine magic, including communion with the Spirit Plane, devotional prayers, and Illumination, their characteristic art of fire.

Who were the first Illuminai?
The Illuminai first emerged in the epoch prior to the Midnight Age, a southeastern movement founded in Shallam - the city that is now Enorian. Their monolatrous faith was one of fire, centered upon the Goddess Mebrene, though they also drew inspiration from Idar Karif and his warriors of Light. As the first practitioners of Illumination, they succeeded in overthrowing the Sultan's corrupt rule and instituting spiritual and political reforms under the governance of Kayalenki, their leader and high priestess. Eventually, however, a combination of internal dispute and outside threats crushed the Illuminai and their temple, and the sultanate was restored.

What is the Spirit Plane?
Rewh'va, the Plane of Spirit, is the source of the element of spirit, which is an essential component of all the Luminary arts. The element of spirit crosses into the Prime through the sun, which is itself an immense portal connecting the two planes, and is found in all living beings - from the smallest grasses to the mightiest beasts. Without the Spirit Plane, neither life nor the Luminary's disciplines would be possible. The Duamvi, a symbiotic race created by the Triad of Angels, originate from the Spirit Plane.

The sources of the Luminary's arts include:
- Rewh'va, the Plane of Spirit, and the Triad of Angels.
- The manipulation and structuring of ambient spirit in the world around them.
- The Inner Spark, a wellspring of elemental spirit and fire possessed by all living, sentient beings.
- The Grand Flame, a sacred fire within Enorian which serves as a point of communion between mortality and the Gods of Spirit.

Luminaries also undergo training with mace and shield, learning to combine these martial disciplines with their spiritual power.

Visual style of the class:
Luminaries are well-armored, formidable presences in battle, forgoing extraneous movement in favor of powerful, direct strikes with magic and shield - withholding the mace for targeted strikes and expressions of light and fire. Although their devotional rites often possess accompanying movements, even these tend to be restrained in the interest of their piety. Light and sparks often linger about them during, as well as after, using the fiery evocations characteristic of Illumination.

Side effects of the class:
Spirit, being the most lively and energetic of the elements, may, over time, shift the personality of any practitioner who draws upon it frequently - and Luminaries are no exception. Even calm personalities may be rendered more excitable, extreme, or volatile by its influence, a quality which often exists in tension with their priestly arts.

Owing to the discipline, faith, and repetition upon which the Luminary's rites are based, there is a strong tendency to ritualize everyday behavior. Whether this manifests more usually, as in speaking a blessing before meals, or extends to particular ways of washing hands, walking home, or preparing for bed, Luminaries often rely upon these routines in order to remain grounded.

Roleplaying the class:
Luminaries firmly embody the priest or cleric archetype found in other games, being defined by faith, ritual, and devotion in equal measure. Spirituality and Devotion are skills which reflect this archetype, both implying the worship of the Gods of Spirit. Illumination is the skill that ties the Luminary to Enorian, and it is closely associated with Mebrene, the essence of fire. Regardless of whether they directly worship a God or not, Luminaries are universally devoted to the cause of Light, seeking to bring about the end of the Midnight Age and usher in the prophesized Age of Dawn.

Angel lore:
Every Luminary is capable of summoning a guardian angel, due to an age-old contract sworn between Idar and the Triad of Angels that has held to the present day. Angels are embodiments of perfection, held in high reverence upon Rewh'va, and dwell in the space between Spirit and Prime. When summoned, they do not physically appear, but instead project their presences across the cosmos. They are able to protect and heal their Luminary companion as well as strike against their foes. Over time, as the bond between Luminary and angel strengthens, the projection may acquire a more distinct form and unique characteristics, setting it apart from others.