Strengths:Celestials are immune to mundane disease. Celestials can invoke their god to banish scrying in their immediate area for the scene. This is done by speaking their god's name aloud in some way. Celestials also have a higher resistance to emotional manipulation, magical or otherwise (such as the Charm skill). They get a +3 in any roll involving defending against emotional manipulation.
Weaknesses:Celestials are unable to utilize Necromancy, because of the Ancient Engineers' commitment to keep gods out of meddling in the Pale Realm. (Even the Pyxine adhere to this.) Celestials can not enter dwellings (temples, churches, etc) dedicated to other gods unless invited by a Celestial of that god. That invitation can be revoked by any Celestial of that god. Celestials require Pneuma to power their magics. Celestials may choose between being extremely slow to heal OR having a mental derrangement OR a physical disability. These things arise from being separated from their god.
Lifespan: Immortal, but can now be killed under extreme circumstances, such as decapitation, removing the heart, burning to ash, etc.
Nobody really knows for certain how the gods came into existence. But, some people say they are simply a coalescing of magic over infinite aeons, the way stardust might someday form a planet. What is known, however, is that gods range in size and power. They can be only powerful enough to rule the blossoming of a flower, or awesome enough to build entire Universes to their liking. Gods can grow and decrease in power, and if they become powerless enough, they can cease to exist completely.
The best way for a god to grow is through the acquisition of more magic to fuel their own power. And the easiest way to get that power is through pneuma. Pneuma is a fundamental unit of magical power, just like Quintessence or Lumina, the three being virtually the same, just having different origins and forms. (It's like the difference between bananas, banana chips, and banana baby food. All of them are kind of the same thing, but maybe you can only eat banana baby food, because you have no teeth and are allergic to banana peels.) Pneuma tends to be produced in the largest quantity by mortals, those who petition the gods for favor. In many cases this is a symbiotic relationship. The mortals confer power on the god through their faith, and in return, the god might do anything from making the crops grow to healing a disease, to striking down their enemies. In other cases, however, the relationship can be more parasitic, with the god demanding pneuma in return for just simply not destroying the mortal.
Most gods do not approach mortals directly. It would be exhausting, and they have other things to do, like running their universes and making sure other gods don't try to eat them. Instead, they create intercessors, servants who act on their behalf. These are the Celestials. Bound to their god, they are gifted with incredible magical powers in order to guide mortals towards whatever beliefs and worship would produce pneuma for their god (and a little for themselves as well, since Celestials also need pneuma to survive). However, recently, many Celestials have become cut off from their gods in various ways, separated from the source of divinity, and from the societies of Celestials they have participated in for millions of years. Now...while they try to figure out how to reunite with the gods, they are forced to give in the mundane, mortal world...blending in with others. Celestials of this sort, often known as Shards, must navigate reduced power and new quandaries. (Note that all of the playable Celestials are technically "Shards", or Celestials who are estranged in some way from their god. True Celestials do exist, are phenomenally powerful, but will only ever show up as NPCs.)
The biggest problem with being a Celestial is that all other types of Celestials see you, potentially, as food. Since Celestials themselves contain a large repository of pneuma, another Celestial's pneuma could potentially increase your power. However, because Juniper is a more magic-rich planet than Earth, this is not quite as dire as it could be. Spells are not quite as hard to cast, and pneuma is slightly more abundant in general. Because of this, there's a brittle truce between the various types of Celestials. While they are still in competition for pneuma, there's no longer a real kill-on-sight policy for most, and even the ancient enemies, the Elohim and the Nephilim, will sometimes begrudgingly stand each other's presence if they are both working towards a shared goal.
It is well known that there are numerous ancient battles between gods, but...cut off from their gods as they are, these battles become less important to the Celestials. Day to day survival takes a priority, though because Celestials are literally made from a piece of their god, for most of them those battles never really completely disappear. Others have simply been through too many battles, lived too long in a certain mindset to completely change.
Celestials have a "transforming" power, wherein they can bodily transform to look like a single human appearance. Unlike most glamour abilities, this can not be seen through.
Elohim (Ael): Created by a singular god most often identified with the Judeo-Christian god, a deity known to his followers as A'el, or "I am", the Elohim are the lower of two orders of Celestials. The higher order, the Seraphim, have vastly increased powers, and are believed to still have some sort of fundamental connection to their god. The Elohim, however, lost their connection to Ael. Some blame the loss of their connection to God on underhanded actions by their long-time enemies, the Nephilim. Others believe that this newly found freedom but decreased powers is simply a test from God, to see if they can maintain their faith in bleak times. For the most part, the Elohim, called by many of the faithful simply as "angels", seek to bring the faithful to God, so that their souls may be recognized as among the faithful when they die, and eventually accepted into the paradise of Heaven. The Elohim themselves hail from this Realm, a place which is said to have no pain, and no earthly concern, but also not a lot of Free Will for the Celestials. So many of the Elohim are experiencing, for the first time, having to make their own decisions, deciding things for themselves. They attempt to enhance and promote virtues, and steer others away from sin. Sins are those things which turn the individual away from a focus on god, and on the goodness of god. False idols, addiction, over-indulgence, senseless bloodlust, harming thy neighbor, and overuse or reliance on magic are all frowned upon by the Elohim. They are frowned upon for humans, and other individuals, though God didn't really put any restrictions on the Elohim from indulging in sin. Many don't, however, and try to follow the same path they preach. There are many different kinds of Elohim, which perform various functions within what were once called "Choirs". However, since the loss of their single remaining guiding light, the Seraphim Zaphkiel, there is no longer a central Elohim structure to which they must report. The few who remain are generally on their own, and gather not in Choirs but tend to support the Aelist churches of the Tear. Elohim have large wings which they can fold away to no longer be visible when not in use. When people indulge in appropriate virtues, the Elohim gain pneuma. Unlike the Nephilim which tend to focus on one particular sin, Elohim tend to gain pneuma from more than one virtue. (The Elohim can manifest wings and fly, though like other races who can fly, flying beyond the dome is difficult due to the haze of radiation making it difficult to really see where they are going. They also have a magic, Holy Magic, which is solely available to their race, and takes less Pneuma for them to utilize. They recieve the first level of Holy Magic for free, and thus can start with level 2 Holy Magic if they take Holy magic to start. They also have a common language they get for free, Enochian, which others must spend XP and have a teacher to learn.)
The Whispers: Whispers are often mistaken for demons due to their goal to corrupt and test humanity. They give humans hardships and challenges to see if they overcome and rise to the challenge. This allows them to find out who would be truly virtuous and faithful. Many Whispers ply their trade by attempting to lure humans into vice, be it lust, pride, gluttony, or some other sin.
The Clarion: The Clarion are warriors, former soldiers for the armies of the Archangels, commanded by the Seraphim. For thousands of years, they have fought both the demons, and the armies of the "lesser gods". For many of them, all they have ever known is the fight. However, since the sundering with Heaven, the Clarion can now choose whether they remain warriors, or at least choose their individual battles. Many Clarion have switched from fighting demons to becoming mercenaries in the mundane world.
The Lullaby: The Lullaby are the most traditional when it comes to the Judeo-Christian concept of an "angel". They are the protectors and guardians of God's creations, and from them comes the archetypical concept of "guardian angels". They are concerned not only with guarding humans, but everything beloved by God, including animals, plants, books, temples, rivers, and more. Many of the Lullaby continue to be protectors of those things that once filled their hearts, though a few of them have, since the sundering, become a bit obsessive.
The Voices: The Voices are angels of communication. They deliver God's mandates to mankind, and also once heard, and answered, prayers on God's behalf. Beyond this, the Voices had the task of overseeing memory, sanity, and language. Following the sundering, they've taken up mortal jobs as everything from philanthropists to psychiatrists to authors. However, quite a few of them have gone exceptionally insane. Without the word of God filling their head, their minds begin to echo with, well, voices. They hear things that aren't there and speak to entities that don't exist. Many of the Voices claim that this is not insanity, but simply like radio static, with their minds trying to tune back in to the voice of God.
The Silence: The Silence are truly the most terrifying of all angels. Often hideous in appearance, they are tasked both with bringing God's judgment and punishment to mankind, as well as instilling fear into mortals. Humanity does have the option of turning against God, but absolutely nowhere in the Good Book does it say that God will not punish them for doing so. In addition, in many cases, it has been found that fear inspires faith. Without fear, there can be no hope. Were most people to see a member of the Silence, they would immediately think they were looking at a demon. However, most of the Silence have lived extraordinarily lonely, and solitary existences.
Nephilim (Lucifer): The Nephilim were not always Nephilim. For most of them, they started as Elohim. However, according to the Nephilim, the greatest among the Archangels, Lucifer, found out a terrible secret about God. What that secret was, nobody really knows. What they do know is that Lucifer began to question everything he had been told. Was it right for the Elohim to live without Free Will? Was it right for them to exist without the capacity to love who they chose? Would a benevolent God really thrust his children into wars they could not win? Why would God let some suffer when others did not? The questions began to ripple through the ranks until finally, Lucifer confronted God, holding the sword of his office, Lightbringer, also known as the Sword of Righteousness, in his hand. The Elohim say that Lucifer attempted to strike God down, but the Nephilim say that he raised his sword only in self-defense. Either way, Lucifer and his followers were cast out of Heaven. They were not pursued because, without a connection to God, and thus, a source of pneuma, it was believed they would simply wither and die. But Lucifer had other plans. Through cleverness, he invaded a hidden realm known as Hell, ruled by a mad god who had become weak in his solitude. This god, Satan, was consumed by Lucifer, and Lucifer soon became a god in his own right, the ruler of the hidden Realm of Hell. Since that time, the Nephilim, the lower of two orders of "demons", creatures twisted by the strange and often terrible realm of Hell, warred against their counterparts, the Elohim. Led by the powerful Princes of Hell, Lucifer's commanders and former Seraphim of Heaven, they fight not only for their own freedom, but for the freedom of others. (Though if you ask the Elohim, what the Nephilim actually are doing is corrupting and destroying pure souls.) And, sure, the Nephilim may have inherited some of the madness and disease of the dying god Satan through their connection with Lucifer, but they refuse to let it destroy their will to create true freedoms through the embrace of what the Elohim call "sin". Nephilim all have wings and horns, though hooves and tails are optional. They can withdraw these traits to look more human as necessary. The Nephilim gain pneuma through indulgence in sin, and usually have one particular sin they favor. (The Nephilim can manifest wings and fly, though like other races who can fly, flying beyond the dome is difficult due to the haze of radiation making it difficult to really see where they are going. They also have a magic, Infernal Magic, which is solely available to their race, and takes less Pneuma for them to utilize. They recieve the first level of Infernal Magic for free, and thus can start with level 2 Infernal Magic if they take Infernal magic. They also have a common language they get for free, Infernal, which others must spend XP and have a teacher to learn.)
The Saiph: Named for a star in the sword of the constellation of Orion, the Saiph were all largely the Clairon of the Elohim at one time. Now warriors of Hell, they spend their time in battles on behalf of the goals of demons as a whole, but also the machinations of the various Princes as they jockey for power within Hell itself. They range from the most crude and bloodthirsty cutthroats to elite, highly trained warriors with their own particular codes of honor. Their particular activities depended largely on the Prince they served in Hell.
The Alpha Leonis (Hellcats): The notable exception to the rule that all Nephilim were once Elohim. The Hellcats were once minions of Satan, who betrayed their mad, destructive and abusive god to Lucifer's horde in the hopes of better treatment. They were summarily accepted into the ranks of the Nephilim. Fiercely loyal to their saviors, the Hellcats were instrumental in preparing the demons for the dangers of the Realm they had inherited. They tend to be guides, trackers, hunters and scouts. Many hellcats have catlike tails and cat ears in addition to the usual wings and horns.
Mizari: Named for the star Mizar of the "Horse and Rider" star pairing, the Mizari are known for their deep perception and supernatural foresight. They are the most keenly perceptive of all demons. Often, they use this perception to learn about those around them, and to manipulate them to behave in the most devious and sinister of ways. Mizari demons are most likely to pose as cult leaders, psychiatrists, politicians and anyone who can use their keen perception of the motivations of others to influence the world around them. Unfortunately, this ability often has a downside, and their keen perception often leaves them overwhelmed, even literally blinded or deaf.
Ophiuchi: The Ophiuchi are both healers, and known makers of poisons. They are chemists and scientists, and often the builders of bombs and creators of Hell's great lakes of acid. They are fascinated by utilizing science to control the world around them. In essence, the Ophiuchi can be best described as "mad scientists". Many eschew pursuit of learning more magic for learning more science, believing that unlocking the fundamental building blocks of the world around them will lead to godhood in its own right.
Order of Serpentis: Said to take their inspiration from the serpent that tempedEve, the Serpents are the tempters and corrupters of mankind. In general, each of their kind venerates one of the seven deadly sins: pride, greed, envy, lust, wrath, sloth, or gluttony. The Serpentis are dedicated to enticing others to join them in defying God by participating in all those delicious sins.
The Hydri: Named forthe constellation of the Hydra, theHydriare the most twisted and disturbed of all of the demonic orders, in mind or body, or both. Hailing often from the more bizarre, dangerous, and horrifying sections of Hell, theyHydriare legendary in their ability to terrorize and punish. Many of them are so exceptionally dangerous and insane that some Princes allow them to be hunted or driven off of their territories. Other Princes embraced theHydri, often utilizing them for nefarious purposes. Those Hydriwho are particularly insane tend to end up institutionalized in the mortal world, and many who are unable or unwilling to hide their monstrous nature end up hunted. MostHydri, it is believed, were once of the Silence as Elohim.
Pyxine (Starry and Nixxa): Unlike many gods and goddesses, the Goddess of the Night Sky, Nixxa, made only one Celestial - Pyxis. Magic that would be normally split between many Celestials was simply put into a single one. Instead, Pyxis, aka Starry, was a Celestial who had the unique ability of creating her own Celestials, those who were to assist with the tasks that she had undertaken at the request of Nixxa. Starry created the Pyxine, also known as the Pixies, a small group of Celestials who would live on the Fornax and assist in ways that Starry's robot creations might not. Since robots tend to be limited in magic casting ability, Pixies would step in and assist humanity when magic casting was necessary. Of course, this was very useful when the Fornax was largely humans and robots. However, when other types of lifeforms began to arrive, the Pixies felt as if their place was being usurped. The Pixies do not believe that Starry intended for creatures other than humans, robots, Ancient Engineers, and themselves to live on the Fornax, and see most other races as invasive species that are completely ruining Starry's vision for humanity. This has left the Pixies angry and, well...angry pixies are impish troublemakers. They will do things like use their sharp teeth to chew through cables supporting places used by other races, or dart in front of someone to make them trip, or even turn an oven up so that a cake burns. The Pyxine are tiny creatures, by and large, similar in size to the Faemorii Vi'su in their tiny form. However, the Pyxine are not scholars, but instead, generally a bit feral and prone to flying into rages. However, they can be calmed with sugary treats, and when calmed, they often rival Fornax and Old Convergence robots for their knowledge of Ancient Engineering and the secrets of the Ancient Engineers. The Pyxine, despite being a bit bitey when feral, can also be quite helpful, especially to humans and robos, even to other supernaturals if those supernaturals seem to have a deep vested interest in improving Convergence. They gather pneuma in a strange way -- gaining it through thanks and praise, but also (if angered), by making people yell and curse. (As 'children' of an Ancient Engineer Pyxine alone get level 2 Light Magic, and they can cast it with half normal posts. This is free and does not need to be noted on your sheet. Unlike the Vi'su, who are normal sized creatures with the option of becoming small, the Pixies are simply always small. They have wild appearances, with colorful, messy hair, and love to adorn themselves with anything that sparkles or is obnoxiously colorful. Their small size makes them fragile, but quick. They can fly, but strong gusts of wind can easily knock them off course. The Pyxine also produce Pixie dust, which deposits into their palms from a small opening in their hand. When blown at a person, depending on which hand they use, it will either make them drowsy or cause a stimulant like effect, making them feel more awake and energetic. The dust works on skin contact on all lifeforms except Animates. It has an even faster effect when inhaled.)
Valkyrie (Odin/Freyja): The tale of how the Valkyrie ended up in Juniper is an odd one. Originally, the Valkyrie were warrior women, who flew on winged horses above the battlegrounds of man, choosing those who would come to Valhalla or Folkvangr (Freyja's fields of afterlife). In these Realms, they would serve the fallen mead, as well as help to train them as armies for the upcoming Ragnarok. They were fighters and lovers, both servants of man, and those who man served. Half the Valkyrie served Odin, whilst the other half served Freyja, though both came together to create the Valkyrie with equal power, so that the Valkyrie would not be swayed by one master in choosing where the fallen should end up. The prophesy of Ragnarok is ever hard on the minds of the gods of the Nine Worlds, and being in that both Odin and Freyja are slated to die in what is prophesied to be the greatest battle time has ever seen or known, there's a vested interest in delaying that day as long as possible. It is said that the head of Mimir, wise council to Odin, spoke a great secret -- that a secret and hidden Tenth World existed, and upon it, something that "would silence the Gjallarhorn", the horn to be sounded at the onset of Ragnarok. Whether this item is a weapon, a magic item, or even a person, nobody knows. To find this item, known as Søvinghorn, Valkyrie were sent out "in all directions". A number of them have ended up on Juniper, cut off from their gods, but nonetheless hopeful that this mysterious planet contains Søvinghorn. Of course, even if they do find it, how they will get back home is anyone's guess. The Valkyrie gather pneuma through honorable word, action, and deed by others. Honorable combat is especially nutritious to them, and so they tend to gravitate towards sparring and teaching combat. (While the Valkyrie themselves can not fly, they can summon their winged horse to their location, using a drinking horn they can manifest. It usually takes about one minute for the winged horse to arrive, and it will not enter a building. The Valkyrie also can summon to their hand the Lagerthashield, designed by the legendary shield-maiden Lagertha, which imbues them with greater bravery. When carrying the Lagerthashield, no magic or power can force them to be afraid, and they can easily shrug off the pain of non-fatal, non-crippling injuries to keep fighting for a longer time.)
Basilisk (Basylika): Snakelike humanoids, the Basilisks differ in appearance from the Naga in that they always have black scales, and black hair, and lack the jewel on their forehead. In the Abyssal Realm, they were said to once be able to grow to huge sizes. At first white in color, they traveled the realm, using their magical bite to bring those who had somehow managed to die back to life, since Basylika had decreed that though she was a goddess of death, none would die in her realm. However, after the war began, their purposes were deeply altered by the Abyssal Goddess of Death. The Basilisks were turned a deep black, and were sent out both to battle with the Watchmen, and to bring the faithful to Basylika, so that she might "consume their pneuma", which in this case actually involved consuming the person whole. Because the Watchmen were so hard to battle, a new gift was bestowed upon the Basilisks -- the ability to turn people into stone. This would allow them to stop the Watchmen before they could erase the Basilisk's existance, by trapping them forever in stone form. It is said that whole worlds in the Abyssal Realm are full of bones and stones - bones spit out by Basylika of the faithful she's eaten, and statues of the unfaithful that the Basilisks turned to stone. Those Basilisks who came to Juniper did so generally by accident -- usually either because they were pursuing one of the Watchmen, or because they were pursuing Abyssals that Basylika had chosen to eat. Basilisks tend to be very stoic and severe in nature, very blunt, another difference between them and the ever-charming Naga. Basilisks gain pneuma via proximity to death. This can either be by eating small animals (in part or in whole) or by eating people (plant death doesn't seem to do anything for them). The bigger the life force, the more nutritious. However, watching someone die, being near the dying, and even proximity to cemeteries also works. (Basilisks can no longer literally turn people into stone, but they can cause a 'statue-like' effect on people. When they activate this power, they can temporarily paralyze most people if they look into their eyes. The person will struggle to move, and even if they close their eyes, will continue to feel as if their limbs are made of stone. The power takes a couple minutes to wear off alone, but an outside jolt, such as being struck or slapped by another can reduce the effect to a few seconds. Notably, this power does not work on lifeforms that are already stone such as the Sculpts of the Dolliau or the crystal-like Astori. It takes at least two rounds of staring into a person's eyes to activate.)
Lilitu (Lilith): The Lilitu, known also by the gendered designations of "Incubus" and "Succubus", claim to be beholden to a goddess named Lilith. Lilith was a Seraphim, created originally by Ael. She was created by Ael to oversee procreation between the faithful, the beautiful act of sex between two who were deeply in love. However, Lilith believed she shouldn't urge humans to procreate if she didn't really understand what she was seeing. Somehow, Lilith was given the ability to experience lust. The Elohim say that Lucifer gave her a magic potion to allow it. And the Nephilim say that God gave her the ability, not really realizing what would happen next. Either way, once she knew lust, Lilith no longer served Ael. She served only Lust. It is said that she left independent of Lucifer, and sort of seduced her way across the Cosmos, eventually even seducing a dying god. Lilith litereally drained him of his pneuma through sex, and became a goddess in her own right. Her children, the Incubus and Succubus, roam the Realms, attempting to impregnate or become pregnant by all other lifeforms (sometimes with more success than others). It is believed that the Lilitu bloodlines will eventually somehow be used by Lilith to break the hold of other gods on Realms she wants. As for the Lilitu, they gain their pneuma through sexual congress and seduction (even if they are not the one doing the seducing or the sex). They typically look like beautiful humans, but can have somewhat demonic features as well. They are differentiated from the Nephilim in that they do not have wings. They are some of the only Celestials that are fertile. (The Incubus and Succubus are the only Celestials who are known to be fertile, though the offspring will never be Celestial, always the race they procreated with. They can gather Pneuma from physical contact, the more intimate the better. Additionally, the Lilitu can cause any of their bodily fluids to create a drug that enhances intense desire when it comes into contact with another person's body. Though they can not directly control what the target of that desire will be, it often becomes lust for the Lilitu themselves. The drug lasts for up to an hour.)
Vardu (Uul): The Vardu are the servants of Uul, god of the Unknown, and his children Agarr, god of blood, Vestra, goddess of secrets, and Yemni, god(dess) of magic. Varduun, one of the great Juniperan Empires, was named after the Vardu, as were the ruling class, the Varda. It was said that if you were dishonorable, told lies, or disobeyed your parents, the Vardu would find you after death and cut you open, so that all of your secrets could be seen by others. The Vardu are typically seen as insanely bloodthirsty, and addicted to the mere sight of blood. They typically gather pneuma by inspiring people to cut or injure each other, and are often depicted whispering in the ear of a Uulist priest as he chooses the next sacrifice. Whereas in many religions, one petitions the Celestial for help, in the Uul faith, people pray that the Vardu do not visit them. If they believe that their lives are being tormented by the Vardu, they will often cut themselves and offer a cup of blood mixed with bitter herb in the hopes the Vardu will drink the blood and decide to move on. Sometimes, it was said, the Vardu wouldn't take your blood or expose your secrets...instead they will make you unable to cast magic, or even expose your children to curses. Basically, the Vardu are awful, and the typically fairly tough and severe Cryptids are even afraid of them. The Vardu generally have red, blue and/or black skin, and are tall, with pointed ears and long claws on their hands. They usually have multiple arms, often six, two to hold a person down, one to cover their mouth and keep them from screaming, one to hold their eyes open, and two to hold daggers and make cuts. (The Vardu have multiple limbs, all of them quite strong. They can wield as many weapons as they have arms, and if they succeed in drawing blood from an opponent on one round, they get an extra roll for an additional physical action on the next round. However, if they do not succeed in drawing blood when attacking (and they must state their intent TO draw blood), either because they miss or because what they are attacking doesn't have blood or analogous bodily fluids, they get no attacking physical action the next round, and can merely defend. They also get sharp claws that can be used as weapons.)
Watchmen (Chronsarylith/The Eater of Time) - Watchmen are the servants of Chronsarylith, who they also refer to as "The Eater of Time". At first, they functioned largely in the Abyssal Realm, controlling time so that it would not have any untoward effects on those who resided there. However, when the war broke out between Chronsarylith and Basylika, the purpose of the Watchmen changed. They became the primary warriors of that battle. They were a formidable foe, wielding Chronomancy with ease and often, rather than killing their opponent, erasing them from the timeline. Occasionally, they would torture foes by forcing them to experience an eternity of pain in literal seconds. Most Watchmen are believed to either still be fighting in the Abyssal Realm, or dead. The few who came to Juniper appear to have done so on accident, though a couple claim to have tracked one of the Basilisk here, or that they have come to wipe out the treacherous Abyssals for abandoning their gods. Many Watchmen (who can also be female), have 12 fingers, six on each hand, though they can hide this trait. In a quiet room, they can be heard to be ticking gently. Most of them have bronze-metallic skin and often appear to be an amalgam of gears and flesh, causing them to be mistaken for "weird steampunk robots" on occasion. The Watchmen are said to gather pneuma by making people waste their time on insignificant things. Watchmen gather pneuma by making people waste their time, or being around time-wasting activities. That "time" wasted is said to transfer to the Watchmen. Watchmen love to take public servant jobs where they can make people fill out pointless forms. (Although they have lost complete mastery over Chronomancy, the Watchmen retain the ability to leap briefly forward in time. Once per scene, they can "blink", which allows them to jump forward in time up to three rounds. The Watchmen simply disappears for that time and then re-appears in the same place after the blink phase is done. They can use this ability to dodge IF they have the ability to see what is coming at them and activate this in time. So generally, they can not use it to dodge projectiles or things which occur faster than can be seen by normal human eyes.)
Anjuul (The Grace): (NPC Only) The Anjuul, often just called "Jewels", are mystical figures of The Grace religion which the tribes of the Thorns in the Depths follow. They are True Celestials, who have not lost their connection to the Grace pantheon as a whole. There are many stories about the Anjuul, but they are typically credited with protecting the faithful, often by enhancing Ve Radiation so that the Good People (those who live in the Depths) can not be overwhelmed by the Dis. The Anjuul are said to be born in crystal form from a plant, but don't always come to life immediately. In the market square of Everdark, there is a large bulb plant which appears to have a crystal and a woman growing out of it. This is believed to be the Anjuul "Orchida", who will come to life in the hour of Everdark's greatest need and protect the village. It is believed she has come to life before, and was destroyed during protecting Everdark, except for a single sliver/seed, from whence she has grown again - though nobody who lives in the Depths currently saw this, and as far as anyone knows, Orchida has been there in that same place the entire time. She holds the Blessing Crystal, which many believe is good luck to touch. The Keepers of the Grace leave a guard always in the Market Square to protect Orchida, and there are weekly ceremonies to wash the Blessing Crystal and lay flowers at Orchida's feet. Two things to note: 1) It's probably just coincidence that "Anjuul" and "Angel" sound very alike in some Juniperan dialects. 2) Many denizens of the Depths are quite startled and taken by the Astori, who are crystal in form, initially thinking them to be one of the Anjuul. The Astori often get petted and fawned over by elderly Depths dwellers, which they are usually pretty chill about, being chill people in general. (It is unknown what powers the Anjuul might have. It is additionally unknown how they gain pneuma, though many people think that Ve Radiation itself gives them pneuma.)
General: "Shards" from CV2 can be grandfathered in as a "general Celestial", but no future Shards will be created independently of the subraces seen here.