Jul 19 2019, 11:03 AM
What is this?
Sentinels of the Sands is a group created by the Champions of Hydra who feel as though they have no other purpose than to linger in tunnel P, protecting the other, younger gembounds from the horrors that the room brings.
Should anyone have reason to go into Hydra, they can speak to the Sentinels of the Sands who will offer to escort them through the desert (at the risk of death) for the price of three death stones, which will be revived prior to a group entering Hydra.
Should anyone have reason to go into Hydra, they can speak to the Sentinels of the Sands who will offer to escort them through the desert (at the risk of death) for the price of three death stones, which will be revived prior to a group entering Hydra.
But how do I join without a Champion?
As previously stated, the Sentinels will try to revive gembound before entering Hydra to ensure that more Sentinels will live on if they die. You can wait to adopt one, or you can just approach them!
Otherwise, the Sentinels are always looking for new gembounds to train. Those who have not survived a trial of Hydra must go through one fashioned by the Sentinels, though they will be accompanied by any previous champion. While others may join without being a champion, they will not officially have the rank without going through a trial.
Otherwise, the Sentinels are always looking for new gembounds to train. Those who have not survived a trial of Hydra must go through one fashioned by the Sentinels, though they will be accompanied by any previous champion. While others may join without being a champion, they will not officially have the rank without going through a trial.
Rules
No one may enter Hydra alone. Always pair up and prevent others from entering alone.
Hydra is a dangerous cave with dangerous enemies. While we prevent others from going in without being prepared, we must prevent these Lesser Gembounds from destroying the lives of the Greaters.
Do not help someone unless you can see them immediately.
Hydra is a dangerous cave with dangerous enemies. While we prevent others from going in without being prepared, we must prevent these Lesser Gembounds from destroying the lives of the Greaters.
Do not help someone unless you can see them immediately.
Hierarchy
Commanders
Labradorite Four-Five-Six
Desert Rose Thirty-Five
--
While these Gembound remain at the top of the hierarchy, they share their power with each other. They’re on the same level, and each must have their orders followed in order to ensure the safety of the Sentinels as a whole. They oversee the trials and training of Apprentices in order to give them the rank of Champion and organize excursions into Hydra.
Champions
---
Those who have passed the trials of Hydra and trained of its ways are deemed Champions of Hydra. They are certified to lead others through Hydra, provided that they do leave behind a legacy. This group makes up the main bulk of patrols and hunting parties.
Apprentices
--
These Gembound are currently in training to become Champions. They can not go into Hydra without a Champion or Master. They may be tasked with minor duties, such as refreshing the watering hole or hunting for the group.
They may be tasked with a specific mentor who guides them on patrols through Hydra.
Labradorite Four-Five-Six
Desert Rose Thirty-Five
--
While these Gembound remain at the top of the hierarchy, they share their power with each other. They’re on the same level, and each must have their orders followed in order to ensure the safety of the Sentinels as a whole. They oversee the trials and training of Apprentices in order to give them the rank of Champion and organize excursions into Hydra.
Champions
---
Those who have passed the trials of Hydra and trained of its ways are deemed Champions of Hydra. They are certified to lead others through Hydra, provided that they do leave behind a legacy. This group makes up the main bulk of patrols and hunting parties.
Apprentices
--
These Gembound are currently in training to become Champions. They can not go into Hydra without a Champion or Master. They may be tasked with minor duties, such as refreshing the watering hole or hunting for the group.
They may be tasked with a specific mentor who guides them on patrols through Hydra.
Traditions
Being a new group, the Sentinels have yet to establish rigid traditions. They’re fairly fluid like the sands of their namesake; joining is typically an informal meeting of the rest of the members as of this writing. Time has yet to see them flourish into something more.
One concept the members do have is the taking of gems and revival, to ensure that their legacy lives on if they fail to pass the trials they partake in.
One concept the members do have is the taking of gems and revival, to ensure that their legacy lives on if they fail to pass the trials they partake in.
Jul 26 2019, 11:01 PM
An idea for the dwelling of the SoS!
The home of the Sentinels lays not far from the mouth of Hydra, inset into the sandy cave walls of tunnel P. A yawning overhang creates a large den. The den is more of a side tunnel, smaller than the main tunnel yet it does allow alternate passage under its thick archways. Parts of the rock have been dug out, while others are fortified with stones and pillars to keep the low ceiling stable above the largest Gembound. Years of wind has carved this side-tunnel into a smooth oblong shape. At its lowest and slimmest, it sits at about 8 feet. Along the far wall, farthest from the main tunnel, is a rounded shelf averaging at a foot high that dips and raises when it pleases, often about 3 feet wide. A few shelves atop the first lay further in. These alcoves provide protection from the heated winds blasting from Hydra and a modest privacy if something were to be hung above them.
A large section of the tunnel, easily fitting three or four of the largest Gembounds, shows signs of living and scuffles. The shelf here is at its widest and highest point. It allows for those atop it to look down upon other Sentinels. At its base, dinners and courts are held, and many of the group's meetings occur in this room. A communal water trough runs along the edge of the common room to be filled by apprentices and water mages.
Most apprentices and a few champions sleep in these commons, while older champions and commanders have claimed alcoves for their own purposes. The largest alcove is used, typically, for private meetings and hearings and has an animal hide secured to the wall to separate it from the Sentinels' main grounds.
Inspired by sandstone caves like these. Just.. A large one along Tunnel P.


The home of the Sentinels lays not far from the mouth of Hydra, inset into the sandy cave walls of tunnel P. A yawning overhang creates a large den. The den is more of a side tunnel, smaller than the main tunnel yet it does allow alternate passage under its thick archways. Parts of the rock have been dug out, while others are fortified with stones and pillars to keep the low ceiling stable above the largest Gembound. Years of wind has carved this side-tunnel into a smooth oblong shape. At its lowest and slimmest, it sits at about 8 feet. Along the far wall, farthest from the main tunnel, is a rounded shelf averaging at a foot high that dips and raises when it pleases, often about 3 feet wide. A few shelves atop the first lay further in. These alcoves provide protection from the heated winds blasting from Hydra and a modest privacy if something were to be hung above them.
A large section of the tunnel, easily fitting three or four of the largest Gembounds, shows signs of living and scuffles. The shelf here is at its widest and highest point. It allows for those atop it to look down upon other Sentinels. At its base, dinners and courts are held, and many of the group's meetings occur in this room. A communal water trough runs along the edge of the common room to be filled by apprentices and water mages.
Most apprentices and a few champions sleep in these commons, while older champions and commanders have claimed alcoves for their own purposes. The largest alcove is used, typically, for private meetings and hearings and has an animal hide secured to the wall to separate it from the Sentinels' main grounds.
Inspired by sandstone caves like these. Just.. A large one along Tunnel P.

