The Allied Sentinel State

Current Leader   High Marshal Endaris Velmire – A stoic, silver-haired warrior-mage from the Surtgard Republic, elected by the Council of Sentinels for his strategic brilliance and commitment to unity. Endaris has held the position for 12 years, balancing the agendas of all factions with calm authority.   Legislative Body   Council of Sentinels – Comprised of one representative from each of the six founding factions of the Contingent (Varyon, Tzarog, Indred, Surtgard, Kaelen, and the Sentinel State itself). Reaper’s Port holds a non-voting advisory seat. The Council drafts laws, allocates resources, and oversees key strategic decisions involving the Barrens. Each member serves staggered 6-year terms and must be an experienced military, arcane, or diplomatic leader.   Judicial Body   The Tribunal of Vigilance – A triad of judges, each chosen by two different factions (never their own), to ensure impartiality. They interpret Sentinel law, resolve inter-factional disputes, and rule on violations of the Sentinel Treaty. Their rulings are binding and immune to political override.   Executive Body   Office of the High Marshal – The administrative and military command center of the Allied Sentinel State. The High Marshal acts as commander-in-chief and chief diplomat. This office includes:   The Strategium: Military advisors and war scholars from every faction.   The Wardens' Circle: Arcane officials who manage the Veil-Ward network along the Barrens.   The Quartermaster General: Oversees supply chains and factional contributions.

Structure

High Warden of the Accord – Rotational leader chosen every 5 years from the Council of Sentinels   Council of Sentinels – One representative from each of the six founding factions (Reaper's Port does not currently hold a seat but contributes funds)   Warden-General – Military commander of The Pale Watch   Magister of Rites – Oversees arcane wardings and rituals to protect the Barrens   Chief Engineer – Head of infrastructure, siege defenses, and repairs along the Barricade’s walls

Culture

The Allied Sentinel State is defined by its discipline, neutrality, and sacrifice. Service within the Sentinel ranks is considered one of the highest honors among Contingent citizens.   Sentinari culture is stark, spartan, and solemn. They are taught that comfort is weakness and that eternal vigilance is the price of freedom. They live in fortified outposts, rotating shifts through The Barricade, and treat their duty with a near-religious reverence.

Public Agenda

Prevent unauthorized passage through the Rel-Vath Barrens   Guard against incursions of monsters, raiders, or supernatural threats   Enforce fair trade and safe passage for Contingent-aligned caravans   Maintain neutrality between the factions   Provide equal representation of all founding members through the Council of Sentinels

History

After the Rebellion, the newly formed Contingent faced internal conflict regarding who would control access to and surveillance of the Rel-Vath Barrens, a desolate and dangerous region bordering the lands of multiple founding factions.   To prevent factional power grabs and ensure collective security, the Sentinel Treaty was ratified, establishing the Allied Sentinel State and creating a neutral military body to patrol and manage the region.   The capital city, The Barricade, was built over the following decade, a massive fortress settlement acting as the first and final line of defense against the Barrens.   Reaper’s Port, joining the Contingent in 469 AEL, does not have a representative on the Sentinel Council but provides monetary support to avoid scrutiny and share in trade protections.   The Allied Sentinel State has repelled multiple breaches from the Barrens over the past centuries, earning the grudging respect of even the most skeptical Contingent members. Despite this, their neutrality is often questioned, especially in times of internal tension.

Territories

The Barricade: The massive, circular walled fortress-city at the edge of the Rel-Vath Barrens.   Outer Holdings: Outposts, forward camps, and fortified watchtowers spread across the desert's edge and into adjacent lands. These are temporary or rotating stations jointly staffed by soldiers from all factions.

Military

The Pale Watch – The standing army of the Allied Sentinel State, divided into specialized divisions:   Iron Mantle: Heavy infantry and siege specialists.   Ashblades: Rapid-response scouts and skirmishers.   Aetherbound Wardens: Arcane units specialized in shadow magic, planar sealing, and warding rituals.   Riftbinders: Elite mages trained to detect and suppress planar anomalies in the Barrens.   All factions rotate troops into the Pale Watch, but command remains centralized under the High Marshal.

Foreign Relations

The Sentinel State has no independent foreign policy. It exists solely within the bounds of the Al-Muru Daxin Contingent. However, it serves as a neutral meeting ground for negotiations and is occasionally visited by foreign emissaries under the protection of the Treaty.

Laws

Codex Vigilant: The Foundation of Law   All governance and conduct within the Allied Sentinel State is dictated by the Codex Vigilant, a living document drafted during the ratification of the Sentinel Treaty. It outlines the duties, restrictions, rights, and limitations of all individuals and factions operating within the Sentinel State. The Codex evolves through amendments passed by the Council of Sentinels, requiring a majority vote and ratification by the Tribunal of Vigilance.   Core Tenets of the Codex   Neutral Allegiance – All individuals serving the Sentinel State must abandon outward signs of factional loyalty while in service. This applies to armor insignias, banners, political declarations, and even speech.   Guardianship of the Barrens – Entry into the Rel-Vath Barrens must be authorized by the High Marshal or the Tribunal. Unauthorized access is punishable by imprisonment or exile.   Equal Contribution – Every member-faction of the Contingent must contribute proportionately to the Sentinel State's defense. Refusal or delay can result in trade restrictions or fines levied by the Tribunal.   Sanctified Passage – Any movement of goods, troops, or emissaries through Sentinel territory must be declared and logged at border checkpoints. Violators are subject to inspection, detainment, and interrogation.   Non-Expansion Doctrine – The Sentinel State may not claim new territory or resources beyond its designated borders. Any growth of holdings must be approved by a unanimous vote of the Council.   Oath of Vigilance – All soldiers, mages, and officials must swear this oath upon induction, pledging service to the Contingent above all personal or factional ambitions.   Enforcement Bodies   The Pale Watch   Primary Enforcers of the Codex.   Maintain patrols within The Barricade and along the Sentinel border.   Conduct raids on unauthorized encampments or smugglers attempting to use Sentinel lands for illicit passage.   The Scion Vigil   A special investigative arm of the Pale Watch, composed of intelligence agents, interrogators, and forensic mages.   Tasked with rooting out corruption, infiltration, or rogue magic within the Sentinel State.   The Tribunal of Vigilance   Handles legal proceedings, trials, and sentencing.   Employs a mix of precedent-based law and divine arcana to ensure truth and fairness.   Trials are often public, especially those involving inter-factional violations.   Punishments and Rehabilitation   Minor Infractions: Fines, probationary service, or reassignment to less favorable postings.   Major Violations: Imprisonment within the Bastion Cells beneath The Barricade, public censure, or magical branding.   Grave Crimes (Treason, unauthorized expedition into the Barrens, summoning rituals, etc.): Exile, memory-wipe sentencing (in rare cases), or execution.   Rehabilitation for non-violent offenders may include:   Extended service in sanitation, wall repair, or ward maintenance.   Enforced study at the Sah'Raveth Academy to reform ideological leanings.   Magical Oversight   Due to the nature of the threats from the Rel-Vath Barrens, magic is heavily monitored:   All spellcasters must be registered.   Warding glyphs are placed around critical zones.   Casting magic beyond the third tier without clearance results in immediate detainment and Tribunal review.   Arcane anomalies, forbidden rituals, or signs of extraplanar influence trigger automatic alerts through the Veil-Ward Network, resulting in rapid response by Riftbinders and arcane inquisitors.   Philosophy of Enforcement   The Sentinel State does not exist to police morality—it exists to preserve balance, order, and survival at the edge of civilization. As such, its laws are strict, its enforcers unwavering, and its justice efficient. Mercy exists—but only when it does not compromise vigilance.

Agriculture & Industry

Due to the harsh environment, the Sentinel State has minimal agricultural output. However, it manages:   Hydroponic Vaults: Subterranean food-growing facilities beneath The Barricade.   Forge Rings: Shared forges and arcane workshops used to maintain weapons and barriers.   Barricade Bazaar: A military-focused market trading goods from across the Contingent for specialized equipment, enchanted gear, and provisions.

Education

The Sah'Raveth Academy of the Vigilant Path trains soldiers, spellcasters, engineers, and leaders for service in the Pale Watch. Graduates are respected across Granheim for their discipline, resilience, and loyalty to the Contingent over any single faction.   Courses include:   Barrens Cartography & Anomaly Mapping   Joint Tactical Operations   Ward Construction & Arcane Defense   Cross-Faction Ethics & History   The Academy has strict entrance requirements and serves as a unifying institution that produces elite operatives devoted to the preservation of peace, balance, and survival along the edge of the unknown.

"In unity, we watch. In vigilance, we endure."

Type
Geopolitical, State
Capital
Alternative Names
The Pale Bastion
Demonym
Sentinari (Singular: Sentinar)
Head of State

Articles under The Allied Sentinel State