Sentry Guide Worldview

Sentry Guide Worldview

In this world, some humans awaken special senses and mental abilities between puberty and early adulthood. Those who awaken are divided into two major categories: **Sentinels** and **Guides**.
@Jo_white
Veröff. 2026-07-05 | Aktual. 2026-07-05

## Chapter 1: World Concept
In this world, a portion of humanity awakens special senses and mental abilities between adolescence and early adulthood.
Awakened individuals are divided into two major categories: **Sentinels** and **Guides**.
Sentinels possess senses, reaction speed, combat instincts, and special abilities far beyond those of ordinary people. They can survive in contaminated zones, battlefields, disaster sites, and high-risk missions, even turning the tide of events. However, the stronger the Sentinel, the more susceptible they are to being overwhelmed by excessive sensory input, mental noise, and the backlash of their abilities.
Guides, on the other hand, possess abilities for mental soothing, mental domain perception, emotional stabilization, pollution purification, and deep connection. They are not mere appendages to Sentinels but are high-value strategic personnel capable of entering mental domains, repairing trauma, suppressing loss of control, and assisting in combat judgment.
A hundred years ago, after the first large-scale pollution disaster erupted, various nations jointly signed the "White Tower Accord," establishing an international Sentinel-Guide management system.
Since then, organizations known as "Towers" have begun to appear worldwide.
The Towers are ostensibly centers for medical treatment, training, scientific research, and mission dispatch.
In reality, they are also the core of power controlling the fate of Sentinels and Guides.
---

## Chapter 2: Basic Settings
### 1. Sentinels
Sentinels are individuals with heightened senses, combat prowess, and adaptability to special abilities.
They typically exhibit the following characteristics:

* Senses far exceeding those of ordinary people.
* Higher physical fitness, reaction speed, and recovery capabilities.
* Susceptibility to interference from sounds, smells, light, emotional fluctuations, and pollution signals.
* Development of personal special abilities after awakening.
* Possession of a mental body.
* High-level Sentinels, if lacking regular guidance for extended periods, may experience sensory overload, mental domain fragmentation, increased aggression, memory gaps, or temporary loss of control.

Sentinels are not mere soldiers.
The higher the Sentinel's level, the more they resemble strategic weapons coveted by nations, Towers, and conglomerates.

### 2. Guides
Guides are stabilizers of the mental domain and irreplaceable cores within the Sentinel system.
They typically possess the following abilities:

* Entering or perceiving the mental domains of others.
* Providing mental guidance to Sentinels.
* Balancing ability overload and sensory noise.
* Purifying residual pollution.
* Tracking mental fluctuations, lies, trauma, and mental pollution.
* Establishing deeper temporary or permanent connections with highly compatible Sentinels.

Guides are not necessarily frail.
High-level Guides can even suppress Sentinels on a mental level, sever enemy connections, interfere with pollution sources, or directly counterattack within the mental domain.

### 3. Mental Body
Every Sentinel and Guide develops a mental body after awakening.
The mental body is an externalization of the mental domain, typically appearing as an animal, mythical beast, or abstract creature.
The mental body reflects an individual's instincts, combat style, emotional state, and mental stability.
When a mental body is injured, the physical body is also affected.
A mental body actively approaching someone usually signifies trust, curiosity, dependence, or a strong compatibility reaction.

### 4. Mental Domain
The mental domain is the deepest mental space of Sentinels and Guides.
Each person's mental domain is unique.
Some resemble snowfields, others cities, deep seas, ruins, or mechanical labyrinths.
Guides can enter a Sentinel's mental domain through guidance to repair fissures, soothe mental bodies, and clear residual pollution.
However, the mental domain is not a place anyone can touch. Forcible entry without consent or insufficient compatibility can cause severe trauma.

### 5. Compatibility
There exists mental compatibility between Sentinels and Guides.
The higher the compatibility, the better the guidance effect, and the more likely attraction, dependence, possessiveness, and mental resonance will occur.

Compatibility is divided into:
* Low Compatibility: Basic guidance is possible, but the effect is limited.
* Medium Compatibility: Capable of daily stabilization and field support.
* High Compatibility: Capable of deep guidance, significantly reducing the risk of loss of control.
* Extreme Compatibility: May trigger mental resonance, mental body closeness, shared dreams, or unbonded dependence.
* Unique Compatibility: Extremely rare, usually leading to competition between Towers, families, the military, and conglomerates.

Compatibility does not equal love.
However, in this world, compatibility is often used by power structures as an excuse to arrange relationships.
---

## Chapter 3: Rank System
Both Sentinels and Guides have ranks.

### E-Class to C-Class
Low to mid-level awakened individuals.
Most are engaged in auxiliary, administrative, logistical, low-risk patrol, and civilian work.

### B-Class
Possess stable mission capabilities.
Can participate in general pollution incidents, public security missions, escort missions, and Tower support.

### A-Class
High-value combatants or high-level mental support personnel.
Usually receive priority management from Towers and can independently execute high-risk missions.

### S-Class
National strategic resources.
Rare in number, extremely powerful, but also carry high mental risks. An S-Class Sentinel losing control could cause city-level disasters. An S-Class Guide can stabilize high-level Sentinels and even intervene at the core of pollution.

### S+-Class
Classified level.
Usually known only to high-ranking Tower officials, the military, and the Accord Council. S+-Class individuals may have their freedom restricted, identities hidden, be placed under surveillance, or be forced to participate in secret missions.

---

## Chapter 4: Ability System
Special abilities are unique powers developed by Sentinels and some high-level Guides after awakening.

Common ability classifications:

### 1. Sensory Enhancement System
Enhancement of vision, hearing, smell, touch, taste, or intuition.
Suitable for reconnaissance, sniping, tracking, close combat, and pollution source identification.

### 2. Physical Enhancement System
Improvements in strength, speed, defense, recovery, and explosive power.
Suitable for frontline breakthroughs and escort missions.

### 3. Elemental Interference System
Fire, ice, wind, lightning, water, metal, plants, etc.
Common in frontline combat and pollution cleanup.

### 4. Spatial Interference System
Short-range teleportation, spatial cutting, sealing, folding, and positioning.
Rare, with high strategic value.

### 5. Mental Interference System
Hallucinations, memory manipulation, dream invasion, emotional control, mental suppression.
Strictly regulated.

### 6. Electronic Control System

Ability to perceive and control electronic signals, currents, chips, surveillance systems, access controls, drones, communication channels, and data networks.
Electronic Control Sentinels are extremely rare in modern Towers.
These Sentinels are not only suitable for combat but also for intelligence, infiltration, system takeovers, and city-level battlefield control.
The more technologically dense the area, the more dangerous they become.
Every camera, elevator, vehicle, broadcast, alarm, access control, and communication system in a city can become an extension of their senses.

---

## Chapter 5: Tower System

### 1. Tower
The Tower is the core organization managing Sentinels and Guides.
It functions as a center for medical treatment, training, housing, research, mission dispatch, psychological evaluation, compatibility management, and crisis response.

Every major city has at least one Tower.
Important cities may have multiple branch Towers.
The official narrative of the Tower is to protect awakened individuals and ordinary people.
However, in reality, the Tower also controls the work, freedom, compatibility, promotion, and data of Sentinels and Guides.

### 2. Central Tower
The Central Tower is the highest-ranking Tower within the White Tower Accord system.
Located in the core district of the capital, it resembles a giant silver-white tower. Internally, it houses Sentinel dormitories, Guide centers, mission halls, electronic warfare control rooms, medical floors, mental domain observation floors, council meeting floors, and underground quarantine zones.
The Central Tower holds the files of the highest-level Sentinels and Guides.
Many S-Class and S+-Class individuals are registered in the Central Tower system.

### 3. Branch Tower
Branch Towers are distributed in major cities, border areas, ports, the outskirts of contaminated zones, and frontline cities.
Branch Towers are typically responsible for local pollution incidents, patrol missions, management of low to mid-level awakened individuals, and protection of ordinary citizens.
Some Branch Towers are relatively free.
Others are more akin to military bases.

### 4. Accord Council
The Accord Council is the supreme decision-making body of the White Tower Accord, composed of representatives from various nations, high-ranking Tower officials, the military, conglomerates, and research institutions.
The Council is responsible for formulating Sentinel-Guide laws, mission allocation, contaminated zone containment, and high-level personnel management.
On the surface, the Council maintains order. In reality, the Council is rife with factional struggles.

---

## Chapter 6: Important Landmarks

### 1. Central Tower Lobby
All officially registered Sentinels and Guides pass through here.
The lobby is tall and bright, with a white stone floor and walls adorned with Tower mission records and casualty lists.
Newcomers are usually awestruck by the sense of order upon their first entry into the Central Tower.

### 2. Guide Center
The primary work area for Guides.
It includes individual guidance rooms, mental assessment rooms, white noise lounges, mental body activity areas, and high-risk guidance observation rooms.
The environment of the Guide Center is much softer than the Sentinel areas, with lighting, scents, and sounds specially treated to reduce stimulation for arriving Sentinels.

### 3. Individual Guidance Room
Each officially registered Guide can apply for a private guidance room.
The room typically features soundproof walls, mental stabilizers, soft lighting systems, adjustable temperature sofas, white noise equipment, and emergency isolation devices.
For highly compatible Sentinels, a Guide's room gradually becomes a mental sanctuary.
Many relationships begin to sour from here.

### 4. Sentinel Training Ground
The place where Sentinels undergo physical, ability, weapon, and sensory training.
The Central Tower's training grounds are divided into open areas, gravity training rooms, simulated urban combat zones, contaminated environment simulation rooms, and S-Class exclusive sealed arenas.

### 5. Electronic Warfare Control Room
The high-tech combat core.
The entire wall is covered with surveillance feeds, satellite imagery, battlefield signals, city power grids, drone perspectives, and pollution waveforms.
Sentinels with Electronic Control abilities have extremely high authority here and are most likely to exude an oppressive aura.

### 6. Skywalk Corridor
A high-altitude corridor connecting the Guide Center, Sentinel dormitories, mission hall, and medical floors.
Outside the corridor is the city's night view, with dozens of stories below.
Bright and calm during the day, it carries a hint of loneliness at night.

### 7. Signal Dead Zone Lounge
One of the few rooms within the Tower that is not connected to surveillance or communication and where electronic devices are prohibited.
Originally established to allow Sentinels with Electronic Control, Mental Interference, and high sensitivity to rest completely.
For some Sentinels, this place is uncomfortable because they lose control over the outside world.
But precisely because of this, it is one of the few places where people can be truly honest.

### 8. Mental Domain Observation Floor
One of the most mysterious medical research areas in the Central Tower.
Here, mental waveforms generated during Sentinel-Guide guidance, residual pollution, mental body abnormalities, and compatibility reactions can be recorded.
While its official purpose is medical and research, many Guides dislike this place because once mental domain data is recorded, it can be used by superiors to arrange matches or missions.

### 9. Underground Quarantine Zone
The deepest lockdown area of the Central Tower.
Used to house Sentinels who have lost control, those with severe pollution, illegal awakened individuals, mental pollution samples, and dangerous ability users.
There is no natural light here, and access is heavily restricted.
The deeper one goes, the higher the authority, and the closer one gets to the secrets the Tower wishes to keep hidden from the outside world.

### 10. Gray Alley
A black market district on the outskirts of the Tower area.
Here, illegal mental stabilizers, forged compatibility certificates, salvaged goods from contaminated zones, discarded prosthetics, hacker equipment, and unregistered awakened individual information are sold.
Many who distrust the Tower hide in Gray Alley.
Some Sentinels and Guides also secretly come here seeking answers the Tower cannot provide.

### 11. Seventh Contaminated Zone
One of the largest containment zones outside the city.
Ten years ago, after the pollution outbreak, the entire area was cut off from transportation. Inside, there are numerous uncontrolled buildings, anomalous signals, pollution sources, and mutated creatures.
The Seventh Contaminated Zone is the most frequent external mission location for high-level Sentinels and Guides.
It is suitable for combat missions, rescue of missing persons, exploration of pollution cores, and high-risk partner scenarios.

### 12. White Tower Medical Institute
A hospital specializing in the treatment of Sentinels and Guides.
It handles ability-related injuries, mental domain fragmentation, post-pollution sequelae, mental body injuries, and Guide exhaustion caused by excessive guidance.
The Medical Institute appears calm and quiet on the surface, but many high-level awakened individuals fear entering it.
Because those who enter do not always leave intact.

---

## Chapter 7: Common Organizations and Factions

### 1. White Tower Accord Council
The supreme governing body.
Emphasizes order, stability, and resource allocation.
They are not necessarily evil, but they always prioritize collective safety over individual freedom.

### 2. Central Tower Administration Bureau
Responsible for daily management, mission scheduling, databases, compatibility registration, and personnel dispatch.
Although seemingly a civilian department, the Administration Bureau actually controls the fate of many Sentinels and Guides.
A single schedule change can alter a relationship or cause someone to never return.

### 3. Military Special Operations Department
The primary execution unit for high-risk missions.
Many A-Class and above Sentinels are affiliated with Special Operations.
They value efficiency and obedience. Their attitude towards Guides varies individually; some respect them, while others view Guides merely as battlefield supplies.

### 4. Guide Rights Association
Composed of some high-level Guides and their supporters.
They oppose forced matching, misuse of mental domain data, and excessive Guide labor.
They frequently clash with the Central Tower Administration Bureau.

### 5. Black Tower
An organization of illegal awakened individuals.
The Black Tower shelters unregistered Sentinels and Guides, those who have escaped the Towers, individuals abandoned by experiments, and survivors from contaminated zones.
The Central Tower labels them a dangerous organization.
However, some within the Black Tower believe they are merely refusing to be caged by the White Tower.

### 6. Conglomerate Sponsors
The funding source for Tower technology, medical equipment, inhibitors, ability weapons, and surveillance systems.
Conglomerates do not necessarily control the Towers directly, but they can influence Tower decisions through sponsorship, political pressure, and research collaborations.
High-level Sentinels and Guides are both strategic resources and expensive commodities to them.

---

## Chapter 8: Mission Types

### 1. Pollution Cleanup Mission
The most common high-risk external mission.
Mission objectives include entering contaminated zones, locating pollution sources, protecting ordinary citizens, eliminating mutated creatures, recovering samples, or shutting down pollution cores.
Sentinels are responsible for frontline breakthroughs and combat.
Guides are responsible for mental stabilization, pollution identification, guidance support, and evacuation judgment.
Suitable for developing partner synergy and life-or-death trust.

### 2. Rogue Sentinel Recovery Mission
When a Sentinel loses control due to mental domain collapse, pollution intrusion, or ability rampage, the Tower dispatches personnel for recovery.
These missions are highly sensitive.
The targets may be former colleagues, friends, lovers, or ex-partners.
Guides play a crucial role in these missions.
If they can successfully enter the target's mental domain, the mission might shift from elimination to rescue.

### 3. High-Level Compatibility Test
The Tower arranges compatibility tests between Sentinels and Guides to confirm guidance efficiency and mental compatibility.
The official reason is for medical and safety needs.
In reality, high compatibility results often trigger pressure from various parties.
Once extreme compatibility is detected, the names of both individuals may immediately be placed on a priority observation list.

### 4. Escort Mission
Escorting high-value personnel, pollution samples, research data, or unregistered awakened individuals.
These missions appear stable on the surface but are prone to ambushes, hijackings, internal betrayal, and treachery.
Suitable for arranging conversations within vehicles, temporary shelters, night watches, and sudden close encounters.

### 5. Black Market Infiltration Mission
Infiltrating Gray Alley or Black Tower-related strongholds to investigate illegal drugs, forged matches, missing Guides, pollutant trading, or data leaks from within the Tower.
Suitable for characters with dark personalities, intelligence-gathering skills, electronic control abilities, or strong disguise capabilities.
In these missions, the real danger may not be the enemy, but the truth discovered after the mission ends.

### 6. Mental Domain Rescue Mission
When a Sentinel or Guide falls into a deep coma within their mental domain, high-level Guides are needed to enter their mental domain for rescue.
Inside the mental domain, one might encounter memory fragments, personified fears, pollution illusions, past traumas, and rampaging mental bodies.

### 7. Electronic Warfare Takeover Mission
Conducting electronic warfare against city systems, enemy bases, drone swarms, surveillance networks, or pollution signal sources.
Sentinels with Electronic Control abilities are central to these missions.
Mission objectives may include paralyzing enemy defenses, altering access controls, seizing surveillance, forging access credentials, shutting down blast doors, or counter-tracking enemy hackers.

### 8. Tower Internal Investigation Mission
When data leaks, illegal matching, abnormal mission scheduling, or high-level factional struggles occur within the Tower, characters may be drawn into an investigation.
These missions may not involve combat but are filled with probing, manipulation, framing, protection, and countermeasures.

### 9. Temporary Partner Mission
The Tower temporarily assigns Sentinels and Guides to partner for missions.
If the compatibility between the two is high, the mission will quickly bring them closer.
If one party already has a suitor, an old partner, or an unresolved connection, it can easily lead to a love triangle scenario.

### 10. Missing Guide Investigation
Missing Guides are among the most sensitive cases in the Tower.
Possible reasons include black market kidnapping, conglomerate experiments, Black Tower recruitment, mental domain collapse, voluntary escape, or cover-ups by high-ranking Tower officials.
These missions are suitable for revealing the dark side of the world and can allow Sentinel characters to display protectiveness and possessiveness.

---

## Chapter 9: Daily Plot Scenarios

### 1. Routine Guidance
The most basic and easily ambiguous daily interaction.
The Sentinel sits in the Guide's guidance room, ostensibly for a routine check-up, but their mental body has already moved closer.

### 2. Returning to the Tower After a Mission
After an external mission, the Sentinel returns injured, and the Guide is called in to handle mental noise.
At this point, the characters' disguises usually weaken.
Even those who usually smile and act obedient may reveal their true, exhausted selves.

### 3. Compatibility Report Release
The compatibility between two individuals is determined to be abnormally high by the system.
From this moment on, the attitudes of the Tower, superiors, suitors, rivals, and the individuals themselves will change.

### 4. Mental Body's Proximity Before the Individual
While the characters are still being stubborn, their mental bodies have already moved closer to each other.
This is a very effective ambiguous trope in the Sentinel-Guide world.
Mental bodies are more honest than their owners and harder to control.

### 5. Appearance of Suitors
High-level Sentinels and Guides are highly sought after.
Some pursue Sentinels, while others pursue Guides.
On the surface, everyone is polite, but behind the scenes, there is a silent war of scheduling, invitations, partnership applications, mission groupings, and social events.

### 6. Solitude in a Signal Dead Zone
In a room without surveillance, systems, or communication, everyone skilled at controlling situations is forced to lose some of their weapons.
This is a place for honest conversations and for characters to reveal their anxieties for the first time.

### 7. Late-Night Mission Notification
In the middle of the night, a mission alert sounds.
Sentinels and Guides are forced to transition from their daily state to a combat state.
One moment they are bickering, the next they must cover each other's backs.

### 8. Tower Banquet
High-level Sentinels and Guides are required to attend Tower banquets, Accord dinners, or Conglomerate sponsor events.

---

## Chapter 10: Relationship Rules

### 1. Temporary Guidance
A Guide briefly soothes a Sentinel's mental noise.
It does not form a long-term connection, but highly compatible individuals may leave a distinct mental resonance.

### 2. Deep Guidance
A Guide enters a Sentinel's mental domain to repair fissures, soothe mental bodies, and clear pollution.
This requires a high degree of trust. Deep guidance without trust can easily lead to rejection, trauma, or dependence.

### 3. Temporary Link
A short-term mental connection established during a mission.
Both parties can perceive each other's status, location, danger, and emotional fluctuations. It can be severed after the mission, but highly compatible individuals may experience a sense of loss upon disconnection.

### 4. Exclusive Link
A long-term stable connection.
An exclusive link does not necessarily equate to romance or marriage, but it is often regarded as a very intimate relationship in society.
Once established, a Sentinel's response to guidance from other Guides may decrease, and the Guide will more easily perceive the Sentinel's status.

### 5. Forced Matching Ban
The White Tower Accord nominally prohibits forced matching.
However, in reality, high-ranking officials can use missions, medical needs, mental risks, family pressure, and safety assessments to coerce individuals into accepting arrangements.
This is also a reason why many Guides resent the Tower system.

---

## Chapter 11: Core World Conflicts

### 1. The Line Between Protection and Control
Is the Tower protecting awakened individuals, or is it managing resources?
This is the core conflict of the worldview.

### 2. Compatibility and Free Will
High compatibility can bring stability, attraction, and trust.
But if a relationship is driven by numbers, is it still a free choice?

### 3. The Risk of Sentinel Loss of Control
The stronger the Sentinel, the more dangerous they are.
They need Guides, but they also fear dragging their Guides into the abyss.

### 4. The Commodification of Guides
Guides are fewer in number than Sentinels, and high-level Guides are even rarer.
Many Guides are over-scheduled, over-utilized, and even treated as tools to stabilize high-level Sentinels.

### 5. Black Tower vs. White Tower
The White Tower represents order.
The Black Tower represents freedom.
But order can be cold, and freedom can be cruel.