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{{Info afflictions
{{Info knights
|image       = noimg.png
|image = Senleyaorder.png
|races      = Any Mundane
|origins = [[Lathan Empire]]
|contraction = IC
|mortality  = N/A
|origins     = Dragons
|}}
|}}
Dragon Wardens, Dragon Knights and Dragon Champions are a specific type of Mundane individual that is blessed with Draconic Powers to help combat the spread of what the Draconic factions refer to as Infection. These types of Dragon Warriors differ from Archblood in that they are created intentionally, and that there are very few of them. Dragons or their direct representatives create Dragon Warriors, while Archblood are created without the direct interference with Dragons, and operate much more independently. Dragon Warriors are sometimes depicted as the commanders and special forces units in the Dragon armies, reducing the Archblood to common soldiers, but this is not strictly speaking true. Rather, Dragon Warriors have a different functional use in the fight against Infection, and instead of taking the fight directly to the Infection, serve more directly to protect the Mundane population of the world and Dragons as bodyguards and protectors. Dragon Warriors have been virtually unseen in the world since Cataclysm, but have made a rapid return since the appearance of the Dread and Imperial Dragon, and the continuing changing conditions of the Return of Dragons.


==Becoming a Dragon Warrior==
==Design==
Becoming a Dragon Warrior is not as straightforward as acquiring for example the blessings of a Void prefect would be. Dragon Warriors can only be made by Dragons themselves, who are notoriously absent and finicky to approach, or their representatives, who tend to be fiercely defensive of what secrets they hold. There is rumor of one structure somewhere on the Regalian Isle that is capable of blessing Mundane individuals (the ritual does not work on any type of Aberrant Lingering and up) into a Dragon Warden. Dragon Warriors have different tiers, ranging from Warden (which are the base recruits) to Dragon Knights (who are the personally blessed Wardens by the Dragons) and finally the Dragon Champion (who are unique and chosen personally by the Dragons also to represent one of them). These upgrades cannot be forced and can only come about from actual roleplay. In fact, to become a Dragon Warden, one must also find out about the Glass Spire in roleplay, locate it in roleplay, and convince the local cult to accept them in roleplay. This makes the Dragon Knights more difficult to get into than other forms of Afflictions, because there is no OOC way to become one. Being made a Dragon Knight is instantaneous, and any changes in rank also occur instantaneous with all knowledge of Abilities being granted immediately.  
===Theme===
The Senleya Order, also known as the Sentinel Order or the Full Moon Society in Common, is a pan-Elven secret society with a Freemason aesthetic. Founded by the Lanlath and various other anti-Allorn groups just after Cataclysm upon the realization that their attempts to topple the Allorn Empire might have gone better if they had cooperated at their pivotal moments instead of waiting and letting one another fall, it is an attempt to fight back against both the Allorn resurgence and Evolist would-be replacements alike. While they enjoy privileged status in Elven states around the world, in Regalia they are only state-sanctioned, kept an arm's length from the workings of the government due to mistrust for self-sure Elven benevolence. Senleya must be Elves (but not Kathar), and must be an Estelley, Draconism, or Unionism worshiper.
===Code===
It is important to note that the Senleya are quite solitary. It is not considered a breach of Code for Senleya not to loop one another into one another's plans if they think one person is enough. It is discourteous and might have social repercussions if they fail because they refused to trust fellow Order members, but there is nothing strictly disallowed about it. Each member is their own person with their own discretion.
# Senleya members must work to prevent the loss of one another's religious and legal rights, and cooperate to get rid of anyone who would make their groups look bad to State or Crown.
# Senleya members must work to prevent the loss of one another's statehood, and must also work to undermine the Allorn Empire and anyone doing something pro-Allorn (even accidentally!) at all times.
# Senleya members must constantly work to educate the public. A Regalia that knows about cruel Allorn history, and knows how to read a map, is a Regalia that is more likely to fight.
# Senleya members must work to prevent the loss of Elven heritage, ruins, and knowledge of any kind, so that history can be accurately chronicled.
# Senleya members must work politically towards stacking the leadership and advisory councils of various cross-City groups with as many Senleya members as possible.
# Senleya members must constantly work to reinforce and support all anti-Allorn groups, even non-Elves. This means helping Asha, Daendroque, and Eronidas, even if they do not like half the members.
# Senleya members must assist in the perpetuation of the true eternal nemesis status between the Senleya and Argentum Orders.
===Mechanics===
Guild Mechanics are freely granted to all Guild Members.
* Senleya members gain access to the [[Adapt_Point_Buy#Shapeshift_Pack|Shapeshift Pack]] (Mundane, but counts as a Disguise), but only for the duration of a Calendar Event, and with a 7 day Cooldown.
* Senleya members cannot be deceived about Elven History and Lore. If a related fact appears questionable, the Senleya Character's player may ask the DM for more information about its context as they would know it.
* Senleya members can choose to be immune to one Religious Mechanic from the [[Evolism]] religion, which must be noted on their Character Application.


In terms of it being an Affliction, while it is true that it affects subjects in a similar manner, to call it an affliction is not entirely accurate. Dragon Knights (the catch all term for Wardens, Knights and Champions) are not necessarily cursed with this affliction, and it also cannot inherently be cured. Someone who becomes a Dragon Warden has done so permanently, or until a Dragon or representative of a Dragon can undo the soul binding on the location they were granted this power. This means that Dragon Knights can actually go rogue, however such rogue elements tend to be mercilessly hunted by their former cult comrades. Dragons themselves don’t demand worship or obedience, however they do have a level of control over their Dragon Knights. Dragons have mind-control at all times (that cannot be resisted with Control Power Counters) over both Dragon Knights and Archblood, but rarely if ever exert it.  
==Chapters==
The Senleya are divided into different Chapters called Rites, based on certain groups' motivations for assisting in the cause. Any member from any compatible Heritage or Religion can swear to any branch.
===Add Allorn Rite here===
white lotus type beat
===Lathai Rite===
By far the largest subgroup, the Lathai Rite was the origin point of the organization. Given a charter by the Lanlath Empress Salenal after a personal tour of the devastated Allorn Empire immediately post-cataclysm, the Lathai Rite are the glue that knits the Senleya as a whole together. They are the overseers, organizers, and planners who make sure that no individual interest amongst the diverse and complicated Senleya branches takes precedence over the others, and no one gets too selfish. Sticklers for the rules and a refined wealthy presentation, the Lathai Rite are also responsible for the majority of Senleya high-class appeal and internal decorum. However, they should not be mistaken for bureaucrats: the Lathai rite is also full of zealous sword-toting Lanlath who were too impatient for change to make it in any of their native Imperial bureaus. Into the Senleya filter the boldest and loudest Lanlath who think that their people should be doing more for the world, and as quickly as possible.
* '''Lathai Mechanic:''' Lathai Rite members can extend their [[Adapt_Point_Buy#Shapeshift_Pack|Shapeshift Pack]] Mechanic onto 1 other, and can also use it outside of Events for up to 3 Hours, with the same Cooldown.
===Athentol Rite===
The Athentol Rite is composed of mostly Solvaan, but also Regalia-loyal Fin'ullen and Teledden who put the interests of that Empire first. It was founded on the belief that the Senleya mission should be expressed through a Regalian lens, that Regalia is the country destined to overtake and destroy the Allorn Empire, and also the only one capable. Centered around the Sollerian court, it is the most politically active branch in-game (because Regalia is the setting), and is responsible for making sure that Elves politically stay in Regalian good graces and in as many positions of influence as possible. Though they share the overall emphasis on their membership remaining unnoticed, Athentol Rite Senleya are the flashiest and most vocal about their desire to achieve influence as politicians, with many of them carrying Noble status. Their very pro-Regalian nature sometimes grates against the more far-flung Rites, but when in Regalia, none can deny its contributions to the world.
* '''Athentol Mechanic:''' Athentol Rite members can (with OOC consent) read emotions from other Characters, and suppress their own from being read.
===Sanraan Rite===
The Sanraan Rite, its name taken from the mythical Suvial founder, is dedicated not to the traditional Suvial art of Demonology but rather of Historiography. Sanraan is well-reputed in the academic community mostly for his honesty, because he is practically the only figure of the Allorn ascent period to write down anything without completely distorting it to suit his own Imperial narrative. The members of his Rite try to do the same by searching for truth in history wherever it can be found, and righting the wrongs of improperly kept records. This couples with a forgiveness-oriented attitude towards the past, being the most eager participants in the Senleya mission of smoothing over old wounds for the sake of the greater purpose. While most Sanraan Rite members are Suvial, there is also a sizable Star of Peace Lanlath presence.
* '''Sanraan Mechanic:''' Sanraan Rite members can make a Discord Ticket to ask the Senleya Archives about an Elven related Lore Question.
===Ularen Rite===
The Ularen is the great steppe in the midst of Daen that was historically host to the Maquixtl cultures of the continent, only for them to be driven out upon Talea's return and the ones who remained to be transformed into an oppressed class used in forced labor and pushed out of the way of military encampments. The Ularen Rite is mostly composed of disenfranchised Maquixtl and the different Elves, Fin'ullen and Teledden included, who were pushed out of the way of Talea's expansionism or forced from their native Principalities upon her return. Since they believe that the solution is to be found in the Gods, precisely some sort of strange calculus of requiring Cemaan to turn against the Allorn Empire before victory against Talea can even be considered, they are the most mystic and ponderous of the different Rites, and always the first to keep religion in mind in a situation, whether that is Estelley or Guldar Draconism.
* '''Ularen Mechanic:''' Ularen Rite members are treated as equals to the Summoner at any Divinium Summoning of their Character's Religion, and are guaranteed at least one question of their own.
===Vanelyon Rite===
The Vanelyon Rite is named after the Dregodar Prince who died alongside the Dragon Gaia fighting his cousin, the Empress. Composed of mostly Life Isldar, but also a few Aerunthar Dragonkin and some of the straggler hidden worship Draconism communities left behind in Daen, they are steeped in Dragon worship and fierce advocates for the memory of Dragons in history. Members of the Vanelyon rite are presciently concerned about the Senleya Order becoming what it hates if just one Grandmaster goes astray, as from their point of view, the line between Senleya pan-Elven belief, Allorn supremacism, and Apotheon [[Evolism]] cultism is actually quite thin and easy to cross. They operate as a sort of internal secret police that tries to hold the Senleya as a whole accountable not to run ahead with their idealism without considering what got them into the situation in the first place, an overconfidence
* '''Vanelyon Mechanic:''' Vanelyon Rite members can write messages under Magical enchantment that only other Senleya members are capable of seeing, and leave them in places.


==Dragon Warden Abilities==
==Goals==
{| class="wikitable"
Since jobs and day to day tasks are covered by the Code section, the Goals section discusses major plans the Guild has for advancement.
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Primal Power
* '''War in Heaven:''' Having studied Dewamenet and Allorn history, and in review of the modern situation, the Senleya believe that wars are won or lost in large part based on the backing and presence of Gods. It is a Senleya mission to try to work towards 'reclaiming' Cemaan from the concept of the Allorn Empire, for example. If the Senleya assess in any situation that a religious revelation would make a group that has potential to assist in the great conflict stronger, then they will quietly put their weight behind whoever is trying to make it work. The Order had a hand in Sinnavei's pro-Regalian outlook, and the reconstitution of Draconism after the Advancement.
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Ability Category
* '''War on Land:''' The Senleya are constantly busy trying to make sure that their constituent member states (and friends) are not snuffed out before the Allorn struggle can even begin. Various priorities include making sure the Sihndar do not fall to Demons, the Suvial are not conquered by the Dread Empire, the Life Isldar are not driven out of Ellador, and the various Elven Principalities still independent are not consumed by the resurgent Allorn Empire. These priorities are often performed in a pro-Regalian scope.
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Range
* '''War of the Mind:''' The Senleya, being a deeply mystic and religious Order, believe that corruption oftentimes begins in a failing of religion. They often work towards correcting deficient interpretations of their member Religions that leave room for corruption, including syncretism that they consider unsuitable: with Evolist Gods, for example. While priests themselves are rarely part of this organization, they have a tendency to prop up priests who they believe will help keep the common folk on the straight and narrow.
! style="font-weight:bold; background-color:#dddddd;" | Description
* '''War for Forgiveness:''' The Senleya believe that the low reputation of the Elven people worldwide due to Allorn imperialism must be fixed. It is a Senleya goal to, while taking the past seriously and with all due respect, achieve forgiveness on a societal level between those wronged by the Allorn Empire and the Elves that are no longer part of it. This goal is so abstract and so complicated that it is difficult to find a point to begin. However, many Senleya keep it in mind in case a relevant opportunity arises, or the goal can be worked towards on a personal level.
|-
| style="background-color:#b597c3;" | Mundane Protector
| Primal Power
| Emote Distance
| While within Emote Distance, the Dragon Warden is able to reverse one attack whether it be mundane, ability-based, melee or ranged inflicted on a target person who is mundane (thus not any form of Aberrancy), once a day per person. For example, if five people are caught in a fireblast from a Mage, the Dragon Warden can undo the damage on all five of these people, but undo no further attacks on them for the remainder of the day, and the damage must have been done to them in Emote Distance from the Dragon Warden. If an attack caused collateral damage, for example, a stab caused them to fall from a roof and break their legs, this Power also undoes all collateral damage that followed the attack.  
|-
| style="background-color:#b597c3;" | Cleanse Corruption
| Primal Power
| Emote Distance
| Dragon Wardens can perform the cleansing ritual on any person, which after 30 seconds of incantations in the Dragon language, causes any Target Curse or Target Illusion that is actively affecting them to disappear. Furthermore, Dragon Wardens are also immune to Target Curses and Target Illusions. They cannot even perceive that these Abilities are being used on them. They can however still be affected by Object Curses and Object Illusions. Once cleansed, a target cannot be re-cleansed for another 10 minutes.
|-
| style="background-color:#b597c3;" | Scaling Claws
| Primal Power
| Self
| The Dragon Warden can cause Dragon Claws to extend from their fingers while climbing any vertical surface. This means that Dragon Wardens can scale any vertical surface, no matter how high, as long as they keep up upward momentum. This means that they cannot hang from the surface (they would slip and fall) and must reach the top. It is possible to jump and eject off the wall mid-climb, however lethal and catastrophic damage from falling can still occur, as this does not give any additional falling protection.  
|-
| style="background-color:#b597c3;" | Prism of Defence
| Primal Power
| Emote Distance
| The Dragon Warden is able to summon a Defence Prism, which is a 3 block by 3 block cage with walls 6 blocks high (with a tapering top to appear like a pyramid) that allows any person to pass through, including mundane weapons and their mundane projectiles. The Dragon Warden cannot enter this Prism, as doing so will immediately cancel it out, they must always be outside of it, however up to 9 Mundane people can be inside it (one per block in a 3x3 square), while any Aberrant of Lingering and up entering the Prism will immediately break it. If any Void or Exist based Abilities (granted from any Aberrancy including and higher than Lingering Aberrancy) is used against this wall, or the people inside, it is instead absorbed by the wall and dissipated. Essentially, all Abilities from either Void or Exist energies are unable to pass through the Prism wall. This also includes mundane items affected by Magic, for example, a boulder that is thrown with Magic suddenly halts its momentum completely upon reaching the wall, and drops straight to the floor, while a fireball cast at the wall is immediately extinguished. The Prism lasts indefinitely, or until the Dragon Warden is knocked out or leaves Emote Distance of it, or an Aberrant of Lingering and up enters it.
|-
| style="background-color:#b597c3;" | Warden Eyes
| Constant Passive
| Self
| Dragon Wardens retain their old eye color, but gain an additional purple limbal ring on their Iris, representing the budding Dragon Influences in their Soul. Even if they go rogue, this effect remains.
|-
| style="background-color:#b597c3; color:#333333;" | Calling of Lords
| Constant Passive
| Self
| The Dragon Warden is able to detect either a Dragon Soulcore, or Dragon that is present within Emote Distance. Once they enter Emote Distance, the purple ring effect of their eyes starts flaring up, and they feel it internally also.
|-
| style="background-color:#b597c3;" | Calling of Faith
| Toggle Passive
| Self
| The Dragon Warden can manifest Dragon runes and Script on their body in glowing lines as if they are tattoos. The color they are made of can be dictated by any of the Dragons the Warden mostly associates with. They can be made to disappear or appear, and their glow can be turned off and on, but they never glow enough to produce light in a dark room.
|}


==Dragon Knight Abilities==
==Privileges==
{| class="wikitable"
While there is no hierarchy in the Senleya Order, rewards can be achieved for seniority. When you feel your Character has finished leading the Guild through a major story beat, or has achieved something major in line with Guild principles, apply for a Privilege in the Discord Ticket Bot. Similar to Knightly rank-ups, as more Privileges are accrued, it becomes harder to gain more.  
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Primal Power
# Grants the Character a rent-free Guild Hall Safehouse that the is about the size of 2x Rental Houses that the whole Guild can share. World Staff will do interior, if requested.
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Ability Category
# Grants the Character protection against trouble for breaking all of Low Law, and allows them to cast Magic freely without restrictions, using Elven bribes to law enforcement.
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Range
# Choose one of: Lanlath Mechanic 5, Finullen Mechanic 5, Solvaan Mechanic 3, Suvial Mechanic TBD, Maquixtl Mechanic 4, or Life Isldar Mechanic 2, and gain it.
! style="font-weight:bold; background-color:#dddddd;" | Description
# Grants the Character wings (feathered only), allowing Elytra flight (with use of Rockets). Combat or Ability usage immediately disables flight.
|-
# Grants the Character an Elf Ally NPC of their desired Theme that can be used to either assist with ongoing Quests or give Quests that generate Artifactsparks.
| style="background-color:#b597c3;" | Dragon All-Armor
| Trigger Passive
| Self
| Dragon Knights have a permanent proportional Armor effect. This proportional armor inverts the amount of armor worn by the individual and optimizes their mobility and agility. Simpler put, the less armor and constricting clothes the Dragon Knights wear, the stronger their body and skin becomes, acting like real armor. This Ability is completely ineffective if the subject wears Half-Plate Armor (for example, Guard Armor), granting no additional protections to them. If however they only wear a set of pants (the highest effectiveness), their body will be steeled to the point of effectively being as strong as Plate Armor, but not losing any mobility from the weight. The middleground here being just wearing normal clothes, their skin always acts as a chain mail suit. The effect of this armor protection is that their skin essentially becomes as tough as steel plate, meaning it requires repeated attacks to break, or strong piercing damage to break through, but internal organs and tissue is still weak as the protections are only skin deep. Blunt damage still translates through like normal (as it would with normal armor as well) as does Magic Spell or Sorcery Spell damage (unless they specifically should not be able to pierce armor). Any abilities that mitigate armor or clothing protections from Exist or Void based sources are ineffective against Dragon Knights.  
|-
| style="background-color:#b597c3;" | Cleanse Corruption
| Primal Power
| Emote Distance
| Dragon Knights can perform the cleansing ritual on any person, which after 10 seconds of incantations in the Dragon language, causes any Target Curse or Target Illusion that is actively affecting them to disappear. Furthermore, Dragon Knights are also immune to Target Curses and Target Illusions. They cannot even perceive that these Abilities are being used on them. They can however still be affected by Object Curses and Object Illusions.  
|-
| style="background-color:#b597c3;" | Scaling Claws
| Primal Power
| Self
| The Dragon Knight can cause Dragon Claws to extend from their fingers while climbing any vertical surface. This means that Dragon Knights can scale any vertical surface, no matter how high, and they can also halt their momentum at any time, and hold onto their progress by hanging from the wall from their claws. This is an upgraded version of the Dragon Warden Ability that allows them to pause on the wall, and continue scaling it at will. Furthermore, jumping from the surface will grant them Draconic wings that cannot be used to fly, but can be used to glide down at a 45 degree (or less) angle that will cushion any falling damage they might receive.  
|-
| style="background-color:#b597c3;" | Whispers of the Dead
| Primal Power
| Self
| Dragon Knights can never be taken by surprise from any direction, be it under, above, behind or from their sides. Whenever they are about to be attacked, or a spell is about to materialize in an area where they cannot see it directly around them, the dead from the Soul Rivers will whisper warnings to them. As such, Dragon Knights can never be taken by surprise from any direction (though this does not grant them instant-dodging capabilities or instant-blocking capabilities, combat roleplay still obeys normal rules).  
|-
| style="background-color:#b597c3;" | Leystone Wardens
| Primal Power
| Emote Distance
| The Dragon Knight is able to summon 3 Leystone Wardens onto a target Mundane person (so anyone who is not Aberrancy Lingering and above) that protect this person for the next 10 minutes from any melee, ranged, mundane or Ability-based attack. For each unique attack, one Leystone Warden is absorbed and destroyed. If no attacks were absorbed, after 10 minutes, all Wardens disappear by themselves. The Dragon Knight cannot prematurely end the effect. If the 10 minutes have passed, or 3 Wardens were destroyed, the Dragon Knight can re-apply this Power onto a new target, however this target cannot be the same person as the last, and can never be the Dragon Knight themselves.  
|-
| style="background-color:#b597c3;" | Warden Eyes
| Constant Passive
| Self
| Dragon Knights eye colors, like those of Archblood, turn a deep purple. Additionally, what sets them apart from their Archblood offensive counterpart, is that they will gain a thin glowing Dragon-script headband crossing their forehead. The color they are made of can be dictated by any of the Dragons the Knight mostly associates with, but the glow can never be enough to produce light in a dark room.
|-
| style="background-color:#b597c3; color:#333333;" | Calling of Lords
| Constant Passive
| Self
| The Dragon Knight is able to detect either a Dragon Soulcore, or Dragon that is present within Emote Distance. Once they enter Emote Distance, the Dragon Crown effect of their forehead starts flaring up, and they feel it internally also.
|-
| style="background-color:#b597c3;" | Calling of Faith
| Toggle Passive
| Self
| The Dragon Knight can manifest Dragon runes and Script on their body in glowing lines as if they are tattoos. The color they are made of can be dictated by any of the Dragons the Knight mostly associates with. They can be made to disappear or appear, and their glow can be turned off and on, but they never glow enough to produce light in a dark room.
|}


==Dragon Champion Abilities==
==History==
Dragon Champion Abilities are dictated through a Special Permission Ability Sheet.
history theme is okay but change some details
 
Far less famous than the great Allorn Empresses of history but no less important are the Lathan Empresses, who have from their far more isolated position quietly given rise to some of the most important global movements in history, including the popularization of Radiant Magic theory, and the founding of the Order discussed on this page. When the Lanlath intervened during the Void Invasion to save the Allorn Empire from destruction at the hands of Demons, their Empress rode out of Lathan in person with a host of her finest guard to take survey of the situation. More than anyone was she deeply disgusted by the wretched state of Elven civilization, and the memory of pain and disgust that they had left behind in the world. But, worst of all, was her reaction to learning from the lips of those left behind what had passed in the centuries that the Lanlath had been secluded behind sealed gates. The  decline of the Suvial, the mass proliferation of Void Cults, the crippling overpopulation and the flight and massacre of the Dregodar, the departure of the Solvaan, all of these things and more she mused could have been presented if there was less distance between the affected. If the Suvial had been willing to die for the Draconism worshipers, or the Draconism worshipers for the Lanlath, then they could have lived together instead of dying apart. With this conviction in hand, she founded the Senleya Order to prevent this from happening again, and engaged in a slow century-long dialogue (as is the Lanlath way) with those who would eventually become the other member groups.
 
The Regalian loyalists, the Suvial, the Plains Elves, and even the distant, bitter Isldar were successfully integrated into a continuous organization that could and would fend for itself. However, the slowness of the Lanlath to act compared with the bickering nature of these groups that did not like each other much to begin with made the Senleya lethargic and uncoordinated, preventing them from exercising any kind of global influence in the following critical periods. Allorn revanchism re-flowered in the destroyed Principalities and prevented the foundation of any sort of Fin'ullen branch with the growth of the rival Blue Moon Society for Talea's Restoration instead, and in Regalia, a series of Purist direction changes in the government made the idea of exposing to the Regalian Crown unworkable for fear of eradication. From the end of the first century After Cataclysm until the end of the third century after Cataclysm, the Senleya for the most part focused internally on establishing functioning communication and command structure. The explosion of events from 300-312 AC has seen war break out on Daen again, Talea return, the Isldar fracture due to the Glacial's deception, and more. In the past years, the Senleya have been thrust from status as a disjointed organization that only existed on paper into the first and last line of defense against Dread agents (with whom they are the ultimate rivals), a Regalian regressive takeover, and the ultimate fear of Allorn victory and the destruction of all they have worked towards. From relative obscurity, the Senleya are now considered one of Aloria's most eminent intelligence organizations, up there with the Blue Moon Society, the Suvial Secret Service, and some say even the Slizzar.  
 
==Fix Below On The Actual Page==
{/{Organizations}}
[/[category:Organizations]] [/[category:Guilds]]


==Trivia==
==Trivia==
*Dragon Knights were first seen serving Rikkira during the Dragon Crisis, attacking Regalian officials.
* The Suvial Secret Service is not part of the Senleya Order: it is loyal to the Suvial Princes directly. In fact, they and the Senleya have fought before, when cooperation has been at low points.
* Sometimes, it is hard to tell the difference between Dragon Knights and Archblood. Having knowledge of the differences requires Dragon History Knowledge from Historical Knowledge Proficiency.
* The Senleya often know and greet one another by wearing signets of silver moons on the ring finger of their left hand, opposite where a marriage ring would be, and flashing them from under cloaks.
* Dragon Knights can still die (obviously), however they are always guaranteed to become Archblood and have a near-death experience while doing so. There is no way to go back from Archblood to Dragon Knight.  
* Senleya symbolism is all moon-focused and moon-oriented, with passphrases, sayings, and symbology of moons plastered all over everything. The Lanlath, Estel zealots, and the Isldar are equally to blame.
{{Afflictions}}
{{Accreditation
|Writers = MonMarty
|Processors = MonMarty
}}
[[category:Afflictions]] [[category:Primal Afflictions]]

Latest revision as of 19:37, 16 June 2024

Test
Senleyaorder.png
Order
Origins Lathan Empire

Design

Theme

The Senleya Order, also known as the Sentinel Order or the Full Moon Society in Common, is a pan-Elven secret society with a Freemason aesthetic. Founded by the Lanlath and various other anti-Allorn groups just after Cataclysm upon the realization that their attempts to topple the Allorn Empire might have gone better if they had cooperated at their pivotal moments instead of waiting and letting one another fall, it is an attempt to fight back against both the Allorn resurgence and Evolist would-be replacements alike. While they enjoy privileged status in Elven states around the world, in Regalia they are only state-sanctioned, kept an arm's length from the workings of the government due to mistrust for self-sure Elven benevolence. Senleya must be Elves (but not Kathar), and must be an Estelley, Draconism, or Unionism worshiper.

Code

It is important to note that the Senleya are quite solitary. It is not considered a breach of Code for Senleya not to loop one another into one another's plans if they think one person is enough. It is discourteous and might have social repercussions if they fail because they refused to trust fellow Order members, but there is nothing strictly disallowed about it. Each member is their own person with their own discretion.

  1. Senleya members must work to prevent the loss of one another's religious and legal rights, and cooperate to get rid of anyone who would make their groups look bad to State or Crown.
  2. Senleya members must work to prevent the loss of one another's statehood, and must also work to undermine the Allorn Empire and anyone doing something pro-Allorn (even accidentally!) at all times.
  3. Senleya members must constantly work to educate the public. A Regalia that knows about cruel Allorn history, and knows how to read a map, is a Regalia that is more likely to fight.
  4. Senleya members must work to prevent the loss of Elven heritage, ruins, and knowledge of any kind, so that history can be accurately chronicled.
  5. Senleya members must work politically towards stacking the leadership and advisory councils of various cross-City groups with as many Senleya members as possible.
  6. Senleya members must constantly work to reinforce and support all anti-Allorn groups, even non-Elves. This means helping Asha, Daendroque, and Eronidas, even if they do not like half the members.
  7. Senleya members must assist in the perpetuation of the true eternal nemesis status between the Senleya and Argentum Orders.

Mechanics

Guild Mechanics are freely granted to all Guild Members.

  • Senleya members gain access to the Shapeshift Pack (Mundane, but counts as a Disguise), but only for the duration of a Calendar Event, and with a 7 day Cooldown.
  • Senleya members cannot be deceived about Elven History and Lore. If a related fact appears questionable, the Senleya Character's player may ask the DM for more information about its context as they would know it.
  • Senleya members can choose to be immune to one Religious Mechanic from the Evolism religion, which must be noted on their Character Application.

Chapters

The Senleya are divided into different Chapters called Rites, based on certain groups' motivations for assisting in the cause. Any member from any compatible Heritage or Religion can swear to any branch.

Add Allorn Rite here

white lotus type beat

Lathai Rite

By far the largest subgroup, the Lathai Rite was the origin point of the organization. Given a charter by the Lanlath Empress Salenal after a personal tour of the devastated Allorn Empire immediately post-cataclysm, the Lathai Rite are the glue that knits the Senleya as a whole together. They are the overseers, organizers, and planners who make sure that no individual interest amongst the diverse and complicated Senleya branches takes precedence over the others, and no one gets too selfish. Sticklers for the rules and a refined wealthy presentation, the Lathai Rite are also responsible for the majority of Senleya high-class appeal and internal decorum. However, they should not be mistaken for bureaucrats: the Lathai rite is also full of zealous sword-toting Lanlath who were too impatient for change to make it in any of their native Imperial bureaus. Into the Senleya filter the boldest and loudest Lanlath who think that their people should be doing more for the world, and as quickly as possible.

  • Lathai Mechanic: Lathai Rite members can extend their Shapeshift Pack Mechanic onto 1 other, and can also use it outside of Events for up to 3 Hours, with the same Cooldown.

Athentol Rite

The Athentol Rite is composed of mostly Solvaan, but also Regalia-loyal Fin'ullen and Teledden who put the interests of that Empire first. It was founded on the belief that the Senleya mission should be expressed through a Regalian lens, that Regalia is the country destined to overtake and destroy the Allorn Empire, and also the only one capable. Centered around the Sollerian court, it is the most politically active branch in-game (because Regalia is the setting), and is responsible for making sure that Elves politically stay in Regalian good graces and in as many positions of influence as possible. Though they share the overall emphasis on their membership remaining unnoticed, Athentol Rite Senleya are the flashiest and most vocal about their desire to achieve influence as politicians, with many of them carrying Noble status. Their very pro-Regalian nature sometimes grates against the more far-flung Rites, but when in Regalia, none can deny its contributions to the world.

  • Athentol Mechanic: Athentol Rite members can (with OOC consent) read emotions from other Characters, and suppress their own from being read.

Sanraan Rite

The Sanraan Rite, its name taken from the mythical Suvial founder, is dedicated not to the traditional Suvial art of Demonology but rather of Historiography. Sanraan is well-reputed in the academic community mostly for his honesty, because he is practically the only figure of the Allorn ascent period to write down anything without completely distorting it to suit his own Imperial narrative. The members of his Rite try to do the same by searching for truth in history wherever it can be found, and righting the wrongs of improperly kept records. This couples with a forgiveness-oriented attitude towards the past, being the most eager participants in the Senleya mission of smoothing over old wounds for the sake of the greater purpose. While most Sanraan Rite members are Suvial, there is also a sizable Star of Peace Lanlath presence.

  • Sanraan Mechanic: Sanraan Rite members can make a Discord Ticket to ask the Senleya Archives about an Elven related Lore Question.

Ularen Rite

The Ularen is the great steppe in the midst of Daen that was historically host to the Maquixtl cultures of the continent, only for them to be driven out upon Talea's return and the ones who remained to be transformed into an oppressed class used in forced labor and pushed out of the way of military encampments. The Ularen Rite is mostly composed of disenfranchised Maquixtl and the different Elves, Fin'ullen and Teledden included, who were pushed out of the way of Talea's expansionism or forced from their native Principalities upon her return. Since they believe that the solution is to be found in the Gods, precisely some sort of strange calculus of requiring Cemaan to turn against the Allorn Empire before victory against Talea can even be considered, they are the most mystic and ponderous of the different Rites, and always the first to keep religion in mind in a situation, whether that is Estelley or Guldar Draconism.

  • Ularen Mechanic: Ularen Rite members are treated as equals to the Summoner at any Divinium Summoning of their Character's Religion, and are guaranteed at least one question of their own.

Vanelyon Rite

The Vanelyon Rite is named after the Dregodar Prince who died alongside the Dragon Gaia fighting his cousin, the Empress. Composed of mostly Life Isldar, but also a few Aerunthar Dragonkin and some of the straggler hidden worship Draconism communities left behind in Daen, they are steeped in Dragon worship and fierce advocates for the memory of Dragons in history. Members of the Vanelyon rite are presciently concerned about the Senleya Order becoming what it hates if just one Grandmaster goes astray, as from their point of view, the line between Senleya pan-Elven belief, Allorn supremacism, and Apotheon Evolism cultism is actually quite thin and easy to cross. They operate as a sort of internal secret police that tries to hold the Senleya as a whole accountable not to run ahead with their idealism without considering what got them into the situation in the first place, an overconfidence

  • Vanelyon Mechanic: Vanelyon Rite members can write messages under Magical enchantment that only other Senleya members are capable of seeing, and leave them in places.

Goals

Since jobs and day to day tasks are covered by the Code section, the Goals section discusses major plans the Guild has for advancement.

  • War in Heaven: Having studied Dewamenet and Allorn history, and in review of the modern situation, the Senleya believe that wars are won or lost in large part based on the backing and presence of Gods. It is a Senleya mission to try to work towards 'reclaiming' Cemaan from the concept of the Allorn Empire, for example. If the Senleya assess in any situation that a religious revelation would make a group that has potential to assist in the great conflict stronger, then they will quietly put their weight behind whoever is trying to make it work. The Order had a hand in Sinnavei's pro-Regalian outlook, and the reconstitution of Draconism after the Advancement.
  • War on Land: The Senleya are constantly busy trying to make sure that their constituent member states (and friends) are not snuffed out before the Allorn struggle can even begin. Various priorities include making sure the Sihndar do not fall to Demons, the Suvial are not conquered by the Dread Empire, the Life Isldar are not driven out of Ellador, and the various Elven Principalities still independent are not consumed by the resurgent Allorn Empire. These priorities are often performed in a pro-Regalian scope.
  • War of the Mind: The Senleya, being a deeply mystic and religious Order, believe that corruption oftentimes begins in a failing of religion. They often work towards correcting deficient interpretations of their member Religions that leave room for corruption, including syncretism that they consider unsuitable: with Evolist Gods, for example. While priests themselves are rarely part of this organization, they have a tendency to prop up priests who they believe will help keep the common folk on the straight and narrow.
  • War for Forgiveness: The Senleya believe that the low reputation of the Elven people worldwide due to Allorn imperialism must be fixed. It is a Senleya goal to, while taking the past seriously and with all due respect, achieve forgiveness on a societal level between those wronged by the Allorn Empire and the Elves that are no longer part of it. This goal is so abstract and so complicated that it is difficult to find a point to begin. However, many Senleya keep it in mind in case a relevant opportunity arises, or the goal can be worked towards on a personal level.

Privileges

While there is no hierarchy in the Senleya Order, rewards can be achieved for seniority. When you feel your Character has finished leading the Guild through a major story beat, or has achieved something major in line with Guild principles, apply for a Privilege in the Discord Ticket Bot. Similar to Knightly rank-ups, as more Privileges are accrued, it becomes harder to gain more.

  1. Grants the Character a rent-free Guild Hall Safehouse that the is about the size of 2x Rental Houses that the whole Guild can share. World Staff will do interior, if requested.
  2. Grants the Character protection against trouble for breaking all of Low Law, and allows them to cast Magic freely without restrictions, using Elven bribes to law enforcement.
  3. Choose one of: Lanlath Mechanic 5, Finullen Mechanic 5, Solvaan Mechanic 3, Suvial Mechanic TBD, Maquixtl Mechanic 4, or Life Isldar Mechanic 2, and gain it.
  4. Grants the Character wings (feathered only), allowing Elytra flight (with use of Rockets). Combat or Ability usage immediately disables flight.
  5. Grants the Character an Elf Ally NPC of their desired Theme that can be used to either assist with ongoing Quests or give Quests that generate Artifactsparks.

History

history theme is okay but change some details

Far less famous than the great Allorn Empresses of history but no less important are the Lathan Empresses, who have from their far more isolated position quietly given rise to some of the most important global movements in history, including the popularization of Radiant Magic theory, and the founding of the Order discussed on this page. When the Lanlath intervened during the Void Invasion to save the Allorn Empire from destruction at the hands of Demons, their Empress rode out of Lathan in person with a host of her finest guard to take survey of the situation. More than anyone was she deeply disgusted by the wretched state of Elven civilization, and the memory of pain and disgust that they had left behind in the world. But, worst of all, was her reaction to learning from the lips of those left behind what had passed in the centuries that the Lanlath had been secluded behind sealed gates. The decline of the Suvial, the mass proliferation of Void Cults, the crippling overpopulation and the flight and massacre of the Dregodar, the departure of the Solvaan, all of these things and more she mused could have been presented if there was less distance between the affected. If the Suvial had been willing to die for the Draconism worshipers, or the Draconism worshipers for the Lanlath, then they could have lived together instead of dying apart. With this conviction in hand, she founded the Senleya Order to prevent this from happening again, and engaged in a slow century-long dialogue (as is the Lanlath way) with those who would eventually become the other member groups.

The Regalian loyalists, the Suvial, the Plains Elves, and even the distant, bitter Isldar were successfully integrated into a continuous organization that could and would fend for itself. However, the slowness of the Lanlath to act compared with the bickering nature of these groups that did not like each other much to begin with made the Senleya lethargic and uncoordinated, preventing them from exercising any kind of global influence in the following critical periods. Allorn revanchism re-flowered in the destroyed Principalities and prevented the foundation of any sort of Fin'ullen branch with the growth of the rival Blue Moon Society for Talea's Restoration instead, and in Regalia, a series of Purist direction changes in the government made the idea of exposing to the Regalian Crown unworkable for fear of eradication. From the end of the first century After Cataclysm until the end of the third century after Cataclysm, the Senleya for the most part focused internally on establishing functioning communication and command structure. The explosion of events from 300-312 AC has seen war break out on Daen again, Talea return, the Isldar fracture due to the Glacial's deception, and more. In the past years, the Senleya have been thrust from status as a disjointed organization that only existed on paper into the first and last line of defense against Dread agents (with whom they are the ultimate rivals), a Regalian regressive takeover, and the ultimate fear of Allorn victory and the destruction of all they have worked towards. From relative obscurity, the Senleya are now considered one of Aloria's most eminent intelligence organizations, up there with the Blue Moon Society, the Suvial Secret Service, and some say even the Slizzar.

Fix Below On The Actual Page

{/{Organizations}} [/[category:Organizations]] [/[category:Guilds]]

Trivia

  • The Suvial Secret Service is not part of the Senleya Order: it is loyal to the Suvial Princes directly. In fact, they and the Senleya have fought before, when cooperation has been at low points.
  • The Senleya often know and greet one another by wearing signets of silver moons on the ring finger of their left hand, opposite where a marriage ring would be, and flashing them from under cloaks.
  • Senleya symbolism is all moon-focused and moon-oriented, with passphrases, sayings, and symbology of moons plastered all over everything. The Lanlath, Estel zealots, and the Isldar are equally to blame.