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===Shilôt Bloodline===
{{Info knights
Shilôt Vampires hail from the wine-producing lands of Vixhall and Ithania, melding well with high society there, but particularly honing their crafts through drinks and partying to disguise them being a Vampire and create an army of thirsty cattle that come to them.
|image = Senleyaorder.png
{| class="wikitable"
|origins = [[Lathan Empire]]
! style="text-align: center; font-weight:bold; background-color:#cfa6e3; width: 10%;"  | Choice Mutation Name
|}}
! style="text-align: center; font-weight:bold; background-color:#cfa6e3; width: 8%;"  | Ability Category
 
! style="text-align: center; font-weight:bold; background-color:#cfa6e3; width: 8%;"  | Range
==Design==
! style="text-align: center; font-weight:bold; background-color:#cfa6e3;" | Description
===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.
| Vinteaar Providing
===Code===
| Vampire Spell
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.
| Emote Distance
# 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.
| The Vampire can summon succulent foods and drinks, but must sacrifice something to make it in matter. For example mud can be used to create a medium rare steak perfectly seared. The food remains food throughout ingestion, but the Vampire can turn it back to its original substance with the flick of a hand (not allowed to be made out of harmful materials or excessively large materials). If the Vampire does not change the material back, it remains perfect in the way it was made however, and tastes delicious. A Character with 10+ Culinary Arts can smell/feel/taste/see that there is something off about the food, and upon closer inspection, identify that this food isn't natural.
# 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.
| Vinteaar Partying
# Senleya members must work to prevent the loss of Elven heritage, ruins, and knowledge of any kind, so that history can be accurately chronicled.
| Toggle Passive
# Senleya members must work politically towards stacking the leadership and advisory councils of various cross-City groups with as many Senleya members as possible.
| Event Venue
# 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.
| This ability only activates in a Server-Announced Event setting (player hosted or Staff hosted, but it must be announced by Staff/be on the Calendar). The Shilôt is able to activate their Vinteaar Partying, which disguises the Vampiric features (red/wispy blue eyes, bloodshot gaze, sickly skin, black nails) of all Vampires at an event (including themselves), alongside making them undetectable to Aberration or Vampire Detection Mechanisms, in the same manner as the Alais. This Ability is active for as long as the Shilôt is at the event, and up to 5 minutes after an event officially concludes. This gives all vampires socializing discretely at an event the time to depart before the ability drops. It does not, however, mask the use of Vampire Spells.
# Senleya members must assist in the perpetuation of the true eternal nemesis status between the Senleya and Argentum Orders.
|-
===Mechanics===
| Vinteaar Stasis
Guild Mechanics are freely granted to all Guild Members.
| Toggle Passive
* 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.
| Self
* 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.
| The Vampire can crystallize in form as if hardened wine, turning into a dark red wine and then hardening. This crystalline form can be upheld for years, does not cause the Vampire to age, or take harm from anything. After 1 hour, the substance turns gray and stone-like, essentially disguising the Vampire as a statue. The Vampire remains aware of the passage of time, but not so sentient aware that they would be bored out of their mind. The Vampire does not gain Proficiency Points while in this statue form. Characters that have survived beyond 150 years this way still require an Ancient Character Special Permission.
* Senleya members can choose to be immune to one Religious Mechanic from the [[Evolism]] religion, which must be noted on their Character Application.
|-
 
| Vinteaar Mist
==Chapters==
| Vampire Spell
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.
| Emote Distance
===Add Allorn Rite here===
| The Vampire can throw one of their drinks onto the floor, causing it to explode into a dusty and barely visible mist. This mist appears like the mirage of heat haze rising from a surface during a warm sunny day, meaning it does not obscure vision or cause anyone to experience negative effects while standing inside of it, except for the strong odor of liquor or wine, but will remain somewhat visible to allow others to see how far it extends in any direction. This mist remains for 10 seconds, during which the Vampire remains invisible inside the mist, unless they attack someone. Should they exit the mist and attempt to escape, they will become visible, and immediately remove the mist.
white lotus type beat
|-
===Lathai Rite===
| Vinteaar Elegance
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.
| Constant Passive
* '''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.
| Self
===Athentol Rite===
| Victims feel no pain while being fed on, and even become unaware that they are being fed on, forgetting that a moment ago the Vampire sank teeth into them. They will only become vaguely aware that some interaction happened between the Vampire and them, but are unable to remember precisely what.
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.
| Vinteaar Lingua
===Sanraan Rite===
| Constant Passive
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.
| Self
* '''Sanraan Mechanic:''' Sanraan Rite members can make a Discord Ticket to ask the Senleya Archives about an Elven related Lore Question.
| A Vampire with this trait is able to understand any spoken non-Ancient and non-Forgotten language, and read any such language from written form, while understanding it in their native tongue. They can however not speak any of it back to the source.
===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.
| Vinteaar Thickening
* '''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.
| Constant Passive
===Vanelyon Rite===
| Self
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
| The Vampire can add a few drops of their own blood to any drink, turning said drink addictive. The persons drinking the drink will be unaware why it is addictive, but feel an intense urge to drink more of it, and have withdrawal symptoms if they are denied any which can last up to three days, while feeling minor withdrawal when they haven't consumed any for some time. Any Ability that removes curses can remove this effect.
* '''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.
|-
 
| Vinteaar Drawling
==Goals==
| Vampire Spell
Since jobs and day to day tasks are covered by the Code section, the Goals section discusses major plans the Guild has for advancement.
| 5 Block Distance
* '''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.
| The Vampire can hold up their hand to their face, and blow from the top of their hand in the direction of a person, producing a misting of wine in their direction. When hit, their target becomes incredibly drunk for several minutes. This effect cannot stack and wears off like normal drunken-ness. If anyone was mid-charge at the Vampire and this Spell was used, the charge is immediately stopped. Anyone who's breathing is filtered, stopped or protected, will not be affected.
* '''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.
| Vinteaar Addicting
* '''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.
| Target Curse
 
| Emote Distance
==Privileges==
| The Vampire can give another Vampire a specific blood addiction (to a person the Shilôt thought of) by cursing them with a verbal curse within Emote Distance. This Vampire will become addicted to the blood of that specific person, and hunt and find satisfaction from drinking that specific person alone. This effect lasts for a week.
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.
|-
# 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.
| Vinteaar Draughting
# 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.
| Target Curse
# 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.
| Self
# Grants the Character wings (feathered only), allowing Elytra flight (with use of Rockets). Combat or Ability usage immediately disables flight.
| The Vampire can Curse another (non-Vampire) person if they have any of their blood (a fresh and sizeable amount, not just a dried splatter on the wall). In a ritual, expending the blood, the person can be given a Satisfaction Curse. The effects of this Curse cause any food and drinks to taste like ash and putrid liquid, while any activities that would normally give the person joy and feelings of accomplishment suddenly no longer provide happiness. This Curse lasts for a total of a week, and cannot be applied to the same target within a three month period, even by other Shilôt Vampires.
# 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="text-align: center; font-weight:bold; background-color:#cfa6e3;" | Blood Mutation Name
==History==
| style="text-align: center; font-weight:bold; background-color:#cfa6e3;" | Ability Category
history theme is okay but change some details
| style="text-align: center; font-weight:bold; background-color:#cfa6e3;" | Range
 
| style="text-align: center; font-weight:bold; background-color:#cfa6e3;" | Description (Blood Mutations are free but mandatory, meaning all Shilôt Vampires have them, and they do not cost any Mutation slots)
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.
|-
 
| Shilôt Body
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.
| Constant Passive
 
| Self
==Fix Below On The Actual Page==
| The Vampire's new Physical Stat Limit is 35, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies.
{/{Organizations}}
|-
[/[category:Organizations]] [/[category:Guilds]]
| Shilôt Functioning
 
| Constant Passive
==Trivia==
| Self
* 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 Vampire is able to consume food and drinks like normal, and will pass these like normal. Shilôt Vampires are capable of producing both broods and normal children, allowing them a choice during mating. All of their children become either Vampire Broods or normal children.
* 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.
| Shilôt Appearance
| Constant Passive
| Self
| The Vampire's eyes turn Red only when they are actively feeding from a victim, and their teeth extend only shortly before feeding. Their skin lightens a bit, while their eye sockets are somewhat reddened. The Vampire Eyes (when visible) cannot be hidden or overwritten by Ritualism Mutations or any Aesthetic changes brought about by any Abilities, save for Abilities defined on this page, where applicable.
|-
| Shilôt Empowerment
| Constant Passive
| Self
| The Vampire, in a hosting or drink-serving RP scenario (e.g. tending an IC bar, offering drinks at an IC event) lose all of their Vampiric features and cannot be detected by any Detection Mechanisms. This cloaking lasts for 5 minutes following the end of the RP scenario, giving the Shilôt enough time to depart the scenario without arousing suspicion.
|-
| style="text-align: center; font-weight:bold; background-color:#cfa6e3;" | Group Mutation Name
| style="text-align: center; font-weight:bold; background-color:#cfa6e3;" | Ability Category
| style="text-align: center; font-weight:bold; background-color:#cfa6e3;" | Range
| style="text-align: center; font-weight:bold; background-color:#cfa6e3;" | Description (Group Mutations are free but mandatory, meaning all Shilôt Vampires have them, and they do not cost any Mutation slots)
|-
| Witching Brew
| Vampire Spell
| Emote Distance
| While at least two Shilôt Vampires are present, they are able to use a cauldron to produce a wine-pleasure-bomb. They commence this process by brewing the wine in the cauldron, after which both make hand gestures over the pot. The pot's contents then rapidly steam out of the cauldron, producing a purple wine-mist that lasts for several seconds and fills an entire room or Event Venue or Emote Distance, causing anyone inside of it to feel euphoric and extremely satisfied, and liable to lapse in judgement. Anyone who's breathing is filtered, stopped or protected, will not be affected.
|-
| Witching Vineyard
| Vampire Spell
| Self
| While at least two Shilôt Vampires are present and lock hands together while spreading their arms, they will become hexed to appear like a grape-tree. Any additional Shilôt holding hands will also turn into a grape-tree illusion. This illusion is upheld as long as the Vampires do not move, and can be seen through by any Ability that grants Target Illusion immunity.
|}

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.

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{/{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.