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{{Info bloodline
{{Info knights
|image = Vampiretech.png
|image = Senleyaorder.png
|pronunciation = Kraa-tos
|origins = [[Lathan Empire]]
|origins = Meraic Vault, Qadir Hadrityas
|niche    = Solo or Group Tech Vampire with escape mechanics, supporting utility and world changing utility
|}}
|}}
'''''WARNING:''' This is experimental content. We as Lore Staff are contemplating expanding Vampire mechanics considerably to aid the ailing Vampire populations with a much needed content injection. As such, this Bloodline functions differently from the other Bloodlines. It is an early test for what might be rolled out to all other Vampire Bloodlines eventually, if this test run proceeds well, and the feedback is positive. It is however also possible that this lore will be subject to modifications, or outright removal. We are committed to keeping this as part of our lore in the future, but cannot guarantee its perpetuity in the current form, and as such, players choosing to make Cratos Vampires should be aware that this is still experimental. If this content is well received and plays well, the format will be rolled out to all other Vampire Bloodlines, who will all also get a facelift.''


The Cratos Bloodline is a relatively old Bloodline that remained very obscure until more recent times. Shortly after the fall of the Dorkarth Princes during the Vampire Wars, a small sub cult of a particularly intelligent Dorkarth prince, Janus, who stumbled into a Meraic tomb. Having spent decades researching the technology there-in, and subsequent expeditions to Qadir Hadrityas, as well as Varran Temples, eventually led to this cult coming into contact with the Mechanic Arken, who conspired with the Dorkarth Prince to mutate their Dorkarth strain of Vampirism into the new Cratos Bloodline. The Cratos Bloodline was officially born 173 AC in the north of Basqlierra, in a dense jungle covered Meraic ruin. From this place, the Cratos Vampires spread out into the world, seeking both technological bounties and fresh blood to sustain themselves. Cratos Vampire populations exploded around 305 AC when the Ailor officially allied with the Qadir remnant states, the sudden influx of technology to Regalia causing a migration of isolated Cratos Vampires to Regalia to establish so-called Sanguine Technocracies. These Sanguine Technocracies, Vampire covens mostly populated by Cratos Vampires started hoarding technology to enhance their search for victims to drink from, collecting junk and scraps left behind by the Qadir inventors to produce workshops of their own, eventually creating great underground Foundries of Blood.  
==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.
# 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.


===Cratos Mentality===
==Chapters==
Cratos Vampires are less focused on the struggle of power between the von Kërle and Dorkarth Vampires, and are often more concerned about establishing technological supremacy. Cratos Vampires can both be solitary idiosyncratic inventors who have extended their life to invent more, or group based syndicates hell-bent on creating larger communities built on their intellectual progress. Still, despite all this tech-focused ideology, Cratos Vampires remain enslaved to their hunger for blood, with many of their inventions being aimed at capturing and subduing their victims faster. Because of the many utilitarian functions of Cratos Vampires, they are an often welcomed member of other covens, albeit very territorial within them, often not accepting other Cratos Vampires to compete for their position of that particular faction’s “main tech mojo”. Cratos Vampires also have a peculiar obsession for collecting junk and left over Clockwork or Dwarven steam/hydraulic-Tech, and just storing it up in their home or base, even if it has no use. They tend to be more socially competent and persuasive than some of the other more arrogant and selfish Vampire Bloodlines, but this mostly masks their intent at warming up their superiors, only to use them for their own ends somewhere down the line.
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.


===Cratos Niche===
==Goals==
Cratos Vampires fill a unique niche in Vampire society because of their immunity to curing, as well as their ability to destroy that hated weapon that affects all Vampires, Puretek. Even while not strictly speaking a combat Vampire, Cratos Vampires bring useful utilities both in and outside of combat that makes them a must-have for any Coven seeking to establish superiority both over other Vampires, and blood cattle. There are even some rumors of the Regalian Government clandestinely working with some Cratos Vampires, exchanging prisoners as blood cattle for the numerous technological inventions the Cratos Vampires bring forth, only to then use these inventions against other Vampires elsewhere. Cratos Vampires are unique in that sense that they can actually be a benefit to the Vampire-hating community, working with them being said to be like fighting fire with fire.  
Since jobs and day to day tasks are covered by the Code section, the Goals section discusses major plans the Guild has for advancement.
===Cratos Common Abilities===
* '''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.
Common Abilities are mechanics that all Cratos Vampires have access to, meaning they are implied and it is not necessary to record them on a Character Application, though you may for posterity sake. Important instructions for Character Apps are included in the Vampire Form table row at the bottom.  
* '''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.
{| class="wikitable"
* '''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.
! style=" text-align:center; width: 8%;" | Standard Ability
 
! style=" text-align:center; width: 8%;" | Ability Category
==Privileges==
! style=" text-align:center; width: 8%;" | Range
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.  
! Description (Standard Mutations are free but Mandatory, All Cratos Vampires have them, and they can use these Abilities while in their non-Vampiric Form and Vampiric Form (Tech Form))
# 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.
|-
# 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="font-weight:bold; text-align:center; background-color:#ECF0D1" |Blood Collaring
# 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.
| Target Curse
# Grants the Character wings (feathered only), allowing Elytra flight (with use of Rockets). Combat or Ability usage immediately disables flight.
| Emote Distance
# 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.
| The Vampire can Target either a willing or restrained person to attach a Blood-Collar to their neck, colored in crimson blood yet solid and shaped like brambles with thorns. While the Vampire is in Emote Distance, any command issued must be followed, else the collar will dig its spikes into the neck and cause bleeding. While within range, any number of commands can be issued, but only the last command will remain active when leaving Emote Distance. Blood Collared individuals cannot be infected wiht Vampirism, and the Collar can only be removed by any type of Exorcism-Like Ability that removes Possessions. Any Vampire can only have one person Collared at any time.
 
|-
==History==
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Immortal Aging
history theme is okay but change some details
| Constant Passive
 
| Self
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 Vampire does not age from the moment of infection. Their aging ceases visually, and they can sustain themselves beyond their natural undeath. This is not true undeath, but a state of suspended unlife. If a Vampire is cured when they have lived a number of years as a Vampire, they will proceed to age rapidly over a period of 2 weeks. Becoming re-infected during these two weeks will restore the Vampire back to the age they were when cured. If they cannot be re-infected before the end of the 2 week period, the aging is permanent, and re-infection causes the character to freeze at the new age. If a character has aged far beyond their natural lifespan, if they are not re-infected before the end of the 2 week period, they will die. (It is not allowed to perma-imprison a character to prevent infection to their death during these two weeks) Vampires require an Backstory Special Permission in order to be older than 100 years old. Vampires who are turned in active roleplay can be older than 100 years without a Backstory Special Permission (Though in all cases, a character older than 150 requires a Backstory Special Permission)
 
|-
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.  
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Lasting
 
| Trigger Passive
==Fix Below On The Actual Page==
| Self
{/{Organizations}}
| The Vampire is able to resist Curing and the Curing process by faking the resolution, though this is by choice, as the Vampire can also choose not to specifically trigger this protection, and allow themselves to be cured if that is strategically wise. While this Trigger is active (upon the beginning of Curing), the whole Curing process completes “like normal”, for the dormant infection to return to the Vampire at any point by their will. (There is no OOC obligation to inform the Curing people of this Ability being used, or not used).
[/[category:Organizations]] [/[category:Guilds]]
|-
 
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Halting
==Trivia==
| Vampire Spell
* 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.
| Emote Distance
* 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.
| The Vampire can target any one piece of technology in their Emote Distance, whether Machine, Clockwork, Puretek, or other (but not Living Metal) and cause it to continually malfunction upon use. This acts like a Linked Channel, meaning the effect is indefinite for as long as the targeted item is within Emote Distance. The target can be switched to another item, but as long as the previous item is still in Emote Distance, it cannot be switched back.
* 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.
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Feeding
| Vampire Spell
| Touch
| The Vampire, when sinking their teeth into the neck of their victim causes a partial paralysis that makes it impossible for the victim to struggle out of their grip or fight back, but still aware enough to know what is happening, be able to see, hear, and speak. The Vampire can consume as much blood as they want, but can drink no longer than 10 minutes which is their upper fill. Upon releasing their teeth from the victim’s neck, the effect is instantly cancelled, but the victim is too weak to immediately turn back and fight for at least half a minute. This Ability may not be used to tie someone up at the same time, and the Vampire cannot fight or use Abilities while drinking.
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Body
| Constant Passive
| Self
|
* The Vampire’s new Physical Stat is 40, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies.
* The Vampire is able to consume food and drinks, however these never give them any sustenance. Alcohol can still be enjoyed though.
* The Vampire is able to reproduce with both Vampires and non-Vampires, creating Cratos Vampire Broods.
* The Vampire does not have red eyes, but has darkened eye sockets and somewhat reddened skin around their eyes.
* The Vampire’s Vampire teeth appear at all times, but are only noticeable when they open their mouths wide.
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Power
| Constant Passive
| Self
|
* Any of the Vampire’s lost body parts (including eyes, limbs, organs) are re-formed with metals, gears and steam/hydralic ducts, but only while the Vampirism Infection is active. If the Vampire is cured, all this mechanical tech rots away, and they are left crippled (and if too much of their body was replaced to remain functional, then they die).
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Form
| Mythic Shift
| Self
| In order to use any of their Form Mutations, the Vampire must activate their Tech Form, which is a Mythic Shift that turns them into a so-called Vampiric Form. Vampiric Forms are alternate appearance versions of the Vampire’s normal form that give creative liberty to the player in terms of design, with some noted limitations. All Vampiric Forms (per bloodline) have some basic rules so that a Bloodline can easily be read from their appearance, however beyond that, many different aesthetic aspects can be modified at will. It is required to produce a “Vampiric Form” section on the Character Application, detailing in a Paragraph what your character’s Vampiric Form looks like. Having a separate skin for Vampiric Form is not required, strongly recommended for immersion. The following rules apply to the Tech Form for this Bloodline:
* Tech Form Vampires don’t have hair or a humanoid skull, instead having a cybernetic/robot like head with glowing red eyes.
* Tech Form Vampires must have at least half of their body still humanoid flesh. They cannot be completely robotic.
* Tech Form Vampires can have extra limbs and eyes, but these must only be aesthetic and non-functional unless dictated by Mutation.
* Tech Form Vampires may not use aesthetics unique to other Vampire Forms, and vice versa. Each Vampire Form must thematically represent their Bloodline.
* Tech Form Vampires may not too closely resemble other aesthetic Mythic Shifts or Beast Shifts, like Werebeasts or Dragon Warriors.
* Tech Form Vampires may be designed to be not-recognizable or recognisable, that is up to the player. They may look completely different in Vampire Form.
* Tech Form Vampires always look the same, and aesthetic changes on the Character App are purely OOC ret-cons and do not confuse identification.
* Tech Form Vampires can transform in and out of their Vampiric Form instantly and painlessly. This Transformation also cannot be countered in any way.
*In order to use Tech Form, you must have had your Character app approved, and the description specifically approved by Lore Staff.
|}
===Cratos Form Mutations===
Form Mutations can only be used while Vampiric Form (Tech Form) is active. Each Player may choose up to 5 Mutations from this list, which must be recorded on a Character Application. Abilities may not be used before the Application is approved. Abilities may only be changed once, repeated changing of Abilities will result in a Character App being revoked.  
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#ffffc7"
! style=" text-align:center; width: 8%;" | Form Mutation
!  style=" text-align:center; width: 8%;" | Ability Category
!  style=" text-align:center; width: 8%;" | Range
! Description (Choose up to 5 of these Mutations, they can only be used while in Vampiric form (Tech Form))
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Obedient
| Constant Passive
| Self
| The Vampire is able to, from a skull from any creature (though preferably a human) produce a so called Obedient, which is a self-propelled flying mechanical construct usually just a skull with part of a mechanical eye and spine that floats around the Vampire (or can be told to stay at home). This Obedient has a personality of its own (which can be defined by the player) and can provide secondary commentary to ongoing events or conversations, and bump into people. In a pinch, the Obedient can try to latch onto people and bite them (it actually has Vampire canines as well), but this does nothing more than offer a momentary distraction until it is inevitably destroyed. Personalities can be salvaged from destroyed Obedients to another by transferring the Personality chip that is always safely stored in the sturdiest part of the skull. While this Mutation is technically only usable in the Tech Form, Tech Obedients can also be made and interacted with outside of Tech Form. Only one Obedient may be active at any time.
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Vileshot
| Vampire Spell
| Emote Distance
| The Vampire is able to manifest a corrupted Puretek-like weapon in their hand from pieces of wrought metal and bolts, that can then fire a Viletek Shot. A Viletek Shot has the exact same function as Puretek Quicksilver Quartershot projectiles, but instead of affecting Aberrants, it affects only those without any form of Aberrancy, while affecting Primal Aberrants and Ordial Aberrants (Archblood, Ordial Mages, Primal Mages) as if they were shot twice. Vileshot obeys the same shooting mechanics as Puretek, but this Ability can only be used to shoot twice, after which the weapon crumbles and can no longer be used. If the second shot is not taken within 5 minutes, the weapon crumbles anyway despite the second shot still being available. The Vileshot weapon can only be made once every 24 hours.
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Venting
| Vampire Spell
| 3 Blocks
| The Vampire causes an instant eruption of venting superheated steam that causes a shockwave eruption around themselves. Anyone within 3 blocks of them is knocked back by 3 blocks and knocked to the ground, unless they have at least 50 Physical Stat in which case they remain standing upright, but are still pushed back. The superheated air does not cause any direct harm, but is unpleasant to exposed skin. This Ability can be used once every 15 minutes.
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Maintenance
| Constant Passive
| Self
| The Vampire is surrounded by a constant field of microtech that auto-fixes any Clockwork they are wearing if it should be broken. Any Clockwork that breaks or malfunctions is repaired in a matter of seconds while they are wearing it, however they also cannot remove Clockwork from their body unless in the sanctity of their home or base (and if they don’t have one, they cannot remove it at all).
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Noxia
| Vampire Spell
| 10 Blocks
| A small nozzle can be extended from the wrist of the Vampire that ejects Alchemical Inversion Toxin like a spray that can spray up to 10 blocks away. Any person hit with this spray who is presently affected by some kind of Alchemy, has the effects of the Alchemy altered. Any positive effect will be turned into it’s reverse effect as if Controid was applied (unless there is no reverse, in which case it is just undone), and any negative effect is reverted to its positive effect (unless there is none, in which case it is undone). This can also be used on the Vampire themselves, and can be used indefinitely, though the Vampire must not be under attack in order to use this nozzle.
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Arachnia
| Vampire Spell
| Self
| The Vampire’s legs (painlessly) crack and split into 6 thinner spider-like mechanical limbs (essentially making the Vampire a mechanical dryder), which grant improved mobility. While this Ability is active, the Vampire is able to avoid rooting, feet grappling or ground-based entrapment Abilities, while also giving them the ability to scale up walls (but not walk upside down on the ceiling). Damage to these legs transfers to the real legs when the Ability is undone, and when normalized, the legs are normal humanoid legs again, not filled with technological remains. If this Vampire Spell is countered, the legs merge back together and normalize. The legs splitting and turning into smaller parts is instantaneous.
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Exploitation
| Vampire Spell
| Emote Distance
| The Vampire is able to Tech-hack any Clockwork in Emote Distance. They can indefinitely hack Clockwork Software, usurping control over them and giving them new directives. They can also - once a day - cause any one piece of Hardware Clockwork worn by any target person to explode instantly. This Ability can even be used on other Vampires, even if they have the Tech Maintenance Mutation.
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Magi-Pulse
| Vampire Spell
| 60 Blocks
| The Vampire is able to rapidly construct and deploy the Magi-Pulse bomb, a small device that is deployed on the ground, extends its legs and then sends out a massive 60 block far (Announce Emote) blue ghostly pulse with a loud booming sound. Any Mage-wards caught in the radius of the Magi-Pulse are instantly destroyed, and any ongoing Magic Channeling is cancelled, while other Magic or Sorcery Spells are unaffected. This leaves no lasting effect on Sorcerers or Mages, and only imparts its effect on the shockwave.
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Re-Acquisition
| Vampire Spell
| Emote Distance
| The Vampire’s arm (painlessly) snaps and turns into a grapple hook by chain, which is then shot at any person in Emote Distance, after which the grapple starts dragging the person towards the Vampire at running speed. This Ability cannot miss, and cannot be used on items, or on locations to move the Vampire around. It can be used as many times as the Vampire wants, but while the chain is pulling back, the Vampire is unable to do anything else, including using Abilities or fighting or moving.
|-
| style="font-weight:bold; text-align:center; background-color:#ECF0D1" |Tech Syndicate
| Vampire Spell
| Emote Distance
| The Vampire can produce a Steam Tech Pillar that can have a variety of functions. This pillar will only remain active while they are near it, after which it will turn to a dormant state and collapse into an innocuous pile of random tech garbage and parts that does not arouse any suspicion, re-extending and forming when the Vampire comes near. This Steam-tech-pillar has a number of functions which the Vampire can dictate while in Emote Distance, all of which can seamlessly switch over to one another, but need at least 1 minute between each switch to actually apply their effect (some of which take somewhat longer). Only one such pillar can be created at any given time, and only one pillar can be created per day, meaning that a new deployment must wait at least 24 hours. If a new deployment is made, the old one simply explodes into non-usable garbage, whether the Vampire war near it or not. The pillar is represented as 2 Comparator blocks on top of each other with a sign marking it as a Steam Tech Pillar. If you need World Staff help for example the draining or filling of a large body of water, use a ticket, otherwise, use imagination for smaller areas. Steam Tech Pillars cannot be destroyed in normal ways, having to be destroyed by Corruption area or object cleansing Abilities. When countering this ability it can only be prevented from being deployed, after deployment, it can no longer be countered as a Vampire Spell.
* The pillar can heat up an area to a sweltering desert heat.
* The pillar can cool down an area to a freezing arctic cold.
* The pillar can drain water from adjacent areas like a water-pump.
* The pillar can fill water into a nearby open area or depression.
* The pillar can grow plants faster in its direct area through fertilizing.
* The pillar can kill plants rapidly in its direct area through desiccation.
* The pillar can broadcast loud noises up to 60 Blocks away (Announce Emote).
|}

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.