Test: Difference between revisions

From MassiveCraft Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
 
(546 intermediate revisions by 4 users not shown)
Line 1: Line 1:
===Alais Common Abilities===
{{Info knights
Common Abilities are mechanics that all Alais 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.  
|image = Senleyaorder.png
{| class="wikitable"
|origins = [[Lathan Empire]]
|-  
|}}
! style=" text-align:center; width: 8%;" | Standard Ability
 
! style=" text-align:center; width: 8%;" | Ability Category
==Design==
! style=" text-align:center; width: 8%;" | Range
===Theme===
! Description (Standard Mutations are free but Mandatory, All Alais Vampires have them, and they can use these Abilities while in their non-Vampiric Form and Vampiric Form (Crimson Form))
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===
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Blood Collaring
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.
| Target Curse
# 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.
| Emote Distance
# 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.
| 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.
# 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.
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Immortal Aging
# Senleya members must work politically towards stacking the leadership and advisory councils of various cross-City groups with as many Senleya members as possible.
| Constant Passive
# 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.
| Self
# Senleya members must assist in the perpetuation of the true eternal nemesis status between the Senleya and Argentum Orders.
| 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)
===Mechanics===
|-
Guild Mechanics are freely granted to all Guild Members.
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Otr's Blood
* 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.
| Trigger Passive
* 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.
| Self
* Senleya members can choose to be immune to one Religious Mechanic from the [[Evolism]] religion, which must be noted on their Character Application.
| Small quantities of Alais Blood (not enough to infect someone with Vampirism) can be force-fed to a person to have similar effects to the Seraphalo Alchemy ingredient. When force-ingesting a splash of Alais blood, the victim will be unable to recall locations, the exact sound of voices, or exact faces for the last 24 hours. They can remember the events that happened to them (unless those events were erased from memory by other Mutations) and remember what was spoken about, but will be unable to identify anyone in any way. This effect cannot stack.  
 
|-
==Chapters==
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Dancing Mirage
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.
| Vampire Spell
===Add Allorn Rite here===
| Emote Distance
white lotus type beat
| While dancing (in whatever style), anyone that is watching the Vampire dancing will enter a low-perception trance. This does not alter their perception of time, actions or conversations around them, but makes them incapable of detecting any Dextrous Rogue Skill (Proficiency) actions being performed on them by a third party (or the Vampire). Essentially, anyone watching the Vampire dancing is unable to feel or hear themselves being pick pocketed, meaning anyone doing a pickpocket roll on them cannot fail the dice roll. This effect is broken as soon as the targets look away from the Vampire.
===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.
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Feeding
* '''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.
| Vampire Spell
===Athentol Rite===
| Touch
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.
| 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.
* '''Athentol Mechanic:''' Athentol Rite members can (with OOC consent) read emotions from other Characters, and suppress their own from being read.
|-
===Sanraan Rite===
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Body
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.
| Constant Passive
* '''Sanraan Mechanic:''' Sanraan Rite members can make a Discord Ticket to ask the Senleya Archives about an Elven related Lore Question.
| Self
===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.
* The Vampire’s new Physical Stat is 30, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies.
* '''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.
* The Vampire is able to consume food and drinks, These give them sustenance, but can never replace the feeding qualities of blood.
===Vanelyon Rite===
* The Vampire is able to reproduce with both Vampires and non-Vampires, creating Alais Vampire Broods.
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 does not have red eyes, or any skin discoloration in their eye sockets, however their skin can no longer tan in sunlight.
* '''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.
* The Vampire’s Vampire teeth appear only when feeding commences, and shorten shortly after completion.
 
|-
==Goals==
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Power
Since jobs and day to day tasks are covered by the Code section, the Goals section discusses major plans the Guild has for advancement.
| Constant Passive
* '''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.
| Self
* '''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.
* Alais Vampires have a constant +10 Theatre Arts and +10 Dance Arts Proficiency boost, but any Combat Category Proficiencies they have are set to 0 without a point refund, unless they are in their Crimson Form, where their Combat Proficiencies remain where they are.  
* '''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.
* Alais Vampires do not need to be in their Crimson Form to use their Alais Form Mutations. Alais Vampires have access to their mutations both inside and outside of their Vampire Form.
 
* Alais Vampires while not in their Crimson Form cannot be detected by Aberrant Detection Mechanisms. They will however respond to curing, obviously.  
==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.
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson 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.
| Mythic Shift
# 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.
| Self
# 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.
| The Vampire c acantivate their Crimson 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 Crimson Form for this Bloodline:
# Grants the Character wings (feathered only), allowing Elytra flight (with use of Rockets). Combat or Ability usage immediately disables flight.
* Crimson Form Vampires must have considerable (large or many) parts of their body colored in red, whether that be skin or hair or horns or tattoos or other appendages/skin armor etc.
# 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.
* Crimson Form Vampires can have extra limbs and eyes, but these must only be aesthetic and non-functional unless dictated by Mutation.
 
* Crimson Form Vampires may not use aesthetics unique to other Vampire Forms, and vice versa. Each Vampire Form must thematically represent their Bloodline.
==History==
* Crimson Form Vampires may not too closely resemble other aesthetic Mythic Shifts or Beast Shifts, like Werebeasts or Dragon Warriors.
history theme is okay but change some details
* Crimson 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.
 
* Crimson Form Vampires always look the same, and aesthetic changes on the Character App are purely OOC ret-cons and do not confuse identification.
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.
* Crimson 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 Crimson Form, you must have had your Character app approved, and the description specifically approved by Lore Staff.
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.  
|}
 
===Alais Form Mutations===
==Fix Below On The Actual Page==
Form Mutations can only be used while Vampiric Form (Crimson 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.  
{/{Organizations}}
{| class="wikitable"
[/[category:Organizations]] [/[category:Guilds]]
|- style="font-weight:bold; text-align:center; background-color:#dfa9bf"
 
!  style=" text-align:center; width: 8%;" | Form Mutation
==Trivia==
!  style=" text-align:center; width: 8%;" | Ability Category
* 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.
!  style=" text-align:center; width: 8%;" | Range
* 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.
! Description (Choose up to 5 of these Mutations, they can only be used while in Vampiric form (Crimson Form))
* 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:#dfa9bf" |Crimson Graces
| Constant Passive
| Self
|
For any action involving the Proficiency Dextrous Rogue Skill (such as Theft, Quick Fingers, Sleight of Hand), when detected or having failed a /dice roll, the Character may perform another /dice roll as a form of saving graces from failure. If this roll fails however, there cannot be another roll until the next unique action.
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Cloaking
| Toggle Passive
| Emote Distance
| The Vampire can target any one person (and one person only) and turn completely invisible to them, where they cannot perceive any sounds they make, except for their voice. This only targets one person, and as soon as this person leaves Emote Distance, or the Vampire targets another person, they can see the Vampire again. This Ability can be used in combat, however if the Vampire harms the target in any way, this target can see them again, and becomes immune to this ability for the next 24 hours. The Vampire can still make themselves unseen to other people, but attacking any of them will also make them immune for 24 hours.  
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Curse
| Vampire Spell
| Emote Distance
| The Vampire can target any one person (and one person only) and cause their next Proficiency related action to critically fail. This only affects mundane actions involving Proficiencies, not Abilities. For example: if this Ability is used on an archer during an archery tournament, their next (potentially winning) shot will hilariously misfire. This only works for one action, after which it goes on Cooldown for half an hour. This can also cause weapon attacks to fumble out of the hands of wielders, or knowledge proficiency based information to suddenly be inexplicably forgotten for a day. This Ability does not telegraph in any way, and can be used as subtly as the Vampire likes.
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Silence
| Toggle Passive
| Self
| Items held (like Clockwork or weapons) and stationary items used (like doors and hatches) do not produce any sound when used by the Vampire. Furthermore, the Vampire does not produce audible footsteps on any surfaces, nor release any bodily odors that would allow those races with strong smell to detect their presence from merely standing near them.
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Guiding
| Vampire Spell
| Direct Contact
| This spell has two different functions, one in public (if more than 1 persons are present in the same room), and one in private (if only one person is present in the room). While in public, if the Vampire has gotten their target to agree to a dance, they will have Control Power over their victim for as long as they are dancing. This victim will be in a high-functional dream-like state where they cannot perceive what is happening around them or what is being talked about, but will continue to reply and dance along and smile and look no different to onlookers. If the dance is broken, they will have no memory of whatever was spoken about and will simply remember a pleasant dance. If during the dance the Vampire will encourage the victim to follow them away from the dance floor, they will comply up to this request, but not to leave the building (this should be used to lead someone away to consume their blood, if any other purpose is used, this effect will break). The victim cannot be enticed to reveal harmful information to themselves, and if harmed in any way other than Vampiric feeding, will immediately wake up from the daze. If used in private, the Vampire can send subliminal but strong urges to the person as long as they are talking and somewhat close to each other, though direct touch is not required. These subliminal urges are mostly for example an urge to have a glass of water, or to close a window. They cannot be used to extract harmful information or force the subject to commit acts they do not want to commit.
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Lies
| Vampire Spell
| Emote Distance
| The Vampire is able to target one person per day to alter their mind into believing something is the opposite of what they believe to be true, however the Vampire needs to specifically know what is being targeted (the victim has to specifically verbalize the truth that the Vampire wishes to reverse, this cannot be used to implant new things). For example, if a person speaks about how they believe that their brother is committing adultery, the Vampire can cast this ability to alter the mind of the victim to believe the exact opposite, that their brother is in fact very loyal. This Ability changes the entire memory and evidence perception of the victim, as if they had never believed the opposite to be true to begin with, and they will have no memory of when or how they changed their mind. They will continue to believe this new false version of truth until they are given irrefutable evidence to prove the contrary. This can also involve really silly things like convincing someone the sky is red, though when they look at the sky during the day, they will obviously have the spell broken as they can irrefutably see the sky being blue. When this spell is broken, they do not suddenly remember their original belief. It has a lingering effect to prevent any backwards reasoning that would allow anyone to come to the conclusion that their mind was altered.
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Dressage
| Toggle Passive
| Self
| The Vampire is able to change the appearance of their clothing, add, or remove clothing magically and instantly, either with an aesthetic magical transformation, or simply instantly. This change can also alter the fabric, texture, color, or patterns on worn clothing. Clothing that is magically produced dissipates as soon as it leaves the body of the Vampire. This ability can be seen through by either 10+ Perception or 10+ Bodycare Proficiency, allowing them to see through any usage of clothing to disguise identity, meaning they cannot tell it is magical clothing, but can tell the identity of the Vampire beneath if they are attempting to disguise themselves.
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Hostage
| Target Curse
| Self
| Those fed upon gain the Crimson Hostage trait, which makes them strongly want to prevent the Vampire from being harmed, caught or cured, for up to 72 hours after having been fed upon. The Vampire can choose to not apply this Curse when feeding.
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Guile
| Toggle Passive
| Self
| This Mutation has two effects: Primarily, it makes it so that anyone the Vampire is feeding on does not feel pain, and will forget about the circumstances surrounding the feeding afterwards, leaving no bite marks. Furthermore, it makes the Vampire look entrancing, beautiful and alluring, as long as eye contact is made.
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Reflection
| Toggle Passive
| Self
| The Vampire can magically change superficial appearance aspects about themselves: Change the color of their hair, change the color of their eyes (does not work while feeding), add or remove facial scars or freckles, change the skin lightness/darkness, and the length of their hair, including the texture (curliness, straightness, waveiness). A character with 10+ Bodycare Proficiency can see through the disguise and identify the original appearance of the character.
|}

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.