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{| class="wikitable"
{{Info knights
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|image = Senleyaorder.png
! Ritualism Ability
|origins = [[Lathan Empire]]
! Ability Type
|}}
! Range
! Description (Choose one of these per tier purchased.)
|-
| style="font-weight:bold; width:10%;" | Ritualist Projection
| Ritualist Power
| Self
| The Character can, while meditating in front of a fire or light source in their Home, Estate, or Clandestine Base, astrally project their spirit from their body and move around freely. They become translucent, solid grey in color with white glowing eyes. While in this state, they can walk around as they could normally, but cannot phase through objects or interact with people or things. They can only be affected by Abilities and Puretek. If their projection is damaged by the prior, they will automatically snap back to their body, unharmed. They can still speak and hear, but will remain vulnerable and unaware physically at their body. To return to their body, they need to walk back to their body and re-enter it. Once this Ability ends, willingly or unwillingly, it cannot be used again for 12 hours.
|-
| style="font-weight:bold; width:10%;" | Ritualist's Implement
| Ritualist Power
| Emote Distance
| The Character can physically engrave items and weapons with unique ritualistic runes. These runes can glow with any color the Character chooses while the Character is within emote Distance of them, and can be turned on and off at will by the Character. Additionally, a single weapon engraved with these runes becomes ‘hand seeking’ for the Character, which means when dropped or lost within Emote Distance, the Character can hold up their hand it will fly back to their hand (unless held by another person.)
|-
| style="font-weight:bold; width:10%;" | Ritualist Counter
| Ritualist Power
| Emote Distance
| The Character can Cancel any Ritualist Power (except this one) used within Emote Distance once every 5 minutes. The Aesthetics for how this Cancel occurs is unique to the Character, but it must be visibly obvious that they are doing something to Cancel it (a sound, a hand wave, etc.)
|-
| style="font-weight:bold; width:10%;" | Ritualist Brightflash
| Ritualist Power
| 5 Block Radius
| The Character can clap their hands together over their head, creating a bright flash of light in a 5 block radius around them. Anyone caught in the flash will be partially blinded for the next thirty seconds. While partially blinded, they are still capable of defending themselves, but cannot accurately hit anyone else with Abilities or Mundane attacks. A Character can only be affected by this Ability once every 5 minutes (even if used by another Ritualist.)
|-
| style="font-weight:bold; width:10%;" | Ritualist Rustward
| Ritualist Power
| Touch
| The Character can bless a singular weapon, a pair of identical weapons, or a weapon and a shield, to make it immune to mundane and Ability-based degradation, rust, rotting, or corruption. Additionally, the Character can cause them to glow with faint light. Only one ‘blessing’ may be active at any given time, and the blessings do not activate outside of Emote Distance of the Character.
|-
| style="font-weight:bold; width:10%;" | Ritualist's Light-Duel
| Ritualist Power
| 5 Blocks
| The Character can call down a beam of celestial light (moon, sun, stars, or whatever is appropriately thematic) on themselves and another individual within 5 blocks of them. The beam prevents entry or exit, and any other individuals present will be pushed out of the area for the duration. The beam lasts for 1 minute, and no projectiles, Ability Based or Mundane, can pass through the beam. This ability can only be used once every hour, and the same person cannot be affected by this ability more than once every 24 hours.
|-
| style="font-weight:bold; width:10%;" | Ritualist Marrowsmith
| Ritualist Power
| Touch
| The Character can create weapons equivalent to steel out of bones, preventing them from decaying naturally and hardening them. Additionally, these weapons will faintly glow at night or in the darkness.
|-
| style="font-weight:bold; width:10%;" | Ritualist Phasewalk
| Ritualist Power
| Self
| The Character can enter an ethereal ghost-like state through a 5 minute long ritual, which can be interrupted. They appear translucent, with solid glowing eyes. While in this state, the character is immune to Non-Ability Projectiles and Non-Ability Attacks, excluding Puretek. The Character additionally cannot attack others, and can move through walls but only float at a sluggish half-walk-speed pace. As soon as they re-form, they cannot re-enter this state for another 24 hours. In this state, they cannot hear anything or speak. This Ability cannot be used in the Prison or in the Palace.
|-
| style="font-weight:bold; width:10%;" | Ritualist Phasebeast
| Ritualist Power
| Self
| The Character can turn into a ghostly Wolf, Bobcat, Deer, or Ram with white glowing eyes through a 5 minute long ritual, which can be interrupted. The character can move and speak normally.. They can stay in this state for as long as they want, or until they are physically hurt. This state carries over any Ritualism Mutations they may have applied, appearing on the ghostly animal as well, while respecting their form.
|-
| style="font-weight:bold; width:10%;" | Ritualist Shroud
| Ritualist Power
| Self
| The Character can summon a ghostly shroud, which appears as a cloak of any length with a hood, and tapers off into transparency at the end. This Shroud offers no physical protection, but will shield the wearer from Rain, and will disappear when removed. While wearing the shroud, if the Character would fall from a height of twenty blocks or less, the shroud will extend into a pair of ghostly wings, allowing them to slowly glide down vertically and land safely.
|-
| style="font-weight:bold; width:10%;" | Ritualist Servant-Hex
| Ritualist Power
| Emote Distance
| The Character can inflict a weakening hex on an Archblood, Silver Skinwalker, or Crimson Witch that they can see within Emote Distance. While affected by this hex, for any mutation that has a written cooldown, the cooldown is doubled after usage, if that mutation is used during the duration of the hex. Additionally, the first Primal Power, Vampire Spell, or Werebeast spell used by either of the three while affected by the hex will be Prevented, but this can only occur once. The hex lasts for an hour, but any extended cooldowns will remain extended until their expiry. This Ability can only be used once per day.
|-
| style="font-weight:bold; width:10%;" | Ritualist's Dualguard
| Ritualist Power
| Emote Distance
| The Character can target two people within Emote Distance, creating a visible tether to them and making them Immune to Ritualist Powers for the duration. This Ability counts as Linked Channel, requiring the Character have one hand extended to maintain the Channel. This ability can only be used once every 12 hours.
|-
| style="font-weight:bold; width:10%;" | Ritualist Garden Ward
| Ritualist Power
| Self
| The Character can create glowing crystals, rocks, and stones that, when placed in a garden no larger than 5x5x5 blocks, or in a Regalian Rental Region, will protect any plants within the area, making them immune to mundane disease and fungus, in addition to Ability-based corruption. A character may only create enough stones for one garden or region at a time.
|-
| style="font-weight:bold; width:10%;" | Ritualist Beastwarp
| Ritualist Power
| Self
| The Character can, through a five minute ritual, transform into a fully-grown domestic dog or cat. While in this form, the Character appears like a completely mundane cat or dog, but cannot speak. Additionally, the Character cannot squeeze through holes or enter areas they could not fit in normally, and if they are struck physically or with an Ability, will immediately transform back.
|-
| style="font-weight:bold; width:10%;" | Ritualist's Armor
| Ritualist Power
| Touch
| The Character can summon a platemail tier magical breastplate, on themselves, or on another person (as long as they can touch them.) The breastplate can be broken and affected as regular armor would, but would fade naturally after 30 minutes. Only one breastplate can be summoned at any given time.
|-
| style="font-weight:bold; width:10%;" | Ritualist's Bloodsmith
| Ritualist Power
| Self
| The Character can use their own blood to create a Blood Sung Weapon, of any kind of Melee Combat Category, which has the effectiveness of a steel weapon. They can only produce one such weapon at any given time, but can hand it to someone else. They must re-integrate this weapon before being able to re-use the ability.
|-
| style="font-weight:bold; width:10%;" | Ritualist Dragonspite
| Ritualist Power
| Touch
| The Character can place a positive enchantment on someone else they touch (or themselves) that makes them immune to the next incoming Archblood or Dragon Warrior Ability. This ability can only be used once every 12 hours, and the enchantment only lasts for 12 hours.
|-
| style="font-weight:bold; width:10%;" | Ritualist Planarspite
| Ritualist Power
| Touch
| The Character can place a positive enchantment on someone they touch (or themselves), that makes them immune to the next incoming Magespark or Sorcery Ability. This ability can only be used once every 12 hours, and the enchantment only lasts for 12 hours.
|-
| style="font-weight:bold; width:10%;" | Ritualist Blood-Mend
| Ritualist Power
| Emote Distance
| The Character can rip blood from a person they can see in Emote Distance, up to a handful, and then use this to heal either their own or someone else's wound over the time-span of 30 seconds, as long as they remain uninterrupted. This Ability can heal any flesh-wound, and internal damage, but can only assist in setting broken bones, and will not repair them entirely. It additionally cannot return function to damaged nerves. The wound created on the target cannot not seriously inhibit the target in any way. The ripping causes mild pain, and cannot be used again until the healing finishes. This ability counts as a Linked Channel.
|-
| style="font-weight:bold; width:10%;" | Ritualist Monsterwarp
| Ritualist Power
| Self
| The Character can choose one of the following to manifest: Claws on their hands which alters the damage done by Fist Combat, spikes on their back which cause bleeding and minor scratches to the hands of the attacker if the Character is attacked from behind, or a prehensile tail that can be used to hold items or wield light weapons at half Proficiency of the Character. Only one of the following choices can be manifested, and cannot be changed except through a ritual that may only be performed once per week.
|-
| style="font-weight:bold; width:10%;" | Ritualist Uprooting
| Ritualist Power
| Emote Distance
| The Character can, with the stomp of a foot on the ground, cause an area beneath a person within Emote Distance to suddenly have physical growths of choice aesthetics erupt from the ground, pushing and ejecting a person upwards in a rapid motion, before pulling back down. This ability does not inflict any major wounds. The person will be flung into the air by a few feet, and when they land, knocked off their feet. This ability can only be used twice per 12 hours.
|-
| style="font-weight:bold; width:10%;" | Ritualist Meld
| Ritualist Power
| Touch
| The Character can, with Direct Touch, infest another person by borrowing their body as a vessel. The target must be either fully restrained or willing. While inside that person, they can direct where the body moves to, but they cannot stop the body from speaking or moving its head, and neither the Character nor the target can utilize any Abilities. If involuntary, this fusion lasts for 15 minutes, if voluntary, it can last up to 1 hour, and the Character can choose to let the host walk freely and just use their body to hide in.
|-
| style="font-weight:bold; width:10%;" | Ritualist Blessed Form
| Ritualist Power
| Touch
| The Character can bless themselves or someone else with a halo behind their head, which causes their eyes to glow in the same color, their hair and clothes to become weightless and their body to lift 1 foot off the ground. This grants complete Rooting, Trapping and Snaring immunity, Ability based or Mundane,  for up to 15 minutes. This Ability can only be used once per day.
|-
| style="font-weight:bold; width:10%;" | Ritualist Revealing
| Ritualist Power
| Emote Distance
| The Character can bathe the area around them in bright light, dispelling any Ability Created Darkness, or Mundane Darkness, from Emote Distance for the next 15 minutes. Anyone within Emote Distance that had blindness forced on them through any Ability also has this effect removed. This Ability can only be used once per hour.
|-
| style="font-weight:bold; width:10%;" | Ritualist Earthbind
| Ritualist Power
| Emote Distance
| The Character can target a single person within Emote Distance who is using some sort of flying or floating Ability or Mechanic, and drag that person to the ground forcibly. The target cannot re-use any flying or floating mechanic or Ability for the next 10 minutes, but does not take any damage from the fall. This Ability can only be used once per hour.
|-
| style="font-weight:bold; width:10%;" | Ritualist Weapon-Spite
| Ritualist Power
| Touch
| The Character can enchant a single weapon, covering it in religious symbols and runes of the chosen religion that cause a lasting burning sensation after striking an Exist, Void, Primal, or Bintaar Aberrant (that they are aware is an Aberrant.) When enchanting the weapon, the Character must choose the type of Aberrant that is affected, all others are not. This enchantment can only apply to one weapon at a time.
|}


==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.


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


{| class="wikitable"
==Goals==
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
Since jobs and day to day tasks are covered by the Code section, the Goals section discusses major plans the Guild has for advancement.
! Ritualism Aesthetic
* '''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.
! Ability Type
* '''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.
! Range
* '''War of the Mind:''' The Senleya, being a deeply mystic and religious Order, believe that corruption oftentimes begins in a failing of religion. They often work towards correcting deficient interpretations of their member Religions that leave room for corruption, including syncretism that they consider unsuitable: with Evolist Gods, for example. While priests themselves are rarely part of this organization, they have a tendency to prop up priests who they believe will help keep the common folk on the straight and narrow.
! Description (Choose one of these per tier purchased.)
* '''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="font-weight:bold;" |
==Privileges==
| Ritualist Power
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.  
| Self
# 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.
| The Character can enhance their voice, making it sound as though multiple others are speaking in tandem with them. This does not increase their volume.
# 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.
|-
# Choose one of: Lanlath Mechanic 5, Finullen Mechanic 5, Solvaan Mechanic 3, Suvial Mechanic TBD, Maquixtl Mechanic 4, or Life Isldar Mechanic 2, and gain it.
| style="font-weight:bold;" |
# Grants the Character wings (feathered only), allowing Elytra flight (with use of Rockets). Combat or Ability usage immediately disables flight.
| Ritualist Power
# 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.
| Emote Distance
 
| The Character can manifest a ghostly appearance of a person they know to be dead and have witnessed on a painting or in person, superimposed onto their own body so it looks like the ghostly manifestation and their body move in tandem, or the ghost moving at a slight delay
==History==
|-
history theme is okay but change some details
| style="font-weight:bold;" |
 
| Ritualist Passive
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.
| Self
 
| The Character can apply Marvash Mutations to themselves or others who are willing through a ritual. These do not cause Aberrancy. They can also remove any type of Ritualism Mutation from themselves or others who are willing through a ritual.
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;" |
==Fix Below On The Actual Page==
| Ritualist Passive
{/{Organizations}}
| Self
[/[category:Organizations]] [/[category:Guilds]]
| The Character can apply Lavvanya Mutations to themselves or others who are willing through a ritual. They can also remove any type of Ritualism Mutation from themselves or others who are willing through a ritual.
 
|-
==Trivia==
| style="font-weight:bold;" |
* 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.
| Ritualist Passive
* 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.
| Self
* 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.
| The Character can apply Threlwar Mutations to themselves or others who are willing through a ritual. They can also remove any type of Ritualism Mutation from themselves or others who are willing through a ritual.
|-
| style="font-weight:bold;" |
| Ritualist Passive
| Self
| The Character can apply Cho’Roq Mutations to themselves or others who are willing through a ritual. These do not cause Aberrancy. They can also remove any type of Ritualism Mutation from themselves or others who are willing through a ritual.
|-
| style="font-weight:bold;" |
| Ritualist Passive
| Self
| The Character can apply Essence Mutations to themselves or others who are willing through a ritual. These do not cause Aberrancy. They can also remove any type of Ritualism Mutation from themselves or others who are willing through a ritual.
|-
| style="font-weight:bold;" |
| Ritualist Power
| Emote Distance
| The Character can perform Spirit Banishment on NPC poltergeists and ghostly infestations of non-possession nature on buildings or objects, except event Poltergheists.
|-
| style="font-weight:bold;" |
| Ritualist Passive
| Touch
| The Character can infuse precious metals and gems with sunlight. When exposed to sunlight, they will reflect it from all angles, shimmering brightly. When outside of sunlight, they will always give off a faint warm glow reminiscent of sunlight.
|-
| style="font-weight:bold;" |
| Ritualist Passive
| Touch
| The Character can create tattoos and murals on solid surfaces using single-colored paint. Depending on the color of the paint, the art will animate and glow faintly when a color- appropriate element(Earth, Fire, Water, Air, Sunlight) is present in Emote Distance.
|-
| style="font-weight:bold;" |
| Ritualist Passive
| Self
| The Character can hold their hands together, creating the image of the Sun or Moon in its current light levels between their palms. This effect is not blinding, and only functions to determine the time of day.
|-
| style="font-weight:bold;" |
| Ritualist Power
| Emote Distance
| The Character can use natural paint dust (ochre for example), weaving it through the air and applying it to walls to form animal, plant and myth based cave-painting-like depictions on any wall or floor or ceiling surface. Furthermore, they can also animate them (for example, cause a horse that was painted to gallop in place).
|-
| style="font-weight:bold;" |
| Ritualist Power
| Emote Distance
| The Character can summon ghostly appearances of any person's deceased loved ones, but these apparitions only appear waist up and are stagnant/un-moving, they cannot be animated in any way or say anything, and stare out straight forward. The Character can also speak in the voice of a deceased loved one of another person, as long as they are within Emote Distance of the target. The voice and image chosen are at random, unless the Ritualist is specifically aware of one to choose.
|-
| style="font-weight:bold;" |
| Ritualist Passive
| Self
| The Character can activate the Sense of the Dead, which causes them to be followed by the faint whispers and muttering of the dead, random dead souls speaking unfinished tales, unfinished business and lives not lived.
|-
| style="font-weight:bold;" |
| Ritualist Passive
| Touch
| The Character can transform any weapon they are holding into a ghostly weapon that glows faintly and leaves a trail of smoke in its wake. This does not effect the functions of the weapon.
|-
| style="font-weight:bold;" |
| Ritualist Power
| Self
| The Character can manifest ghostly wings (from any applicable creature/being) from their back and armor over their shoulders and arms. The armor and wings are non corporeal, do not obstruct vision, and have no function.
|-
| style="font-weight:bold;" |
| Ritualist Passive
| Self
| The Character can summon a single Draconic Familiar. This familiar appears around the size of an average house-cat, and can appear in whatever colors the Character wishes, as long as it looks like a miniature dragon of some type. This familiar can act as if it has a mind of its own, and make noises, but can only physically interact with the Character who summoned it. It will disappear if it moves further than 5 blocks from the Character who summoned it.
|-
| style="font-weight:bold;" |
| Ritualist Power
| Touch
| The Character can use Gem Singing on themselves or other willing people to graft gems and crystals into their body. They can also just change the shape in their hands without implementing it, but these hand-shaped gems will never acquire the sharp and geometric shapes of cut-gemstones, rather retaining a more smooth polished feel without hard edges. This is not entirely painful, but cannot be used on someone who is not willing, and remains purely aesthetic, the gems are fragile and cause pain when destroyed or struck.
|-
| style="font-weight:bold;" |
| Ritualist Power
| Touch
| The Character can use a weaving hex to plant a semi-permanent illusion on any Tattoo, burn-mark or scar on skin to hide it. Any ability that removes Curses or ends Ritualist Powers will remove it, but it will otherwise remain permanent.
|-
| style="font-weight:bold;" |
| Ritualist Passive
| Self
| The Character can 'grow' small plants in their hair and from their skin without harming themselves. These plants have no functional purpose, but the Character can have any number of them on their body. This includes small flowers, mushrooms, and vines.
|-
| style="font-weight:bold;" |
| Ritualist Power
| Touch
| The Character can use Shape Singing on bones and blood to shape it aesthetically to their whims. The targeted bones or blood can either be their own, disembodied, or belonging to another willing individual. The process is somewhat painful, but the Character can, without causing permanent damage, aesthetically shape the substance into whatever they desire. The shaped blood crystallizes, becoming fragile and shimmering. Bones can protrude out of the body, and blood can be shaped into small statues or displays. Regardless of shape, they have no functional purposes.
|-
| style="font-weight:bold;" |
| Ritualist Power
| Touch
| The Character can partially void corrupt any nearby plants or vegetation through prolonged contact. If the character touches a flora for up to five minutes uninterrupted, it will slowly become withered and visibly corrupted, reminiscent of the plants in severely void-corrupted environments. This effect will fade slowly once the Character leaves, returning the plants to normal 12 hours later. This process can be sped up by any Ability that removes curses or possessions. The character can re-apply this effect whenever they please, and if applied to the same plant everyday for a week, the corruption will not fade naturally, but can still be removed by curse or possession removing abilities.
|-
| style="font-weight:bold;" |
| Ritualist Passive
| Self
| The Character can safely consume flesh and other organic matter from animals, plants, and people, and gain sustenance from it as if they had eaten normal food, even if the matter is rotten, decayed, or corrupted.
|-
| style="font-weight:bold;" |
| Ritualist Power
| Emote Distance
| The Character can, within Emote Distance, communicate with any Beast Shifted Character that is in their Beast Shift, through telepathy. They can speak to the Beast Shifted person, but the person cannot speak back.
|-
| style="font-weight:bold;" |
| Ritualist Power
| Emote Distance
| The Character can trance-dance to cause any fires nearby to heat up and start flaming in black and white, while casting shadows of monsters committing acts of horror on people-shaped shadows.
|-
| style="font-weight:bold;" |
| Ritualist Passive
| Touch
| The Character can carve ritualistic script into a wooden mask with the visual description of a being or creature that inspires fear in others. When wearing the mask, they will take on translucent, ghostly features of that being or creature. These features have no corporeality, and do not obscure their form or movements in any way. These features can move with the Character wearing the mask, but cannot make noise or be animated in any complex fashion. The subject that inspires fear must be an actual person or creature, such as "The Emperor" or "A Spider," and not abstract concepts, like being afraid of heights.
|-
|
| Ritualist Passive
| Self
| The Character can cause the palms of their hands to glow in a gentle light. This does not provide enough light to illuminate darkness, but does leave behind glowing trails while their hands move.
|-
|
| Ritualist Passive
| Self
| The Character can cause any robes they are wearing to permanently or temporarily flow as if they are weightless. As soon as the cloth leaves their body, it ceases this function.
|-
|
| Ritualist Power
| Emote Distance
| The Character can cause any armor on themselves or others within Emote Distance to appear as if it is pristine, polished and extremely clean with a clear reflective quality. This has no functional purpose, and is purely for the purpose of appearing pretty.
|-
|
| Ritualist Power
| Emote Distance
| The Character can either on themselves or someone pointed at cause a bright ray of light to erupt from clouds either at night from the moon or during the day from the sun, to illuminate a person specifically through celestial light. This does not affect that person or cast away darkness, it just makes them easier to spot in a crowd, but does not move with the person.
|}

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.