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===Ursarr Fusions===
{{Info knights
{| class="wikitable"
|image = Senleyaorder.png
|-
|origins = [[Lathan Empire]]
! colspan="4" style="text-align:center; font-weight:bold; background-color:#f8cecc;" | Strength of the Ursarr
|}}
|-
| style="width: 8%;" | Black Steel Claws
| style="width: 8%;" | Werebeast Spell
| style="width: 8%;" | Self
| The Werebeast is able to extend their nails, forming black sharp claws, capable of tearing through armor up to and including chain-mail. This Ability has no cooldown, and can be enabled and disabled instantly. If the Ability is Countered, it goes on a minute cooldown. If the Werebeast has any other Ability that gives them claws or nails with a special function, this Ability gains the functions of all of those Abilities.
|-
| Ursine Hibernation
| Trigger Passive
| Self
| The Werebeast, while sleeping, recovers from all great wounds inflicted on them. This ability is only in use during off-time, meaning the healing effect takes place when the player is asleep. This healing effect removes all wounds bar from dismemberment (or other removed body parts) but does leave behind scars. The sleep must be for a period of 6 hours or longer for the healing to take effect at all. Being ‘knocked out’ in battle does count as being put ‘to sleep’, as does taking alchemical supplements to induce sleep.
|-
| Ursarr Strenght
| Constant Passive
| Self
| When in Beastmode Shift, the Werebeast gains +10 Physical Stat, or +5 while in Halfbeast Shift, and +0 while in Normal Shift. This Physical Stat boost also increases the Physical Stat limit by the same amount.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#f8cecc;" | Stalk of the Wolverine
|-
| Scattering Claws
| Werebeast Spell
| Self
| The Werebeast is able to extend their nails, forming black sharp claws, capable of effortless climbing up vertical surfaces. This Ability has no cooldown, and can be enabled and disabled instantly. If the Ability is Countered, it goes on a minute cooldown. If the Werebeast has any other Ability that gives them claws or nails with a special function, this Ability gains the functions of all of those Abilities.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#f8cecc;" | Bunkering of the Cave Bear
|-
| Skull Thickening
| Constant Passive
| Self
| The Werebeast is resistant to any and all Abilities that would stun or daze the Werebeast into being unable to act. These Abilities are simply shrugged off.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#f8cecc;" | Growl of the Grizzly
|-
| Mauling Brawl
| Werebeast Spell
| Direct Touch
| Once per day, an Ursarr is able to use a single melee attack that ignores any and all shield Abilities, deflect Abilities or anti-mundane-melee deflection or immunity mechanics. The Ability part of this attack only rendered the defence mechanic null and void, the attack is mundane, and can still miss if the roleplay situation would cause it to.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#f8cecc;" | Solitude of the Polar Bear
|-
| Winter Embrace
| Constant Passive
| Self
| The Werebeast has complete immunity to cold, cold damage, Ice or Cold based Sorcery Spells or Magic Spells, ice effects, ice-based constrictions, or other cold-based damage effects. Furthermore, the Werebeast is not slowed down by any thickness of snow, no matter what form they are in, or how deep the snow is.
|-
| Solitary Hunter
| Constant Passive
| Self
| The Werebeast’s mentality shifts, and they gain a solitary attitude, a dislike for any and all other Werebeasts (often even their own children). At most, they might tolerate a single Raprann to closely work with, resenting any other form of attachment. Additionally, while fighting completely alone against at least two (or more) enemies, the Werebeast gains +2 Physical Stat (that can break the Physical Stat Limit) for each opponent they are fighting. This can stack with all other Physical Stat boosts, but cancels out as soon as someone aids them in a fight either through Mundane or Magical means, and can never exceed more than +10 Physical Stat derived from 5 combatants. Additionally, for each opponent, their size increases by half a foot, while their musculature also increases in size. These effects are however purely aesthetic and do not actually make the Werebeast more powerful.
|}
===Ursarr-Uthurenn Combination Fusions===
{| class="wikitable"
|-
! colspan="4" style="text-align:center; font-weight:bold; background-color:#f7ddea;" | Hunt of the Bear-Dog
|-
| Iron Jaws
| Werebeast Spell
| Direct Touch
| The Werebeast can, when biting down on someone or with at least one hand touching a piece of armor (for example an arm-guard or bracer, or a helmet, or curiass), use overwhelming force in their hand or jaws to crush that armor piece. The armor piece itself is rendered useless, it remains attached to the body in a broken state, but no longer provides protection against further attacks. If this Ability was used on a limb like an arm or leg, then this limb is additionally paralyzed for 2 minutes, or until a person other than the person who the Ability was used on can remove the broken armor piece that constricts the limb underneath. If this Ability was used on a helmet, the visor is crushed, and the player must use /t add Blind to emulate mundane blindness, for 2 minutes, or until they can get someone else’s help to remove the crushed helmet around their head. This Ability does not work on Artifacts, but can work on Ability Armor. If such Ability Armor has some form of “disappears after 3 hits”, or some similar conditional durability, it is instead instantly destroyed, if it does not have conditional durability, it responds like normal armor. This Ability can be used once per hour.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#f7ddea;" | Swaying of the Walrus
|-
| style="width: 8%;" | Enduring Mass
| style="width: 8%;" | Werebeast Spell
| style="width: 8%;" | Self
| The Werebeast can summon a defensive coating, gaining extra layers of Body Fat, appearing at minimum Built Body Fat. While this effect is active, the Werebeast becomes immune to blunt or bashing damage from weapons such as fists, maces, clubs, or other heavy force Abilities that use kinetic energy to inflict blunt or bashing damage. This effect can be summoned and unsummoned instantly without Cooldown, but if Countered, goes on a half an hour Cooldown.
|-
| Forward Mass
| Werebeast Spell
| Emote Distance
| The Werebeast can belly-smash forward, rapidly moving and automatically hitting a targeted person unless there was an obstacle between them, or some sort of shield deflecting the attack. Any person hit takes blunt force damage, while also being knocked back off their feet. This Ability can be used once every hour.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#f7ddea;" | Leap of the Fossa
|-
| Leaping Freedom
| Werebeast Spell
| Self
| The Werebeast can contort their body, using agility and contortionism to free themselves from any type of restraint. This only works on Mundane and Ability restraints outside of the Prison, but can work on tied hands and feet, guard shackles, and any type of Ability that snares or traps the character, for example ice encasing their legs or a Bola. This Ability has a 5 minute cooldown.
|-
| Forever Behind
| Toggle Passive
| Self
| Should the Werebeast be affected by any Ability that knocks them over, or pushes/knocks them back, this effect is instead cancelled, and the Werebeast contorts their body to instead land behind the individual using the Knockback Ability, unless that Knockback Ability was used from further away than 3 blocks from the Werebeast. Any damage that is applied with any such Knockback Ability is also negated.
|}
===Uthurenn Fusions===
{| class="wikitable"
|-
! colspan="4" style="text-align:center; font-weight:bold; background-color:#e1d5e7;" | Loyalty of the Uthurenn
|-
| Loyal Empathy
| Werebeast Spell
| Direct Touch
| The Werebeast is able to sense the emotions of a person by touching them, which is an ability that cannot be turned off, sometimes resulting in sensory confusion. This cannot be used to tell a lie, but does give an accurate reading on the emotional state of whoever they share physical contact with. This ability is powerful enough to allow the Werebeast to sense their emotional pain, and even make them able to absorb a part of it, reducing the suffering of the other person.
|-
| Howling Call
| Werebeast Spell
| Infinite
| The Werebeast is able to produce a wolf-like howl that can be heard all over Regalia (even in the sewers) that notifies all other Uthurenn Werebeasts of their exact location. This Ability can be used once every hour.
|-
| Uthurenn Strength
| Constant Passive
| Self
| When in Beastmode Shift, the Werebeast gains +10 Physical Stat, or +5 while in Halfbeast Shift, and +0 while in Normal Shift. This Physical Stat boost also increases the Physical Stat limit by the same amount.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#e1d5e7;" | Prowl of the Fox
|-
| Shadow Prowl
| Constant Passive
| Self
| The Werebeast gains +5 Proficiency in Stealth Rogue. This cannot break the Proficiency limit. If the Werebeast is already at 10 Stealth Rogue, they instead gain an additional re-positioning saving grace (the same that is applied to 10 Stealth Rogue), so that they may reposition twice instead of once.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#e1d5e7;" | Lovingness of the Dog
|-
| Bonding Link
| Werbeast Spell
| Emote Distance
| The Werebeast is able to produce a mental link between themselves and another person, producing a red mist-like tether between themselves and their target. Any wounds inflicted on the target by third parties is automatically transferred to the Werebeast. This Ability has no Cooldown, but if Countered, goes on a 5 minute cooldown.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#e1d5e7;" | Howl of the Hyena
|-
| style="width: 8%;" | Bound Tracking
| style="width: 8%;" | Werebeast Spell
| style="width: 8%;" | Self
| The Werebeast can track a person anywhere within 1 hour of having tasted their blood, or drained their Soul Essence. The Werebeast must consume the blood either freshly from the person, or within 15 minutes of it being shed for this ability to function. This tags the target as Tracked for the duration of the Ability.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#e1d5e7;" | Violence of the Sabrewolf
|-
| Teeth of Steel
| Werebeast Spell
| Self
| The Werebeast can enchant their teeth, causing them to be indestructible, and if clenched down on something, can bite through metal to the strength of chain armor and even break swords (though not bars or beams). Enchanting or removing the enchant is instant, and has no cooldown. If the Ability is Countered, it is put on a 10 minute Cooldown.
|-
| Enduring Hunt
| Constant Passive
| Self
| The Werebeast does not have any fatigue loss, meaning they can continue to train, fight and run for as long as they please. This also prevents any forced fatigue or tiredness mechanics caused by other spells or abilities, and also protects against forced-sleep mechanics.
|}
===Raprann Fusions===
{| class="wikitable"
|-
! colspan="4" style="text-align:center; font-weight:bold; background-color:#dae8fc;" | Wisdom of the Raprann
|-
| style="width: 8%;" | Long Aging
| style="width: 8%;" | Constant Passive
| style="width: 8%;" | Self
| The Werebeast's aging slows down by a factor of 4, meaning each year is the equivalent of a quarter year lived. Characters beyond the age of 150 still require a Special Permission.
|-
| Long Draining
| Constant Passive
| Self
| The Werebeast can Soul Drain from a distance, up to Emote Distance, applying all effects as if the target was held by Direct Touch. Additionally, if another Werebeast Soul Drains in Emote Distance of them, this Werebeast gains satisfaction also.
|-
| Raprann Strength
| Constant Passive
| Self
| When in Beastmode Shift, the Werebeast gains +0 Physical Stat, or -5 while in Halfbeast Shift, and -10 while in Normal Shift. This Physical Stat boost also increases the Physical Stat limit by the same amount.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#dae8fc;" | Dive of the Eagle
|-
| Flock Shift
| Werebeast Spell
| Self
| The Werebeast does not have a traditional Beastmode Shift anymore, but can use this Ability, turning into a flock of several Birds of Prey (which must remain together loosely). While in this form, the Werebeast is able to flock a person, while at the same time Soul Draining them as these hawks peck at the Soul Essence of the target. While swarmed by this flock, the Victim can no longer use any Abilities, or attack anyone, or communicate with anyone due to the loud bird screeching, but can still move. Attacking the victim will attack the Werebeast instead, forcing them away. The Hawks cannot actually damage or attack the person physically. After being knocked off a person three times, the Ability is cancelled, and forcibly goes on a 5 minute Cooldown.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#dae8fc;" | Sharpsight of the Hawk
|-
| Glass Gaze
| Werbeast Spell
| Self
| The Werebeast can enchant their eyes to see through Target Illusions and Object Illusions. While the effect is active however, their eyes become solid silver, shining with incredible brightness. The Ability must be activated in emote, but remains active for the duration of 1 hour and has no cooldown. If it is Countered, it instead goes on a 5 minute cooldown.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#dae8fc;" | Poise of the Heron
|-
| Compassionate Magi
| Constant Passive
| Self
| With this Mutation, the Werebeast is able to exchange existing Proficiency Points for up to 4 Sorcery Levels of the Lightness, Nature, or Elemental School, or utilize Sorcery Levels of these Schools that they already have. The Raprann can also become an Acolyte, but all Sorcery Spells also double as Werebeast Spells. Being cured does not bring back the Proficiency points, but keeps the Levels. With this Mutation, a Raprann Werebeast can also be a Mage. It is possible for a Mage to willingly become a Raprann Werebeast with this Mutation already unlocked through the Exist Raprann Ritual, however this is irreversible, and the Mage can no longer be cured.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#dae8fc;" | Song of the Glorybird
|-
| Eagle’s Call
| Werebeast Spell
| Emote Distance
| The Werebeast can target themselves or another person, and call down a Falcon, Hawk, or Eagle to act as their familiar once every five minutes. When this Bird is called down, it can intercept any single Ability or single Mundane attack on a person, completely nullifying its effects. After nullifying the effects, the Bird disappears.
|-
| Sanguine Featherlight
| Werebeast Spell
| Emote Distance
| Each time a Vampire Spell or Greater Vampire Spell is used to target the Werebeast, a puff of feathers explodes from their body, and the Ability is countered. This is a Werebeast Spell (despite its automatic nature) meaning the effect can be countered itself (in which case the Vampire Spell or Greater Vampire Spell would not get countered).
|}
===Scorrico Fusions===
{| class="wikitable"
|-
! colspan="4" style="text-align:center; font-weight:bold; background-color:#d5e8d4;" | Burrowing of the Scorrico
|-
| style="width: 8%;" | Crawl the World
| style="width: 8%;" | Toggle Passive
| style="width: 8%;" | Self
| The Werebeast is able to crawl on walls, ceilings, or practically any surface with their hands and feet, as long as it's not wet. Speed is about the same as walking speed.
|-
| Underworld Senses
| Constant Passive
| Self
| The Werebeast is able to sense micro vibrations in the floor they are standing on, allowing them to know the position and presence of each person in Emote Distance around them as long as they are moving. They can essentially detect invisible, hidden or illusion affected individuals as long as they move in Emote Distance. This also sees through any Rogue Proficiencies that would hide a person.
|-
| Scorrico Strength
| Constant Passive
| Self
| When in Beastmode Shift, the Werebeast gains +0 Physical Stat, or +0 while in Halfbeast Shift, and +0 while in Normal Shift. This Physical Stat boost also increases the Physical Stat limit by the same amount.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#d5e8d4;" | Fortitude of the Beetle
|-
| Battle Carapace
| Werebeast Spell
| Self
| The Werebeast is able to summon a carapace armor, once a day, that grants them additional protections. While this armor is active, it blocks up to 3 Mundane attacks or Abilities that inflict damage (it does not block any additional effects besides the harm). If no attacks or Abilities land to break parts of the carapace, it remains active for 30 minutes after activation, or until fully broken down. If this Ability is Countered, it goes on a 30 minute Cooldown, but it cannot be Countered after it has been activated.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#d5e8d4;" | Claws of the Mantis
|-
| Predator Leap
| Wer2beast Spell
| Emote Distance
| The Werebeast can, from anywhere, in Emote Distance, leap to a target person, which automatically hits unless there is an obstacle in the way (shields do not stop this Ability, unless they are anti-pass through Abilities). Upon hitting, the target is pinned to the ground with the Werebeast on top, who will have initiative to Emote first after this Ability. This Ability has a 1 hour cooldown, but if Countered, has a 5 minute Cooldown.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#d5e8d4;" | Sting of the Wasp
|-
| Stingers for All
| Werebeast Spell
| Emote Distance
| The Werebeast is able to shoot a projectile stinger from their wrist that cannot pierce armor, but can pierce clothing. It does not cause bleeding, but when hit injects the subject with localized sense-toxin that causes the limb to become numb for the next hour (still movable, but become unusable in the case of for example wielding weapons), while also causing pain when hit. After shooting five successive (within the same hour), the Werebeast must wait a full hour before shooting another. Each projectile will hit if the Werebeast rolls 6 and above on a /dice 20.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#d5e8d4;" | Venom of the Scorpion
|-
| Webbing Spray
| Werebeast Spell
| Emote Distance
| The Werebeast is able to projectile spit a spray of webbing at another person or a group of people. This web causes the target, and anyone within 3 blocks of them to be rooted to the ground for a minute. This webbing can be cut away, but only by someone not affected by it, and even then it would take 30 seconds to fully remove. Once sprayed, the Werebeast cannot use this ability for 5 minutes.
|-
| Biotic Acidity
| Toggle Passive
| Self
| The Werebeast's spit and blood take on acidic properties, able to bite through organic matter within seconds, and can corrode inorganic matter after 5 minutes. The only effect it has on living flesh is leaving a painful rash however. This effect can be disabled through a Toggle Passive (because otherwise, romance roleplay would become complicated).
|}


==Design==
===Theme===
The Senleya Order, also known as the Sentinel Order or the White 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 may never, under any circumstances, reveal the identity of any member of the Senleya Order that is not themselves to outsiders. Doing this has the most severe consequences of any Code breach.
# 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.


===Warning===
The Senleya Order is the only Guild with a Warning. Since there are many rich Theme options and the Senleya collaborate cross-community in a way that would normally be impossible, there is a drawback. Being publicly outed in a Forum Post as a Senleya Member with substantial evidence or a convincing argument will lead to the outed Character being hunted by NPC Blue Moon agents (Allorn Secret Service) until a long questline is done to either make them disappear or lower them on the priority list. This is not to be taken lightly: the risk is serious, and Lore Staff reserve Kill Perms on a hunted character. As a result of this, however, the Senleya registration list is not public, and Senleya are not automatically aware of one another unless OOC permission is given.
===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.
===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 write messages under Magical enchantment that only other Senleya members are capable of seeing, and leave them in places.
===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.
* '''Vanelyon Mechanic:''' Vanelyon Rite members can change any willing Isldar's alignment to Life without a Divinium summoning.


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


{| class="wikitable"
==History==
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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.
! Ability
 
! Type
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.
! Range
 
! Base Kit (All Werebeasts have these Abilities)
However, it is a dangerous game they are playing, and any who are outed in the dance of death with Talea's men in blue may pay the ultimate price.
|-
 
| Soul Drain
==Fix Below On The Actual Page==
| Werebeast Spell
{/{Organizations}}
| Direct Touch
[/[category:Organizations]] [/[category:Guilds]]
| The Werebeast hungers for Soul Essence, needing to feed on a regular basis to remain in control of their sanity and not turn into a feral beast. Feeding can be done on any non-Vampire or non-Werebeast, with Primal Mages and Primal Lineage targets being especially juicy and tasty for the Werebeast. Soul Drain is activated by Direct Touch. If a Werebeast and their target are alone, Soul Drain also paralyzes the target, making them unable to escape or move, but still aware of what is happening around them. If other non-Werebeasts are within Emote Distance, this paralyzing effect does not occur, and the target can wrestle themselves free. Draining takes about 5 minutes, and if completed, leaves the target exhausted for 5 minutes after the Soul Drain completed. Soul Drain can be used in Normal Shift, Halfbeast Shift, and Beastmode Shift. If a Werebeast is denied Soul Essence for more than a week, they are locked into Beastmode and become feral, unable to respond to communication, until they have Soul Drained anyone, after which they turn back.
 
|-
==Trivia==
| Normal Shift
* 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.
| Constant 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.
| Normal Shift is the default state of the Werebeast. While in Normal Shift, the Werebeast can use all Werebeast Abilities from their Fusions, but looks entirely normal otherwise. It however does not apply any Physical Stat bonuses gained from the Fusions
|-
| Halfbeast Shift
| Beast Shift
| Self
| Halfbeast Shift allows the Werebeast to apply some animalistic features to their appearance, but it does not wholly make them unrecognizable as Beastmode does. For example, they might have tufts of hair on their face, larger canine teeth, hair or scales on their forearms, or feathers on their back. Their face should still be roughly recognizable as their Normal Shift, but can also have a flattened and widened nose, etc. Additionally, their eyes become bright silver with a light blue glow. It however only applies half the Physical Stat bonuses gained from the Fusions. This Beast Shift can be maintained indefinitely, and transforming is instant
|-
| Beastmode Shift
| Beast Shift
| Self
| Beastmode Shift allows the Werebeast to apply their entire animalistic appearance from all Fusions. This means their skin will be replaced with fur/scales/feathers/carapace, their head changes to that of an animal. The shape remains humanoid, that is to say, an Ursarr does not turn into a bear, but their skin and head appears like that of a bear, making them appear like one, and they become entirely unrecognizable. Additionally, their eyes become bright silver with a light blue glow. It applies the full Physical Stat bonuses gained from the Fusions. This Beast Shift can be maintained indefinitely, and transforming is instant<br />
|}

Latest revision as of 09:15, 16 June 2024

Test
Senleyaorder.png
Order
Origins Lathan Empire

Design

Theme

The Senleya Order, also known as the Sentinel Order or the White 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 may never, under any circumstances, reveal the identity of any member of the Senleya Order that is not themselves to outsiders. Doing this has the most severe consequences of any Code breach.
  4. 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.
  5. Senleya members must work to prevent the loss of Elven heritage, ruins, and knowledge of any kind, so that history can be accurately chronicled.
  6. Senleya members must work politically towards stacking the leadership and advisory councils of various cross-City groups with as many Senleya members as possible.
  7. 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.
  8. Senleya members must assist in the perpetuation of the true eternal nemesis status between the Senleya and Argentum Orders.

Warning

The Senleya Order is the only Guild with a Warning. Since there are many rich Theme options and the Senleya collaborate cross-community in a way that would normally be impossible, there is a drawback. Being publicly outed in a Forum Post as a Senleya Member with substantial evidence or a convincing argument will lead to the outed Character being hunted by NPC Blue Moon agents (Allorn Secret Service) until a long questline is done to either make them disappear or lower them on the priority list. This is not to be taken lightly: the risk is serious, and Lore Staff reserve Kill Perms on a hunted character. As a result of this, however, the Senleya registration list is not public, and Senleya are not automatically aware of one another unless OOC permission is given.

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.

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 write messages under Magical enchantment that only other Senleya members are capable of seeing, and leave them in places.

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.

  • Vanelyon Mechanic: Vanelyon Rite members can change any willing Isldar's alignment to Life without a Divinium summoning.

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

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.

However, it is a dangerous game they are playing, and any who are outed in the dance of death with Talea's men in blue may pay the ultimate price.

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.