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{| class="wikitable"
{{Info knights
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|image = Senleyaorder.png
! Points Invested
|origins = [[Lathan Empire]]
! Name
|}}
! Type
! Range
! Description
|-
| 4 Points
| Heavy Shot
| Mundane Ability
| Emote Distance
| Heavy Shot is the default Arrow attack for a Heavy Bow Combat user. This simply involves shooting a Heavy Bow at a target that is not behind cover. Each shot has a 1 minute cooldown and if hit, creates the equivalent of a deep gash like a sword hit would, or a piercing wound in case the enemy is wearing armor. For each shot, the Archer must do a “/dice 0 20”, with any roll above 5 causing a hit to land.  
|-
| 8 Points
| Knocking Shot
| Mundane Ability
| Emote Distance
| The Archer shoots a heavy pound arrow, an arrow with a lot of weight and force behind it, but more kinetic than piercing damage. This shot damages about as much as a stab of a dagger does, but forces the target to be knocked back by 6 blocks into the opposite direction of the Archer, or until they hit a solid object, which then causes blunt damage but does not Stun them. This ability has a 3 minute cooldown. This Ability is a guaranteed hit.
|-
| 12 Points
| Marking Shot
| Mundane Ability
| Emote Distance
| The Archer shoots a Seraphalo Marking Shot, an arrow with a particularly useful luminescent feather. This arrow always hits (unless there is an obstacle between the Archer and the target) and does no damage, but marks the target (not through invisibility) with very obvious luminescent dust for 5 minutes. After being hit, the next Ability or Ranged Weapon Mundane Ability used on the target ignores all hit chance dice rolls and becomes automatic hit, after which the Mark expires. This Ability has a 5 minute cooldown. This Ability is a guaranteed hit.
|-
| 16 Points
| Bow Slam
| Mundane Ability
| 3 Blocks
| Bow Slam allows the Archer to slash their heavy bow in a semi circle in front of them (a 180 degree angle) followed by a ground slam. Anyone within 3 blocks of the Archer’s front is knocked back 5 blocks and falls over, but receives no damage. This Ability has a 5 minute cooldown, and can only be used if at least 1 person is within 3 Blocks Range.
|-
| 20 Points
| Power Shot
| Mundane Passive
| Announce Emote
| The Archer kneels, producing a heavy power shot. This Ability requires both calculating and concentration to pull and deliver on mark, thus requiring a full minute to remain stationary and charge. When the charge is complete, the Archer may release at the target, as long as the target is not behind cover. If they are, the Archer may hold this position however long until they leave cover, or until they get knocked over. If the Archer is interrupted, charge will have to re-commence. This arrow is guaranteed to hit. The Archer must do a “/dice 1 5”, where 1 means the left arm, 2 means the right arm, 3 means the left leg, 4 means the right leg, and 5 means the face. Whatever part of the body this arrow hits, is paralyzed for 1 hour, and if the face is hit, the player must use “/trait add Blindness” for 1 hour that can only be removed by Mundane or Ability Healing. This Ability does not cause maims. This Ability has a 24 hour cooldown.
|}


==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.


{| class="wikitable"
==Chapters==
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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.
! Points Invested
===Add Allorn Rite here===
! Name
white lotus type beat
! Type
===Lathai Rite===
! Range
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.
! Description
* '''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===
| 4 Points
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.
| Light Shot
* '''Athentol Mechanic:''' Athentol Rite members can (with OOC consent) read emotions from other Characters, and suppress their own from being read.
| Mundane Ability
===Sanraan Rite===
| Emote Distance
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.
| Light Shot is the default Arrow attack for a Light Bow Combat user. This simply involves shooting a Light Bow at a target that is not behind cover. Each shot has a 30 second cooldown and if hit, creates the equivalent of a slight cut like a dagger slash would, or a puncture wound in case the enemy is wearing armor. For each shot, the Archer must do a “/dice 0 20”, with any roll above 5 causing a hit to land.
* '''Sanraan Mechanic:''' Sanraan Rite members can make a Discord Ticket to ask the Senleya Archives about an Elven related Lore Question.
|-
===Ularen Rite===
| 8 Points
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.
| Evading Dash
* '''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.
| Mundane Ability
===Vanelyon Rite===
| Emote Distance
The Vanelyon Rite is named after the Dregodar Prince who died alongside the Dragon Gaia fighting his cousin, the Empress. Composed of mostly Life Isldar, but also a few Aerunthar Dragonkin and some of the straggler hidden worship Draconism communities left behind in Daen, they are steeped in Dragon worship and fierce advocates for the memory of Dragons in history. Members of the Vanelyon rite are presciently concerned about the Senleya Order becoming what it hates if just one Grandmaster goes astray, as from their point of view, the line between Senleya pan-Elven belief, Allorn supremacism, and Apotheon [[Evolism]] cultism is actually quite thin and easy to cross. They operate as a sort of internal secret police that tries to hold the Senleya as a whole accountable not to run ahead with their idealism without considering what got them into the situation in the first place, an overconfidence
| The Archer uses a quick Evading Dash in any direction to reposition within Emote Distance, as long as they can see their intended location and get there in one linear direction without walking into obstacles (such as walls too tall to climb). If obstacles are reasonably climbable for the Archer, this climbing is also included in the dash. While dashing, the Archer is untargetable, and the dash is complete in a matter of seconds. This Ability has a 3 minute cooldown. This Ability cannot be used during a Stun/Disable/Root.
* '''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.
|-
| 12 Points
| Marking Shot
| Mundane Ability
| Emote Distance
| The Archer shoots a Seraphalo Marking Shot, an arrow with a particularly useful luminescent feather. This arrow always hits (unless there is an obstacle between the Archer and the target) and does no damage, but marks the target (not through invisibility) with very obvious luminescent dust for 5 minutes. After being hit, the next Ability or Ranged Weapon Mundane Ability used on the target ignores all hit chance dice rolls and becomes automatic hit, after which the Mark expires. This Ability has a 5 minute cooldown. This Ability is a guaranteed hit.
|-
| 16 Points
| Pinning Flurry
| Mundane Ability
| Emote Distance
| The Archer unleashes a flurry of light shots aimed to pin down the enemy from being able to move, regardless of what armor they are wearing, or whether they are hiding behind an obstacle (with the exception of Ability Shields). This Mundane Ability works like a Channel Ability, meaning it can be upheld for as long as the Archer is not attacked or knocked over, though can at most be performed for up to 5 minutes before they run out of arrows. This Ability never does any damage or cause any knockback, the target is able to do things in their pinned down position (including use Abilities), but simply cannot move from the very point that the Ability started being used from. The Archer can move around at a walking pace, but can only ever target one person, and cannot switch targets, and cannot use other Abilities or attacks during it. This Ability has a 30 second cooldown as long as the full 5 minutes was never reached, if it was, this Ability goes on a 2 hour cooldown. The moment the Ability channel is interrupted, the target can move. This Ability is a guaranteed hit once commenced.
|-
| 20 Points
| Power Shot
| Mundane Passive
| Emote Distance
| The Archer shoots 8 arrows in very rapid succession against a single target. Perform a dice roll for each shot, “/dice 0 20”. For each dice roll above 10, the arrow hits. If Marking Shot was active, the first shot is a guaranteed hit, but all successive shots still need to be dice rolled. For each shot that hits, the target deceives a deep gash somewhere on their body from which they bleed, but none of these shots can ever maim or cripple a person. Additionally, for each hit shot, the target is knocked back by 1 Block per amount of hits. This Ability has a 24 hour cooldown.
|}


==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.


{| class="wikitable"
==Privileges==
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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.  
! Points Invested
# 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.
! Name
# 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.
! Type
# 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.
! Range
# Grants the Character wings (feathered only), allowing Elytra flight (with use of Rockets). Combat or Ability usage immediately disables flight.
! Description
# 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.
|-
| 4 Points
| Brittle Shot
| Mundane Ability
| Emote Distance
| Brittle Shot is the default Arrow attack for a CrossBow Combat user. This simply involves shooting a Crossbow at a target that is not behind cover. Each shot has to specifically be aimed at a piece of armor, as Brittle Shots do not cause much damage, but instead disable pieces of armor on a target. For each shot, the Archer must do a “/dice 0 20”, with any roll above 5 causing a hit to land. For each landed hit, a piece of armor is disabled (which must always be either an entire left arm, right arm, left leg, right leg, chest, or head piece), while doing minimal brute damage and causing some bruises. This Ability has a 1 minute cooldown, and does not break Artifacts or Mythics. The effect applies the same to Ability Created Armor, unless the Ability armor has a per-hit breaking rule set, in which case it follows that instead.
|-
| 8 Points
| Knocking Shot
| Mundane Ability
| Emote Distance
| The Archer shoots a heavy pound arrow, an arrow with a lot of weight and force behind it, but more kinetic than piercing damage. This shot damages about as much as a stab of a dagger does, but forces the target to be knocked back by 6 blocks into the opposite direction of the Archer, or until they hit a solid object, which then causes blunt damage but does not Stun them. This ability has a 3 minute cooldown. This Ability is a guaranteed hit.
|-
| 12 Points
| Net Shot
| Mundane Ability
| Emote Distance
| The Archer shoots a Netbolt at a target, causing an exploding canister to throw a net out at the target, which if the target is not behind some form of cover, causes them to be Rooted. In order to determine hit, do a “/dice 1 20”, with any roll above 5 meaning the shot lands. The target is netted for 1 minute, during which they cannot move or use Abilities (unless that Ability gives immunity to Roots or allows them to free themselves from a Root), but can start freeing themselves. If the target is not attacked or knocked out, they can be freed by themselves after the 1 minute is over. If another person helps them, the netting only works for 20 seconds. If the target is attacked while being netted, the first attack instantly breaks the net, but is guaranteed to hit as the netted target cannot defend themselves. This Ability has a 24 hour cooldown.
|-
| 16 Points
| Gate Shot
| Mundane Ability
| 3 Blocks
| This Ability allows the Archer to knock down a Mundane Gate or Ability Wall (such as Magewall). The Archer is immobilized, taking 4 separate strategic shots (each separated by 30 seconds for a total of 2 minutes) after which they activate a specialized steamtek winch that pulls both a Purestone core as well as force on all anchor shots. After the emote pulling the winch into action, whatever metal/wooden gate or Ability wall/doorway it was aimed at is destroyed. This Ability can be used twice per day but has no cooldown. The Archer must also be standing within 10 Blocks of whatever they are shooting at, and within clear line of sight.
|-
| 20 Points
| Percussion Shot
| Mundane Passive
| Announce Emote
| This Ability causes the Archer to shoot an explosive Percussion Shot After a quick loading, the shot is fired, is a guaranteed hit, and causes a fire-less explosion at the target person. Any person within 10 blocks of this person is knocked to the ground with shrapnel cuts on any exposed skin. The target themselves are knocked to the ground with one limb of their choice broken as well as cuts and slices all over their body. After Percussion Shot is fired, the Crossbow of the Archer becomes defunct due to the heavy firing mechanism breaking during this shot. This prevents further use of Crossbow Mundane Abilities for 12 hours.
|}


==History==
history theme is okay but change some details


{| class="wikitable"
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.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
 
! Points Invested
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.  
! Name
 
! Type
==Fix Below On The Actual Page==
! Range
{/{Organizations}}
! Description
[/[category:Organizations]] [/[category:Guilds]]
|-
 
| 4 Points
==Trivia==
| Belt Shot
* 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.
| Mundane Ability
* 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.
| Emote Distance
* 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.
| This Ability allows a Puretek wielder to use a Puretek Quickshot, a one-time use Puretek pistol rapidly drawn from their belt (or other concealed location around their waist), and shoot a quick blast at a target non-Mundane. This shot is a guaranteed hit, and can be used as a Counter/Interrupt for any Ability that is being casted (as long as it can be Countered), Channeled or otherwise prepared or used, even if the Emote of the Belt Shot came after the Emote of the Ability. This Ability effectively acts as an “Ace card” to use to quickly counter a single Ability, and then prevent the target non-Mundane from using another Ability within 20 seconds to quickly buy some time, nothing more. If it Counters/Interrupts any Abilities, these Abilities do not even go on Cooldown, they simply do not trigger, and the user cannot use them again for 20 seconds, but is completely fine after those 20 seconds. It causes no damage, and can only be used once per day. This shot has no effect on Mundanes. This shot also shoots through Ability Shields. Note, if your character has a Puretek weapon, Belt Shot is not that specific weapon. It is just an additional Puretek one-time-use boomstick.
|-
| 8 Points
| Barrage of Purity
| Mundane Ability
| Emote Distance
| This Ability allows the Puretek wielder to barrage a target with repeated Puretek shots, in an Ability that acts more like a Channel Ability. The Shooter must be stationary (whether kneeling or standing up), and repeatedly fire the Puretek weapon at a single target. While this Channel Ability is active, the target is unable to use any Abilities that can be Countered (non-Counter-able Abilities like Mundane Abilities and Racial Abilities are still usable). This does no damage to the target. The effect immediately ceases if the Shooter is interrupted or attacked, or the victim gets behind cover (which they can still do, as the projectiles merely cause a few puffs of white smoke on the target that barely cause a gentle push on them). This Ability has a 30 second cooldown after being voluntarily stopped, or interrupted. While Barrage of Purity is active, no other Barrage of Purity can be activated within Emote Distance until this one ends. This Ability can both be used with Demishot and Quartershot for the same effect. This shot also shoots through Ability Shields.
|-
| 12 Points
| Switchtek
| Mundane Ability
| Self
| The Shooter extends the Switchtek Blade from the Puretek Weapon, disabling the use of other Puretek Mundane Abilities, but converting all Puretek Combat Proficiency Points in Half Dagger Combat Proficiency Points (50% conversion, rounded down to whole numbers). The Puretek weapon then effectively becomes a Switchtek Dagger, and can be wielded as such with Proficiency. If the Puretek wielder is instead using Demishot, Switchtek changes the Demishot into a shortsword, converting all Puretek Combat Proficiency Points into Sword Combat at a rate of 3 Puretek Combat turning into 1 Sword Combat Proficiency (so a 33% conversion, rounded down). In order to switch the Switchtek back to Puretek, 10 seconds of re-modification must be done before Puretek Mundane Abilities can be used again. Proficiency conversions do not break Proficiency Cap (so if a Character already has 20 in Dagger, this adds 0 Dagger Proficiency).
|-
| 16 Points
| Gate Shot
| Mundane Ability
| 10 Blocks
| This Ability allows the Shooter to knock down an Ability Wall (such as Magewall). The Shooter can move around, taking 4 separate strategic shots (each separated by 30 seconds for a total of 2 minutes) After 4 separate shots (which must all have been fired from within Emote Distance) whatever Ability Wall or Gate they shot at will shatter. This Ability can be used twice per day, and has no cooldown. This Ability can both be used with Demishot and Quartershot for the same effect.
|-
| 20 Points
| Overload Shot
| Mundane Passive
| Emote Distance
| This Ability causes the Shooter to shoot an overcharged blast from the Puretek Weapon. After a quick loading, the shot is fired, is a guaranteed hit, and causes a fire-less Purestone-Essence explosion at the target person. Any person within 10 blocks of this person is knocked to the ground with no damage, but is unable to use any Ability (besides non-Counter-able Abilities like Racial Abilities and Mundane Abilities) for 1 minute. The target themselves are knocked to the ground and are unable to use any Abilities (besides non-Counter-able Abilities like Racial Abilities and Mundane Abilities) for 1 hour, and any active Abilities that have not already completed their full effect before the shot hit are Cancelled or Countered. After Overload Shot is used, the Puretek weapon breaks, and no further Puretek Mundane Abilities can be used by the user for 12 hours. Overload Shot can only be used once in Emote Distance around the user. After it has been used, the Emote Distance area around them becomes overloaded with Puretek Essence, making another Overload Shot impossible for 1 hour. This also includes shooting an Overload Shot from outside Emote Distance into the negation field. This Ability can both be used with Demishot and Quartershot for the same effect. This shot also shoots through Ability Shields.
|}

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.