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==sihai==
{{Info knights
|image = Senleyaorder.png
|origins = [[Lathan Empire]]
|}}


{| class="wikitable"
==Design==
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
===Theme===
! Ability Name
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.
! Ability Type
===Code===
! Ability Range
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.
! Ability Description
# 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.
| style="background-color:#d3abaa;" | Moon Transform 1
# 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.
| Constant Passive
# Senleya members must work to prevent the loss of Elven heritage, ruins, and knowledge of any kind, so that history can be accurately chronicled.
| Self
# Senleya members must work politically towards stacking the leadership and advisory councils of various cross-City groups with as many Senleya members as possible.  
| Grants the user {{#simple-tooltip: Moon Transform 1 | The Character is able to change Dynasties. On the first day of each month, they are able to declare themselves as part of a new Dynasty, changing visual details, Racial Abilities, and all information on their Character Application.
# 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===
| style="background-color:#d3abaa;" | Moon Transform 2
Guild Mechanics are freely granted to all Guild Members.
| Constant Passive
* 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.
| Self
* 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.
| Grants the user {{#simple-tooltip: Moon Transform 2 | If Frivolous Dynasty, the Sihai can take on the visual characteristics of a humanoid Red Panda. If New Dynasty, the Sihai can take on canine visual characteristics. If Greater Dynasty, the Sihai can take on owl-like visual characteristics. All are described on their Race page.
* Senleya members can choose to be immune to one Religious Mechanic from the [[Evolism]] religion, which must be noted on their Character Application.
}}
|-
| style="background-color:#d3abaa;" | Armor Flux 1
| Trigger Passive
| Self
| Grants the user {{#simple-tooltip: Armor Flux 1 | The user has a constant proportional Armor effect. This proportional armor inverts the amount of armor worn by the individual and optimizes mobility and agility. Simpler put, the less armor the user is wearing, the stronger their skin and body becomes. Wearing only a set of pants and shirt is the equivalent of their skin being as strong as Plate Armor, where-as wearing a set of actual Plate-armor causes the body to be as strong as if they were only wearing a set of pants and shirt (though they are of course still wearing armor). The protection effect is only skin deep, and blunt force trauma still translates like normal, as well as Artifacts of any make.
}}
|-
| style="background-color:#d3abaa;" | Flux Shift 5
| Mythic Shift
| Self
| Grants the user {{#simple-tooltip: Flux Shift 5 | This Ability does two things. Firstly, with this Ability, a Constant Passive is active for the user, that allows their clothes to perfectly resize and change to fit whatever Mythic or Racial Shift they engage in except if they would somehow become quadrupedal or no longer humanoid, while also returning magically after Shifting back from any such non-humanoid Shifts. Secondly, with this Ability, the user is able to magically change the color, shape, material and appearance as well as layering of their clothing and foot and head wear, including removing and adding new pieces on the fly. This Ability acts instantly and seamlessly with no Cooldown. This Ability cannot create or emulate armor or any tough materials that add extra armoring, and materials cannot consist out of rare materials that require Abilities or Progressions to produce.
}}
|-
| style="background-color:#d3abaa;" | Sorcery Skill 3
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Sorcery Skill 3 | The Character may purchase up to 3 Sorcery Abilities without being considered an Aberrant. These Abilities are still counterable like normal Sorcery Abilities. They receive 1 Sorcery Ability for free.
}}
|-
| style="background-color:#d3abaa;" | Weapon Song 1
| Toggle Passive
| Emote Distance
| Grants the user {{#simple-tooltip: Weapon Song 1 | The user may activate Weapon Song 1 on any Melee Weapon that they are wielding in combat, causing it to levitate in the air, and allowing them to control it as if they were wielding it, except further removed from the actual weapon. This must be their own weapon, and not a weapon they’ve taken or stolen from another. The only thing this does, is create distance between the opponent and the user, thus allowing them more time to respond to moves the opponent makes. The weapon can still be parried and even knocked out of the user’s hand, as it is only displaced. The distance can however be anywhere in Emote Distance, as long as where it is levitating is within view.
}}
|-
| style="background-color:#d3abaa;" | Inth Gift 3
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Inth Gift 3 | The user has a perfect recall memory through a Memory Phylactery. This is not a physical object, but more a metaphysical abstract concept that causes the user to be immune to any memory alteration, or any Ability that would otherwise make them forget memories, or have them stored elsewhere, altered, added, or diminished. If any memory is forgotten, the user needs simply call upon the Memory Phylactery to restore the memory in full detail. Any Memory Sense I used on the user will result in more clear and perfect imagery than for anyone else.
}}
|-
|}


half sihai
==Chapters==
{| class="wikitable"
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.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
===Add Allorn Rite here===
! Ability Name
white lotus type beat
! Ability Type
===Lathai Rite===
! Ability 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.
! Ability 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===
| style="background-color:#d3abaa;" | Armor Flux 1
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.
| Trigger Passive
* '''Athentol Mechanic:''' Athentol Rite members can (with OOC consent) read emotions from other Characters, and suppress their own from being read.
| Self
===Sanraan Rite===
| Grants the user {{#simple-tooltip: Armor Flux 1 | The user has a constant proportional Armor effect. This proportional armor inverts the amount of armor worn by the individual and optimizes mobility and agility. Simpler put, the less armor the user is wearing, the stronger their skin and body becomes. Wearing only a set of pants and shirt is the equivalent of their skin being as strong as Plate Armor, where-as wearing a set of actual Plate-armor causes the body to be as strong as if they were only wearing a set of pants and shirt (though they are of course still wearing armor). The protection effect is only skin deep, and blunt force trauma still translates like normal, as well as Artifacts of any make.
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===
| style="background-color:#d3abaa;" | Flux Shift 5
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.
| Mythic Shift
* '''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.
| Self
===Vanelyon Rite===
| Grants the user {{#simple-tooltip: Flux Shift 5 | This Ability does two things. Firstly, with this Ability, a Constant Passive is active for the user, that allows their clothes to perfectly resize and change to fit whatever Mythic or Racial Shift they engage in except if they would somehow become quadrupedal or no longer humanoid, while also returning magically after Shifting back from any such non-humanoid Shifts. Secondly, with this Ability, the user is able to magically change the color, shape, material and appearance as well as layering of their clothing and foot and head wear, including removing and adding new pieces on the fly. This Ability acts instantly and seamlessly with no Cooldown. This Ability cannot create or emulate armor or any tough materials that add extra armoring, and materials cannot consist out of rare materials that require Abilities or Progressions to produce.
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.
|-
| style="background-color:#d3abaa;" | Honed Skill 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Honed Skill 1 | Choose Metallurgy, Arcanology, or Linguistics. If at least 3 points are invested in the chosen Proficiency, choose a single 3 Proficiency costing “Pack” for free additionally. This Pack does not contribute to the maximum Packs possible for this Proficiency at max Point investment. If none of these are chosen, nothing is gained.
}}
|-
| style="background-color:#d3abaa;" | Weapon Song 1
| Toggle Passive
| Emote Distance
| Grants the user {{#simple-tooltip: Weapon Song 1 | The user may activate Weapon Song 1 on any Melee Weapon that they are wielding in combat, causing it to levitate in the air, and allowing them to control it as if they were wielding it, except further removed from the actual weapon. This must be their own weapon, and not a weapon they’ve taken or stolen from another. The only thing this does, is create distance between the opponent and the user, thus allowing them more time to respond to moves the opponent makes. The weapon can still be parried and even knocked out of the user’s hand, as it is only displaced. The distance can however be anywhere in Emote Distance, as long as where it is levitating is within view.
}}
|-
| style="background-color:#d3abaa;" | Inth Gift 3
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Inth Gift 3 | The user has a perfect recall memory through a Memory Phylactery. This is not a physical object, but more a metaphysical abstract concept that causes the user to be immune to any memory alteration, or any Ability that would otherwise make them forget memories, or have them stored elsewhere, altered, added, or diminished. If any memory is forgotten, the user needs simply call upon the Memory Phylactery to restore the memory in full detail. Any Memory Sense I used on the user will result in more clear and perfect imagery than for anyone else.
}}
|-
|}


==half dwarf==
==Goals==
{| class="wikitable" style="width: 670px;"
Since jobs and day to day tasks are covered by the Code section, the Goals section discusses major plans the Guild has for advancement.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
* '''War in Heaven:''' Having studied Dewamenet and Allorn history, and in review of the modern situation, the Senleya believe that wars are won or lost in large part based on the backing and presence of Gods. It is a Senleya mission to try to work towards 'reclaiming' Cemaan from the concept of the Allorn Empire, for example. If the Senleya assess in any situation that a religious revelation would make a group that has potential to assist in the great conflict stronger, then they will quietly put their weight behind whoever is trying to make it work. The Order had a hand in Sinnavei's pro-Regalian outlook, and the reconstitution of Draconism after the Advancement.
! Ability Name
* '''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.
! Ability Type
* '''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.
! Ability Range
* '''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.
! Ability Description
|-
| style="background-color:#dcd5f2; width: 21%;" | Honed Skill 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Honed Skill 1 | Choose Metallurgy, Arcanology, or Linguistics. If at least 3 points are invested in the chosen Proficiency, choose a single 3 Proficiency costing “Pack” for free additionally. This Pack does not contribute to the maximum Packs possible for this Proficiency at max Point investment. If none of these are chosen, nothing is gained.
}}
|-
| style="background-color:#dcd5f2;" | Super Self 3
| Mythic Shift
| Self
| Grants the user {{#simple-tooltip: Super Self 3| The user can use Super Self 3 to instantly filter (or prevent themselves from breathing/ingesting) and nullify any Gas, Toxin, or ingested Alchemical Substance, making them immune to it. This Ability only affects Ability-Created Gases that have a tangible visual effect. This process is automatic, meaning they cannot pick and choose, except in the case of drinking Alcohol.
}}
|-
| style="background-color:#dcd5f2;" | Home Upgrade 1
| Region Enchant
| Player Region
| Grants the user {{#simple-tooltip: Home Upgrade 1 | This (Mundane) Region Enchant is always active on the user’s primary residence and cannot be disabled. While active in a region, it becomes immune to fire damage due to sprinkler irrigation systems. Additionally, if a metal block is placed behind the front door or any entrance, if the Region is burgled, any burglars have one of their legs broken due to a trap activating. They can still continue to burgle, but will have to do with a broken leg. This effect cannot be Dodged, Prevented or Countered.
}}
|-
|}


==songaskian==
==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;"
history theme is okay but change some details
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#f5d89f;" | Elder Form 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Elder Form 1 | The user is able to manifest a black scaled tail that drags slightly on the floor. The tail can also be bound or hidden under a belt around the waist and then revealed at a later point in time. The tail is prehensile and can aesthetically hold items and move as the user wishes.
}}
|-
| style="background-color:#f5d89f;" | Elder Form 2
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Elder Form 2 | The user is able to change areas of their skin anywhere on their body (except the head) in any quantity and near-instantly. When applied anywhere on the skin, the area becomes as tough as Chainmail. The scale quantity can cover whole limbs, partial limbs, parts of the torso or only the back. If either the hands or feet are covered in scales, the nails turn into aesthetic claws. Additionally, the character can manifest or de-manifest a set of horns. These can either be just two horns, or multiple horns close together. These horns can have any shape or length, but must never be larger than the head, and can only ever bend backwards. Their color can range from ivory to dark gray-brown. These horns are purely aesthetic. The design and shape must always be the same for each individual user and cannot change in their lifetime.
}}
|-
| style="background-color:#f5d89f;" | Elder Form 3
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Elder Form 3 | The user is able to heavily adjust the appearance of their head between two alternatives that cannot be active together at the same time. The first is their capability to change their entire head to look like a Black Desert Dragon, complete with scales down to the shoulders, slitted orange eyes, and ivory horns. The face must always look the same, but can act as a disguise for those who have not identified the Dragon head yet. The horns on the Dragon head must always be the same. With this head, the user can still speak normally. The second option is the ability to change their head hair or facial hair or both into orange flames. These flames move slower than real flames, and respect the rough outline of the Songaskian's hair, while also being considerably more orange in color and cold to the touch.
}}
|-
| style="background-color:#f5d89f;" | Super Self 7
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Super Self 7 | The Character is immune to burning and hot temperatures, and is completely unaffected by any naturally occurring or Ability based fire, lava, or steam on themselves or on the ground. Additionally, the user is immune to Element Brand 3.
}}
|-
| style="background-color:#f5d89f;" | Element Control 3
| Magic Spell
| Emote Distance
| Grants the user {{#simple-tooltip:  Element Control 3| The user gains a number of utility functions. They may clap their hands to produce Emote Range wide sounding thunder claps, they may use fire or lightning in their hand to light up an Emote wide area and become Immune to Darkness effects caused by Abilities. They may snap their fingers to ignite or douse candles, torches and fire places, and can Channel while inside a building to either remove or prevent fire from spreading into it. None of these smaller functions have Cooldowns.
}}
|-
| style="background-color:#f5d89f;" | Element Brand 3
| Object Enchant
| Self
| Grants the user {{#simple-tooltip:  Element Brand 3 | This Ability allows the user to Enchant their melee weapon with a Fire or Storm enchant that makes the weapon either ablaze, or giving off sparks of lightning while appearing white-hot from the forge. Hits with this Enchant do additional harm to the target, causing greater pain, such as searing edges and longer lasting sharp pain that can compound to make combat more difficult, though it does not actually do more damage. This Enchant also cannot set anything on fire and feels cold to the touch to the user. The Enchant lasts for 30 minutes and can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. This Ability has no Cooldown.
}}
|-
| style="background-color:#f5d89f;" | Home Enchant 2
| Region Enchant
| Player Region
| Grants the user {{#simple-tooltip:  Home Enchant 2 | The user is able to Home Enchant 2 inside any Player Region such as Rental House Region or Clandestine Base, to shield it from certain actions. While this Region Enchant is active, the Region is immune to Vandalism and is also immune from catching ablaze, if there is a fire in the area or district. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the block upon which the front door or gate rests, should be made of Emerald Block.
}}
|-
| style="background-color:#f5d89f;" | Magic Sight 2
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Magic Sight 2 | The user is able to summon a Magical lantern or candle in their hand that emanates a warm light in a 10x10 block area around them. Any Ability based Darkness that is cast in a wider area will be Nullified (the Darkness is still there, Magic Sight 2 merely temporarily removes the effect in the radius). Beyond the 10x10 radius however, everything remains in Darkness. Additionally, this Ability gives a few optional aesthetics. Users may passively have glowing eyes (that glow less bright than in Magic Sight 1), have a glimmer, or light sparkle on their skin, have sun-ray like tattoos that light up from the hands to the elbows, a sundisk of light projection behind their head, or glowing luminescent blood.
}}
|-
|}


half songaskian
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.


{| class="wikitable"
The Regalian loyalists, the Suvial, the Plains Elves, and even the distant, bitter Isldar were successfully integrated into a continuous organization that could and would fend for itself. However, the slowness of the Lanlath to act compared with the bickering nature of these groups that did not like each other much to begin with made the Senleya lethargic and uncoordinated, preventing them from exercising any kind of global influence in the following critical periods. Allorn revanchism re-flowered in the destroyed Principalities and prevented the foundation of any sort of Fin'ullen branch with the growth of the rival Blue Moon Society for Talea's Restoration instead, and in Regalia, a series of Purist direction changes in the government made the idea of exposing to the Regalian Crown unworkable for fear of eradication. From the end of the first century After Cataclysm until the end of the third century after Cataclysm, the Senleya for the most part focused internally on establishing functioning communication and command structure. The explosion of events from 300-312 AC has seen war break out on Daen again, Talea return, the Isldar fracture due to the Glacial's deception, and more. In the past years, the Senleya have been thrust from status as a disjointed organization that only existed on paper into the first and last line of defense against Dread agents (with whom they are the ultimate rivals), a Regalian regressive takeover, and the ultimate fear of Allorn victory and the destruction of all they have worked towards. From relative obscurity, the Senleya are now considered one of Aloria's most eminent intelligence organizations, up there with the Blue Moon Society, the Suvial Secret Service, and some say even the Slizzar.  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#f5d89f;" | Dravinda Gift 3
| Exist Spell
| Self
| Grants the user {{#simple-tooltip: Dravinda Gift 3 | The user can summon a fire-lash (a whip that appears like normal fire but in the shape of a long lash) from their hand that has a range of 4 blocks. This fire-lash causes painful reddened spots when hit on bare skin, and makes metal armor heated and uncomfortable to wear, but does not cause permanent damage, or have the ability to ignite anything. The weapon derives Proficiency from the highest Melee Combat Proficiency had by the user. The weapon may be rolled up and attached to the hip, or unsummoned, it has indefinite use. Unsummoning however, sets it on a 10 second cooldown. Additionally, the user may throw the lash on the floor in front of them, causing a 1 block deep and 3 block wide wall of fire to erupt for 1 minute that cannot be passed through without setting the person on fire. If this ground-throw is used, the fire-lash cannot be re-summoned for 24 hours.
}}
|-
| style="background-color:#f5d89f;" | Super Self 7
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Super Self 7 | The Character is immune to burning and hot temperatures, and is completely unaffected by any naturally occurring or Ability based fire, lava, or steam on themselves or on the ground. Additionally, the user is immune to Element Brand 3.
}}
|-
| style="background-color:#f5d89f;" | Element Control 3
| Magic Spell
| Emote Distance
| Grants the user {{#simple-tooltip: Element Control 3 | The user gains a number of utility functions. They may clap their hands to produce Emote Range wide sounding thunder claps, they may use fire or lightning in their hand to light up an Emote wide area and become Immune to Darkness effects caused by Abilities. They may snap their fingers to ignite or douse candles, torches and fire places, and can Channel while inside a building to either remove or prevent fire from spreading into it. None of these smaller functions have Cooldowns.
}}
|-
| style="background-color:#f5d89f;" | Home Enchant 2
| Region Enchant
| Player Region
| Grants the user {{#simple-tooltip:  Home Enchant 2 | The user is able to Home Enchant 2 inside any Player Region such as Rental House Region or Clandestine Base, to shield it from certain actions. While this Region Enchant is active, the Region is immune to Vandalism and is also immune from catching ablaze, if there is a fire in the area or district. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the block upon which the front door or gate rests, should be made of Emerald Block.
}}
|-
| style="background-color:#f5d89f;" | Magic Sight 2
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Magic Sight 2 | The user is able to summon a Magical lantern or candle in their hand that emanates a warm light in a 10x10 block area around them. Any Ability based Darkness that is cast in a wider area will be Nullified (the Darkness is still there, Magic Sight 2 merely temporarily removes the effect in the radius). Beyond the 10x10 radius however, everything remains in Darkness. Additionally, this Ability gives a few optional aesthetics. Users may passively have glowing eyes (that glow less bright than in Magic Sight 1), have a glimmer, or light sparkle on their skin, have sun-ray like tattoos that light up from the hands to the elbows, a sundisk of light projection behind their head, or glowing luminescent blood.
}}
|-
|}


==half altalar==
==Fix Below On The Actual Page==
{/{Organizations}}
[/[category:Organizations]] [/[category:Guilds]]


{| class="wikitable"
==Trivia==
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
* 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.
! Ability Name
* 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.
! Ability Type
* 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.
! Ability Range
! Ability Description
|-
| style="background-color:#f5d7e7;" | Arcane Mastery 1
| Magic Spell
| Emote Distance
| Grants the user {{#simple-tooltip:  Arcane Mastery 1 | The user is able to control aesthetic Arcane functions, such as letting a broom brush the floor by itself, letting dishes wash themselves, opening curtains with the wave of a hand, lighting candles with the flick of a finger, opening (unlocked) doors with the flick of a wrist and more. None of these functions may be involved in Combat Roleplay, but there is no limit to the amount that may be running at any given time, and there is no cooldown.
}}
|-
| style="background-color:#f5d7e7;" | Sorcery Skill 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Sorcery Skill 1  | If the Character has purchased at least 1 Sorcery Ability, they may gain an additional Sorcery Ability from any Category for free. This Ability can only trigger once, and if this Ability is somehow removed from the owner, the chosen Sorcery Ability is lost.
}}
|-
| style="background-color:#f5d7e7;" | Skin Purge 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip:  Skin Purge 1 | The user can toggle this Passive to remove choice or any and all scars, Mutations, tattoos or other blemishes that affect only their skin. Skin mutations may include pigments, scriptures, textures, but for example not horns, despite them being covered in skin and sticking out of the skull. Mutations stay gone forever, but scars may be caused to re-appear at will, and may also be removed again at will.
 
}}
|-
| style="background-color:#f5d7e7;" | Age Control 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Age Control 1  | The user is able to change their visual appearance to be of any age within the adult age ranges at any time. This transition is near-instant and may affect wrinkles, skin, hair graying, and more. After toggling an age appearance, any Counters do not revert changes, they only prevent further changes until the Counter is removed.
 
}}
|-
| style="background-color:#f5d7e7;" | Home Enchant 4
| Region Enchant
| Player Region
| Grants the user {{#simple-tooltip: Home Enchant 4 | The user is able to Home Enchant 4 inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects. While the region is Enchanted, floating candles, orbs of light, or a general gaze of light may fill the building. This has a number of effects. Firstly, the building itself and all rooms there-in are completely immune to any Darkness being cast into it with an Ability, or being cast from inside of it. Secondly, anyone with the Ability Light Mend 3 can use the interior as if they are standing outside with an uninterrupted line to the sky. Thirdly, the building or region denies entry to Mindless Dimenthist Creatures, such as Void Ghasts, and other Lesser Void Demons that are commonly seen during Events where monsters appear through Veil tears, creating a safehouse of sorts. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the region’s ceiling should have several glowstone blocks on it, or floating in the air.
}}
|-
|}
 
==avanthar==
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#e8cfb7;" | Genos Master 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#e8cfb7;" | Mutation Manifest 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#e8cfb7;" | Mind Wall 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#e8cfb7;" | Skin Purge 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#e8cfb7;" | Body Morph 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#e8cfb7;" | Great Force 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#e8cfb7;" | Keen Mind 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#e8cfb7;" | Keen Mind 4
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
 
 
==aiel cielothar==
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#f7f7ba;" | Age Control 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Spirit Familiar 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Element Control 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Empath Sense 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Restoration 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Home Enchant 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Magic Sight 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
 
|}
 
 
 
 
joiel cielothar
 
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#f7f7ba;" | Age Control 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Spirit Familiar 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" |  Element Control 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | World Shift 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" |  Empath Sense 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Binge Curse 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Honed Skill 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
suriell cielothar
 
 
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#f7f7ba;" | Age Control 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Spirit Familiar 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Element Control 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Empath Sense 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Hunt Sense 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Nature Gift 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | True Path 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
exeiyya cielothar
 
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#f7f7ba;" | Age Control 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Spirit Familiar 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Element Control 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Empath Sense 6
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Spirit Curse 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Vile Vine 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Home Enchant 6
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
 
|}
 
Hyliel (half cielothar)
 
 
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#f7f7ba;" | Spirit Familiar 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Empath Sense 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Element Control 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Light Mend 3
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Arcane Mastery 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#f7f7ba;" | Shrewd Insight 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
==Isldar==
moon vault
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#eaf1f9;" | Skin Purge 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Age Control 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Super Self 6
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Frisit Gift 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Frisit Gift 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Exorcism 4
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Magic Sight 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Power Curse 3
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
 
|}
 
crystal spire
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#eaf1f9;" | Skin Purge 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Age Control 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Super Self 6
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Frisit Gift 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Frisit Gift 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Exorcism 4
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Power Howl 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Memory Sense 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
voltalar
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#eaf1f9;" | Skin Purge 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Age Control 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Super Self 6
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Frisit Gift 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Frisit Gift 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Frisit Gift 3
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Exorcism 4
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
shiva cavern
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#eaf1f9;" | Skin Purge 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Age Control 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Super Self 6
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Frisit Gift 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Frisit Gift 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Exorcism 4
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Element Control 6
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Summon Wall 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
 
half isldar
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#eaf1f9;" | Skin Purge 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Age Control 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Empath Sense 5
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Element Brand 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#eaf1f9;" | Element Control 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
==kathar==
common kit
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c0c0c0;" | Kathar Binding 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c0c0c0;" | Kathar Binding 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c0c0c0;" | Arken Sense 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c0c0c0;" | Arcane Mastery 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
ability pool
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c0c0c0;" | Age Control 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c0c0c0;" | Body Scripture 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c0c0c0;" | Empath Sense 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c0c0c0;" | Skin Purge 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|-
| style="background-color:#c0c0c0;" | Emotion Sense 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|-
| style="background-color:#c0c0c0;" | World Shift 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|-
| style="background-color:#c0c0c0;" | Flux Shift 6
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|-
| style="background-color:#c0c0c0;" | Home Enchant 6
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|-
| style="background-color:#c0c0c0;" | Power Curse 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|-
| style="background-color:#c0c0c0;" | Spirit Curse 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|-
| style="background-color:#c0c0c0;" | Vile Vine 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|-
| style="background-color:#c0c0c0;" | Mutation Manifest 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
saivalathar
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c0c0c0;" | Disguised Form 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c0c0c0;" | Super Self 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
zolathar
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c0c0c0;" | Void Storage 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c0c0c0;" | Flux Shift 6
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
 
shenathar
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c0c0c0;" | Body Claws 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c0c0c0;" | Power Curse 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
 
oscithar
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c0c0c0;" | Servile Collar 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c0c0c0;" | Exist Counter 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
 
bakrathar
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c0c0c0;" | Pure Body 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c0c0c0;" | Exist Counter 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
 
wolathar
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c0c0c0;" | Hunt Sense 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c0c0c0;" | Rogue Gift 4
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
wylathar
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c0c0c0;" | Sorcery Skill 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c0c0c0;" | Nature Gift 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
solstithar
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c0c0c0;" | Peace Reign 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c0c0c0;" | Shrewd Insight 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
==Yanar==
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#cbf1cb;" | Sorcery Skill 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#cbf1cb;" | World Shift 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#cbf1cb;" | Flux Shift 5
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#cbf1cb;" | Yanar Biology 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#cbf1cb;" | Yanar Biology 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#cbf1cb;" | Yanar Biology 3
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#cbf1cb;" | Home Enchant 7
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
flor
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#cbf1cb;" | Light Mend 3
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#cbf1cb;" | Flux Shift 6
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
fae
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#cbf1cb;" | Flux Shift 7
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#cbf1cb;" | Empath Sense 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
dul
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#cbf1cb;" | Shrewd Insight 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#cbf1cb;" | Yanar Biology 4
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
 
==maraya==
c6faf9
 
el-maraya
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c6faf9;" | Keen Mind 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c6faf9;" | Home Enchant 3
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c6faf9;" | Meraic Will 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c6faf9;" | Meraic Will 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c6faf9;" | Body Tether 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c6faf9;" | Mind Shield 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c6faf9;" | Element Control 6
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
ka maraya
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c6faf9;" | Keen Mind 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c6faf9;" | Home Enchant 3
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c6faf9;" | Meraic Will 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c6faf9;" | Meraic Will 3
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c6faf9;" | Empath Sense 5
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c6faf9;" | Element Control 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c6faf9;" | Empath Sense 5
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
haat maraya
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#c6faf9;" | Keen Mind 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c6faf9;" | Home Enchant 3
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c6faf9;" | Meraic Will 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c6faf9;" | Meraic Will 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c6faf9;" | Magic Sight 3
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c6faf9;" | Wall Climb 4
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#c6faf9;" | Body Claws 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|-
| style="background-color:#c6faf9;" | Darkness 3
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
==asha==
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#F3BCBB;" | Pure Body 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#F3BCBB;" | Body Claws 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#F3BCBB;" | Body Tail 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#F3BCBB;" | Asha Agility 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#F3BCBB;" | Living Metal 1
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#F3BCBB;" | Living Metal 2
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#F3BCBB;" | Living Metal 3
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#F3BCBB;" | Living Metal 4
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}

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.