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{{Info afflictions
{{Info knights
|image       = Ezekiel.png
|image = Senleyaorder.png
|races      = Various
|origins = [[Lathan Empire]]
|contraction = Various
|mortality  = N/A
|origins     = [[Cataclysm]]
|symptoms    =
* The Ezekiel Affliction is hard to detect. Outside of seeing them in their Skeletal form, there is no way to identify an Ezekiel.
|}}
|}}
==Introduction==
Far from the binary oppositions of life and death and the Void and the Exist, beings roam the world that do not truly affiliate with any of these, called the Unspoken Gods. The Ezekiel are the servants of one such Unspoken God, Selëya the Goddess of ancient lore, secrets, mysteries, forgotten legends, and dark magics. The Ezekiel have accepted the dark pact with Selëya to satisfy their hunger for lost knowledge, scouring the world for long lost tomes and hidden places of learning to add to their own, a never ending search for greater knowing. By unlocking the secrets of the past, the Ezekiel weaponize their knowledge for the future, either by using knowledge itself as a tool for subjugation, or by harnessing the dark magics held within these lost treasures as a weapon to enforce their secretive might.


==History==
==Design==
The exact origin of the Ezekiel is, much like their work, shrouded in mystery. The Ezekiel sing praise to Selëya the Goddess of ancient secrets, herself a so- called Unspoken God. Unspoken Gods are divine beings without a religion attached to them created through emotional manifestation, where something is felt so strongly across the world that it can manifest in the spontaneous birth of a divine being. Sëleya herself was born from the desire for secrets, the lust for knowing, the willpower to find hidden libraries and archives and discover all the lost gems within. She is known as a malicious Unspoken God, who pries the minds of the unwilling for their deepest secrets, and enjoys extracting hidden information to the anguish of her victims. She resides in dark and lost forgotten places, often appearing to those who are near-death to offer them a bargain for their soul. While Void and Exist beings have shown no interest in souls, the Unspoken Gods have appeared more favorable to the process of binding souls to their eternal service, and as such, the Ezekiel were born one day.  
===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.


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


As Zeer-Kahel lay dying, blood caking the sand, and the light from the hole from where he came slowly dying as the cold of night started setting in, he cursed his own incompetence. To make matters worse, the ruins of Zarq-Fatinh Aslaqqa had long been looted empty, there was no shine of gold, no old artifacts to loot and sell. And yet, he refused to accept death in this moment, even if his life had been a miserable disaster from one to another, he would at least go out on his own terms. In agony, he tried to crawl to find a way out, dragging his impaled useless legs around. In his delirium, he had not even noticed the young porcelain-white girl that was following him slowly, a curious face peering down at this young man's tragedy with curiosity and perhaps a hint of pity. He turned at a certain point, not believing the girl was real, presuming it was a hallucination of his blood-loss. The girl asked him if he would bargain for his life, which he decided to muse as he had given in to his presumed end, and chose to go out with some amusement. Much to his surprise however, the girl rapidly changed into a massive spider-like creature with the upper body of a fair woman but a beastly and monstrous stomach jaw that appeared more like a bottomless pit with teeth than a mouth, its tongue extending to him as if seeking things to consume. The hungering creature started consuming him, but instead of actually eating him, it ate his flesh off his bones, leaving his bones intact. As his flesh left him, he did not feel pain, but rather just cold, coldness all around him.
==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.


Just as quickly as the girl changed, did she disappear again. For a moment Zeer-Kahel tried to inspect himself, no longer in pain, and in full skeletal being, but before he could properly register what had happened, he too felt a hunger. It was like his mind would suddenly snap, no longer capable of higher reason or thought, he became as stupid as a hungry beast that only knew how to eat, and he started trying to eat the books around him, the dusty tomes in languages that he could not understand. He consumed their crumbling pages, almost as if driven by some higher power, fragments of pages, book covers, sometimes even just dust and ashes left behind from rotten papyrus. And with each book he consumed, he could feel his sanity returning to him. Days of consuming turned to weeks, weeks turned to months, months to years, and before long, he had been endlessly consuming books for nearly 50 years, until he heard a scream of another unfortunate traveler, one that had fallen from the same hole he had once descended, and comically, fallen onto the same broken table he had. He wandered closer, skittish at first, but curious after, as the terrified visitor yelled at the creature to go away. Zeer-Kahel could not understand him, for he spoke in a funny language, but as his blood seeped into the sand beneath him, Zeer-Kahel felt a pity, perhaps the same pity the porcelain girl had felt. He too offered the unfortunate soul a bargain for his life with his Zerenomicon, a book of ancient lore he had put together from pages of different books in the library. The man accepted, and so the second Ezekiel was born.  
==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.


When the two left the forgotten library, ascending with Zeer-Kahel’s dark magics learned from the many dusty pages, Zeer-Kahel’s sanity had been fully restored, and there was a newfound wisdom and knowledge in him. He could recall the last fifty years, the years in which he had lived like an ever-hungering and consuming creature. The knowledge he had consumed had brought order to chaos in his mind, and suddenly the words of what he consumed shifted back in order, the texts started making sense, and he was learning all that he had consumed, fifty years of eating tomes and crumbled books worth of knowledge all with the most brilliant clarity, all at once. The old Zeer-Kahel died there, if there was even anything left of him, and Ezekiel, Prophet of the Sages was born, his trusted companion and lesser Mutabbi by his side. They both donned long robes left behind by some passing nomads. Zeer-Kahel’s hunger had never left him, that never-ending hunger to know more and to unlock the dark secrets of the past. But now he could control it, and as Ezekiel set the first steps towards the rising sun, his ebony blackened, reflecting the orange light that filled the sand dunes, his first follower in his wake, with many more to come.
==History==
 
history theme is okay but change some details
The accuracy of this tale is not widely confirmed, however Zarq-Fatinh Aslaqqa did indeed exist, and a skeleton was found at the base of a table, and the whole library, larger than the Regalian Palace but underground, was completely empty. Not a single book on any of the shelves, and not a single particle of rotten papyrus was left in any of the sand-filled halls. Ezekiel himself became a figure of legend, however all Ezekiel still revere his name as the Prophet of the Sages. Ezekiel has also supposedly been sighted various times across the world, so the scholarly community has largely accepted that he does indeed exist, but some claim that the myths and legends of his power may be slightly exaggerated.
 
From their beginnings in legend, Ezekiel induced more knowledge-hungry souls into his fold, who would in turn recruit more, until Ezekiel numbered a few hundred, but were spread across the world, remaining only loosely affiliated and in contact with one another. Particularly in Regalia, a nexus of people and learning, many Ezekiel have found their way into the more down-trodden parts of the city, their identity being easy to hide among the other Occult that roam the streets, and even using their own dark magics to appear like their old normal self, even if this is just a mere illusion brought about by old Primal powers. Some Ezekiel work together, while many also compete over unique tomes and scraps of knowledge. Others yet have found ways to induct themselves into groups of Vampires or Werebeasts, using a process called Attunement to create a closer connection to whatever other Occult group they wish to mesh with, whether it is to gain control over them as minions, or to use them as a conveyance for greater reach in their learning.
 
==Ezekiel Niche==
To be an Ezekiel is to be afflicted, but one quite unlike all others. Because of its unique basis in an in-between space of all planar identities, Ezekiel are flexible casters that can fluctuate between groups as their priorities demand, with no true master beyond their Unspoken Goddess. They are by default casters, though casters with a strong emphasis on intellect and knowledge as opposed to raw combat power. That being said, Ezekiel are formidable opponents when faced alone or without any kind of anti-Ability protection, as they specialize in keeping distance between their target and unleashing an unrelenting torrent of dark magics. In most cases, Ezekiel have hidden identities, and tread in the shadows, content to avoid the factional wars and racial politics of the surface world, scouring for hidden things underneath that none pay attention to or have forgotten about. Ezekiel are not known to the legal system in Regalia and while there is no explicit law stating they should be treated as criminals, they more often than not will, on account of looking like a literal skeleton. Most Ezekiel should try to avoid being caught, as being imprisoned causes them to be unable to gather knowledge.
 
==Infection and Curing==
To call an Ezekiel infected is not to paint the whole picture. Ezekiel do not necessarily get infected with an Occult status, as much as they transmute their soul into something else entirely, through the intervention of an Unspoken God. Ezekiel can convert other willing souls into Ezekiel, though the process is permanent and irreversible. It is not possible to convert an Ezekiel back to a non-Ezekiel. The process of an Ezekiel converting another willing person into an Ezekiel, is firstly to test their willpower. The converting Ezekiel must ascertain with complete certainty that the subject is willing to either accept the bargain to save their life in the face of imminent death, or has an extreme hunger for knowledge and dark secrets to the point of obsession and/or disregard for life. If this is made clear, then the Ezekiel can summon their Zerenomicon, a tome of knowledge that all Ezekiel possess, and cast the Curse of Surrender, a ritual that eviscerates all the flesh and mortal sheddings of the convert, who then fully becomes an Ezekiel.
 
==Appearance==
Ezekiel have two appearances, their Ezekiel skeletal appearance, and their normal old self (the normal old self can be modified with mutations however). The Ezekiel skeletal appearance is their natural physical state, where they are simply a walking skeleton of whatever race they were previously. The color of the Skeleton itself may vary from black to white, or even more rust-like. The skeletons may also be reflective or matte, and have decorative engravings, writings, or accessories manifested into them. Ezekiel can also at any time change their appearance to appear like their own old self. This old self is mostly an illusion (but cannot be seen through by anti-Illusion Abilities), and does not have any other visual features that would give away their identity as an Ezekiel, regardless of their Attunement. That being said, Ezekiel can only use their Abilities while in their Ezekiel skeletal appearance.
 
==Attunement==
Attunement is a process in which an Ezekiel becomes more like a particular other Affliction, in order to mesh in with them, or be seen as a natural leader to them. Attunement can be done any time, anywhere, but after attuning once, the Ezekiel must be attuned to that specific Affliction for at least an IRL month before they can change it again. The process can however happen off-screen, or instantly in-roleplay, with added effects as described below.
* '''Selëya Attunement''', is the standard Attunement for the Ezekiel. This grants the Ezekiel no glowing eyes or color in their eyes (though their eye sockets can leak shadows optionally), while not attributing any additional functions. The Ezekiel’s Abilities are Primal Powers.
* '''Vampire Attunement''', is an Attunement that allows the Ezekiel to become more Vampiric. The first noticeable feature is that their skeletal appearance has Vampiric Teeth, and has red, orange or yellow glowing eye-sockets. This Attunement gives the Ezekiel a hunger to consume blood (though they get nothing out of it, nor does not doing it cripple them), the Ability to drink blood with their vampiric fangs, and a Void-alignment, as all their Abilities become Void based.
* '''Cahal Attunement''', is an Attunement that allows the Ezekiel to become more Cahalic. The first noticeable feature is that their skeletal appearance may take on more animal-like bones, such as their humanoid skull (even if the Ezekiel is Asha, their skeleton form will still have a human-like skull) becoming a beast-like skull (or any beast). Their eye-sockets also have a blue, white, or gray glow. This Attunement gives the Ezekiel the desire to perform ritual sacrifices or activities like the Cahal (though getting nothing from it), while also Exist aligning them, all their Abilities becoming Exist based.
* '''Dragon Attunement''', is an Attunement that allows the Ezekiel to become more like Dragon Wardens. The first noticeable feature is that their skull forms Draconic horns, and their eyes become glowing purple, magenta, or pink. While attuned to Dragons, the Ezekiel can see the Soul Rivers and sense Dragonsouls if they seek them in Emote Range. While attuned to Dragons, all Ezekiel Abilities become Dragon Powers.
* '''Death Attunement''', is an Attunement that allows the Ezekiel to become more like Morvali. The first noticeable feature is that parts or their whole skeletal frame may become see-through of any shade of green, while their eyes always have a glow of any shade of green. While attuned to Death, the Ezekiel emit a soothing aura to Morvali, allowing any Morvali in Emote Distance of them to experience passion, love, romance or friendship, without entering an enraged state. While Attuned to Death, all Ezekiel Abilities become Ordial Powers.
 
==Ability Mechanics==
Ezekiel have a set of Abilities granted to them by Selëya, while also specializing into Shadow Sorcery. The Ezekiel have 3 standard Abilities called the Ezekiel Ability Kit seen below. All Ezekiel must have these Abilities. Additionally, Ezekiel may choose a maximum of 6 Abilities from the [[Shadow Sorcery]] Page to complement their class. This means that when all is said and done, an Ezekiel should have their Racial Abilities + 9 Ezekiel Abilities, and any additional maximum 2 Sorcery Abilities or 2 Alchemy Abilities that is chosen.


===Ezekiel Soul===
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.
'''Target:''' Others or District.<br>
'''Use Time:''' Instantaneous.<br>
'''Range:''' Emote Distance.<br>
'''Duration:''' N/A<br>
'''Description:''' Ezekiel souls are affected by Selëya's will. As such, the following things happen to them. Firstly, Ezekiel do not age from the moment they become Ezekiel, and can change the age-appearance of their glamor form to anything older than 18 years old. Secondly, Ezekiel cannot be infected with any other Afflictions, nor can they be cured, so they are forever blocked from other Affliction Abilities. Thirdly, Ezekiel have a Physical Stat limit of 5, and cannot use Mundane Technique Abilities. Fourthly, Ezekiel cannot use Clockwork, but they are allowed to purchase up to 2 Alchemy Abilities from the [[Alchemy]] or 2 Sorcery Abilities from the [[Sorcery]] Page. Finally, Ezekiel can purchase additional Sorcery Abilities from the [[Sorcery]] page (following their Proficiency cost), but may only purchase up to a maximum of 2.<br>
'''Cooldown:''' N/A


===Magical Pendulum===
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.  
'''Target:''' Others or District.<br>
'''Use Time:''' Instantaneous.<br>
'''Range:''' Emote Distance.<br>
'''Duration:''' N/A<br>
'''Description:''' This Ability has two functions. Firstly, the user has Mage-Deflect. This allows the user to “/dice 0 20” on any Ability used on them directly that they are: Aware of, is not some form of Anti-Magic, or an Ability used to counter them, or an Ultimate Ability, or multiple Abilities at the same time (only 1 can be chosen). If the preconditions are met, the user may perform the Dice roll. If the dice rolled 10 or above, the Ability is Countered, thus not affecting the user. This does not work on Abilities that create Area-of-Effect functions, or affect the user by proxy of another target being hit. Any Ability that is Countered this way goes on a 3 IRL minute Cooldown, regardless of the Cooldown for that Ability by default. Secondly, if at least five Characters with Magical Pendulum are present within Emote Distance, they may commence the Global Pendulum. This can be performed in: New Town, Old Town, Imperial Isle, or Crookback Districts. When performed, one member must initiate a ticket on RP Com Discord. When the Ability takes effect, a Mage-Storm consumes that particular district for 24 hours, making the use of any Ability (including Racials, Primal, and Ordial Abilities, but not including Mundane Techniques) impossible for anyone, including those who used Global Pendulum.<br>
'''Cooldown:''' The first part of the Ability has no Cooldown. Global Pendulum has a 7 IRL day cooldown after being used for all participants.


===Selëya’s Word===
==Fix Below On The Actual Page==
'''Target:''' N/A<br>
{/{Organizations}}
'''Use Time:''' N/A<br>
[/[category:Organizations]] [/[category:Guilds]]
'''Range:''' N/A<br>
'''Duration:''' N/A<br>
'''Description:''' This Ability has two functions. Firstly, it grants the user perfect telekinesis on any object that is a book, a piece of paper, a tome, or any other paper or book-like object (vellum, papyrus etc). They can control any number of these objects by moving them through the air, though never with so much force that a book being flung into someone will feel like more than a very weak punch. This can also be used to rip objects out of other’s hands regardless of how strong their grip is, unless the object is locked down through belts or chains, but will never affect Artifacts or special objects for Abilities, like a Zerenomicon. Secondly, this Ability allows the Ezekiel to offer up a page of theories or thoughts to Selëya though an RP Com Ticket. The user may submit a Google document of a maximum of 1 page, once a month, containing their thoughts and theories about the world and history. To be specific, the information on this page must be history or world theory such as “I believe the Altalar to be the seventh civilization”, or “I believe the Thousand Eye God is actually Ammu-Loa”. The page cannot contain information between characters such as “I think this person loves that person”, or “I think this person’s mother’s hair was blue”, or “I think this person killed that person yesterday”. When this page is submitted, a Staff member will mark out theories that are wrong. Ic’ly, this would be seen as Selëya dragging her inky nails across the theory, proving it wrong, but offering no corrections or affirmation that something is true. It is important to note that not-crossed-through theories aren’t exactly right either, their conclusion may be right, but the premise may be wrong. This part of the Ability is subject to fairness and reasonability moderation. The page should be written in-characterly and with some reasonable support, not just 30 short thoughts in a bullet point list to fish for information. If a theory does not have enough support it will simply not be answered. This Ability should be used to give hints or point an investigation in the right direction instead of a wrong one, not shortcuts to solutions. <br>
'''Cooldown:''' N/A


==Trivia==
==Trivia==
* Ezekiel are notoriously frail. Despite being immensely powerful in terms of keeping distance with an enemy, and countering other casters, Ezekiel have the Physical Stat of a wooden plank.
* 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.
* Many Ezekiel fake their own death before disappearing into a long life of arcane knowledge searching. Though there are also Ezekiel who keep their old life alive.  
* 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.
* Despite the assumption that Ezekiel are (on account of being Skeletons) undead, they are in fact not. They are still very much alive, and at no point in them becoming an Ezekiel, died.  
* 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.
{{Afflictions}}
{{Accreditation
|Writers = MonMarty
|Processors =
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[[category:Afflictions]] [[category:Primal Afflictions]]

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.