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Senleya Order

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Revision as of 20:03, 9 July 2024 by OkaDoka (talk | contribs)

The Senleya Order, also known as the Sentinel Order in Common, is a pan-Elven secret society with a Freemason aesthetic. It was 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. Since then, it has expanded far beyond its original message to become an organization intent on opposing the cause of tyranny and darkness around the world, albeit with a distinctly Elven bent. Despite this, not all Elves associate with the Senleya, especially the ones whose beliefs diverged too far. Because the Senleya are just a society and not an official military Order beholden to feudal authority, they do not count as an actual Knights.

Knight Repository
The repository of all played Knights can be found here. When you make a new Knight character, please file a ticket in the Discord Ticket Bot to have them recorded. You only need to provide their name and Order.
Senleya Order
Order
PronunciationSen-le-ya
OriginsDecentralized
GrandmasterNone

Design

Senleya Knights don't have a clear design ethos like many other Knights, because they are such a varied group of individuals with slightly different motivations for working together. Senleya can range anywhere from using heavy or light armor, ranged or melee weapons, or magic or none. The Senleya Order does not have a Knightly Code to abide by officially, but it has an internal Moral Code that is optional.

  • Senleya Knights must be Elves (not Kathar).
  • Senleya Knights are mostly Estelley, but if not, should be at least Estelley Sympathizers in other Religions (never Evolism).
  • Senleya Knights have no limitation on Magic Alignment, but should not use Sinistral Magic or be Afflicted.

Chapters

All Senleya Knights are members of a single Chapter, which grants them a free non-combat-related Mechanic. Changing Chapters (unlike in other Orders) is not permitted due to their backstory niches.

Palemoon Chapter
 
caption

The Palemoon Chapter are the origin of the Senleya as a whole, various Allorn nobility and citizens who came together after Cataclysm. They declared that they had seen the light, that the past was behind them and the future ahead, and that the evils of the Allorn Empire could never be allowed to repeat themselves. While the Palemoon Chapter originally held a political role as coordinators, they have ceded this to the Athentol Chapter with time and taken up an espionage role, especially with the Allorn Empire's return and its Blue Moon intelligence service, which delights in hunting them down and killing them. Palemoon Chapter adherents are tasked to be spymasters who carefully gather information about any dangerous movements in Elven groups as a whole. Despite its role having changed over the years, the Palemoon Chapter is also responsible for making sure the other Senleya remain responsible and in line with local law, minimizing bickering.

  • Palemoon Mechanic: Palemoon Knights are not limited to Knighthood only, they can be a member of a Guild while hiding their Senleya Status. They also cannot be discovered from the Knight Registry.
Brightmoon Chapter
 
caption

Despite not being its founders, everyone thinks of the Brightmoon Chapter when they think of the Senleya. A holy order directly answerable to the Lanlath Empress, they are a host of zealous, claymore-wielding Estelley Paladins turned loose on the world to defend the faith. Brightmoon Knights seek to defend the good name of the Estelley religion on a social level by doing outreach, public works, and negotiation, while at the same time defeating its traditional enemies in combat, and protecting its holy sites. Separate from the Order as a whole, the Brightmoon Chapter has a long history appearing in wars across the Elven world on the side the Lanlath directly support, and it is said that their arrival is a tacit sign of their Empress' love for one's cause. Flying on white-feathered wings and frequently bedecked in heavy armor, they try to lead by example and preach by example, but require the other Chapters' social and intelligence support.

  • Brightmoon Mechanic: Brightmoon Knights can have Wings (Angelic only), allowing (Elytra) flight (+use of Rockets). Combat or Ability usage immediately disables flight.
Lanternlight Chapter
 
caption

In Suvial society, there was always an undercurrent of those more loyal to the original pacifist teachings of their founder Sanraan than the political realism of the Suvial Princes. The Lanternlight Society as it was called, a group of Suvial dedicated to trying to reintroduce these values to Suvial society at large, became the Lanternlight Chapter when they integrated into the Senleya. While they are looked on with scorn by those Suvial embroiled in the political situation in the West, they look on in scorn back just as much. Within the Senleya, the Lanternlight Chapter occupies a scholar-priest role, both recording internally and preaching externally. Since their integration they have broadened recruitment past the original Suvial population and take in people from everywhere. It is a hopeful goal of the Chapter to someday reform Estelley in line with the idea of Sanraan as the more important prophet, even if this feels very far away now.

  • Lanternlight Mechanic: Lanternlight Knights generate 1 Auto-Divinium every 2 Months, which does not stack, and refreshes every second first day of the Month, even if unused.
Ularen Chapter
 
caption

While most Maquixtl left for Guldar, some stayed behind to live in the region called the Ularen Steppe, the desolate plains between large Allorn successor cities. The ruling Princes had social and familial bonds, that upon the return of the Allorn Empire and their mass imprisonment, resettlement, and expulsion became formal and petitioned for inclusion to the Senleya, which was granted. The Ularen Chapter has been shaped by this strife and expulsion to be a sort of

  • Ularen Mechanic:
Athentol Chapter
 
caption

solvaan rangers and forest guys, going back on that politician thing from the other draft

  • Athentol Mechanic: ???
Tidewatch Chapter
 
caption

finullen ???

  • Tidewatch Mechanic: ???

Internal Conflict

The Argentum Order, while ostensibly unified in their desire to destroy or dethrone Regalia as the world's pre-eminent Empire, is not always as cohesive as the strictly disciplined other Orders. For example, some of the Chapters want to outright destroy the Regalian Empire, while some only want to change its policies and culture to fit their own preference. Naturally because of the time-span of the server and the general player population, the goals set for each of these chapters is a dead-end, these things will never happen in Roleplay. That being said, the Characters can still impact the Empire and make it unstable at times, but how they go about this, may differ from Chapter to Chapter. It is not unthinkable that some Chapters may even sabotage efforts of the others, or side with gray-morality pro-law Characters (not other Knights, because they would be committing treason) against a particular Chapter. Fighting among the Chapters is also possible because while they are ostensibly allied for the same goal, there is a great deal of ego and vanity among them that sometimes causes them to duel for honor or brawl for the sake of it. Whatever happens, at the very least, Argentum Order Knights never kill each other. That is the one unspoken rule that if anyone crosses, they become an enemy of the Order at large.

Glory Code

The Argentum Order Glory Code is similar to the Honor Code of the other Regalian Knight Orders, but different in that it is optional. Argentum Knights have a concept of Glory that applies to how venerable or respectable their actions are. Generally, they praise bravery and brazen disregard for self-preservation in the face of pure ideological adherence. While they are certainly capable of subterfuge, they are less keen on skulking and sneaking, being a total unknown non-threat to anyone, or worse, failure. There is no real consequence to not following this Glory Code, aside from the fact that Order Leaders/Gods may positively interact with those who stand by the Code.

  • All Argentum Knights should ensure that harm comes to the Regalian Knights of all Chapters, and especially the Viridian Knights when an opportunity arises.
  • All Argentum Knights should ensure their name, or that of their pseudonym, are widely known and feared or respected by their adversaries, and not to be an unknown.
  • All Argentum Knights should ensure a drive and ambition to achieve, and to have achieved even small things leading to big things, and to not be a nothing-doer.
  • All Argentum should disavow dirty tactics like stabbing in one's back or pocket-sand because only weak people have to resort to weak gestures to win.
  • All Argentum should disavow attacking the weak, the ill, the infantile, and the defenseless, for priding to defeat weaklings is in itself weak. Unless they give lip.

History

The Argentum Order is about as old as the Kathar Empire itself, though its very nature has changed over the centuries. What once started as a collective to gather all the highly praised Kathar military orders, eventually broached beyond by the inclusion of many disparate groups that wanted to ensure the Kathar Empire's supremacy. Eventually, these groups became so numerous, that their unifying gesture had less to do with the Dread Empire, and more to do with breaking the Regalian Empire down, which at the time continued to be the biggest competitor to the Dread Empire. The Rustbound were the first to join, disgruntled by the Regalian Empire's claim over several lost Skyborn treasures. The Truth Hounds followed during the Skagger Wars as Velheim separatists became more prominent, and the Darkstar Chapter somehow wormed their way into the Order without anyone even noticing. The Old Ones and Oathbreakers joined together around the same time and continue to be the two most reluctant members who shy away from their more murderous counterparts. The last to join was the Vilecrest Chapter in recent years, which formally separated the Order from Dread interests due to the overwhelming diversity. The Order is still led by a Dread Empire Silver Tear Paladin, but no actual Silver Tear Paladin is a member of the Order, and this Paladin is more like a diplomatic figurehead who tries to keep the peace for the sake of the common mission, rather than hand down orders from the Dread Empress herself, which is only obeyed widely speaking by the Silverwatch Chapter.

Mechanical Activities

Mechanical Activities are loose descriptions of plots that Players can engage in, where they will most likely end up on the losing side, but receive some kind of reward for it in the long run and hopefully good roleplay from the people who they do it with. As expected of antagonist characters, the majority of the law-abiding characters will likely outnumber and defeat them anytime they do something, so Mechanical Activities allow a kind of pseudo-railroaded activity with a clear and assumed outcome that will feel like a strategic defeat, but a tactical victory. If Players have ideas on how to expand this list with additional activities, they are welcome to make a Ticket and discuss it with Lore Staff.

  • Noble Abduction: A group of Argentum Knights commits to abducting a Noble Character for a number of days, while law-abiding Knights will try to negotiate for their release instead of sacrifice/murder. It is not necessary, but recommended to take in a noble who OOC consents to being abducted for a period of time, and inform Knights who to try and interact with for negotiations. The expectation is that negotiations fail, and that the position where the Argentum are imprisoning the noble, will be assaulted by Knights or other Nobles and their House Guard. To use a safehouse, Argentum Knights are encouraged to squat/occupy Noble Estates in the Regalian countryside. The Argentum Knights are obligated to provide roleplay to the abducted Noble. When the Argentum have been defeated, the present group will be given a Wealth Token to be used at whatever soonest convenient server Progression/Event that includes them, at the discretion of the DM, to emulate that the Knights used this distraction to break into a bank and rob them blind while the Regalian forces were distracted. If no Nobles are willing, Ticket Lore Staff for potential Staff actor throw-away Nobles.
  • Krakenburg Assault: A group of Argentum Knights commits to attacking Krakenburg in an attempt to break out a Seer or Oracle of some kind of Dark God. Before doing this, the group must Ticket Staff to agree on some kind of information they would ask this Seer or Oracle about their Dark God (which can be any Pagan, or Evolist God). If an agreement is made, an event time must be agreed upon, and then any Regalian Knights or law-abiding mercenaries can come to the defense at that given time. The expectation is to have one large group CRP, followed by the Argentum likely being repulsed from breaking into Krakenburg proper. Then after they retreat, Lore Staff will communicate what they have learned from the Seer or Oracle they failed to break out, to emulate the idea that the assault was a failure, but that they managed to get a familiar inside who manages to at least get the information from the prisoner they failed to release.
  • Palace Infiltration: A group of Argentum Knights commits to disguising and worming their way into the Regalian Palace during an event. Before this can take place, some kind of Event at the Palace must be agreed upon, and it is encouraged that the Argentum Knights contact Noble Players for this to organize any kind of Event at the Palace. The Event should continue for about an hour, after which the Argentum are meant to un-mask, or be revealed by the guests (whatever they decide they want to happen), and fight their way out of the guards/protectors at the end. The likely outcome is that the Argentum will retreat to the Palace Garden, and then jump/fly off the side of the Palace and all of them escape. Then, Lore Staff will grant the group a one-time use Prized Mechanic that they must decide to give to one person in the group, to emulate that they used the chaos at the Palace to steal something from the Vault.

Trivia

  • The Irony of the Argentum Order, is that the more threatening it actually becomes due to the acquisition of new Chapters, the less threatening Regalia pretends it is. As a result, the Order often gets falsely mocked.
  • Argentum Knights go largely unnoticed by Dragons. Why the Dragons are blind to them is unclear, though the expectation is that Triton is protecting them somehow from the Dragons who literally cannot see them.
  • Argentum Knights are in many ways the anti-Knight, but they do consider themselves a social caste in and of themselves. Few Argentum Knights for example marry outside the Order, as outsiders are weak.

Accreditation
WritersMonMarty
ArtistsMonMarty
Last EditorOkaDoka on 07/9/2024.

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