The Sekhem-Sa

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The Sekhem-Sa
Founder: Sekhmet
Basics
Side: Rogue
Motto: "All sapient creatures of the night, gather in peace, and preserve what sustains us."
Leader(s): Sekhmet
Logo: The Ankh
Group Colours: Blood red and jet black
Playerbase
Levels: Any
Play style: Heavy RP
Roleplay: Required
Timezone(s): North America
Recruiting: Yes
Contact: Sekhmet the Ancient
No additional information available.

Contents

Basic Information

The Sekhem-Sa is a council that offers sanctuary to the restless dead. Though its core purpose is the preservation and protection of the more reasonable vampires of the Isles, it also seeks to aid and shelter any other undead or creature of the night that can demonstrate it is in command of itself and possesses rational faculties. It is an orderly organization, opposing chaotic or entropic forces, and has been a quiet, but potent force for ferreting out supernatural threats such as dark cults, demon nests, and rogue vampires or other undead.

The Sekhem-Sa is also a kind of preserve for creatures of myth. It is a last stand for the old legends of humanity in the face of the coming technological/secular revolution. To this end, any creature of myth that can demonstrate it will get along with the Sa, or submit itself properly if its nature cannot be helped, can be accepted into the Sa.

Structure

The Sekhem-Sa is not a hierarchy. It is less a pyramid or ladder, and more a circle orbiting a center. The center is, of course, Sekhmet the Ancient, the vampire matron that brought this unlikely alliance together. Though she assumes a central role as wise woman and occasional iron-fisted queen, she encourages others to be creative, to take initiative, and to act independently of her will. In this way, the Sekhem-Sa employs a very loose, feminine power structure, in which there are few written rules, and many implied, unspoken taboos or suggestions. There are ranks within the organization, divided into two categories; the inner circle and the outer.

The Outer Circle

((The player of the unblooded character is also under evaluation for compatibility; best foot forward!))


((Remember, acting like a bully or jerk at this rank, IC or OOC, will win the character a very swift demotion!))


((As a guardian, the player is expected to at the very least start up farms and leveling teams for the lowbies in the VG, and at the most, design IC AE missions for quelling "threats" in the Sa's territory. Guardians tend to be the PVP/PVE experts of the VG, and other players should consult them for game-related advice. This is the only rank outside of the elders that is able to kick members; use that power very wisely.))

The Inner Circle

((This is sort of an administrative position. Players of these characters should be able to take initiative in advertising for the VG, reaching out to potential members ICly, and be able to at least generate ideas for events or expansions to the VG. The number one role of this rank is PR. This is the only rank outside of the elders able to invite new unblooded to the VG; use that power wisely.))


((If a player has this rank, they know what they need to do.))


((Sekhmet's time is very valuable, and often spent doing OOC things for the VG, liking writing VV pages for members, formulating story arcs, and handling OOC issues with the VG playerbase. She appreciates those who manage to make fun RP happen within the VG and without her direct involvement - the VG should NOT fall apart in her absence.))

Allies

The Sekhem-Sa are allied with the Phoenix Company, brought together by a mutual interest in protecting the planet from existential threats. Their relationship is more of a defensive pact than an intimate alliance, and they frequently work together on minor joint operations. Tensions exist between both groups, but the leaders continue to carry on a relatively cordial and respectful relationship.

The Sekhem-Sa has also established loose ties with Arachnos, particularly via the Arachnos Espionage Division. The intent is to provide a service to Arachnos by protecting the civilians of the Isles from the destabilizing presence of occult threats, vigilantes, and trespassing heroes. In return, Arachnos simply ignores the Sekhem-Sa, for the most part, and leaves it to do as it pleases within its own territory.

Enemies

The Sekhem-Sa is the enemy of any entity or organization that seeks to destabilize the Isles, especially if they are occult in nature. They do not have any specific enemies in the hero community, but they have been known to drive out meddling or overly aggressive heroes and vigilantes. Some villain groups that the Sekhem-Sa frequently have conflicts with are as follows, in order of animosity:

The Black Sanctum

Deep within the heart of the cursed woods of northwestern Cap au Diable is a misty, stagnant marsh where few living things stir. Standing alone in this marsh is a crumbling, mossy stone gate, which leads down into a subterranean labyrinth that has been bored into the side of a small mountain for centuries. First, it was home to the progenitors of the Circle of Thorns, and then the Circle itself, in modern times. More recently, it has fallen under the control of a recently awakened vampire ancient and her small, but potent brood.

Now, using the enchanted and angry wood's natural ley lines as a source of power, the Sekhem-Sa expand and remodel the massive sanctum. With the incorporeal dead acting as surveyors into the impassable rock, and many powerful transmuters at their disposal, the rapid expansion of this fortress has become possible, making it far more elaborate, and far more terrible than it ever was in the hands of the incompetent, broken Circle of Thorns.

The sanctum cannot be accessed by any who are not escorted by one of the blooded members of the Sekhem-Sa, and the unblooded cannot access it until they somehow receive a small portion of Sekhmet's own blood, either in a talisman, or other means. There are many areas of the sanctum, and they are as follows, in order of accessibility.

The Cursed Woods

These woods are a haven for many unwanted, supernatural outcasts, monsters, and strange animals, but also the Circle of Thorns, who tap into the arcane energy generated by the angry, ancient trees for the purpose of furthering their rituals. The Sekhem-Sa patrol the wood frequently, breaking up these rituals, and have attained a kind of covenant with the angry, psychic wood, in which the trees guard the entrance to the Black Sanctum through powerful psionic suggestion and illusion in exchange for the intermittent offerings. Sekhmet and the elders perform these offerings alone, forbidding others to join them. They do not disclose to anyone the nature of their work.

Intruders will become lost in the fog, lead in endless circles, or simply ejected to the fringes of the forest. GPS and compasses go mad, trailed lines or markers disappear, or become mysteriously severed, and even those approaching from above will be lost in the impossible fog, possibly hurting themselves in the thick canopy, and becoming tangled in the forest's enchantment. The wood has never been touched by Arachnos, for fear of unleashing a terrible magical backlash upon the Isles.

The Still Marsh

This is the marsh that lies before the sanctum, and guards the sole entrance. It is obscured by the mists of the forest, and cannot be seen from above. The marsh is populated primarily by the banshee, Maeve of Lyons, who rests in the still place and sings her horrible songs in peace. Other spectres frequently join her in the marsh, floating as mist, and communicating their thoughts and woes through telepathy. Visitors to this cursed place will often hear whispers in the back of their mind, from all directions, and have the distinct, uncomfortable feeling of being watched by many wary eyes.

Despite its eeriness, it is a place of quiet beauty, if one enjoys the sounds of bullfrogs, whippoorwills and loons that they cannot clearly see through the fog.

The Long Hall

Past the heavy gates of the Sanctum is a long, flooded walk. Visitors must pass beneath the strange violet light of eternally burning, revealing flames hanging from above, and between the gaze of a pair of draconic statues. Those who are welcome pass unharmed, and those who are not find their blood quickly boiling within their veins after passing between them. The water flooding either side of the stone bridge of this chamber is strange, and gives off a bitter, unnatural cold. Any who touch it will find themselves being frozen quickly, it being the icy blood of some long-forgotten, long slain frost wyrm. Where the Sekhem-Sa found such a strange treasure is unknown. How they transported it safely is an even greater mystery.

The Warrens

This enormous, tall chamber is connected to every other part of the sanctum. At the center lies Sekhmet's own tomb, encased in enchanted stones "recovered" from tombs in Egypt, and watched over by the great Bacchi (gargoyle?) lord Aaron'noxa while she sleeps. Built into the far wall of this chamber is the warrens, a multi-story, cramped series of small, stone sarcophagi that house her children, and other vampires too old to care for the amenities of the modern age. This chamber has many other purposes, but its primary role is providing a sense of awe and majesty to visitors, and reminding all of the power of the Sekhem-Sa. It is the very heart of the sanctum, and the heart of the organization itself.

OOC Information & Policies

The Nitty-Gritty

The Sekhem-Sa is an SG that seeks out chill, but dedicated RPers with an interest in being a part of a quality group of old-school monsters. When we use the term "old school", we mean beasts of legend and lore, and night walkers that stalked the nightmares of our ancestors - not monsters or vampires inspired directly by pop culture today. When considering the aesthetic of the Sekhem-Sa, think less Kate Beckinsale, and more Béla Lugosi or Gary Oldman. Don't think Twilight, or Helsing, but Frankenstein and Wolfman. Think of the way elves used to be, when they were black-eyed, alien creatures that hid in the bushes and stole your children. Think of the unseelie court, the siren, the selkie, the wraith, the lich, the baba yaga, and so many other old, creepy tales from the days of yore. Be creative, and make up your own mythical beast, if you want.

To this end, we are not World of Darkness, but still play with those who do bring it into CoX. It just isn't a part of the official mission of our SG, which is to bring back the classic ambiance of monster RP. Alien nobility, quiet suffering, pain, ambivalence, stoicism, and controlled dysfunction should be things to strive for. Most of the monsters in Sekhem-Sa, vampires included, should not truly revel in what they are. Capturing the dark romanticism and tragedy of the old tales is important to us. If you just want to RP your monster or vampire as basically being human, but with "cool attributes", then this probably isn't the SG for you. Complex characters, replete with flaws, fears, furies, and layers are what we desire.

Policies



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