<Snipped quote by Romero> I may not be the GM, but I can certainly say that your idea definitely sounds pretty good to me, and funny thing, someone else was planning a similar faction but unfortunallty couldn't join due to IRL reasons.
Edit: Your an Ascendancy too @Legion02? Best buds :P
Less of a theological Ascendancy :p More of a "lets combine technology and psionics (which we don't really understand as well as we wish)" and use all that to make ourselves better!
The Asrian Ascendancy strives towards psionic apotheosis. Their psionic potential in modern times is second to none. Aided by their specialized technology and readily available, psionic resources they managed to become the unrivaled masters of the art. During the Great War, they wanted to replace the Ashtar as the dominant, policing race. An effort reflected in their large, slow but well protected and heavy-hitting ships. However, this led to truly gruesome acts of wanton slaughter and in some cases even genocide. Today the Asrians mostly see themselves as the custodians of the Ashtar legacy.
Nation type
Major Belligerent
Overview
A general summary of your nation. Just a paragraph or so with the high-level points.
History
The Asrian Ascendancy’s beginnings are somewhat unclear. It is almost certain fact that it all began with a colonization ship with a skeleton crew to commence planet preparations for a larger population’s arrival. However, upon arrival, some sort of cataclysmic event must have taken place as there is almost no source about this time period. The most accepted theory is that humanity’s interaction with the Psichrite particles on Asra created an array of mental problem. The most prominent being widespread amnesia. This shattered the unified crew of the colony ship into several factions each going their own way.
Around 200 Post Colonization (PC) several factions, despite their amnesia, managed to recovered computers and fabricators meant to aid the construction effort. Though their capabilities are not to be underestimated, there were vast amounts of knowledge lost. Thus these computers and fabricators became revered as God Engines. Through trial and error by the developing “priesthood”, they managed to glean information from the computers.
At 351 PC the Wasrhaïa nation managed to activate the fabricator. A year later they were able to design and produce a rudimentary sword. In the years following, vast amounts of “holy objects” were produced by the fabricator. Though the fabricator was eventually exhausted, the Wasrhaïa began the initial conquest of Asra and a massive expansion drive. Resulting in the first Asrian Empire (also referred to as the Age of Wasrhaïa). After several years of peace, the priesthood was able to make several other Fabricators work and gleaned even more information from the computers. Resulting in a rapid advance of technology. In 489 PC the Wasrhaïan Empire shattered at the Battle of Oros Fields. Where an upstart sect of the priesthood managed to create several “iron men” who fought with strange weapons. Back in the day these weapons were seen as magic. Though today we know these Iron Man were automatons armed with arm mounted rail guns.
With the first Empire, and the priesthood that served it, shattered many warring factions drove on the technological advancements. Where the First Priesthood had turned dogmatic in their usage of the God Engines, these sects were tasked by their political lieges to find an edge for an impending battle. The next great advance made was that of Soulcasting. In fact, this was the first discovery made with limited aid from the God Engines. In 634 PC, through the help of the Iron Men, Psichrite could be minded from deep within the crust of Asra. This condensed crystal could be interacted with through psionics. The arriving humans had no affinity towards psionics. However, years of exposure to small Psichrite particles in the air have given the Asrians a latent power. Crystalline Psichrite was used first to enhance ones mind. Not much later it was used to control more than one Iron Man directly. A controlled Iron Man was a menace upon itself (as the pilot could be as dangerous and reckless as he needed to be with no consequences to his own life). A squad of controlled Iron Men meant the end to all wars. The Soulcasting technology quickly spread across Asra.
Though the wars never stopped. In fact, they worsened. Though, after a particularly vicious war costing thousands of lives, the Treaty of Oros Field was written. This was because human life was exceptionally valuable. Despite the many years, Asra population could not swell to that of modern planets (many assume this is an additional effect of the Psichrite). Thus Battlezones were established upon Asra. Places where nations could go to war with each other without fear of human loss. A loss at this Battlezone meant a loss of the war. Though it was often contested, the results were generally accepted.
This changed in 855 PC, with the Yvriën City State’s challenge against the Rockheart Dominion. The Dominion had superior firepower and numbers. However, Yvriën had a secret weapon. For the first time in 120 years, a human walked on the battlefield. Dressed in elegant but protective power armor. She outstretched her arm and reached towards the Psionic connections behind the Drones fighting. At first, she killed five pilots from the battlezone, even though the pilots were assumed to be safe far away. Then she began cutting massive amounts of psionic connections. Leaving the dominion’s army frozen and soon after destroyed.
Yvriën was able to hold this power secret for some time and Yvriën continued its conquest. Of course, there were several uprisings in the cities themselves by disgruntled populations. However, they were quickly squashed by the quickly growing superior military of Yvriën. The Sorceress Lucinia, the Spear of Yvriën, had united the plant Asra through her power. In the following decades, more Sorceresses and Warlocks like her rose up from humanity. With psionic gifts. However, Yvriën maintained its grip on the world and began to usher in a space age.
Colonization of the nearby moon began in earnest at 975 PC (after the famous speech of High King Saran Versen assuring they would reach the stars before a millennium after their arrival had passed). Soon after the nearby gas giant gained an orbital station and a starship gantry. At this point of time, Asra’s focused mostly on psionic development and an attempt at FTL travel (technology that eluded them still). The Asra eventually reached the next solar system through FTL in 1.003 PC. In 1.006 PC the Ashtar invaded.
It wasn’t a battle. It was a slaughter. The fledgling ships of the Asra Ascendancy were utterly crippled through a psionic wave. On the ground, all combat drones were frozen in place by the Ashtar. The Asra Ascendancy kneeled and offered an unconditional peace. What choice did they have? Though after they submission almost all hatred for the superior race vanished. It was decided, to keep the peace, that the Asra would be somewhat aided. To level the playing field with the other factions within the galaxy. They were given psionic education mostly. Which propelled their understanding of the powerful gift. Of course, whatever light they had within. It was but a pale, fading candle flame compared to the Ashtar’s own power.
For a hundred years the Asra thrived. Seeing themselves as the Apprentice faction of the Ashtar. This relation was never truly acknowledged. Then they vanished. At first, the Asrians were shocked and paralyzed. They had come to see the Ashtar not quite as gods but some form of obtainable divinity.
By far one of the most important occupied regions during the Great War was the planet of Manir. A place that held, until recently, one of the most intact Ashtar outposts. Manir was besieged from almost the start of the Great War with sole objective: obtaining the Outpost and get all the Ashtar knowledge from it. The Gesha house was quick to act and obtained great amount of relics (which, sadly, remain unusable) and even managed to enter the first room of the Outpost. The rest of Manir fared less. Continuous resistance constantly endangered the dig site. Multiple Darkstar Dreadnoughts have razed large city centers as vengeance. When the Rolvius began to regain territory, the Admiralty wanted to sunder Manir, making it utterly inhospitable and denying the Rolvians access to the Ashtar Outpost. The endless begging of the Gesha combined with the quickly slipping public support prevented such harsh measure.
A disastrous event that occurred right after the Great War. The Admiralty’s experiments with Psionics were becoming increasingly dangerous. However, the experiment that led to the Cataclysm was one of truly epic proportions. Vast amounts of psychrite were shipped in, while large amounts of Choirs were working around the clock. The Admiralty wanted to create a fleet-destroying power that could be used from an inter-system distance. The result was nothing near what they thought it would be. A psionic ripple tore through the Asrian Ascendancy. Those lucky died in an instant. Less fortunate Asrians were driven mad. In total 60% of the Asrian population perished due to Cataclysm-related causes. It was thanks to a strong king at the time that the Asrian Ascendancy didn’t perish politically. As parliament had largely perished as well. The Nobility, previously falling more towards the background, re-established itself as the prominent political players. The discovery of Thralls allowed the Asrian Ascenandcy’s economy to survive and even flourish. Never the less the population remains diminished.
Major Holdings
Asra – Named the Crown World. Asra forms the seat of the Asrian Ascendancy. Here the Noble World representatives voice their grievances and desires in the High Court. Where the High King and his Council of Lords reside. Once Asra was a sprawling mess of cities and industrial zones. No more. Its nature is healing over the wounds of industrialization. The few cities that remain are opulent centers of research, culture and wealth. These sprawling urban centers are filled with low-rise villas, public gardens, colonnades, and museums publicizing the latest creations. Picturesque workshops allow the Asrian tourists a peek into the artisan (but highly controlled) growth of the Crown World. For those with close ties to royalty, there are the numerous well-hidden summer and winter homes spread across the “wilderness” of Asra. Poverty is inexistent through displacement schemes and an extremely tough stance on crime. Only the walled capital city of Nemubia is accessible to foreigners. Though only to foreign dignitaries and embassy personnel.
Serenas – A unique world within the Asrian Ascendancy. Serenas is neither a Tributary nor a Noble World. It is the only planet (and system) that is totally owned by the Asrian United Royal Military (AUR-M). Serenas itself has many military bases surrounded by truly untouched wilderness and hostile fauna. Its moon is home to several black sites as well. Many stations orbit the main planet, some of them containing the biggest docks and gantries of the Ascendancy. In fact, the only shipyards capable of producing the feared Dreadnoughts of the Asrians can be found here. In far outer orbit of the local star you can also find a black site gantry where Asra makes her Hyper-Dreadnoughts. While almost all military research and development is carried out in the Serenas System, there is one very important exception: psionics. Serenas counts its fair share of Cabals, Covens and Orders but the high-level research in psionics is absolutely forbidden.
Agresha Ashtari – A planet discovered and colonized at the start of the Great War by the great House of Gesha, Agresha Ashtari is home to many Ashtar ruins. Under the rule of the Gesha, this planet turned into the galaxies greatest research center into the Ashtar and their psionic powers. However, they did not stop there. Agresha Ashtari laid on an important FTL “highway” from Gateway. The Gesha opted to open up several city centers to foreigners. In which they constructed massive temples for the Ashtar to worship them as gods, grand museums to publicize several nuggets of wisdom the Asrians have gleaned (though it is well known that the Asrians do not show off all their knowledge in these musea) and a myriad of shops providing incense, statuettes and other souvenirs and trinkets.
Gateway – Another unique system, Gateway marks the official point of entry into the Asrian Ascendancy. All foreign traffic has to enter through here and pass customs. The Luminal Bridge infrastructure here allows for rapid FTL across the carefully selected, public FTL highways which all, eventually lead to Asra (despite Asra itself not being public). While within the Asrian Ascendancy corporations are limited in how many employees and how much land they may lease or own per planet, within Gateway they are free to buy anything from orbit coordinates for space stations up to entire asteroids if it suits their purpose. The Gateway system is also home to a myriad of smaller civilian gantries and docks for ships to dock and unload. While customs formalities are carried out when leaving the system to go deeper into the Ascendancy, taxes within Gateway are exceptionally low. Making it a favored trade hub.
Demographics
Population
The official stance is that the billions of inhabitants of the Asrian Ascendancy are all pure Asrian. These are humans that, over the course of a millennium, evolved and mutated into a psionically capable species. Biologists could make a strong case that Asrians are no longer strictly human. However, the number of Asrians is quite low should one compare it to other empires of equal size. The reason for this is the Cataclysm. A terrible event that took place within the central Crown World and the Noble systems surrounding it. While the Cataclysm killed billions, those that remained gained massive psionic power. Still, the Asrian Ascendancy’s population is definitely at the smaller end in general. The population generally resides within the Noble worlds, as these are fully colonized and capable of sustaining life. Some might be send out as Thrall Supervisors on outposts.
Society
Civilians within the Asrian Ascendancy are actually quite well off in general. Through the Universal Basic Income, none of them need to carry out menial or unrequired tasks. As almost all of these tasks are carried out by Thralls these days. Joined with free public education, healthcare and subsidized higher education. While technically Asrians do not need to work, many of the lower classes still work the more menial control jobs. Supervising the legions of Thralls working the mines, fields and other industries. There is a tax levied upon these extra incomes. While companies do exist, Asrian companies are more seen as a union of people working towards a common goal rather than the maximization of profit. Capitalist thinking died with the Cataclysm, after which many leaderless companies were forced to part with vast sums of their wealth to rebuild and provide a good life for the population as a whole. There was a fear that the coming of foreign companies would destabilize this dynamic. Though by giving these foreigners a different status and subjecting them to different laws (and most importantly: minimizing their presence) the Ascendancy continues to maintain its delicate balance.
Middle classes give great importance to personal achievements and those of their offspring. They are the corporation owners or merchants in general. Though many of them also enter into research, art or military. Each time trying to prove and bring honor to themselves in a bid to one day turn their family into a Lesser House. Middle Class also provides the most Commanders for the military in a bid to maximize their own prestige that way.
The higher classes start with the Lesser Houses. These are generally tributaries of the High Houses that rule the system. Lesser Houses rule large pieces of land, several corporations and can boast several locally renown researchers and artisans as their ancestors (during the Great War, the emphasis laid largely upon war heroes, however since the Cataclysm their importance has waxed and waned). Lesser Houses are more capable to provide wealth for individual researchers and artisans within the family. As tributaries to the High House, Lesser Houses are also expected to provide support in the form of bureaucrats and other personnel. Lesser Houses on the Noble Worlds wage a constant war with each other in the shadows of the court. Trying to win the favor of the High House. The greatest honor a Lesser House may receive is a marriage proposal.
Each civilian has the right to vote for the Crown Prince of his/her Noble World when their High Lord dies. They may also vote their Crown World Representative every 5 years. Both are extremely important positions. The position of Representative is bound to the most social etiquette. Candidates may not slander, insult or mistreat one another personally. They are encouraged to utilize failed former promises and pointing out outright deceit. Amongst the prince and princesses, attacks upon personality may happen. As these elections are generally considered far more personal. Never the less most try to be wary with their words as becoming High Lord/Lady does not absolve them of their insults.
Religion is not outright banned by the Ascendancy. However, it is tightly regulated and overseen to prevent the disastrous Zealot Wars that broke out at the start of the Great War. Most of the Asrians do believe Gods exist in the form of the Ashtar. However, they refrain from worship because most of them believe they will one day, as a race, ascend into godhood as well. Still, some Asrians do worship the Ashtar as Gods. Foreigners on Open Cities are free to have shrines in their own houses. If a religion is sanctified by the Royal Court, they may open up one place of worship within the Asrian Ascendancy.
(To do: expand upon fashion)
Economy
Trade - While the Asrian Ascendancy has made many promises of openness, it is still quite an isolationist place. However, since the creation of Gateway, the Ascendancy really has opened up a bit. FTL-Infrastructure (mostly Luminal Bridges) allow for fast movement along FTL Highways towards systems that chose to open themselves up. While some Noble Worlds chose to allow foreigners to trade with them, the Asra System is still completely off-limit for non-Asrian civilian ships. Foreigners may embark such ships from any Noble world though.
Merchant vessels diverging from these FTL Highways will be quickly caught and requested to return to their former path. Should they, somehow, be able to trade outside of an opened up system then they are, by law, smuggling (at the very least).
Workforce = Thralls and supervisors Noble Systems = Economic and administrative hearts Tributary Worlds = Production centers, agrarian zones, forge worlds Outer Systems = uncolonized harvesting zones Taxation = high corporate taxes
Psychrite – The foundations of the Ascendancy are made of Psychrite. The crystal grows in the presence of minerals and psionic power. It, in of itself does generate small amounts. However, when psionic powers interact with it, this growth is greatly enhanced. The internal lattices allow espers to manipulate the substance. Psychrite is often used for both generation of psionic power and the creation of the Thralls their psychrite cores. Which gives them their consciousness.
Nebula Pearls – Naturally appearing in the gas giant of the Asra system’s rings, nebula pearls to those without the psionic gift appear as perfect black spheres the size of a fist. However, those blessed will see a vast and endless nebula within. The very colors they see often changes from person to person. Nebula pearls in of themselves do not generate psionic energy. They are, however, exceptionally good at storing it. A side effect of storage is that the nebula inside glows ever brighter to those who can see it.
Lunaleaf flowers – recognizable by their crescent leaves, the pale white flower of these plants is a potent psionic drug. It appears to be a light and highly controllable hallucinogens. This mind expanding drug does naturally increases psionic power within an individual but it is the person’s enhanced creativity that makes up the bulk of extra created psionic power. While the psionic power generated is substantional, sadly Lunaleaf flowers cannot be used during combat situation. As it lowers focus which has lethal consequences. Instead it is often used for psionic research (and has given Asrian researchers an even greater edge).
Solarium Incense – The Solarium flower releases an extremely pleasant smell which makes it a fan favorite in many homes as chamber plant. However its true potentional arises when the plant is burned in a very specific way. Its smoke is more of a trance inducing incense. Allowing those who take it in to enhance their focus. Many describe it as “narrowing the path”. Unlike Lunealeaf, Solarium incense is used in combat but almost exclusively by choirs to focus all their power on the generation of psionic energy.
(Potentially adding more)
Government
There are 3 tiers of the main government. The first tier is the local government. This concerns the outposts on the outer systems and cities on the tributary worlds. The position of governor over these locations is not elected. Instead, Lesser Houses are tasked with the administration and management of these places by the High House they serve. Despite the fact that these locations are not elected, civil unrest can be a very real threat. Most outer and tributary worlds supply the Nobles system they serve with vital food, goods, and even border security. Should a Lesser House fail in their duties, punishment is generally demotion and the dissolution of the House. A grievous wound to inflict upon a family, who may have to work for generations to get back on their feet.
The second tier of government is that of the Noble Worlds. Lesser Houses act as bureaucrats, administrators, managers and other support personnel for the High House. The more important department a Lesser House manages at the Noble System, the more prestige they accumulate and the more chances they get to ascend. However, corruption and general inefficiency become more and more visible to the High House and thus faster and harder punished. A department can be re-allocated to another house every 5 years. At the height of governance for Lesser Houses is the Noble Council. To have a member of your family become Councilor here is the greatest honor a Lesser House can experience. Councilors here often get their first taste of actual law-making. The only way to advance yourself now is to become a High House yourself. This is nigh impossible. For one it requires several High Houses to vouch for you and your kin. Secondly, it requires a position of such rulership to open up. A rare occurrence during this Post-Colonial era. The only few times a new High House was created was when Tributary worlds grew too big and High Houses were forced to part with them and the surrounding tributary and outer worlds. This has always resulted in rivalries between the two Houses. Where one declares the other a traitor while the other claims it is their right.
Such rivalries are the matter of the third tier of governance. Here the fate of entire systems is decided. Every High House has a representative at the Court at the very least. However, by decree of the High King a High House may be asked to send more people to act as councilors and advisors during the various meetings and councils at the High Court in Asra. These High Councils have very specific fields in which they operate like the High Council of Agriculture, the High Council of Psionic Research, the High Council of Foreign Relationships, High Council of Culture and so on. Once again, to be invited to such High Council is a great honor. Representatives hold no seat on such councils, however, they are often invited if certain decisions are to be made about one of the systems they represent. Representatives will often advise on how to achieve certain goals without completely disrupting the represented systems.
There is, however, a fourth tier of governance. However an exceptional few can reach it if they are not born of royalty. The Royal Council may overrule any previous made law or demand. They are comprised of the royal appointed Advisor of a field (Royal Advisor of Industry, Royal Advisor of Culture, Royal Advisor of Psionic Research, etc). They speak with the voice of the King, most of the time. Though the King can still overrule them. While it is highly unlikely for a Royal Advisor to be relieved of his duties, a 65% majority vote on the High Council he seats at may result in such thing to happen.
Some free thinkers (generally foreigners) will decry such a monolithic structure. Where there seems to be no clear difference between the executive and the legislative branch. In fact, they would say it looks awfully much like a dictatorship of the monarchy. This is not entirely incorrect. It may appear as if the common folks have painfully little control over their rulers. Their direct leaders are often chosen only once in a lifetime. Their representatives may be chosen once every five years. Never the less, the inalienable right of the civilians to move to whichever system they want to (accompanied by the Universal Basic Income that enables such move) means that dissatisfied civilians may and will leave systems should they fully disagree with their rulers on whatever matter. And because many rulers often rule for several decades, they can enact grand schemes and works that will bring prosperity and prestige to their system without being subjected to the fickle currents of a democracy.
Technological Information
Major Techs
Luminal Bridges – The Asrian preferred method of FTL. Luminal Bridges consist of two gateways that cast a bridge in between. Distances that would take light hundreds of years to travel are crossed in mere minutes. This allows extremely rapid FTL travel between systems that posses Luminal Bridge Gateways. To travel towards undiscovered systems (or places that lack a Gateway) the Asrians use Bridge Casting. Which is generally easier done from a Gateway towards a system without a Gateway than the reverse. Bridge casting allows one Gateway to construct both sides of the Bridge by calculating the exact end-point. This takes massive amounts of computer power and time. Generally, Bridge casting takes up to half a day to open a gateway which can be sustained for half an hour. Most expeditionary forces are sent out through the bridge with an exact time when the Bridge will be re-opened (after several failed expeditions, it has become standard procedure to offer up to 3 return Bridge casts until the mission is considered a failure).
Psionic Tech - Ancient Asrians were faced with a terrible problem. They had reached the end of manageable psionic power. Any usage beyond said milestone generally led to the loss of control (and life). The psionic energy just could not be applied in any meaningful way without aid. That aid came in the form of Psionic Tech. Runes, the most widespread usage of Psionic Tech are used not just to channel but to control psionic power. These runes were once simple creations. Today the Rune modules are intricate and highly specialized creations and implants. Made only by sancitioned artisans. However, Psionic Tech has grown beyond the usage of Asrians. The creation of the Thrall Core was another milestone, allowing the Asrian Ascendancy not just to survive but to thrive after the Cataclysm. While in ancient times Psionic Tech could only work with psychrite, today many psionically enhanced and exotic products are used in Psionic Tech.
Thralls - Easily mistaken for robots, Thralls form the backbone of the Asrian empire's wealth. They are largely made out of synthetic muscle fiber and bones. However, they are not controlled by a classical computer. Instead, they possess what some would call a base, animalistic consciousness. Given to them by the psychrite core they have in them. This gives them some instincts and even an ability to learn (though in a very limited way). Old, experienced cores will begin to alter the physical form of a Thrall to better suit their needs. For example, Thralls that only mine will rebuild themselves with strong muscles and skin but forsake optical sensors.
Military technology
Lightweaving – The basis of the Asrians main weapon, it lets you program a tiny shard of psychrite to follow a certain, mathematically decided, path. Then superheated plasma is bound to the sliver and fired off. It uses the plasma to steer itself across the path. The more plasma it has, the slower it will move (though it’s general speed is quite fast) but the further it can travel. The plasma gets more effective the closer the target is.
However, the real advantage lays with the Lightweavers. In space these Asrians are suspended in a pod along a right with a VR headset. Their neural implant connects them with a computer that turns intent and thoughts into the mathematical paths the shards are programmed with. Experienced lightweavers can use up to 10 ArcLights (the main weapon that uses lightweaving). To catch smaller ships (like corvettes and larger), lightweavers forsake the main ArcLight weaponry in favor of the Amonthok Net. It uses a multitude of small programmed slivers to create a shard on par of what an ArcLight battery might use. However, at a certain point (depending on its programming) the Amonthok shard breaks apart to form a light woven net to capture the smaller ships.
Deliverance Weaponry – A Deliverance core, from which all Deliverance weaponry draw their power, is an exceptionally unstable power source. Its core material is destabilized enriched Psychrite, done by bombarding it by a massive amount of positrons. While the destabilized Psychrite is slowly but steadily breaking down it releases dangerous amounts of energy. It took help from the Ashtar to build a somewhat stabilizing housing for the Core. The housing stops the Psychrite from breaking down until whatever it powers requires energy. Then the self-destructing crystal surges with power. The housing must be build to both stop the destabilization and channel its power when needed. This is a dangerous balance that must be maintained at all times. Yet in return deliverance beam weaponry delivers a lethal combination of heat with a constantly fluctuating magnetic field around it. Deliverance weaponry is often slow to aim but lethal against all that it hits. This it is generally utilized as anti-capital weaponry.
Void Shields – Void shields are the main shields used by the Asrian forces. Void Shield sensors track incoming attacks (or predict them in later incarnations) and open up miniature portals right in front of them. The oldest ships their Void Shields generally spit out the attacks back behind them. However modern ships will bend the portal’s path and return incoming attacks to their source. They quite energy-intensive however and Void Shield batteries can be overloaded when too much matter has to pass through. Resulting in the Void Shields temporary shutting down (for the safety of the ship. While ship captains may demand the overcharging of their Void Shields this will, with no exception, result in the violent implosion of the ship). The larger and more modern ships have several Void Shield layers as a back-up should one fail.
Labyrinth System - The Labyrinth system used the Void Shields of a ship to defend itself against smaller craft as well. It is an experimental system where the targeting computer will open up void gates in front of them, redirecting them constantly through a maze of portals. Eventually to crash into another craft. The Labyrinth system requires vastly more energy and strong Void Shields, thus it generally cannot be fitted on smaller craft.
Choirs and Covens - While the choir chants. The chants are created to let the singers enter a state of dazed trance. In which they generate vastly more psionic energy. Which is then siphoned from the room anywhere it needs to be. Choirmasters must pay close attention to the mental, psionic and physical state of the singers. As this is still a taxing endeavor. Covens reside in similar rooms. However, while some of their people might work as supplicant singers, Covens generally utilize a focus (could be the entire ship even) to work their void magic. They throw dangerous telekinetic forced around, attempt to grasp fighters or cast lightning against hostile ships.
Choirs can generally move from ship to ship with little issues as long as there is a standardized choir chamber for them. Covens, on the other hand, will grow attached to the ship they are on. Often claiming that it speaks in its own language to them. Covens that have stayed on the same ship for over a decade will loathe a change and their Coven chambers will often be so adapted to their own needs that no other chamber will suffice.
Manifestation Egnine - While Covens can use the hull of a ship itself to channel their void psionics, it is far from a good focus. Meaning the psionic power is often diffused. Resulting in lethal close to the ship but over long distances, it lacks in power. The Manifestation Engine is the result of painstaking psionic research. Never the less it is a dangerous axis weapon that can deliver the manifestations of psionic magic over a further distance with greater effect. However, it is quite big and smaller ships will be unable to carry such a dangerous and powerful weapon.
Military Information
Fleet/Navy: Asrian United Royal Navy
Doctrine
The Asrian United Royal Navy (AUR-N) doctrine is quite simple really. They will form the uncontested monolithic force of the galaxy. Unmoving and uncaring, their weapons will fire until everyone else’s guns cooled down. Victory or annihilation. During the Great War that last part was quite certainly taken literally. Where, if the Asrian Ascendancy could not hold on to a planet, they would make every effort to make it utterly uninhabitable. They lost vast amounts of their own force because they simply refused to retreat and regroup. Though at the same time it earned them a reputation as dangerous and unyielding opponents who can only be completely destroyed. While some would assume the doctrine died with the Asrian Cataclysm, it has not. Despite the damage, they suffered the admiralty still stands as a proud, unyielding and fairly nationalistic bastion. Most of them have ancestors that had committed genocide.
Darkstar-class Support Dreadnought
A sign of imminent planetary annihilation. The Darkstar dreadnoughts were not the most formidable opponents against hostile fleets. However, they were expertly build to invade planets. With vast orbital bombardment deliverance beams and enough bays and living quarters to house an army, the arrival of the slow-moving Darkstar was generally the sign of imminent doom. During the Great War it were the Darkstars who glassed the most planets the fastest. Their kill-count is in the millions. Many civilians are still distraught about their continuing existence and the Admiralty has chosen to generally keep them away from the public eye. Never the less most Darkstars are still manned and used.
Destiny-Class Assault Battleship
A Great War era ship that supported the Darkstars. The Destiny-Class has broadside facing ArcLight Projectors and several lower faced Deliverance beams. With two two-layer launch decks, the Destiny-Class housed quite a few strike craft groups as well. While not very fast, it was exceptionally well protected for its time. While today they may not pack the hardest punch anymore or take the most damage without falling apart, they were and still are thought nails to crack.
Legacy-Class Battleship
Designed and produced during the time of the Détente, the Legacy-Class was the first of its kind housing several Choir chambers. Allowing onboard covens to work their psionic magic in the void. Throwing asteroids, holding nebulas around the ship and even throwing great arcs of psionic lightning from the ship itself. The Legacy sacrificed several rows of ArcLight projectors and entirely lacks the Deliverance beam weaponry. In return, they are more heavily protected. They still have the Destiny-Class’ layered launch bays however they are generally filled with interceptor class strike craft to protect the Legacy-Class (and more importantly, the Choirs and Covens inside). They were not hugely popular though, as they were build when both the events of the War and the Cataclysm were fresh in people’s memories. Still, they are quite dangerous and capable.
(They bent the rules of the Détente somewhat. As the presence of choirs and coven onboard did not technically count as “weapons”)
Eternity-Class Battleship
The latest and greatest kind of Battleship. The Eternity-Class stripped even more of its conventional weapons. In return, it has an axis mounted Manifestation Engine. Allowing the many covens and choirs onboard to channel their powers into the weapon and deliver great blasts of telekinetic force, lighting, fire and other void powers. The Eternity-Class is meant to be an utter danger to all other capital ships. Its main weapons (all Deliverance beams) are slow to fire, as is the Manifestation Engine. So while it can cut through Battlecruisers and up, most cruisers should be able to dodge the large and slow-moving ship. The designs for the battleship had been a secret project within the Admiralty and they began production the moment the first faction broke the Détente. Still, two admirals were sacked over its creation.
Ziggurat-Class Support Battlecruiser
The Ziggurat-Class is a highly advanced anti-strike and anti-small-class ship. Equipped with several rows of Amontek casters and ArcLight projectors, the Ziggurat is meant to hunt down corvettes, frigates, and even destroyers too fast for the Battleships and Dreadnoughts. It does this not by outrunning them. Instead, it simply utilizes vast batteries of its weapons to continuously barrage the ships until they are hit. While they might not really be able to touch hostile dreadnoughts, battleships, and battlecruisers, they aren’t really supposed to do so anyway. However, it truly shines in its advanced anti-strike craft “weaponry”. The Labyrinth System. This utilizes the defensive Warp gates to create a sort of constantly shifting maze of warp gates around it. Hostile strike craft caught by the system will constantly fly in and out of warp gates until they inevitably crash into each other or hostile fire that’s being diverted. Developed at the tail end of the Détente, it is meant to protect the fleet against dangerous strike craft swarms.
Spire-Class Psionic Supremacy Battlecruiser
The Spire-Class is a recent creation by the Asrian Navy. While it houses some ArcLight projectors and is very well defended by shields, its main power comes from the vast amounts of Coven and Choirs onboard. The whole ship’s superstructure is layered with psychrite lattices that allow superior psionic conduction. This in combination with the experimental generators and the outer hull being covered with psionic projection arrays, allows the Spire-Class to create vast psionic suppression and shielding areas. The suppression will strike hostile espers in the void while the shielding makes sure that no hostile psionic attack will harm the fleet. Some Spire-Classes have been equipped with more hostile oriented arrays which throw lightning at the enemies. Though this approach is seen as dangerous and reckless. In truth, the Spire-Class is not meant to be in the vanguard. Instead, it is one more tether allowing a fleet to maintain unmoving from their objective.
Eyrie-Class battlecarrier
While the Eyrie certainly does not lack in conventional weaponry, its most important facilities are the rows of hanger bays where the many strike craft lay dormant. Ready to swarm out to meet their foe. The Eyrie-Class has existed since the Great War, where it joined the Darkstars in planetary invasions. As the strike craft were traditionally capable of both space and atmospheric flight. Though they were also responsible for the indiscriminate bombing of further (but smaller) hostile outposts. Since the Great War, the Eyrie-Class has been continuously updated. Its great reliance on the strike crafts it houses means that upgrading the Eyrie is generally far cheaper than scrapping it and remaking an entire carrier again.
(official designation: Battlecruiser, by sheer luck the Eyrie already fell under the treaty of Détente’s definition of a battlecruiser. Though this is largely because it depends on the strike craft is houses)
Allegiance-Class Variable Cruiser
It’s easy to see it as a monster. While it may appear as an average Asrian ship it houses far from traditional weapons. Instead of ArcLight projectors and deliverance beams, has modular turrets and broadside spots meant for intergalactic acquired weaponry like railguns or missiles. Mostly bought from huge corporations. Its design was more of a civilian demand to show how open the Asrian Ascendancy was becoming towards foreigners and their corporations. It faced stark protest from every branch of the military. Even the Army who declared such craft to be unreliable at best. The compromise was that only foreign sourced weapons could be outfitted. Its propulsion and shields would still be Asrian made. The Allegiance-Class first saw “action” during a series of routine training simulations during the Era of the Détente. Where the Admiralty begrudgingly acknowledged its existence and thought nothing more of it. Despite its hated status in the Navy, many more open-minded tacticians believe the versatility of the Allegiance-class is exactly what the Asrian United Royal Navy requires.
Army/Planetary forces
The Cataclysm hit the Asrian United Royal Army (AUR-A) the hardest. With vast amounts of troops dying in mere seconds. Like Asrian society as a whole, it was forced to change and adopt sometimes uncomfortable ideas. To build an entire army upon a singular technology can be dangerous. The resulting Thralls are nothing like their civilian counterparts. More fortified and independent, their animalistic instincts are honed for one purpose: to kill. For years only Thralls were allowed on the forefront of any battlefield. Their commanders were hidden away in safety. Only recently did Orders deliver individuals strong enough that the Army as a whole deemed them safe enough to deploy. Strong, however, is a very relevant term. As the deployed Sorcerers of the various Orders are far from weak.
Orders
While Covens and Choirs are generally used onboard space ships to power its psionic weaponry, Orders consist of psionically enhanced individuals that take to the field. These individuals, squads or even groups are exceptionally well protected by vast scores of Thralls that will not hesitate to throw their own lives away to protect Order Sorcerers. Given their high investment in equipment, education and overall life. Orders bring the overpowering psionic power when needed. Other factions psionics might attempt to fight off and even break a Commander’s psionic link with a Thrall, or throw simple lightning around. Orders bring the psionic storms and purging flame. Each order generally specializes in a single method of applied psionics. Their own R&D department (a very notable exception of the elsewise highly centralized general psionic research) is purely focused on turning psionic energy in dangerous chants, spells, and rituals. There are simple applications like the usage of fire, ice or lightning but there is also the more complex uses of enhancing Thralls, manipulating magnetism and even the cosmic powers. Orders are to be feared upon the battlefield for no other faction save the Ashtar can face them in psionic vs psionic head-on combat.
(To be expanded upon with a list of the most prominent Orders)
Thralls & Commanders
Because of the Cataclysm, many Asrians prefer to stay far away from the deadly firefighting. Instead, they send out their Thralls to do the dirty work for them. While Thralls, with their base instincts, can work well enough together as a pack, they often lack direction beyond simple “survival”. This is where a Commander comes in. From a safe distance, he creates the orders and objectives for the Thralls to follow. Depending on the implants, mental capacity, and rank, a Commander can hold command to up to 250 Thralls at any given time. Though exceptions have been known where commanders control over 500 Thralls. Though this is often paired with dangerous overtaxing of the brain. While some might think this is a very dishonorable way to fight, within Asrian culture commanders are still highly respected.
Thralls can come in a million shapes. Large, small, infantry, hounds, tanks and even aircraft. Of course, the bigger the Thrall, the more mental capacity direct control will demand and the more complex orders it can execute. Commanders will, after a few battles, start changing the roster of their controlled Legion. Opting to either completely dedicate themselves to a single kind of Thrall (like artillery) and thus maximize said units potential on the field, or greatly diversify their Legion so they can act flexibly in the field.
Veteran commanders will often create a very personal bond with the Thralls under their command. Which creates a feedback loop in which the Thralls begin to imprint on their Commander. Commanders will begin to personalize certain Thralls. Giving them decals to denote ownership and pride. A common decoration is the “kill count” where front line Thralls are given a marker for every kill they perform. Thralls may also be functionally enhanced. Commanders pay for higher grade synthetic muscles, weaponry or extra capabilities.
(To be expanded upon with various Thrall examples)
Hyperdread
Infinity can quite easily be mistaken for a space station. As it generally stays static in orbit. However, Infinity is far from a fortress in the void. It is a testament to the Asrian naval doctrine. To be both an immovable object and a deliverer of vast amounts of damage. Infinity is equipped with several layers of warp-deflection shielding. Capable of throwing back hostile arms back at them. The new Labyrinth II technology expands upon this warp-deflection as anti-strike craft weapon. The warp gates generally used to catch larger missiles and torpedoes is used to absorb strike craft into a constantly changing dance and change of direction until they crash within the labyrinth of warp gates. It also possesses the experimental Singularity projector. Beyond that, it has numerous conventional ArcLight and Amenthok projectors and Deliverance beams. With over 50 choirs on board, the Infinity packs a terrible amount of psionic power. Finally, it possesses a Luminal Bridge Projector allowing it to use its FTL engine from wherever it is. This means it can never be trapped or lost in the void.
However, this all comes at a great cost. While its FTL capabilities are fair and its sublight engines might be a tad bit slow, outside of all of these it has no real means of maneuverability or movement. It is a terrible monolith with fast power and defenses but it is still a monolith. Fast craft are its general weakness (though don’t expect a mere corvette group to take down this monster).
Yes, Yes, Yes. The Infestation does not care about their diplomatic stance. They have no use for allies and, if they cannot be trusted anymore, some infested will allow themselves to get captured. Later on in prison/lab/ship, they break out and infest it too, continuing its spread. They could not care less for their temporary allies and may abandon them in the middle of battle and make believable excuses to prolong their "alliance". In addition, they may Infest important people in a nation and pretend like everything is fine while the infested person changes things in law/military/information in negative ways. Basically political sabotage.
That's a fast way to antagonize every other faction... It will turn your infestation into something hunted across the galaxy and shown little mercy. As for your infection being able to reach the higher-ups, I very much doubt any player will willingly just give up their key figures of their faction. It will be an uphill battle on all fronts.
@Sigma An Ashtari cult would certainly be a possibility as the Asrians (name of my faction, they're all humans though) see themselves as an Apprentice faction of the Ashtar. Though they generally don't crack down religion, most don't believe the Ashtar are gods (this is more on account of their own arrogance than believing the Ashtar were great enough to be gods). So a Sect certainly could have formed and all cultists from Asra (the home planet) would have at the very least some latent psionic powers (though it would generally have to be aided by technology to be viable).
However, if they chose to act during the Great War through terrorism inflicted upon any of the Crown Worlds (Asra, the homeworld) or Noble worlds (Worlds meant mostly for the advancement of culture and science), the sect would be hunted down. So any missionaries would be politely but firmly asked to leave.
Basically, a human faction that was JUST small enough to be crushed by the Ashtar. They have a substance on their homeworld that reacts with psionic powers. At first, they only had latent psionic powers and had to enhance them through technology. Though it did allow each person to control several drones in the field. The result is that almost their entire army and navy depends on psionics. So yeah, the Ashtar crushed them but after that they sort of got a bit of help with the psionics to even out the field. So long story short, they mix technology and psionics to give me an excuse to use magitech stuff.
However, quite obviously they are a minor belligerent faction so if anyone is interested in writing some shared history, hit me up!
Time 7:47 to 9:40 Location From a private jet to the Grand Hall Interaction with Beatrix de la Croix@GhostMami Seraphina was absentmindedly twirling red liquid in a crystal glass, sitting comfortably in the beige leather seat peering out into the night. She peered over the thick manila envelope, bearing the black wax seal of her father. It was of a peculiar design. For one it was square with lots of unmarked residue on all sides. It denoted a scroll at its vertical center. Flanked by a drop on its right and on the left, there was an intricate figure of a man holding a staff. This was Alexander’s personal seal. A seal that hasn’t been seen since 1902 when Alexander formally announced his retreat from the royal court and the vampiric world as a whole. A part of Seraphina wanted to tear open the envelope and spill out its content but her father’s orders were strict and he would not allow any deviation. A vampire of Seraphina’s age would’ve disregarded that command the second she was out of his sight but Seraphina knew better. No matter what she did, he would know. He always knew.
Instead, she was focusing on what knowledge her father did share with her. There was a meeting, a grand one. The king and queen had invited vampires from all families and some elders. He knew why though he preferred not to share it with her. It was a surprise after all. The only thing she had to worry about is the dossiers on all the vampires present. They were young but much older than her. She had to know them before she would land.
And know she did. She had begun with her own house: Tepes. There was Kasania, Niklaus and Valerian. Kasania was growing in her role as Tepes Princess. She was beautiful and successful. Like Seraphina, she worked with humans, though Kasania worked with police. To Sera, humans were humans. No matter if they wore blue or nothing at all. Sadly Kasania has been successful in stalling her marriage. Then there was Niklaus. An odd one out. While all children often have strained relationships with their parents, Niklaus had earned particular scorn from his mother. Finally, there was Valerian who, like his sister, had grown well into the role of Tepes Prince. The file lacked it but Seraphina remembered her father helping with a certain indiscretion. She wasn’t privy to many details: only that it concerned a woman.
Then there were the Artois girls. Both of them were exceptionally young. Younger than Sera even. Which meant they were easily manipulatable. Amelia, the heir, was as wild and free-thinking as an Artois ought to be. Though her continuing, public effort to make human and vampire-kind into equals was beginning to somewhat annoy the Tepes elder. The youngest of the two, Irene, was not a direct heir. Furthermore, she appeared to be quite a sheltered girl. Her dossier, compiled by a handful of quite capable PIs couldn’t find much on her.
Where Tepes and Artois had just a few flaws, Zeno was plagued by failure. Failure taking shape in Octavius, Tessa, and Dominic. Though it would appear there were vastly different reasons. Octavius was as charming as he was insufferable. A man that you could hate and love at the same time. Though there was a certain lack of grace in him. Tessa, for her part, wasn’t so bad. Greedy for knowledge but not much else. Seraphina despised her, even though she never met the woman. She despised the utter lack of hunger. Here was someone who always had what she wanted. Finally, there was Doctor Dominic Wells. Though the file made it quickly clear that he was very much a Zeno. While the first two were simply bored or graceless, he had utterly rejected everything Zeno stands for. Now he worked as a doctor of some clinic treating anything and anyone. Seraphina supposed it was meant to be honorable but she failed to see the point. Those that visited a clinic like his would wash up there again and again. Amounting to nothing at all. Why spend resources on them?
Now that she had memorized the dossiers by heart, she took her time to relax a little and see the stars as she flew through the night.
She arrived amid everyone else. Seraphina very much knew she wasn’t a vampire of note. Only her heritage might earn her some importance. That or her job. Outside she could hear the faint callings of her blackbirds. Enjoying the skies once more. The swirled around the grand hall. The walls were nigh non-existent, giving the birds a clear view inside it all. Eventually, they flew inside and settled high up in the rafters of the roof. Observing the gathering. Seraphina, for her part, took place far in a corner as she held the manila envelope close to her.
After the king’s speech, she felt stumped and surprised. To witness the creation of a new house, it felt like you could live a whole life, a vampiric one, without ever hearing of such a thing. Yet here she was. In watching it all unfold, standing on the sidelines. Hastily she opened the envelope of her father. Inside there was a long letter, explaining his intentions and her own powers. She was to represent him in this whole ordeal. Inside there was also a few letters. Yet, per his direct written orders, only one was to be sent as fast as possible. Seraphina took a particular letter and read the name: Mrs. Beatrix de la Croix. Written in gorgeous calligraphy with golden ink. Sealed by Alexander’s personal seal on jet black wax. Seraphina was shocked. She had seen the file of this vampire yet assumed her to be unimportant. A setback. Huginn came down from the rafters as Seraphina held the envelope up. The raven took it in his claws and flew upwards again until he neared Beatrix’s chair and came down quickly. Yet he gracefully landed right next to her plate and delivered the letter before he took towards the rafters again.
Dear Mrs. Beatrix de la Croix
First of all, I wish to offer my sincerest apologies for not attending the grand meeting myself. Humanity has grown at an ever rapid pace. Therefore I am forced to attending to certain urgent matters first. In my stead comes a most trusted emissary: Seraphina Aghrem. She speaks with my voice and has been informed and instructed with my wishes. I would ask you to refrain from making assumptions at this time. She might appear young but she is quite capable.
Now, for the matter at hand. You will have learned of our kind king’s plan to raise a new house. It is a most admirable goal. Though I suspect this does not weaken your role as guardian over the youngest Artois generation. It is concerning them that I would discuss certain subjects. I would invite you to tea with my envoy at 10:30 a.m. in the northernmost parlor of the main building. I have been assured that this location is well away from the main halls. You will be expected.
Once more I wish to offer my sincerest apologies for my nonappearance. Though I am sure that once you have returned to the city of New York we may meet in person once again.
Until then I simply offer my sincerest regards An Old Acquaintance
...and the Father
Time 7:04 to 8:32 Location New York City - Saint Paul's Churchyard to Central Park Interaction with Khione Crusch@Hoekage Central Manhatten was a busy place. People moved like blood in a body. Packed together and always in a hurry to be someplace. There were a few places where they calmed down enough. Saint Paul’s Churchyard was one such place. A place where even Americans grew solemn. Alexander was always amazed by that ability as he entered the little yard. Ancient gravestones filled place haphazardly. Most of the names were weathered off. Few people walked the small, winding path. Alexander slowly approached an unremarkable grave near one of the few trees. The roots had recently been cut, as per his request joining the rather substantial donation. All done anonymously of course. He didn’t carry flowers. Instead, he placed a single, pitch black pebble on top of it and touched the grave for a moment as he closed his eyes. It was good to be back.
Minutes later he stepped out of the graveyard. His pocket was empty. All his small, little pebbles spread across most of the state of New York, on top of weathered graves, remote mountain tops and large, green meadows. With his duty to the dead completed, he proceeded towards Central Park. Where a most unfortunate amount of business was awaiting him.
Central Park was extremely different from Saint Paul’s. It was sprawling but painfully artificial. It chaffed against Alexander, who watched the boulders with disgust. Humanity was a terrible architect of nature, he concluded rather quickly. He followed the painfully pronounced paths towards the scene of the crime he was tipped off from. He reached the police line just in time to see the corpses being put in bags. His vampiric sight gave him greater details from this distance no human could hope to level. No matter how keen their eyesight was. The girl had a rather ungraceful wound in her neck. The weapon certainly wasn’t a blade or anything thin. The scene a bit further was even more gruesome. Burned flesh holding what appeared to have been his guts. A gruesome death to be sure. Though while everyone around him was both disgusted and morbidly curious, he couldn’t care to show anything. Instead, he examined the broken trees and bark. A pity. Trees were so much more valuable than humans. Alexander felt more kinship with those immortal wooden beings than with the walking blood bags.
As Alexander was examining the bodies, some post arrived at The Loft. There was a registered letter for Miss Khione Lee Crusch. Her full name was written in gorgeous calligraphic font with golden ink. The letter itself was sealed with pitch black wax bearing the Tepes family seal.
Inside there was a letter made from expensive, thick parchment paper. It was once again written in gorgeous, time-consuming calligraphy but this time with scarlet red ink.
Dear miss Crusch
It is to my understanding that you are the New York Police Department’s liaison agent of the Order of Genesis. Since the revelation of my kind under our current King, I find it only polite that I introduce myself. As to prevent any future misunderstandings. Therefore I am inviting you for tea at a café named Comfort at 2 p.m. today. An associate assured me of their superb selection of pastries. I will be expecting you.
Sincerely Alexander of House Tepes
Below it was signed, not with a normal signature though. It was a deep red thumbprint. Unmistakingly made from blood.
▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃ Location | Misfits' RV, outside Barstow, California (130 miles from Santa Monica) Interacting with | AJ @TootsiePop, Emilia @NeoAC, Yessi @Hoekage ▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃
"I can't... I don't want this hurt, Matt. I don't want it... Make it go away..."
His heart was rend now. There was an actual, physical pain in his chest. As if his very body was in anguish over the pain Emilia had. Her wails cut straight through his soul. It summoned the memories he was cursed with. Locker room banter, alcohol-induced confessions and the lies he saw. Then the juggling between him, Brandon and AJ in an attempt to save everyone involved in some way. Worst of all, he was all alone in it. He cast his eyes to the ground, in hidden shame. How did it get so bad? Why did he let it get this bad? He swallowed deeply.
Kim arrived and all shame that was ready to pierce his mask vaporized. It would appear the girl’s touch calmed Emilia down somewhat. A moment later a black girl showed up. Now the first girl didn’t particularly engage him but that was to be expected. He was probably a stranger from school to her. But the black girl was far fiercer and Matt did not like her tone. He never looked up at her. Not even when she asked for the chocolate bar. It wasn’t hers.
But Emilia’s words kept bouncing in his head. ‘Make it go away’. With his free hand he went into the pocket of his leather jacket. Inside he felt for the little plastic bag. He rolled the plastic wrapping the tiny, crystalline shape in between his fingers. A solution, if only a temporary one. But he could still see the red streaks on her cheeks. The pain she held was evident. She needed this more than he would ever. So he took it out, hidden between his palm and another bar he kept in reserve. With a quick sleight of hand he pushed both bars, hiding the little baggie under them, into Emilia’s hand. No doubt she would feel the little nub pressing against her palm.
“Here, one for you to share with your friend.” Matt said with a weak, pitiful smile. “And one for you as well. It should make you happy.” He was referring more towards the little crystal than the bar, though her friends couldn’t know that. Matt got up then. There was nothing more he could do but Emilia looked like she was in good hands: between two of her friends. He turned around but he knew something remained unsaid so he turned back: “You’ve always been too good for him.”
He took a few steps away from the whole ordeal and pulled out a cigarette. He felt exhausted as a trembling hand lit the tobacco. The smoke, working like incense, calmed his mind. Though he knew what he really needed. A bottle or a fight. Something to make him forget it all for just a moment. A good party would do the job as well.
His state of calm quickly vanished though, when the shouting match began. He turned around and saw something that made him feel just a little better: AJ yelling at Val. And soon after, Val yelling back at AJ. Her tirade was far longer than his. Though he did return in kind. Matt cracked a small smile. Few things felt as good and sweet than hearing how hurt your enemies are. This wasn’t a standard issue AJ Tyler outburst. This was full blown, seethed anger. Stuff that had been brimming under the surface for longer than just five minutes. And then the bombshell. Nate. Yes, this did make him happy.
Matt knows what a fogged brain looks like. It’s a red face. A shocked, frozen stance. He knew what was about to happen. Every fiber in his body told him to move in. To help his friend. Like he’d always do. He took a step towards them. But there was a little voice in his head that stopped him in his tracks. He was well aware of AJ and Val’s relationship. He had hated it for months. Now he just saw it breaking apart. Both of them were far too bullheaded to ever apologize. This would be the end of their friendship. So why intervene? Instead of moving in to get Val off AJ, Matt just waited. Taking another drag from his cig as another Misfit pulled her off of him. Yessi helped up AJ.
“I think we better leave.” He said to AJ and Yessi, not even caring that he should be ignoring her. That didn’t matter right now. “There’s nothing we can do about that RV. They can call a tow truck.”
Amelia is very much a poster child of the Artois family. She is imbued with some of their greatest traits. Ever since she was a little girl she had that artistic twist that made her finger-paint on the walls in her room. She hates dull things and often tries to beautify everything around her. Be it by decorating a room or make a dress specifically for a friend. It is to no-one’s surprise then that Amelia can be quite vain. As hard as she works to make things beautiful, she spends equal amounts of time reveling in it. A full sized mirror is never far away from her and unlike most she has no trouble with the many photographers trailing her. Still, she is exceptionally caring about both vampire and man kind alike. She is most known for her fundraisers and her volunteer work in some of the poorest regions of the world (and even there she may not look like a goddess in a dress but she still looks very stylish). Sadly or luckily, depending on who you are, Amelia has not suffered many betrayals in her life. She has always surrounded her by people she trusts. This makes it incredibly easy to lie to her. Don’t confuse her with a bored rich girl that made helping just a hobby. Amelia is an incredibly passionate person. Combined with her good heart it makes her in (an almost insufferable) optimist. This, combined with her fierce stubbornness makes it impossible for her to take a no.
Aspirations
What Amelia wants the most is to take vampirism from its shady corners and show it off to the world. Since the start of history, vampires clung to the shadows and the dark of night. Even now, in modern times and with vampirism itself being common knowledge, they still cling to their shady alleyways and underground bars. Humans are equally frightened of vampires and everything they entail. Therefor Amelia aspires to bring the two together by showing off the boons and advantages of vampirism. In the end, she wants humans and vampires to co-exist peaceful next to each other without fear.
Skill Set
Multilangual - Amelia can fluently speak French, Italian, German and English. She's currently studying Spanish and Russian as well. She can also read Latin though she'll never claim she can speak it.
Creativity - Like most from the Artois family, Amelia quite creative. However, she takes it to a new level and actually makes a living from it now. She's constantly looking around to make anything more thematic and beautiful. From jewels that will last generations to party decoration, Amelia can give anything that little bit more.
Celebrity - There are a lot of problems that come with fame but at the same time, there are a lot of advantages as well. Amelia knows a lot of various people. From white-hat hackers to make-up artists, she got everyone's number. It also makes her very adept at handling the press in general (especially the gossip journalists).
Organizer - Amelia is no stranger to the world of event planning. Be it a wild college party or an invite-only fundraiser. From the location to the catering, Amelia always makes sure the whole event is the stuff of memories.
Fears
Amelia is dead afraid of spiders. She can handle small ones but if they are just a little too big she'll literally jump on her chair and scream for someone to get the spider out (but don't kill it!). Also, she's very anxious about the dark. She doesn't like it at all. While it won't shut her down completely, she'll try to do anything to get a light source.
Her deepest fear though is that humanity or vampirism rejects her ideas and thus he whole goal in life is destroyed. She already faced some serious hate from humanity's most fearful. While she often claims that gossip columns don't bother her, deep down she's afraid that kind of things will eventually tear her whole project down. And while most vampires of her family had no quarrels with her fashion brand, she hasn't really received a resounding amount of support from her own kin either.
History:
The tale of Amelia is not a long one yet. Even by human standards, she is perceived as quite young. Born quite late from her parents, Amelia grew up in a mostly modern world we know today. It also meant that she grew up with humans knowing who, and more importantly, what she was. At first, she was homeschooled. The Vampire King might have revealed vampirism to humanity but that did not mean they were all so accepting of them. Yet as the years passed on, Amelia could not be contained in the Artois ancestral home. No matter how big it was. She often managed to weasel her way towards her much older brothers. She loved the funeral home yet always felt weird around the dead. To her, they just looked like they were sleeping. One time she even slapped a corpse in an attempt to wake it up.
Realizing Amelia needed freedom more than anything now, her parents allowed her to go to a human high school. Seraphina High School was an artistic academy that since 1975 welcomed vampires as well. It was the best place for someone like Amelia to be. Surrounded by open minded humans and vampires alike, all working on their muses and passions. Amelia picked up any class she could. Dancing, painting, poems, history, everything! Those four years, for her, passed like a whirlwind and before she knew it, she was off to college and where else could she go but Milan? She thought those were some of the best years of her life. As an Artois she had an aptitude for hosting parties and ragers. Those were the moments she was most carefree. It was also the time where she met the most people she really shouldn't have met.
Yet after she graduated all that changed. The moment she left school she felt empty. She painted and danced on her own yet it never seemed to fill that void. Amelia knew she didn’t want to work for a company. She wouldn’t just surrender her freedom. It took a year until it changed, when during an Artois hosted fashion show one of the models fell sick right before she had to walk up the catwalk. In a stroke of bravery Amelia jumped up and said she would fall in (the show was never really in danger as there were back-up models. Amelia did not know this at the time yet what catwalk manager would dare deny an Artois girl her moment in the spotlight?) Luckily for everyone involved she absolutely crushed it on the catwalk. The sudden appearance of an unknown beauty demanded a great amount of attention from the photographers. Even more so when it was revealed that she was an Artois. The next couple of weeks her phone was flooded by model agencies and fashion brands. As she began to work as a freelance model she began to notice one thing: aside from the occasional Artois, most of the fashion world was still dominated by humans. As a young, naïve girl of 25 she set forth to change that.
She founded Sanguine, a fashion brand entirely designed by vampires. Amongst the rich socialites in the US, as well as the old money heiresses in Europe the brand, struck like lightning. Sales exploded even more with every zealot preaching against it. The brand got an air of stylish united between men and vampires. At the top, Amelia never lost the reins no matter how much they burned her hands. For years she worked day in, day out. With pure passion none the less. At 30 she hired more assistants. Mostly for the administrative side as she was getting sick and tired of that. While still CEO, she is mostly acting as creative director these days. Making more room on her agenda for her occasional months of voluntary work or fundraiser evenings.
Now that she finally had time she thought it was only propper of her to visit her brothers at Mordecai’s. With cherished memories she knocked on the door, only to be answered by a girl, about 15 in age. She was shocked! Her brothers had a kid and they didn’t tell her about her!? She pestered Sebastian for hours that day until he broke and admitted Victor and he adopted a child. From that day forward she got infatuated with little Pandora. She showered the girl with gifts and magazines (often with Amelia on the cover). When it turned out the girl had an aptitude for photography, Amelia begged Victor to let her take her to Milan for a photoshoot. Victor refused so Amelia did what she always did when she got a no. She turned it into a yes of action. Pandora didn’t need that much convincing to sneak away at night and Amelia was fairly sure Sebastian wasn’t really asleep on the couch (though he never admitted otherwise). Yet when the two girls landed in Milano Airport, Victor stood there. Waiting for them to get past security. Pandora was sent back home on his private jet. Much to the protest of Amelia.
Alexander Tepes
No used nickname <> Unknown age <> Pureblood Male <> Bisexual <> Uninterested <> Tepes Elder
Alexander is old. Very old and his personality very much reflects that. He is tempered in his response and rarely if ever lashes out with vitriol or hate. Never the less he is not, what many would call, a good person. Through the ages he learned how to influence and manipulate those around him. A whisper here, a “lost” letter there and a careful suggestion during tea can be enough to tear families apart. He does it all without a thought saved about the morality of his actions. Sometimes he goes beyond mere words, written or spoken. Some people befall accidents that are most fortunate for his goals. It would appear that he does not often save a thought for those about to die. Yet at the same time, he is known for laying flowers on certain fresh graves. His enemies suffer worse fates though. To them, he is as merciless as the sea. As inevitable as the cold, frozen winter. A relentless force of pain and suffering. Throughout his life, Alexander learned how to utterly undo someone. Both mentally and physically. While it is not easy to be significant enough to become his enemy, it might reveal the most living part inside of him.
From all this many assume (almost rightfully so) that Alexander is evil and soulless. Even those of his own Family would claim so. Such claims might hold an inkling of truth but they are shortsighted. For Alexander is nothing if not loyal to the Tepes blood. He would kill and more importantly, he would lay down his weapons (be they quill or sword) to protect the family and its many generations. Even if younglings do not see the inevitable good he brings them. They often ignore his venerable council in favor of their more arrogant thoughts. Alexander knows this. He understands. Arrogance is the right of youth. But wisdom is the right of age. Everything that happened, he already experienced. Every pain felt he knows to its essence. Very few things still surprise him but this makes him the perfect advisor. Yet despite his old age, he is not to be confused with a conservative. Even though he holds traditions like duty high, he has no quarrels with technology or the new, freer age.
Aspirations
Alexander is quite clear in his impersonal aspirations. He wants to see House Tepes thrive and grow. In fact he wants vampirism itself to grow and rule. Some might say that his desire for vampires on thrones is bordering on dangerous and even anti-human. That would not be too far off from the truth. Secretly Alexander desires a recreation of the lost vampiric paradise. A place where his kin rule and humans are but laboring cattle. And yet his aspirations run deeper. Alexander is someone who has seen it all. He saw empire rise and fall. He saw rebellions topple the throne or get crushed in the streets. He saw wars raging, peace forged and love made. But there are things deep inside the blood. Mysteries and secrets that were known to the most ancient of his kin. Power and surprises beyond anything Alexander has known before. Ultimately he aspires to reach these hidden powers.
Skill Set
Hyperpolyglot - Through the ages, Alexander has learned his fair share of languages. He is known to speak: English, French, German, Latin, Greek, Hebrew, (Vedic) Sanskrit, elder and younger futhark, and Phoenician. Furthermore, while he doesn't speak certain languages, he has been able to read several long-dead languages like Mayan and Nahuatl.
Puppetmaster - Alexander is not fond of getting his hands dirty. Instead, he is far more subtle in his actions. Through whispers and glimpses, he manipulates the surroundings of his target. For him, every action, every choice, has a calculatable outcome. Something he prepares for. Like a spider, he weaves his web around his victims. The more they trash, the harder they entangle themselves.
Praefator Occultus - The blood hides many things. Most vampires have forgotten the ways. These days they merely assume their prowess and immortality stems from a physiological process. Alexander believes this untrue. He has delved deep within ancient lore and dangerous ruins to uncover even mere scraps of lost knowledge. These days he is almost the only one who knows of the ancient, lost lore and the power hidden within.
Weaknesses
Alexander might be ageless, ancient, cunning, powerful and elusive but he is not unbound. Should elders be left alone to roam and rule, no vampire king would ever have felt at ease. So, like the few other elders still lucid, Alexander is sworn and bound to Dmitri. While he might still enjoy a level of autonomy, ancient vampiric laws demand fealty when Dmitri demands it and obedience to the more modern laws vampires may burden themselves with.
Fears
Death. Alexander fears an end above all. With no answer of what lies beyond, why risk it? Still, he knows he has cheated death more than once. He continues to cheat it every year.
Insanity is a close second. Immortality is as much a curse as it is a blessing. Many elders find themsleves in a world they perceive as empty. Where they have seen it all. Tasted all. Done all. Loved ones die, homes are razed to the ground and everything they once knew as certain is destroyed by time. Again and again and again. The curse of elders is that they have nothing in this world to tether themselves to. The result is often insanity and exile. Alexander has heard the sweet siren call of oblivion for longer than most now and he fights it every day. Though he fears that someday he may lose that battle.
Finally, he fears the damnation of his own family. A fate now brought to the forefront with the destruction of House Drakuli. Tepes may not fall and he will do everything to protect it. From enemies without as within. The time of patience is over. Tepes must survive.
History:
Most of Alexander’s history is unknown and even lost. The elder himself can hardly differentiate what is true and fact about his youth and what his imagination created to fill the holes. Though there are points of higher lucidity. During the 14th century, he was part of the “loge de la fleche d’argent”. A hidden lodge comprised of male vampires sworn to hunt down and destroy any and all werewolves. Alexander himself was no warrior though he funded and supported the hunters any way he could. Many meetings were organized in one of his many mansions. Due to various circumstances, the lodge was not extremely successful in their mission at their start. Though after several retaliatory attacks from the werewolves, it would appear a mysterious hunter became exceptionally skilled in culling the local lycan population. The identity of this killer still eludes Alexander.
What most know about Alexander is that he is one of the many Tepes elders. Most will only remember hearing about his disappearance from the global, vampiric society at the end of the 19th century. Many would rightfully assume that he finally succumbed to his own age and chose to go into hibernation. A century later this assumption was quickly debunked when he answered his new king’s call to help with a matter of one of the princelings. Furthermore, it was revealed that the world-famous producer of blood wine was in fact owned by the Tepes elder. Dmitri's issue was dealt with but Alexander chose to stay in the shadows. Only in 2020 did he make his official return.
Obtulerit Sanguinem Mansion near Florence
In these modern times, the blood vampires take are often farmed from regular humans looking for a quick and easy source of money. Fragrances and artificial tastes are added to deepen the taste and then the blood is bottled for consumption. It allows feeding the masses of vampires in a fairly sustainable way without needless bloodshed (in most of the times). Though for elders like Alexander, it leaves much to be desired.
Ever since the revelation towards the human race, Alexander has been working behind the scenes to create Obtulerit Sanguinem. A conceptional blood wine brand that reverses the normal production of wine. The first Obtulerit Sanguinem mansion is situated near Vienna. One of Europe’s many cultural hearts. The mansion is expansive but hidden from peering eyes by hedges and walls. The place is more like a complex than a singular building. A complex protected by guards who check everyone at the two entrances. Young humans, often students of the local university, may apply to stay at the mansion. Applicants are thoroughly vetted. Certain objective requirements must be met like intelligence, weight, height and even ancestry. Though every Mansion Lord (a vampire in service of Alexander) often has their own subjective list of demands as well. Once chosen an applicant is allowed to stay at the mansion. However, they are to subject themselves to a finely tuned regime of diets and exercises. Everything is regulated. What they eat, when they eat, where they eat. What sports they practice (most mansions boast a vast array of facilities), what parties they may attend, what beverages (alcoholic or otherwise) they may consume and even who they chose as a partner. They must also voluntarily subject themselves to a blood extraction once every three weeks. In return for respecting these harsh rules, the subject’s lodging at the mansion is free. As is their food and drinks. They are also allowed to attend any classes at the local university (though often times there is a curfew). Every attendant gets a monthly “wage” and at the end of their stay, they often get a massive bonus. Lastly and more importantly, a temporary mark (one that lasts for 3 months) is applied upon the subjects showing they are under the protection of the Tepes elder. Meaning no vampire is allowed to feed on them.
The result of their highly controlled lives is the exceptional taste of Obtulerit Sanguinem. The flavor is deeply ingrained in the blood itself. Subtle hints of their surroundings are hidden deep within. Obtulerit Sanguinem is most certainly not the cheapest blood beverage a vampire may taste but it delivers an exceptional experience for those that can appreciate the many different layers. So it is no surprise that Obtulerit Sanguinem has swiftly but quietly become a world-class, premium class blood wine. Especially amongst the higher, older societies of vampires. These days Obtulerit Sanguinem has complexes near the following cities: Vienna (Austria), Florence (Italy), Valencia (Spain), Uppsala (Sweden). Most recently, after the return of Alexander to the political stage, Obtulerit Sanguinem has created a mansion near Los Angeles. A more research focused mansion has also been established on the Bahamas.
Seraphina Aghrem
Sera<> 2215/11/1799 <> Pureblood Female <> Bisexual <> Nobody <> Right hand of Alexander
{FC: Elizabeth Gillies \\ DC: a187be}
Occupation
Managing Director of Obtulerit Sanguinem & Right Hand of Alexander
Seraphina is a lot like her father. Like him, she appears haughty and aloof. As if nothing and nobody is actually worth of her time and that she must, at all times, wade through the dredges before her. Like him, she can be cruel, though unlike him she might actually be reveling in said cruelty. But there is where the similarities do end. Unlike Alexander, she does not serve the Tepes line with blind loyalty. They have used and then hunted her for too long in her eyes. Nor can she claim Alexander’s wisdom as she is by far not old enough.
Instead, Seraphina is a fiery temptress. Where her father is cold and calculating she is passionate. A large fire burns in her heart. While her wrath might be terrible it is often short-lived. Though when it comes to duty, she is diligent and conscientious. Not a stone is left unturned, not a task unfinished. When she sets herself to a goal nothing and nobody can stop her. She will not accept failure. Only temporary setbacks. Many would applaud such a persevering daughter and rightly so but this habit of never accepting defeat has brought her down a dark path before. One where, eventually, she might self-destruct in an almost spectacular matter.
Aspirations
She lives to serve her father. She knows this and aspires to deliver greatness at his feet. To do his every bidding but she is also a woman with her own hopes and dreams. Like her father, she believes vampirism in this age has been in decline and just like him she believes they should be brought to glory once more. She truly believes she can and will make a better world for vampires.
And many will never know better. For she is not just an extension of her father’s arm. She alive. Breathing, living and with her own desires which she keeps deep inside her heart. For her whole life she had been living under the shadow of her father in some way or the other. Deep down she wants to step out of that shadow. Deep down she wants to surpass him. Seraphina is no fool though. She knows those very thoughts could cost her life so for now she keeps such thoughts hidden away from the world. Even from herself.
Skill Set
Blackbird mistress – Perhaps a gift from her father or is it a testament to her own knowledge of the esoteric? It doesn’t matter. Ravens and crows appear to flock towards her. In fact, she holds two raven as pets: Huginn and Muninn. Only the king, his queen, and Alexander know that her connection to these blackbirds is stronger than most would assume. She can silently communicate with these creatures, making them dangerously good spies.
Multilingual – Alexander insists that she knows her languages. So far she can speak English, French and German. She can read Latin but unlike her father she cannot natively speak it.
Sanguinoculture master - A skill only elder vampires can appreciate. her palate has refined the point where she can pinpoint a source of blood's home country and regular diet. For her young age she is exceptionally gifted in this art form. It allows her to pick the right humans and create the right diets for them to produce exquisite bloodwine. Her father's brand would not have gained its prominence without her skill. Today she's spearheading Sanguinoculture's growth in the area of genetics.
Artist - While no Picasso or Van Gogh, Seraphina is not incapable with a brush. There are few moments where Seraphina is totally honest with herself but painting is one of them. Often times she uses the canvas as a mirror of how she truly feels. It's a rare moment where she's also very honest with herself. Her recent paintings have featured herself with a crown. When she finishes, she'll sneak it outside and light a fire with it. Making sure everything is turned to ashes. The only existing proof of her art is a black book that is never far away from her, placed within a lightweight but firmly locked case of which she carries the key around her neck.
Human manipulator - Even though she is able to compel humans to a degree, her father insisted that she learned to manipulate them without any of her supernatural abilities. She has gotten a lot of practice as she often interviewed potential candidates for Obtulerit Sanguinem. Her expertise lies with younger people. She has no problem with those at all. Older people, especially women, seem unwilling to be twirled around her finger. As for vampires, she has very little experience with them.
Fighter – Her father has insisted that she learned many skills. But to fight was not one of them. In fact he fiercely opposed the very idea that she would learn how to handle weapons, leave alone learn how to use her fists. Still, she learned and trained. For now he begrudgingly allows it. She is by no means a professional fighter nor does she aspire to be. Instead, she simply wants to protect herself when the time should come. Other than that she loves blowing off steam.
Fears
There are the usual fears. Death, humiliation. An obvious, great fear of her is the fear of failing. In her eyes she has never failed. At worst she has had temporary setbacks but defeat was not something she has ever accepted. Though Alexander demanded this level of utter defiance towards failure he also taught her that it is inevitable. One is merely staving it off like a human runs from a death. So she knows it will come. Someday.
But the worst fear she has is the fear for her father whom she so desperately loves. She fears falling out of favor with him. She fears his disappointment. Her deepest fear is his hatred because she knows he can hate her. Her own father could destroy her if he had to. That was never a secret but she fears it every night.
History:
Could it be? Did the great, frigid, cold Alexander once know love? Every year a few more people who know the answer slip from life one way or another. The first was Seraphina’s mother. Despite a vampire’s enhanced physique, she died during childbirth. Alexander wasn’t present. Though Seraphina was, in the earliest years of her life, told extensively about him by the Tepes patriarch of the time. Because of the circumstances of her birth, she could not claim her father's name. Instead, she was forced to take the name of her mother. She was taught the values of House Tepes: Duty, Honor, Tradition. If not found charming some noble (human, vampire or whatever in between) she was in the library, reading more than most girls in her age would. Still, as a young adult, she began to miss her father she never knew. She came to revere the person she was told he was. She thought that through complete devotion to the Tepes House, she would become worthy in his eyes. Maybe someday he would come to visit her.
So the miserable years of subservience began. Though every night she remembered her father’s name and went to sleep. This lasted years, even a decade. Until finally her faith cracked. She ran into the shadows. Not a Tepes soul knew where she was. Seraphina had begun a killing spree through Europe. She visited great cities like Paris, Berlin, and Brussels where she leeched off gullible suitors. Leaving a trail of corpses in her wake. Though none could say she wasn’t crafty. The hunters nor witches could ever kill her and not for a lack of trying. Still, it didn’t satisfy her. With every person she killed she filled up some hole for a week perhaps. The hunt exhilarated her, making her heart beat as she felt more alive than ever. But when all that passed she could feel the pit in her heart.
After two decades of slaughter, fleeing and crying she finally had enough and climbed the Ponte Vecchio in Florence. Ready to jump to her death in the Arno below. A gentle hand stopped her and whipped away her tears. The stranger embraced as only a father could. Her sorrow had washed away. She vanished for thirty years. Her return was not a great one though. She simply resurfaced when vampirism came into the light midway the 20th century. Through private funding of an unknown source, she managed to build one of the most successful bloodwine producers of the world.