Asrian Ascendancy
General Information
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.
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. 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 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)
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
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 sanctioned 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
Destiny-Class Assault Battleship
Legacy-Class Battleship
Eternity-Class Battleship
Ziggurat-Class Support Battlecruiser
Spire-Class Psionic Supremacy Battlecruiser
Eyrie-Class battlecarrier
Allegiance-Class Variable Cruiser
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”)
(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)
(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)
(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)
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.
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).