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Futuristic Children of Aspera Lore

Roleplay General Information

"A long time ago, before the time of man there was a humanoid race far more advanced than our own. They had settled all their differences, and simply devoted all their time into the self-gain of learning. This race was known as the Aspera. Though they may no longer be here, their ruins still are. They dot the landscape, holding many secrets that have yet to be uncovered...

Hmmm? Getting ahead of myself, am I? Back to the lesson then. Where was I?...Oh yes, the Aspera was a culture that was around long before our own, they had settlements all over the world, and their technology was far greater than any of us could even ponder! What's even more interesting is that we know the Aspera had....'special' powers. Research indicates that they could learn, run, and do almost anything better than any run-of-the-mill human. Their strange abilities defy every law of physics, chemistry, or you name it! It wasn't just because of their form either. Countless years of genetic engineering went into the perfection of this race. But anyway, I'm getting off topic yet again... all we really know is that they were a peaceful, strong race that built beautiful cities which now now lie in 'ruins'. None of us exactly know what happened, but they died off... somewhat.

Now we jump over five eras to get to us, mankind. Unlike our predecessors, we are still locked in armed conflict with one another. Yes, we have colonized the world, and have beautiful cities, but they are nothing compared to the Aspera. We seem somewhat...neanderthal, compared to them. Or so we thought until 136 years ago, researchers found something out that changed the world forever. You see, a select few individuals have the powers of the Aspera buried within them. I know it sounds crazy, but bear with me here! We have found out that certain individuals have the genes that partially contains the smallest segments of Asperian DNA. These individuals are special, and can wield the same powers the Aspera once did many years ago. To the outside eye, it would look like magic out of children's tales. However, it's far from it. What we're witnessing is the perfection of Asperan genetic engineering, past down through generations upon generations upon generations! Just how humans ended up with Asperan DNA is not known, but the results are astounding!

These certain individuals are called the children of Aspera. That ends today's lecture."

Roleplay details:

To put it to detail, Children of Aspera is a scifi-fantasy roleplay with superpowers and political themes. It takes place on a technologically advanced world called Oceana. Two major nations known as Sanctum and the SNTS dominate this world, overshadowing all other nations occupying the land.

I'll briefly describe these nations and their ideologies, Sanctum is the western economic superpower, ruled over by democracy and made rich by capitalism. The SNTS (Sovereign Nations of Tarian Socialist), on the otherhand, is the eastern military superpower unified by the equality of communism and the force of their arms. Both have been at war on and off for hundreds of years, but neither side has ever won. In the process, the smaller nations are consumed. They are consistently annexed by one nation, then liberated by the other. Serving as the battlegrounds, they are destroyed then quickly forgotten about as the two giant nations move on. Currently the two nations are at a 10 year standoff. Soon though, that will change...

The roleplay itself will primarily focus on our characters, who the majority will be Children of Aspera. As described above, Children of Aspera are individuals with powers due to having Asperan DNA deep within their genetic code. These powers have a wide variety, but are unique to each individual. Examples can range from simple things like fire control, to more complicated things like controlling empathy. Honestly, the sky is the limit so long as it's not too crazy. CA's also vary widley in appearence. Some look completely normal, while others may not look human at all. Only one distinguishing feature is consistent amongst the Children of Aspera: Tattoo-like markings that grow and morph as their power-levels increase. Just why they occur isn't known, but CA's newer to their powers may have only small markings while more experienced ones can have entire portions of their body covered.

Both sides have Children of Aspera under their command. When one is discovered, they are immediately enlisted into their nation's military ranks. There they operate under their own branch, where they undergo special training with other CA's. Put simply, they're essentially rock-stars in the military. For a good reason as well. One CA on the battlefield can completely alter the course of battle. In this roleplay we will have characters in both the Sanctum, as well as in the SNTS.

The technology of time should also be mentioned. Nations have access to an awesome array of weapons and utilities. Giant airships lord over the skies. Their size ranging from the size of a small naval destroyer to being as large as a small city! Airships carry massive weapons of destruction, ranging from plasma cannons to massive bombs. They even can carry smaller ships, much like an aircraft carrier would carry planes. These much smaller, more manuverable aircraft are called fighters. CA's have their own custom fighters designed for them, and can even rule over airshps with enough rank.

The roleplay itself will begin with our characters deployed into a country named Acria. It's a neutral nation, located in the middle of the globe between Sanctum and the SNTS. Recently a civil war has sparked in the country, with loyalist defending its allegiance with Sanctum while sepratists vow to annex the country to the SNTS. Both the Sanctum and SNTS have sided in the civil war, and will back their supportive side in combat.
 
Children of Aspera

Children of Aspera are rare individuals for that, deep down, inside of all of their DNA they have tiny bit's of the Aspera's genetic makeup. They're so small that the finest microscope could miss it. Yet these tiny fragments have astonishing effects. These individuals gain awe aspiring powers, things that defy all our established rules of science. No two powers are alike, every single one is unique. These individuals are known as Children of Aspera to both Sanctum and SNTS governments, or CA's for short.

The Children of Aspera are all unique individuals. They can be of any age, race, or gender. Sometimes a CA will look completely human, while other times they won't look human at all. Despite this variation, all CA's share an identifiable trait. Each one always has a special marking forged into their skin. These markings look like tattoos, and they come in many different shapes and colors on the body. The size and intensity of CA markings are correlated with power levels. As their power grows, so does the marking, growing larger or more complex in design. During this process, a burning sensation is often described as the marking shifts and grows, and new powers may be unlocked.

Powers of Children of Aspera are virtually unpredictable. No two powers are ever the same between CA's, and can range from basic elemental control to more complex powers like manipulating individual emotions. But what gives a Child of Aspera their powers? The answer is found within their DNA. Deep down, within the helix of their genetic code lies Asperan DNA. Just how it ended up their is still unknown to researchers, but the power it grants is remarkable. There is a limit to how much a person can use this power however, as utilizing abilities takes up energy just like any other task would. If their inner energy is depleted, they cannot use their abilities. Powers and energy are both like human muscles. If the are utilized often, and pushed to their limits, the stronger and more lasting they become. Danger follows these powers though, if a CA looses to much energy they could become seriously injured or even risk death. Always use caution when expanding powers.

Most CA's have a weapon of choice that suits them all the most: Swords. Unlike guns, which certain CA's can block using their powers, CA's can channel their energy into swords for devastating effects.
 
Military Ranks

Children of Aspera are given different ranks than normal military. These ranks are more generalized due to the low number of CA's in a military, and are designated to individuals based on power levels and experience. Ranks are listed from least to greatest.

1. Apprentice:
This is the lowest of the low in terms of rank for Children of Aspera. While it is still an honorable rank, as only CA's may achieve it, Apprentices may not even see combat in their early years. Those that do, are assigned to squads and follow out orders given from their superiors. They command no one, and are often times forced to do the dirty work.

2. Knight:
Individuals with the rank of knight, while still lower in the chain of command, are either more experienced or more powerful than an apprentice. Knights have the right to give orders to apprentices, if the Knight-Captain is not present.

3. Knight-Captain:
This rank sits in the middle of the CA ranks. These individuals have a moderate amount of experience and power. They are given command over knights and apprentices in a small numbers. They even can command squads of normal soldiers outside of their branch in the right circumstances.

4. Sentinel:
Achieving the rank of sentinel is something only the most experienced and powerful CA's hope of achieving. At this rank, individuals have command over multiple squads of CA's, or even entire platoons of soldiers.

5. Master:
A rank only a few have ever achieved. These CA's have power and experience unmatched throughout the ranks. Only one Master may exist within the ranks at a time, as he holds control over all sentinels and their forces. Any further advancement puts the CA back in the general ranks, toward generalship.
 
Military Technology & Equipment

Equipment:


Guns: Need I describe them? In the world of Oceana, guns are much more advanced than those that exist in our world. They fire at a higher velocity, accuracy, and have advanced systems built in them. However they still fire basic bullets. The guns that footsoldiers use do not fire things such as plasma as the technology has yet to be mastered. Primarily, guns are used against Non-CA combatants, because most Children of Aspera adapt their powers in some way to block bullets. Still, they make for an excellent secondary weapon, and most CA's carry around at least one on them.

Swords: Shouldn't have to explain this too much. Swords are the bread and butter of many CA combatants, as they can channel their powers through them. They vary greatly in shape and size. (Example: C.A. puts his fire energy into the sword, the sword lights on fire.)

Damage Protection: To protect from bullets, fire, explosion, and shrapnel, there is a wide variety of bullet protection in Oceana. Kevlar vests are common in the lower ranks, as with their advancements they are very light and offer great protection against bullets and slight protection from fire. There are other means of protection however, with advancements in carbon fiber and of of lightweight metal, the two have been combined to form a new type of armor plating, that works very well to protect from fire, explosions, shrapnel. The drawbacks of it are though that the advanced bullets can nudge their way through after a sufficient amount of contact, and swords can pierce straight through it. These new exo-armor has become very popular with the CA's as of recently, and the armor does come in a wide variety of shapes and colors.

Military Technology:

Airships:
Airships are gigantic flying aircraft that dominate the skies. Their purpose varies with each ship. Some are made for large bombardments of cities, others for troop transport, and some are made to combat other Airships. More importantly however, most Airships carry fighters inside them, the same way a modern aircraft carrier carries planes. They vary in shape and size, have extremely large thrusters on the back that keep them afloat, and are not nearly as agile as gunship. However, they make up for their lack of agility with power. Most are equipped with Plasma cannons, plasma missiles, etc.

Fighters: Fighter-ships are plane-like vehicles, but far more advanced. They are faster, stronger, and have stronger weaponry. Most commonly, they are the vehicle of choice for wars and exploration, due to their agility in the air as well as speed. Most Childen of Aspera have custom Gunships made just for them, because they're that special. All fighters have weapons of choice added into them, but many these days have the newly acquired element of plasma added into them as devious weapons.
 
Sanctum

General Information:
An economic superpower, Sanctum is the thriving democracy that dominates the western hemisphere of Oceana. It's primarily established on three continents named Lucia, Vexus, and Avena. Society in sanctum is built upon the ideals of capitalism, which has given it the strong economy which has allowed it to withstand the SNTS for so long.

Culture: The culture of Sanctum is similar to that of any free-market democracy, but with themes of royalty and nobility embedded into it. Values are shifted toward individual accomplishment and independence. People value themselves at the individual level, education is highly valued, and the people are superficial. Like any capitalistic society, income is not the same for everyone, and social classes based on wealth reign over society. This is the major flaw of Sanctum's society. As wealthy as it may be there is still a lower class that struggles to make ends meet.

At the height of the social totem is the upper-class. This part of the social pyramid consists primarily of politicians, rich merchants, people of noble blood, etc. People in the upper class are well educated, have no issues with money, and live under the finest of conditions. Just under the upper class lies the middle class. Of all social classes, the middle class is the most populated. Occupations vary here more than the other classes, but people are educated, have a decent income, and still live under respectable conditions in individual homes or apartments. Last and most certainly least in the eyes of the sanctum is the lower class. This is the bottom of the barrel in terms of society. People in the upper classes often view this class as criminals and grunts. Individuals in the lower class have the bare minimum amount of education (If any), struggle to earn decent wages, and live in crowded, poor conditions in the slums of Sanctum's cities. Life for the lower class is not easy in Sanctum, as work for the uneducated is hard to find. Often times the lower class either fall into undesirable jobs such as factory work, end up in the military, or fall into crime.

Sanctum cities are by far, the most beautiful cities in the world. All cities reflect the wealth and techological achievements of Sanctum's society. This is shown no better than in it's capital city Cilestia, which quite literally floats in the sky. Cities in Sanctum love to show off the thriving economy and technology by building plenty of tall, flashy white buildings with natural flow and curvature to them. Streets are filled with loads of smart technologies, bringing about a vibrant display of colors and lights across the cities. Fountains and artificial rivers often adorn the streets as well, giving a natural flow to this otherwise superficial environment. People inhabiting these cities are often ust as superficial, wearling lots of expensive, stylish clothing in an attempt to blend in with the wealthy culture.

Military service in Sanctum is part-volunteer. Drafting is done if needed, but that's only done when numbers are low. Throughout the years Sanctum has done an excellent job in motivating its people to join through a combination of benefits and propaganda. If defending their country against the SNTS regime isn't good enough, those who enlist receive financial, educational, and insurance benefits. These benefits are the reason the majority of Sanctum's military is composed of middle and lower class citizens.

Government: To go into detail about the government of Sanctum, as sated before, it is a democracy. The people all elect council members to occupy the three Councils of the Sanctum. Each council creates its own laws to cycle through each level of government before passing. At the bottom, there is the House of Commoners, which deals primarily with domestic issues that effect the infrastructure of the sanctum. These include things such as new laws, taxes, and police action. In the middle of the government circles lies the Council of Nobles. This council deals with mainly with foreign interests, such as trade, tariffs, embargoes, foreign policies, embassies, mainly just anything outside of the Sanctum, minus war. Then, at the very top sits the Council of Royals. Being at the top, they focus on the big picture of both Sanctum in the world around it. Their main responsibility is war. No war can be declared without the approval of the Council of Nobles. Other responsibilities include the annexation of other nations, the upholding of the union, human rights affairs, and just upholding the general aims of the Sanctum. In order to pass, all laws must pass through each Council regardless of how what council they originated in, which takes much time. Usually though if a bill or law passes through its council of origin, it will most likely be passed by the others.

Leader wise, there is one that figurative leader that rules over Sanctum, who sits over all the councils. This ruler is the Emperor of Sanctum, and belongs to the royal bloodline that dates back centuries before Sanctum ever became a democracy. The Emperor has no real power over any other the branches of government. However, their word is often respected and many gain power through alliances with various politicians to achieve their goals.


Elections for council members are held every six years, and there are strict laws surrounding them. Crime is still a problem in Sanctum, so laws must be put in place so that voter fraud cannot happen.


History: Sanctum, despite common belief, never actually came to be until roughly a few hundred years ago. What is called Sanctum today used to be known as 'The Sanctum of Western States', a union made up of various countries that inhabited all of the western continents that Sanctum occupies today. It was what we would call an 'Economic Union', which means that all of the countries on the three major western continents joined into a Union that opened all borders, forced cooperation, and made a unified currency that all nations would share.

Years would go by, and cooperation would increase between the nations. Nations with military might would step up to protect the other nations of the Union while the smaller nations all worked on their economy to support the union, and within decades all of the countries in The Sanctum of Western States became both militarily and economically bound to one another. Backing out of the union at that point was impossible, and within a hundred years the Union succeeded into morphing all of the dozens of countries into one unified country that would come to be known as Sanctum, in honor of the union that created them.

National Colors: The official colors of the sanctum are White and Neon Blue
 
S.N.T.S

General Information: The Sovereign Nations of Tarian Socialist is a communist military superpower that dominates the Eastern Hemisphere of Oceana. It sits on the single largest continent of the world, named Taria, but has several princes offshore. Government in this society is very strict, and the ideals of communisim stretch to the very core of its domain across Taria. It may lack the economy that Sanctum has, but it makes up for it with a vastly superior military, one that can dish out damage and take hits much better than Sanctum.


Culture: Life inside of the SNTS is not miserable like the Sanctum propaganda makes it out to be. In fact, it's rather secure, organized, and equal. Nearly every aspect of society has the government involved in some way. Whether it's work, education, infrastructure, or even entertainment, the government has some form of involvement. Everything is heavily regulated to ensure fairness and equality across the nation.

At it's heart the SNTS is an honor based culture. This is a reflection of the many different warrior cultures that were conquered and united under the SNTS banner. In this society built over various warrior cultures, people value honor, integrity, and honesty. Life under SNTS communism is much more group based than that of Sanctum culture. Everyone helps each other, and friends and families stick together, often joining together under a banner to form a clan. Each clan holds its own prides and values, but war and honor are a common theme. Clan size can vary from just under a dozen to well over a thousand.

Clans are woven deep into the fabrics of SNTS society, and some of their names go back millenniums. Long before the SNTS, these clans ruled the land, forging alliances and declaring war on other clans. Because of this rich history, People take extreme pride in their names as a result. This pride runs so deep in fact, some certain clans still hold rivalries to each other that date back centuries. Though times are modern, ancient banners are still proudly hung from homes by residents of the SNTS. However proud these clans might be, SNTS has ingrained its governing ideals into their culture. All clans proudly support the cause of the SNTS, the only cause that unifies them together. If one clan were to lash out, it would quickly be put down by the rest.

Unlike Sanctum, clans are the only form of social class in the SNTS. Because of communist policies, there is no upper class, middle class, or lower class. Poverty is so low in the SNTS compared to Sanctum that one could suggest it doesn't even exist. On the otherhand though, there are few holding a vast amount of wealth. In SNTS society it does not matter what you do, you'll get payed equal to everyone else. To some this is a plus, while other may see it as a negative. In order to motivate people to enter certain jobs, various benefits and policies are in place for different fields. The only people who live in large houses are either government officials at the top of the political totem pole, or clans all unifying into one living space.

With warrior culture flowing through the veins of society, it is no wonder that being a soldier is one of the most sought-after professions. To many clans, serving in a war for the glory of the SNTS is the highest honor. This way they get to serve their country and represent their clans in the heat of battle. In fact, so many people want to be soldiers that the SNTS government has to coordinate other occupations, such as the sciences, through the military just to get people to join it. Because of this, military service in the Sovereign Nation of Terian Socialist has always been completely voluntary.

Children of Aspera hold arguable the highest place in SNTS society. Because of their powers, they are seen as the ultimate soldiers. Some clans even consider them walking deities. Needless to say, CA's get the best treatment. People often marvel at CA's as they walk through the streets. Clans hold them to the highest honor, and many times other clans offer huge rewards and benefits to Children of Aspera if they join their clan and spread their genes.

Taking a moment to examine their urban landscape, SNTS cities are not the grey dystopias which Sanctum makes them out to be. In fact, they can look exotic compared to Sanctum's white cities. Cities in the SNTS display a wide variety of cultures and architectural styles, representing the various cultures and clans intermingled with their society. A vast array of colors dot the cityscape, and clan banners are all hung proudly in unison with the SNTS banner. While SNTS cities may not have the vibrant technology display Sanctum has, it proudly displays its warrior culture. Clans will often all migrate together into districts, and the style of buildings and art in the street will often reflect these. Some towns may even be composed entirely of a single clan. Crime in cities is also extremely low due to the iron fist that rules over them. Martial law keeps everything in check, including the clans for that matter. Military parades are a common sight, and boost the moral the common population.

Military: The military in the Sovereign Nation of Terian Socialist is completely volunteer. In all of its history, they have never had to draft.


Government: Simply put, the SNTS is communism run by the military. Everything is streamlined and centralized to keep things simple and efficient. . Everything is distributed equally of course. From the farms to the factories, to the even the school, this almost fascist government plays a factor in everything that happens. The government itself is an odd system, run with roughly four government officials who control four sections of the extremely large continent, all reporting supreme ruler elected by the government officials. Power is not absolute however. There are a series of rules that he must follow otherwise the 4 government officials can overthrow him, and select a new dictator. These rules just mainly ensure that they are not ruling by terror, and are treating the people as any government should.

History: The SNTS rules over what once was considered the most radical, uncontrollable, and chaotic land in all of Oceana. Back before they came to be, the continent of Taria had many different countries on it, all ruled by various clans all constantly struggling for power. This bought about unstable governments defined by radicals, extremist, and crime. War seemingly always occupied the land.

In spite of all the conflict, Teria still had a vast amount of important resources. These were the type of resources Sanctum needed to operate for the time, and it wasn't long before Sanctum launched an invasion and occupied. While there, they showed the most promising countries the means of proper governing, and how to run a modern military. What seemed like an honest and responsible thing to do would completely backfire for Sanctum however. Things went to chaos in Taria, as the clan-systems proved to challenging for democracy to rule over. Within a decade Sanctum forces just up and left, leaving all the equipment and gear behind as it was too expensive to haul back.

The unpredictable soon happened following Sanctum's exodus from the east. Most of the Sanctum-established governments carried disdain toward the fleeing Sanctum and its policies. Some individuals gained the notion that if democracy couldn't prevail, then its opposite would. The Tarian Socialist party was made, and it quickly gained a foothold due to the power-vacuum left behind by Sanctum. This party quickly rose to power in multiple countries, and unified the countries into one: The Sovereign Nation of Tarian Socialist. In the following years, it would embark on a crusade to unify all of Taria and the Northern Province by force. Clans and nations stood no chance against the SNTS. Afterall, they had been trained by Sanctum and had all of their equipment left behind. Clan conflict under the banner would be no more, as many clans supported the values of the SNTS government. Those that didn't were crushed, and forced to assimilate. Within a century the entire continent was under the Tarian Socialist party's control, but by then they had changed their name to a much more suitable name. The Sovereign Nations of Tarian Socialist
 

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