The Fourth Mithna: Mithna Temos

Last month, I released a poll for “the Fourth Mithna.”  A “Mithna” is a Ranathim noble house and, in keeping with the themes of Lithian culture insisting on being as alien as possible, they must necessarily have and use weird names for everything.  When I released the Mithanna it was as part of the aristocratic lens, and I left a poll on what sort of nobles people wanted to see, and “Ranathim Nobility” topped the charts.  I was reluctant (I feel like the Ranathim get too much attention already, but they are one of the more popular races of the setting), but I released the Mithanna to positive reception.  However, in keeping with “not overdoing the Ranathim” I kept the specific Mithna to a minimum.  Each is just a few paragraphs long, as opposed to the pages that the human noble houses get. And I thought “three is enough.”  

But last month, I was looking for things to poll and when I asked the community, a lot of people reacted very positively to the idea of a Mithna poll. It made sense: they were easy to make, and I typically release “three of my own, one for you.”  So why not do the same for the Mithanna? 
What came out is Mithna Temos, which is interesting in that it more closely reflects my initial conception of the Mithanna before some readers complained about a lack of context.  Even the name “Temos” came from my initial set of three Mithna. This is not a house grounded to a world, but one that wanders. and lurks behind the scenes, manipulating other Mithna for their benefit.  So, here it is: the poll results for the Fourth Mithna.
(And if you’re curious what the Mithanna even are, or what the Ranathim are, click the links.  If you’re completely lost, check out the primer).

Mithna Temos

Domain: Styx; Mithna Temos were the palace guards and enforcers of the Tyranny/

Hereditary Estate: The Tyranny-era Dreadnought Parsa Nadumet and as many as six moredreadnoughts, which have been scattered and lost over time.

Path Symbolism: The Devoted Slave(Dark Communion) and the Void(Broken Communion).

Additional Oath Magic:

  • Strength From Pain (Mithna Edict -15%) [28]

  • Truth-Seeker (Dark Communion -10%; Mithna Edict -15%) [4/level]

  • Tao of Hyperspace (Mithna Edict -15%) [24]

  • Unfazeable (Cosmic +50%; Dark Communion -10%; Mithna Edict -15%) [19]

  • Weapon Master (All; Dark Communion -10%; Mithna Edict -15%) [34]

Latent Psionic Abilities:None; however, their maximum Psychic Vampirism Talent is +6.

Required Traits: Legal Enforcement Powers (Absolute; Only among those bond by the Mithna Edict -80%) [3].

Additional Traits:ST +1 to +5 [5/level]; Improve Racial Appearance (Attractive) to Appearance (Beautiful) [8] or Very Beautiful [12]; 3D Spatial Sense [10]; Damage Resistance +5 to +20 (Tough Skin -40%; No Signature +20%) [4 per 5 levels]; Fit or Very Fit [5 or 15]; High Pain Threshold [10].

Additional Skills: Law (Tyrannic) (H) IQ-1 [2]; Navigation (Hyperspace) (A) IQ; Piloting (any Starship specialization) (A) DX [2]; Savoir-Faire (Servant) (E) IQ+1 [2]; Vacc Suit (A) DX [2];

Additional Disadvantages:Callous [-5]; Distinctive Feature (Albinism) [-1]; Hidebound [-5]; Obsession (restore the Tyranny) [-10],Selfless [-5*], Sense of Duty (the Ozamanthim Bloodline) [-2 to -5]

Mithna Temosbegan not as an existing aristocratic group that swore allegiance to Ozamanthim, but as the closest companions and most trusted bodyguards of the Tyrant. He bound them in the oath of his Mithna Edict, to ensure their loyalty, and then raised them to the ranks of the Lithian Aristocracy. They served as his enforcers and elite trouble-shooters, roaming the galaxy in mighty dreadnoughts, at the head of fleets. They bore the absolute authority of the Mystical Tyrant and were empowered by the Mithna Edict to enforce his laws. To many in the ancient Tyranny, Mithna Temos were the manifestation of Ozamanthim’s power in the flesh.

When the Tyranny fell, Mithna Temosfell quickly as well. The other Mithna studiously averted their gaze as those who resented the Tyranny’s oppression raged against his enforcers and scattered their fleets. One by one, their dreadnoughts vanished, and their number fell either in battle, or into the chains of slavers. They survived, after a fashion, as most Mithna do: as a genetic legacy sometimes found among the Ranathim, and as a memory of an ancient past.

Today, Mithna Temosrises again in the Umbral Rim. Some of the Mithna, goaded by their dreams and the urgings of the Edict, have escaped from slavery, or bought their way free, and set out to explore the stars. As the memories of the horrors Mithna Temos inflicted on the galaxy faded, the other denizens of the Umbral Rim didn’t think twice about former slaves asking about ancient dreadnought wrecks or Tyrannic ruins, and over the centuries, the house has managed to regather a small portion of its strength and numbers, and has even rediscovered a couple of their dreadnoughts, most notably the Parsa Nadumet (“the Shadowed Glory”). They have made quiet overtures to at least one other Mithna, exerting their authority as the law enforcers of the Tyranny (though the Tyranny is long gone, the mystical weight of the Mithna Edict still demands the other Mithna accept their legal authority as enforcers of the law), and they have been seen on Sarai. Those who study Saraian politics quickly come to the unshakeable conclusion that Mithna Temosseeks to restore the Ozamanthine version of the Cult of the Mystical Tyrant on Sarai and retake their place as the enforcers of that new regime. This puts the Mithnaat odds with the Imperial agenda, of course.

The scions of Mithna Temoshave a striking, statuesque perfection about them. They stand tall, with finely toned musculature; even a female member of Mithna Temos have an athletic beauty to them. This physical perfection makes them both physically powerful and very attractive, two qualities that made them, along with Mithna Khalli, highly sought-after slaves (members of the Mithna might consider taking the Slave or Escaped Slave background, rather than the Aristocratic background). The scions of Mithna Temos tend to have alabaster skin, mixed with grey or black hair, as though cast from marble. Some are even albino.

The scions of Mithnahave a unique relationship with the Mithna Edict. Ozamanthim gave them the authority to act as his secret police. This gave them to right to kill with impunity, to search without warrant, to arrest, and gave them a jurisidiction over the whole of the Tyranny. This authority remains, enforced by the Mithna Edict. This allows them to violate quite a few of the rules of the Mithna Edict (such as bypassing the rules about duels if the target of their ire committed a crime) while they are within the bounds of their jurisdiction (the Umbral Rim, some of the galactic core, and the edges of the Arkhaian Spiral), but the Mithna Edict also requiresthem to act to protect the law, and may inflict a curse if they allow a lawbreaker (according to the Mithna Edict!) to go unpunished. This often makes members of Mithna Temosseem strangely irate to those who do not understand the Mithna Edict. Unfortunately for Mithna Temos, their authority only extends to the Mithna Edict itself: the other Mithna mustabide by their authority, but nobody else in the galaxy is required to recognize their authority or, indeed, even realizes they have it! Players who wish to play as a member of Mithna Temosmust purchase this Legal Enforcement Power, as noted in Required Traits.

Backer Poll: The Fourth Mithanna

 Yes, even more polls.  You guys seem to like them (though if you need a break let me know) and with the Natives of Kronos (the Menhiri) poll finished and their templates and racial information making good progress, I thought it was a good time to clear the way for another poll I’ve had on the back of my mind: the Fourth Mithna.

I never really expected the Ranathim aristocracy to be such a hit.  I created three because that seemed like “enough.”  But given the positive reaction I got, and the fact that people seem interested in creating their own, I created this poll to offer suggestions and insights into how might go about making your own.

This poll is, like most other polls, open to Companions ($5+) on both Subscribestar and Patreon.  As usual, I hope you enjoy it, and thank you for supporting Psi-Wars.

Wiki Showcase: Aristocratic Lens – The Shinjurai Royal Family

All this week, I’ve been showcasing the aristocratic background lenses that came in second.  Today, I can show you what came in first: the Shinjurai Royal Family. You can check them out here.

I was pleasantly surprised to see them top the list, though doubtless Mina Shinjurai (who appeared in Tinker Titan Rebel Spy) and the artwork for the Shinjurai Princess helped feed interest.  To me, most of the other aristocrats are fairly obvious outgrowths of what we already know about the setting: we know there is nobility and maradonian aristocracy, and we know there are imperials, and we know there are Ranathim (who presumably have their own aristocracy), but I don’t talk too much about the Shinjurai except to discuss them in passing in Neo-Rationalism, so it was interesting to have a chance to explore this fairly unique element of the setting.

One feedback I got early from the Disciples was “Why so much detail?”  The argument wasn’t that it was “too much” (when I came back with even more detail, nobody shot it down), rather, why have the Shinjurai at all?  They’re just the royalty of a single planet, on par with the Pelian nobility or some Asrathi lord.  Why go into so much detail?

Well, there’s a few reasons.  First, as I discussed in my setting design manifesto, settings should be fractal, and doing at least three of every fractal thing creates a real sense of choice.  And so, humanity has been split into three: the Maradonian branch, who act as “space fantasy” and act as the de facto rulers of the setting, the Westerly branch, who act as the “space Westerns” with their cowboys and their “Native Americans,” their asteroid miners and their ancient tribal practices.  Together, we can see “high society” and “barbaric hinterlands.”  The Shinjurai represent the “Third way,” the “space as science fiction” element of the setting.  The Westerly are too fragmented to offer a single, cohesive aristocracy; if they “ruled the Galaxy,” they would do it as a thousand little domains.  The Shinjurai, by contrast, represent a real alternative to the Maradonian way for galaxy-spanning dominion, as they ruled the Galaxy once before Alexus Rex, and the modern Valorian Empire, who at least gives lip service to their philosophies.

The Shinjurai royal family represent one linchpin for this sense of unity.  They are a single thing that all Shinjurai across the Galaxy can point to and say “We believe in that,” similar to how Australians, Canadians, and all other members of the British Commonwealth can point to the British Royal Family.  They’re a symbol of unity among a disunited people, and a symbol of hope that, perhaps, in the future, they could rise to their former place.

This gives them, to me at least, an interesting tension.  They are, in the eyes of many, the people who should be the most powerful people in the Galaxy, but they are some of the least powerful of all the aristocrats shown thus far.  They don’t have secret occult oaths, or the legacy of a millennia of psychic engineering.  They have only tradition and knowledge.  They use their soft power to achieve their ends, while being held hostage by the Maradonian nobility and their own people.  They represent a repudiation of Maradonian aristocracy that, themselves, attend the courts and senates of the Maradonian Alliance.  They are chained kings, or bound princesses, if you will.

I also think it’s important to have a “dark horse” in your setting.  A setting should have obvious high-points. In Psi-Wars, that’s the Empire vs the Alliance, Templars vs Tyrants.  You know about princesses and space knights and commandos and fighter aces, and that’s fine.  A setting should have these.  But there should also be something that rewards the player that digs a little deeper, something that’s not actually part of the primary struggle of the setting, but still very interesting.  In Star Wars, this might be the Mandalorians or the Nightsisters; in Warhammer 40k, that might be the Tau. In Psi-Wars, this is exemplified by the Shinjurai, who bring an entirely different vibe with them, but one that still fits in the larger themes of the setting.  So, if you want to play as something a little different in Psi-Wars, the Shinjurai offer an interesting option for it.

Wiki Showcase: Aristocratic Lens – The Mithanna

I asked my patrons to vote on which aristocratic lenses they wanted to see, and four options tied for second.  This is the third (and last that I’ll discuss here; the fourth was the Last Alexian, which is a Patreon special, available in the Lost book of Houses).

I was honestly a little surprised to see Ranathim Aristocracy do as well as it did.  I’m glad it did, though, because it gives us a chance to look at some truly alien nobility.  Most of our aristocrats are either human, or only superficially different from human nobility (you could, for example, build an Asrathi noble as a generic aristocrat, but there’s nothing in that post that would encourage you to make him different from, say, a Pelian noble).  This gave me a chance to explore a really different sort of aristocracy, to set up some unusual and alien traditions.

One concern I had going into the design of the Mithanna was mounting complexity.  I didn’t mind adding more and more houses to Maradonian nobility, because they’re a central focus of the game and I expect players will want to see a lot of detail about them.  The Ranathim pose a different problem, as they’re explicitly “foreign.”  They’re the “Red Men of Mars” that John Carter goes and learns about, with their Jeds and Jeddaks and Tharks, or the Klingons with their overly nuanced sense of honor and their unique language. They’re meant to feel foreign and exotic, which both means they need a lot of detail, and that people don’t care about their detail until they really care about their detail.

So I wanted to make something something that felt weird but didn’t actually use any new mechanics.  If you’re familiar with the Divine Masks, you’re already familiar with Oath Magic (ie, just buying a learned prayer as a straight up trait and slapping an oath modifier on it), so I chose that mechanic as my core focus.  I chose a single oath (the Mithna Edict) as the focus of the characters, the one thing they turn on, then added a handful of ways to customize your characters (a few new oaths, some psychic abilities, a few common traits, etc). 

I felt three houses were enough, though I’ve heard murmurings of wanting a fourth or making their own, but I’ll leave that as an exercise for the reader. With the Maradonian nobility, I could easily see games centered entirely on them.  The Maradonian aristocracy are one of the participants of the central conflict of the setting, and they’re a familiar sort of nobility, which allows players to easily understand them.  They could well want to play one and find that the four houses offered aren’t enough, hence the Lost Book of Houses.  With the Ranathim Aristocracy, I don’t see that nearly as much of a concern.  I see most players experiencing the Umbral Rim as outsiders, and those that want to run a strictly Umbral Rim/Ranathim game are, first, likely to be rare and, second, served already by the great variety of the region.  They can play as a member of one of the three Mithna, or they can play as a Slaver-lord, or they can play as a Gaunt priestess, or they can play as a Trader Merchant-King, or they can play as a Keleni prophet, etc and so on. The region is already rich with variety, so the Mithanna only really need enough variety to lightly outline how they might vary from one another, and then they can be tossed into the wild mish-mash of ideas brewing in the Umbral Rim.

What emerged from my design was, as someone pointed out, very Fae-like.  This wasn’t actually intentional (I drew more inspiration from Vampires, especially Vampire: the Masquerade. If you squint, you can even see the Gangrel behind Mithna Galantim), but I can see it.  Like with most things I put into the Umbral Rim, the idea is to create a disorienting set of rules that nobody properly explains to the player, making him feel like an outsider, so that he staggers into insulting one of these and ends up dueling them in some crazy, pulp space opera dueling chamber with a gyrating floor and spike traps, while a Ranathim princess struggles with her feelings for this strangely compelling Earth man and the fact that her Edict forbids her from loving him (unless he does these equally weird, arbitrary things that the princess sighs and rolls her eyes when explaining it to him, as though it were the most obvious thing in the world).  I also had to explain how the aristocrats of a broken empire could still keep their power, given the constant churn of disorder and anarchy in the Umbral Rim.  I think it worked out well.

The dueling, blood-feuds, and the explicit bonds to worlds (such as Galantim ruling an estate on Hekatomb) is based on feedback from the Disciples.  They thought the Mithanna needed more context.

Wiki Showcase: Aristocratic Lens – Maradonian Noble

Ahh, here it is, the one you’ve likely been waiting for.  Since I started working on the Alliance, I think the Maradonian nobility are second only to Communion itself for interest from the community, thus they likely need no introduction, but here we go anyway: the lingering remnants of a psychic aristocracy, bred to save the Galaxy from some great apocalypse coming in the future, are the main force standing up against the Emperor.  They present themselves as heroic defenders of democracy, while quietly seeking to secure their own power over the galaxy.  The Emperor’s empire was founded on removing their aristocracy from the Galaxy and bringing equality with him (though, perhaps, he has not succeeded at that as well as his propagandists say).

I created the Maradonian aristocracy for a few reasons, but primarily I wanted real opposition to the Empire.  Star Wars presents the rebellion as a plucky group of rag-tag farmers and adventurers who just happen to have their own fleet. This is based on a very optimistic and romantic notion of what a “rebellion” looks like.  To be sure, the American revolution saw the Americans with their own fleet, and the American civil war likewise saw the Confederation sport their own fleet, but in both cases, these were fully fledged states waging war on one another, rather than a band of guerrillas.  You need shipyards and workers to maintain a fleet, you need training grounds to train your pilots, you need to perform exercises to get your fleet to work well with one another.  George Lucas based a lot of his vision of the rebellion on a romantic view of the Viet Cong, but they didn’t need to fight naval battles on the scale of what we saw on WW2 and, even if they did, they had the backing of a state (North Korea, which itself had the backing of China).

So, if you want to have large, sweeping naval battles in space, you need a state.  If Psi-Wars is WW2, and the Empire is Germany, then the Alliance is Britain.  Other good inspirations would be Napoleon vs the monarchies of Europe, or the aristocratic arm of the Roman civil war that led to the rise of Augustus Caesar.

I also created them because we need space princesses.  Space opera is based heavily on the “fiction of the day,” and the fiction of the day that inspired works like Star Wars were fantasy works and, especially, the Ruritanian Romance, stories that involve swashbuckling adventures in small, valley kingdoms with very 19th century aristocrats. One needn’t look that hard at Star Wars, with its princesses and heroic space knights rushing to rescue them from a grasping, napoleonic Empire.  We like stories about prim princesses who need a good scolding, or who heroically rebel against their gilded cage, or princes who seek to earn their father’s favor and who must bear the crushing responsibilities of the state and the needs of the people at a tender, youthful age.  And, of course, everyone must know how to duel.

To make such an aristocracy work, we need to embed them in the setting and create a mythology around them. In large part, aristocracy is built on mythology, the story that some people are better than others, and that they’re the better people.  They trace ancient, prestigious lineages, and they explain that their bloodline gives them greater right to rule. In Psi-Wars, we manifest this with their eugenic bloodlines and their ancestor veneration.  This gives them a reason to be picky about whom they marry, or to look down their noses at one another (“Bloodline purity 0? Seriously? Were your parents even trying to retain their dignity, or did they just give up when they decided to have you?”). Their heritage as space knights gives them a reason to retain their martial lineage, but the lack lack of warfare has turned it into something ceremonial, a game that focused duelists seek to win, rather than a way of war.

Thus, if you’re thinking of Psi-Wars Aristocracy, chances are, you’re thinking of one of them.  So, check them out here.  If you find my varieties of aristocracy confusing, just ignore the rest and focus on these, because they’re the ones people seem to know best. Currently, I have four houses, four lineages.  You can make your own, and I have four more available in the Lost Book of Houses if you’re a patron.

Wiki Showcase: the Aristocratic Background Lens – The Imperial Heir

When my Patrons voted for the Aristocratic Lens to be the focus of the month, I asked them what optional lenses they’d like to see focused on, and we had a four way tie for second.  The Imperial Heir was the second of those tied for second.

So, what’s it like to play the second most important person in the Galaxy?  You can’t play as the Emperor of course (right? I mean, that would be silly), but why not one of his children? 

Star Wars never really talked about imperial succession, because it was interested in having a tightly constrained narrative that it could wrap up with a bow: find the Emperor, kill the Emperor, the galaxy is saved.  Hooray!  But we have the luxury of exploring these possibilities.  We can have an imperial prince or princess and a convoluted race for succession if the Emperor ever actually dies, including which person gets backed to be the next in power.

Like the Corporate Heir from yesterday, the Imperial Heir is not powerful in their own right, but because of who they’re deeply connected with.  Just as we can look to real-world corporate heirs, we can look to the children of real-world dictators and see what they might be like: spoiled, with nobody in their empire willing to say no to them, though sometimes, they come to see the plight of their people and may act as a sort of hero figure (or be set up as one by their father’s very clever propaganda arm).

Of course, playing such a character isn’t cheap (60 points! For the basics!) but that’s to be expected. The ability to throw a tantrum, and then get your own dreadnought for your birthday, is a pretty powerful one. And the GM needs to be careful if allowing this, as the campaign can quickly become about the Imperial Heir, which isn’t necessarily a problem, but it’s not the sort of character you just chuck into a campaign without working out some of the details first.  But if you want to play that sort of campaign, you have the tools to do so here.

Wiki Showcase: Aristocratic Background Lens – Corporate Heirs

When my patrons voted for aristocracy, I held a poll for what sort of aristocratic lenses they’d like to see, and we had a four way tie for second.  One of the tied-for-second choices was: Corporate Heirs.

So far, we’ve only seen aristocracy-as-aristocracy, but really, the background is about being one of the well-heeled of the Galaxy, someone with money and social influence who gets to attend the nicest parties in the nicest outfits and gets to worry about their manners. So far we’ve based that in blood and lineage and psychic power, fitting for Psi-Wars as inspired by Star Wars, which itself was emulating fantasy, swashbuckling and Ruritanian romance.
But Psi-Wars talks a lot about corporations (as does the later installments of Star Wars, it must be noted).  I talk about them because they’re a good way to introduce disruption to aristocracy, as you begin to shift from “old money” to “new money,” and capitalism regularly creates (or at least underlines) social upheaval in its cycles of creative destruction.  And Psi-Wars begins to gain something of a cyberpunk edge to it, a sense of more modernity when compared to Star Wars.  GURPS thrusts this upon us, in part, thanks to how it handles tech levels, but it’s something I’ve personally wanted to explore, because it differentiates the setting from Star Wars, and because a cyber-samurai dueling a psychic space knight is a wonderful image.
Certainly, groups like the Hyperium Mining Guild and ARC draw inspiration from corporations like Dune’s CHOAM; less modern corporation than medieval guild or aristocratic collective for sharing profits, but companies like Syntech could fit in the glass towers of Neo-Tokyo.  These companies give us different technological profiles (which we’ve been exploring recently), but they could also give us story seeds (“Syntech has hired you to smuggle this cargo to the Umbral Rim, no questions asked.”), and we can explore the people behind them.  Thus: the Corporate Heirs.
A “Corporate Heir” in this context is anyone with sufficient connections to a company to enjoy the wealth and power of that connection without actually working there: the son of the business owner, or the wife, or the mistress.  They have money and people want to impress them which translates, effectively, to status.  They are, however, still in a world dominated by the “old blood” aristocracy.  They may have money and influence, but they tend to lack class, breeding, honor and “fighting spirit.” They’re a merchant class, not a warrior class.  This gives them the ability to innovate and think outside the box while the aristocracy tends to be stuck in its old ways, but it also tends to give you self-centered party animals who run away from trouble rather than, like those irritatingly brave Knights of House Kain, towards the trouble.
I like them as a pallete cleanser for the aristocracy.  You can sprinkle them at your parties to remind people that the age of the aristocrat in Psi-Wars is beginning to pass away.  You can play as one, and instead of having your aristocratic father talk about what a disappointment you are to the family, you can have your corporate father talk about what a disappointment you are to the company, but instead of proving him wrong by mastering a force sword style, you’ll do it by creating an amazing new invention.

Patreon Special: the Lost Book of Houses

I had originally intended to release this with the release of the Maradonian Noble background lens, but it’s the end of the month, and I wanted to give it to my Patrons early, so some of it might be “out of order” and you may have to wait a few days to understand the logic of the included background lenses.

The Lost Book of Houses introduces the details for four new houses, two of which are completely new. This work is available to all $3+ “fellow traveler” patrons.  Thank you, guys, so much for supporting this project.

  • House Harrow: The Bastard House rules the Rogue Stars with an iron fist, hated by their people, and seem to represent the worst of the Maradonian Nobility. Nonetheless, their tyranny has given them the wealth necessary to bankroll the Alliance’s efforts, and they have an intriguing bloodline that whispers enough of the possibilities of a restoration of the Alexian bloodline that more prestigious nobles are willing to hold their noses and bed members of this mongrel house.
  • House Korenno: The great houses of Maradon rest their power upon the service and loyalty of lesser houses, who provide the bulk of their knights and handmaidens.  House Korenno, “the Grooms of Sabine” or “the Speakers of the Dead,” represents one such minor house in the service of House Sabine.  They fight in the Alliance’s wars, and attend the grand balls of the nobility, but rarely get the recognition of the great powers of the Alliance.  The people, however, love them and their retrocognitive talent for dispensing justice.
  • House Tan-Shai: The Merchant House ruled the Arkhaian Spiral, and the Akashic Order attempted to prevent the Alexian Emperors from elevating them to the level of Maradonian aristocracy. They have a strange, alien air to them, and a manufactured quality to their beauty, and they seem to hide a dread secret on their forbidden world of Shaddai. When the Emperor rose, the House split in twain: the Shaddai branch betrayed the Alliance and sided with the Emperor, seating on of their own next to him as Galactic Empress; the Arkhanus branch joined the Alliance, but many regard their motives as suspect, and were it not for their control of the Hyperium Mining Guild, they might not be allowed a seat on the Alliance Senate at all.
  • House Alexus: The culmination of the Akashic Dream and the rulers of the Eternal Empire, the Alexian Dynasty, died in the during the death throes of the Mad Emperor Lucian Alexus. Or did they? The Alexian bloodline lives on in the “Duchal” bloodlines of House Sabine, House Grimshaw and the Orphean lineage. And, perhaps, some last heir still lingers out there, secreted away beyond the edges of the Galaxy, or locked away in some Imperial prison.

Why?

What’s wrong with 4 houses?  After all, it’s much easier to remember, and more houses makes things more complicated.
As I’ve watched the community, they’ve begun to do a thing I dreaded, which is to treat the four houses as the Four Houses, as though no other houses existed.  This is not to say that people who discuss Psi-Wars aren’t aware that other houses are possible, but I don’t see a great deal of discussion of a mess of other home-brew houses, and in retrospect, this makes sense.  The four houses are pretty easy to remember, and thus they stand out in your mind.  You see no need to create more houses.
I do, though.  If people focus entirely on a game set in the Glorian Rim that focuses exclusively on the Maradonian nobility, which seems an extremely popular mode for Psi-Wars, then you can quickly run out of variety for characters and NPCs.  Which noble is the bad guy? To which house does your boon companion knight belong?  From which house comes that interesting new noble girl who made a big splash at last year’s social?  In my mind, there are many houses.  Sometimes I think of them as “the hundred houses.”  There must be.  But we don’t know them, so we go back to the original four.
By adding a few more houses, we begin to clutter up the mind-space.  There are not “four houses” but “many houses,” and it becomes more obvious to add your own house.  I don’t intend to do this for other forms of aristocracy, because they’re either explicitly limited in scope (the Shinjurai royal family) or their region of space has other ways of accessing variety (the Ranathim Mithanna).  These also act as templates for building your own new houses.

House Harrow

I had noticed some time ago that I lacked a “villainous” house.  I originally conceived of House Grimshaw as the “villainous” house, though over time, they seem to have grown into the House that does what needs to be done, regardless of how you feel about it.  I needed a force that really hammered home that, maybe, aristocracy wasn’t such a good idea, that the Alliance could be a tyrant as well.
I’ve also love the idea of the “mongrel house” for a long time: the House that doesn’t actually have much in the way of breeding, but has a lot of money and power, so everyone tolerates them.  In Houses of the Blooded, for me, this was the House of the Bear.  This also gave me a chance to discuss how Akashic eugenics work: how do they breed the houses?  It’s not all incest is it? No, of course not: there are normal people out there who happen to have the right DNA that, when combined with a noble’s DNA, will breed a better noble.  I’ve created the Akashic Stud perk to represent this, if you want your non-noble character to be especially intriguing to the aristocracy, but I wanted an example of a house that came up with interesting genetics almost by accident.
Thus House Harrow also has a unique genetic profile that let players mix and match their eugenics.  Instead of the “perfect” member of a house having four our of four eugenic packages, this house has a complex mix of 9 eugenic packages that represent intermixed variations of lost bloodlines.
Naturally, our villainous nobles need to be psychic vampires.  To contrast them with the Ranathim, they’re more social vampires, the sort of people who show up with a cloying charm and get you to like them and then leave you exhausted and miserable.  Their alternative bloodlines give them access to the new Dream Control power, a niche application to be sure, but fitting with the idea of them as succubi.  Finally, this House gives our famous Leylana Grey a place to call home.

House Korenno

Not every house should be a great house. I’ve tried to represent this with House Elegans and House Kain, both of whom are clearly inferior to House Grimshaw and House Sabine, but this creates the weird situation where either you have only two major houses and two minor houses, or as seems to be the case for how most people handle it, Elegans and Kain get elevated in importance until they’re very close to Sabine and Grimshaw, which is also what I find myself doing.  As with most forms of nobility, there should be a hierarchy: the Duke rules over Counts and Marquis who rule over Barons and Viscounts who rules over knights.  While a lot of hierarchy has fallen away since the days of the Alexian Dynasty, one would still expect such a situation to exist where some houses are just plain subordinate to other houses.
Thus, House Korenno.  They represent a clear example of a minor house, a footnote next to House Sabine that explains where a lot of their genetic stock comes from, and gives you a means of adding in knights and handmaidens without picking from one of the four major houses.  The presence of a minor house helps recontextualize the fear House Elegans has, and the relationship between House Daijin and House Grimshaw.
House Korenno is, like House Sabine, good at ESP.  I wanted to show that you can have more than one house within a psionic niche. I’ve designed the Houses to have access to specific, limited elements within a broader psionic power.  House Grimshaw and Daijin are electrokinetic, with a strong focus on shutting down technology.  House Elegans is empathic. House Sabine is precognitive.  Thus, House Korenno is retrocognitive.  So, when designing your own Houses, you can see how you might go in and create a new niche or modify an old one to fill a particular role.  In this case, House Korenno acts as top-notch detectives and security agents by investigating the past.

House Tan-Shai

House Tan-Shai isn’t actually new.  Patreons voted on this House over a year ago, and I’ve already released them. All this document really adds is new version of the background lens that cleans up some of their material, and puts them in a single, easy-to-find spot with the rest of the Houses.
House Tan-Shai represents how the Maradonian houses have hybridized themselves over the years as they became the dominant force across the Galaxy (to some extend, House Kain represents this too).  The original Houses descend from Maradonian stock, but later houses like Tan-Shai and Kain, might descend from Westerly or Shinjurai stock.  They might be hopped up space pirates or merchant lords whom the Alexian dynasts elevated for political reasons and now they remain on the Alliance Senate out of tradition, and perhaps have intermarried so much with the aristocracy that they have become indistinguishable from them.
Tan-Shai also underlines that the Galactic conflict is really a civil war between the pro-aristocracy side of the defunct Federation and the anti-aristocracy side, as they have members of the family on both sides.  Tan-Shai players can choose with which part of the conflict they will side, and have family on the other side.
And, of course, Tan-Shai is Anti-Psi and has a deep connection with the Eldoth, making them a fairly unique part of the setting that allow players to explore the Arkhaian spiral.  They’re a strange, alien sort of nobility, something that evokes the Guild of Dune.

House Alexus

Since the heady days of Iteration three, my readers has been asking me for more details about House Alexus.  You can’t play a Maradonian game without wanting to explore the House, and I think I get asked if they’ve been released once every couple of months since the poll way back over a year ago.  And now, they’re finally here!
One problem I’ve noticed with House Alexus is that they’re a bit of a setting bomb.  If you play one,  you cannot help but be a setting-destroying Mary Sue.  That’s fine, as far as it goes, and this section extensively discusses various ways to handle such a character, like what their origins could be and how to integrate them into the plot.  But if you want to explore house Alexus without turning your game into “Grab the last Alexian princess!” I’ve included a unique option: extremely pure members of “Duchal” lineages can manifest one Alexian eugenic package.  This adds a little extra variety to your Maradonian games, as your Sabine princess or Grimshaw prince can have a little unique power that nobody else has access to.
The Alexian eugenic packages are different from the normal eugenic power-ups: they’re more expensive and add changes to how you’ll play your game, rather than a minor tweak to a stat.  Alexian characters also have access to Alexian Madness, a form of precognition and ESP that slowly drives them mad and may present falsehoods as truths.
This does not include Throneships or further details on the Immortal Legions or their unique fighters, as I didn’t have the time to look into those.

Background Lens Revisited: Aristocracy

Maradonian Lady,
Art by Kriz Villacis
Owned by Daniel Dover

For September, my Patrons voted to revisit the Aristocratic Background Lens.  This turned out to be fairly labor intensive (I had hoped to do one background and one template in the month; I was unable to do a template).  This makes sense, though, because aristocrats tend to be deeply tied to the setting, and they’ve also been one of the more popular elements of Psi-Wars.

For most people following Psi-Wars, “aristocrat” is likely synonymous with “Maradonian Noble.” After all, they’re the core of the Alliance, which is one of the core factions of the setting.  But what I want to do with the aristocrats is break them out in to several possible options, to offer some additional nuance. This will give you some insight into the politics of the galaxy, as well as some ideas for how you could make some new, unique lineages of nobles.  I’ve already posted the setting elements of two of these: the Ranathim Mithanna and the Shinjurai royal family, but the point of today’s post is to give you the tools for any aristocrat: Asrathi high-born, Westerly tribal royalty, Pelian nobility, or Lithian potentates and warlords.  The Galaxy is huge, so all the worked examples should be seen as drops in the bucket compared to the possible variety found within the Galaxy at large.

You can check out the Generic Aristocrat background lens on the wiki.  Over the course of the week, I’ll try to release the other, more specific lenses to the wiki as well.

Shinjurai Royalty

Shinjurai Princess
Art by Kriz Villacis,
Design by Desiree Theunissen
Copyright Daniel Dover

Last week I revealed the Mithanna, the Ranathim aristocracy, which was the second most voted for group of aristocrats that my readers wanted to see given a special treatment.  The first most voted for was the Shinjurai Royal Family.

This took me awhile to write, and I won’t be giving every example of aristocracy in the Psi-Wars galaxy such an indepth treatise.  The intent behind the Maradonian nobles, the Shinjurai royal family, and the Ranathim Peerage is to give worked examples to you, dear reader, from which to draw inspiration for your own nobility, as well as giving you multiple flavors of nobility to play with in your games of high politics and dreadful social scandal.

The Shinjurai nicely contrast with the Ranathim or the Maradonian aristocracy because they’re not psychic or empowered to be above everyone else through the authority of their bloodline.  Rather, like modern monarchies, their power tends to be one of symbolic legitimacy, as they blur the line between celebrity and governance.  They also represent a major element of the setting that doesn’t see much discussion: the more technologically savvy branch of humanity, the Shinjurai and their Neo-Rationalism.

The Shinurai Royal Family

The “Shinjurai” represent one third of the major branches of humanity, one dedicated to the pursuit of science and the rational construction of one’s society. They come originally from the world of Denjuku, in the Ancestral Spur of the Glorian Rim, but their people have spread throughout the galaxy, and their culture remains highly influential in the edges of the Sylvan and Arkhaian spirals. This people, however, do not draw their name from their homeworld, but from the royal family that rules there: the Shinjurai. For most of the Shinjurai people, the royal family of Denjuku, their homeworld, represents the ultimate symbol of their culture and their beliefs: they are the living saints of Neo-Rationalism.

The Shinjurai royal family, despite their name and titles, do not rule Denjuku, for their world fell to the Alexian dynasty during the crusades of Alexus Rex, and has remained in their hands ever since. The Dukes of House Grimshaw are the true rulers of Denjuku. But even if we set aside that reality, Denjuku is a constitutional monarchy. The true government of Denjuku, as far as the Dukes allow it, is the Shinjurai Diet, a parliamentary body that, in theory, “advises” the Shinjurai royal family, but in practicecreates the laws and policies that govern Denjuku and tend to be looked upon favorably by remote Shinjurai colonies, who may choose to pattern their laws from the august laws of the Shinjurai Diet.

Legally they retain all their monarchical powers. Technicallythe ruling Shinjurai monarch appoints his prime minister (upon the advice of the Diet, of course), and technicallyall laws come from him (in practice, the Diet passes a law, hands it to the Shinjurai monarch who must either sign it, reject it, or ignore it for a sufficiently long period of time, at which point it becomes law anyway; no Shinjurai monarch has ever rejected a law of the diet in over a thousand years, but a few have “gone on retreat” to protest a contentious law they disagreed with was passed by the Diet). Should the Shinjurai royal family exert their legal powers in direct contravention of the Diet’s “advice,” they would threaten the fabric of society in Denjuku and, perhaps, throughout those in the Galaxy that see themselves as part of the greater Shinjurai commonwealth, a risk no Shinjurai monarch in centuries has been willing to take.

This does not mean that the Shinjurai royal family have no real power. A portion of all taxes and governmental proceeds vanishes into their prodigious coffers, ostensibly for the upkeep and care of the palace and the royal family, but these funds can be used entirely at the discretion of the royal family. They have an entire body of servants, body guards (the famous Shinei), media consultants, and technologists (and, according to rumors and a few, recent blockbuster holo-films, secret agents) that answer directly to the family. As a result, they maintain a treasury of highly advanced technology, have the finest education Denjuku can offer, and have the ability to privately back major enterprises and own a very large stake in Syntech, the main megacorporation of Denjuku.

Their most important power, though, is their symbolic role in the governance of Denjuku. They officially open every session of the Diet; they pass and proclaim the laws of the Diet. The entertain and honor foreign dignitaries. They lend legitimacy to the government and proceedings of Denjuku. They also open major academies, fund important programs for the poor, disenfranchised and uneducated and regularly publish important Neo-Rational treatises, especially on the philosophies of enlightened or rational governance or economics. They have come to represent the pinnacle of the Neo-Rational ideal of enlightened governance to the Shinjurai people, and as long as they endure, the hope for a return to the enlightened age of Rationalism that once ruled the Galaxy, before the Alexian crusades, may yet return.

The Shinjurai royal family and their servants and allies carefully cultivate this sense of legitimacy and their soft-power. In a very real way, the Shinjurai royal family is a product, built and maintained by the powers that rule Denjuku and the major institutions of Neo-Rationalism, to create that sense of Neo-Rational unity and perfection. Entertainment corporations turn their lives intoNeo-Rationalist docudrama propaganda. Every appearance of a member of the Shinjurai family has a carefully conceived of purpose, and everything from their clothing to their choice of words to their ceremonial make-up, even to whichmember of the family was chosen, serves that purpose. The Shinjurai royal family has power, yes, but they live in a gilded cage, lit by stage-lights and constantly filmed. They have the power to move entire peoples with words, to delegitimize a government with their disdain and, technically, to throw the entire government of Denjuku out on its ear; but they pay for this power with constantly monitored lives and carefully constructed identities.

Shinjurai Galactic Relations

Officially, Denjuku belongs to the Alliance and stands in opposition to the Valorian Empire. Denjuku has its own senators that it sends to the Alliance Senate, and the senior-most senator rivals the Prime Minister of Denjuku for most powerful politician on Denjuku. In reality, of course, Denjuku was once the foremost opponent to the rise of Alexus Rex, and Maradonian nobility still keep a close eye on it.

The Duke of Grimshaw also bears the title “Lord of Denjuku,” and actually governs Denjuku. Maradonian power is veryunpopular on Denjuku, though, as their very presence speaks of the humiliation of the Shinjurai as a conquered people. Thus, House Grimshaw maintain an orbital fortress above and away from Denjuku, where their fleets gather, and allow the Shinjurai Diet to govern in their stead. They do require a representative of the Diet to transmit all proposed laws to them before sending them onto the Diet floor for a vote: the Duke preemptively vetoes any law he disagrees with, ensuring that the only laws the Diet ever passes are pre-approved by Denjuku’s Maradonian lord. He also owns a sizablestake, on par with the Shinjurai royal family’s stake, in Syntech, giving them a large say in where the industries of Denjuku focus their attention. Finally, House Grimshaw officially “hosts” at least one member of the Shinjurai royal family, usually a princess, under the pretense of diplomatic relations, but in fact as a hostage.

House Grimshaw wields the power of the mailed fist over Denjuku. Should Denjuku resist Maradonian rule, by the treaties signed by the Shinjurai royal family themselves during their concession of defeat to Alexus Rex, House Grimshaw can use force to “restore order.” They have done so on many occasions during the Alexian Dynasty. Since then, House Grimshaw has taken the gentler approach of allowing the fiction of self-rule to keep the population satisfied, and working carefully with the Shinjurai royal family to be seen asallies, rather than an occupational force.

Even so, resentment over the millennia-long occupation lingers. Many on Denjuku have seen the Empire’s public embrace of Neo-Rationalism as a sign of hope, and feel Denjuku should abandon the Alliance and join the Empire. Furthermore, when the Shinjurai Diet passed their condemnation of Ren Valorian and their formal joining of the Alliance, the Shinjurai monarch notably absented himself and failed to sign it, maintaining careful neutrality on the question of “Empire vs Alliance.” In reality, Denjuku likely has no hope of rebellion, as it sits too deep in Alliance territory, but even so, the need to put down the rebellion of a technologically advanced and extremely populous planet like Denjuku would likely consume so many Alliance resources as to leave them utterly vulnerable to an Imperial counter-attack, and so the Alliance works to keep Denjuku at least nominally satisfied and treats the question of secession as a real one.

The condemnation or embrace of the Empire by the Shinjurai royal family could shift the entire war. Outside of Denjuku, many Shinjurai-colonized worlds, such as Stanis or Xen, look to the Shinjurai royal family for guidance. If the royal family were to absolutely condemn the Empire in an unequivocal statement, they would certainly kick off rebellions across the Galactic core on worlds sporting large Shinjurai populations. On the other hand, if they fully embraced the Empire in a similarly unequivocal statement, they would ensure the rebellion of their own world against the Alliance, and the end of formal neutrality on worlds such as Xen. As such, House Grimshaw has been quietly increasing pressure on the royal family to formally condemn the Empire, while the Empire makes efforts to slip spies through the Alliance blockade and open talks with the Shinjurai royal family.

The Making of Shinjurai Royalty

Shinjurai royalty are made, not born. The royal family doesn’t leave something as important as the conception of a new family member to the whims of nature but instead employs a cadre of fertility specialists to comb over the royal eggs and sperm to find ideal genetic combinations and artificially fertilize the eggs, and then ensure the fetus has an ideal environment for growth; usually the mother’s womb, but not if she’s unsuitable for whatever reason (in such cases, the “mother” disappears for the duration of the pregnancy, to maintain the fiction that she is, in fact, carrying the child).

After the child’s brith, sometimes even before, the Shinjurai royal family molds the child into the perfect heir. Their schooling begins as early as possible, often using proven in uteroimprinting techniques to begin training the child before birth, and then Neo-Rational tutoring as soon as the child is able to endure it. The process can be grueling, like a child beauty queen contestantcoached to be the perfect child.

Not even their appearance is left to chance. The Shinjurai royal family employs a veritable army of surgeons and cyberneticists who specialize in appearance modification. Children are pre-selected for specific roles within the monarchy, and their appearance is subtly altered throughout their growth to adulthood so that when they reach adulthood, they match an artistic representation of a preconceived notion of beauty that matches both the Shinjurai cultural ideal of beauty, and the appearance necessary for their chosen role.

Technically, nothing about being a member of the Shinjurai royal family has anything to do with blood or genetics. Any child plucked from the streets could be sufficiently trained and have their appearance altered to precisely match that of the Shinjurai; conspiracy theories sometimes float around that this has happened, and that the Shinjurai family of today bears no relation to the original royal family that once ruled the world of Denjuku in its ancient era. Setting aside the question as to whether there is any truth to this, the Shinjurai royal family do not look to class or lineage when seeking marriage partners, but instead, to popularity, character and degree of Neo-Rational enlightenment. Many a princess has married a famous academic or an honored war-hero, thus forever tying the heroes of Shinjurai culture into the royal family.

The Roles of the Shinjurai

Over the millennia, the Shinjurai royal family have learned what people expect from them, what sort of performances have the greatest effect on the population and have turned their own family into a propaganda machine. As such, each family member has a specific, assigned role to play in the melodrama of the family, to help tell the story that the court wants to show the world. The roles break down along gender lines (though see “The Breakdown of Shinjurai Roles,” below); examples include:

The Valiant Prince: generally Handsome, the prince selected to be the Heroic Prince is given a careful regime of steroids and growth hormones to ensure that he is square of jaw, tall, and with a mighty build. He represents the hawks of the Diet, and speaks in favor of war, attends military ceremonies, and often joins the military, at least in a ceremonial capacity. He tends to excel at Neo-Rational martial arts. When he is selected as heir, it signals to the Shinjurai people that they should expect to fight. The heroic princerole has largely faded during the Maradonian occupation, but has seen a recent resurgence thanks to the war with the empire; House Grimshaw has even allowed Denjuku to have its own defense force to contribute to the war effort.

The Genius Prince:generally Attractive, this prince has the most strenuous education, and is expected to be a master in multiple fields. He generally speaks for the doves of the Diet, and favors peace and negotiation over war. He is not a “nerd,” but an influential and powerful (and often overbearing, cold and calculating) scholar who is, nonetheless, less physically imposing or headstrong than his heroic brother. These tend to be chosen as the heir of the Shinjurai royal family, and the current king, Hoto Shinjurai, was a Genius Prince.

The Renegade Prince: generally Very Handsome, the Renegade prince represents a unique role in the court, that of outspoken critic. He often exhibits character traits generally considered flaws by Neo-Rationalism, and as he gets older, these tend to be publicly rebuked until he changes his ways (especially after a succession) where he falls in line with the rest of his family. The Renegade prince tends to cultivate whatever fashion is popular in the street, and speaks for populist policies. They often leave Denjuku for extended periods, usually aftersome well-documented drama, such as a scandal followed by exile, that serves as a useful cover story for the prince if he wants to act as an agent for the Shinjurai family in the wider galaxy. The Renegade prince is seldom chosen as the heir, but if so, it signals the desire for the royal family to have major reforms in their government.

The Princess Mother: generally Beautiful, the matron princess represents the traditions of the Shinjurai people. She often attends nurseries or children’s schools, speaks on the importance of family and the old ways, and always marries and always carries a child; her pregnancies and babies are often the focus of the royal docudramas. She is rarely chosen as the heir, but she is often paired with a popular or important figure in society and the child of their union may be chosen as the next heir.

The Innovative Princess: generally Attractiveand sometimes alsoPitiable, the innovative princess tends to be the shortest of the roles, and full of bubbly, cheerful energy. She represents new technological innovations and often speaks at universities, presides over major engineering or research projects, and unveils the latest Syntech wonders. She rarely marries and, indeed, is barely allowed to grow up: she’s kept with a perpetually “girlish” appearance until she grows too old to maintain the fiction, and then she’s quietly retired far from the public eye and a new, previously groomed Innovative princess steps into her place. She is rarely chosen as an heir unless her popularity and persona is cultivated to allow her to grow into a more adult version of the role, and when she is thus chosen, it suggests a new era of technological innovation.

The Aloof Princess: generally Very Beautiful, the aloof princess represents the social ideal of a Neo-Rationalist. She sits in cool, aloof judgment over all of Denjuku high society, choosing the social winners and losers and defining what it means to be “polite.” She often also sits in judgment over the government itself, and attends the Diet’s sessions, perched on a throne above the chamber with a serene or slightly disapprovingexpression. She tends to be a lightning rod for unpopular choices made by the Shinjurai government, the one who informs the population that they need to make sacrifices, that hard times are coming. In various docudramas, she often plays the role of the scold and a bit of an anti-hero, the one who does what needs to be done, no matter how unpopular it is. She’s also almost always portrayed as ultimately right. If a female heir is selected, she’s usually an Aloof Princess.

The Breaking Down of Shinjurai Roles

The Shinjurai constantly need to adapt their chosen roles for the specifics of the era. No two families throughout time are exactly the same, and each role is tailored to the current purposes. The present represents no exception except in how extreme the modifications have had to become. The current king has no sons (all attempts by his fertility specialists have failed), but has seven daughters. This has forced the King to draw on his broader family for male roles.

More than this, the rise of the Empire has injected a Neo-Rationalist fervor into the population who seem more enamored of the family than ever, but crave innovation and change. They believe that they sit on the cusp of a new era, and want the family to represent this. As such, the family has had more flexibility with their roles than ever before.

The lines between the traditional genders of the roles have blurred and the current princesses have begun to take on feminine-variations on the traditionally masculine roles, and some of the males of the broader family have explored masculine-variations on the traditionally feminine roles. More than that, the population has welcomed nuance in the roles, allowing the royal family to take on several roles at once, or show flashesof their real, actual personalities.

The king has largely tried to control this, fearing what a break down of these Shinjurai traditions might bring to the Shinjurai people, but the times move beyond his ability to control them, and so he finds himself forced to accept these new, more nuanced roles.

Shinjurai Titles

The ruler of Denjuku is a Kingor a Queen. Both genders can reign as monarch of the Shinjurai family, and the heir is always chosen (with consultation of the Diet and, by extension, House Grimshaw) by reigning monarch. He can choose anyone, but almost always chooses a member of the royal family, but not necessarily his first born, or even one of his direct children. Whatever their original role, the tend to lose it once they become monarch: the docudramas are for the extended royal family more than the monarch themselves, who must be seen as beyond drama, a stable figure who rears the next generation of great Neo-Rationalists. This is a Title with an Ascribed Status of +4.

The mate of the Shinjurai monarch is a Prince-Consortor Princess-Consort. These are rarelymembers of the royal family (though, in some instances, a Motherly Princess’s husband will be chosen as King, and she as Princess-Consort). Generally, the Prince- or Princess-Consort are selected from amenable celebrities, academics or war heroes. This is a Title with an Ascribed Status of +3.

The direct children of the Shinjurai monarch are Princesand Princesses. They tend to be the focus of the propagandistic docudramas, especially as they grow up, starting with endearing holo-vids of their first steps and first words to academic shenanigans and early adulthood romance. They also tend to wield the most direct power over society, as they aren’t as busy with ceremony as the king, but have more direct power than the extended family. They often have levels of Courtesy Rank, attend the Alliance Senate, represent the Royal Family at external outings, flirt with or humiliate rival Maradonian nobles, and adventure across the galaxy. This is a Title with an Ascribed Status of +3.

The designated heir to the Shinjurai throne is the Prince-Elector the Princess-Elect. The monarch usually does not name one until they wish to indicate that their health is failing or they intend to retire soon. The Electtends to act as a proxy-monarch, often seen as having a similar prestige and status as the monarch, and using the same powers as the monarch unless overridden. If a monarch dies without naming an heir, the Diet selects the next monarch. This is a Title with an Ascribed Status of +4.

The extended family of the Shinjurai Monarch, the aunts, uncles, cousins, nieces and nephews, as well as those direct family members who have been retired from the public sphere, take on the title of Lord or Lady. These are minor titles and generally don’t take part in the broader docudramas except as bit-parts, and are often left alone by the media of Denjuku. If the royal family needs them, though, the can be pulled back in. Sometimes, one is elevated to the rank of Prince or Princessat the sole discretion of the monarch; if this happens, this usually indicates he intends to name themas heir. This is a Titlewith an Ascribed Status of +1.

Characters of a more remote lineage than this do not have titles and become normal citizens of Denjuku. When a succession happens, this often results in many lords and ladies being demoted to mere citizens, and many former princes and princesses being demoted to lord or lady. This tends to be seen as a mixed blessing, as the royal loses a great deal of their prestige, but also is freer to live their life as they wish.

Shinjurai Royal Culture

The Shinjurai people have their own culture, which does not begin and end with Neo-Rationalism, but the Shinjurai set themselves apart from their nominal subjects, physically and culturally. In particular, while the Shinjurai hold themselves up as a symbol for the Shinjurai future, they know their ultimate role anchors the Shinjurai to their past. They represent the Shinjurai origins on a busy, metropolitan world under a crush of skyscrapers, neon and starvation until they discovered (or rediscovered) hyperspace. They bind the Shinjurai people to the glories of the Rational age, and offer them the promise of returning to it.

Royal Fashion

Like most of the Shinjurai people, the royal family prefers advanced fabrics with a complete suite of technologies such as buzz fabrics and responsive cloth. The Shinjurai royal family has access to a superior form of battleweave called “nuweave” which resembles Alexian energy cloth, though isn’t quite as advanced.

Responsive fabrics can ensure an exceedingly tight fit, fashionable on the streets of Denjuku, but the royalty prefer to keep their garments flowing. Royal ladies like long, impractical trains or skirts that part on one side to reveal their legs (the most recent fashion shows a lot of leg). Shinjurai ladies wear gowns of sheer, silken material, reminiscent of a cross between a kimono and an evening gown; they prefer deep, dark colors that contrast with their pale faces, but the material often has a shimmering sheen to it. Increasingly, in contrast with the rather immodest bottom half or the dress, the top-half has become increasingly tight and modest up front: Shinjurai ladies rarely bare cleavage except, perhaps, via a keyhole, and often have the garment reach all the way to their jawline with a slim, form-fitting “collar” or “choker” on the neck. They may bare the shoulders, though often wear long gloves, and may bear some of their back.

Shinjurai lords somewhat more closely resemble Maradonian nobility with a layer of form-fitting battleweave (or nuweave) between their skin and their clothing. Like the ladies, this garment usually reaches up to the jawline and has the same dark sheen. Over the top of the protective garment, men will wear something reminiscent of a business suit with a jacket and no shirt, leaving the jacket open to reveal the nuweave-covered expanse of their well-honed chests, or they’ll wear something similar to a military uniform, often in white: a broad-shouldered jacket and pleated slacks; the cut of the “Shinjurai military uniform” sets itself apart from the Maradonian officer’s uniform, with cleaner lines and a distinct lack of baroque clutter; observers compare it to the Imperial officer’s uniform, though the Shinjurai will note that the Empire imitated the Shinjurai uniform, not the other way around. Finally, while training or engaging in slow, physical meditative kata, the Shinjurai lord and lady both typically dispense with everything but their protective nuweave garment and a set of leggins so loose that they resemble skirts.

Shinjurai royals typically have silken black hair. Ladies wear their hair in ornate, elaborate styles that typically require several dedicated stylists at least an hour to arrange. Examples might include complex arrangements of their hair pinned jeweled and silver ornaments reminiscent of ancient geisha, or a thick collections of braids streaked through with colored extensions and colorful wires or ribbons. Shinjurai ladies will sometimes keep a single, contrastinglock of their hair a vibrant color, such as bright red, deep purple or a briliant blue.

Shinjurai lords tend to keep their hair short, often cut to mere stubble around the sides of their head with the top longer, often teased out into a tousled arrangement of feathery black locks or curls, the sort of “I get out of bed looking like this” that takes an hour and three stylists to arrange. Men rarely color their hair except for the Renegade Prince, who almost never has the natural, traditional black, favoring brilliant reds, blues or purples, often a mixture of two, or one with some of his natural black. The men typically go clean shaven, except for a reigning king; as the Shinjurai say: “No beard, no king.”

In public appearances, the Shinjurai royal family alwayswear ceremonial make-up that resembles the make-up of ancient plays. They always whiten their faces (some will make a clear boundary between their head and the unmarked skin of their necks and jaws), while others will whiten the face and neck all the way down to the neckline of their clothing. They then usually apply color to their eyes and lips; traditionally this color is black, giving them a monochromatic look, but sometimes fashion permits other colors; this may be some bright red to contrast with the stark black and white, or it can be a vivid plumage of deep colors, matching the rainbow sheen of their dark outfits. Women tend to play up the design of their lips and eyes, while men will typically do little more than mark a thin portion of their lips in a dark color and highlight their eyes so they stand out while performing, but they mayinclude some riotous designs around the face, reminiscent of a highly geometric “warpaint.”

Shinjurai fashion changes relatively rapidly compared to the rest of the Galaxy, and even though the Shinjurai royal family changes fashion more slowly than the rest, they too change. Indeed, given their audience, even a subtle change in the royalty can create ripples across the fashion world, especially if the fashion change comes from the Aloof Princess or the Renegade Prince. Recent trends suggest that the younger Shinjurai royalty are beginning to embrace the immodesty of the street as they show more leg and more shoulder and their high heels begin to rise in height, or the younger lords emphasize their chiseled physique more.

After a long period of monocrome, the Shinjurai royal family has begin to embrace color more. Their clothing, still relatively sheer, often sports subtle geometric patterns on them that emphasize their technological nature. Both lord and ladies have begin to embrace “varicloth” designs that allow them to shift the color or patterns of their dress quickly, and more have “smart tattoos” embedded on their face, so they can will the patterns on their face to change, typically a simple “colored lips and eyes” pattern to an elaborate “sultry” or “beautiful” lips-and-eyes pattern, to a full plumage display of “warpaint” and they shift between these depending on the mood they want to express.

A few have begun to go further and resurrect a long-dead fashion for holographic displays: they’ll add a holographic belt and program it with a few abstract, symbolic patterns which surround them like an aura on command, billowing out with a gesture; they control these patterns with a “control glove” which looks like a skeletal framework of nanopolymers across one hand; even when not wearing the holo-belt, many royals find it fashionable to still wear the control-glove.

Finally, given the state of the Galaxy, after centuries of his absence, the Valiant Prince (or, given the nuanced nature of modern roles, the Valiant Princess) has made his reappearance. Wearing full military regalia has returned to fashion for the first time in centuries for the conquered people. This coincides with an increase in the Denjuku military production, ostensibly to assist with the Alliance war-effort. Some Maradonians find this alarming, and are silenced only by those who point out how badly the Alliance needs the advanced fighters and cruisers of Denjuku.

Royal Arts and Leisure

The Shinjurai royal family expresses itself creatively through more than just fashion. It also does so through fine arts. As Neo-Rationalists, the Shinjurai royal family believe that their pastimes should assist in the honing and training of their mind.

The royal family rarely plays gamesthe way Maradonian nobility do. When they do, they prefer games that require outwitting a worthyopponent. The royal family often play Mitava (Holo-Chess), especially when on camera discussing foreign affairs. They also take part in the pan-galactic mass-player strategy game, Strategem, where they tend to be among the top players.

The royal family knows how to dance after the Maradonian fashion, given how often they tend to be invited to an Alexian Waltz, but they have a dance of their own, theShinjurai Deep Flow. This involves slow, carefully controlled movement of their body that both emphasizes extremely fine control of the body and calming of the mind. The movements resemble martial art training, except far slower and more fluid, and the purpose of the movements aren’t martial. The original intention of the dance is long forgotten, but various moves have an “interpretive” symbolism to them that most Denjuku inhabitants know, but tend to be inscrutable to outsiders (if the GM wishes this form of dance to have mechanical benefits, the character can roll Danceas a complementary roll to Meditation, and characters can attempt to communicate with one another using Dancein place of Gestures, but communication is slower (a minute per roll to get across a concept) and is better for emotional content, such as “I love you but I am forbidden from saying so” rather than “Attack the three on the left, I’ll get the three on the right.”

The Shinjurai royal family often take up traditional Denjuku musical instruments, including the electric samisen, the Shinjurai autoharp (played with the autoharp on the ground, and plucked by the Shinjurai sitting next to it), a particular ancient form of synthesizer, and the traditional electric guitar. Their music tends to be slow and “ambient,” often attempting to achieve a disharmony to the point of sounding like an electronic equivalent to natural phenomenon (such as falling water or leaves flowing on the wind), but they often mingle this with a strong and obvious, if slow and sometimes ominous, beat.

Finally, some Shinjurai take up the art of holoprojection. The appropriateness of this comes and goes over time, but it has come in vogue again. The current fashion trends towards abstract symbolism, usually circular in design, that the Shinjurai can program into their holobelt, but some have begun creating stylized holosculptures of the Rationalist masters.

The Shinjurai Melodrama

Nobody lies quite like the Shinjurai” – His Grace, Bale Grimshaw, Duke of the Ancestral Spur, Lord of the Shinjurai

Observers often use the words “docudrama” or “melodrama” to describe the behavior of Shinjurai royals, though this suggests that their life has more of a “soap opera” quality to it than it does. The Shinjurai royal family faces the constant attention of a ubiquitous media presence on Denjuku, and the pan-galactic hunger of the Shinjurai people to know more about the lives of the Shinjurai royal family. The Shinjurai royal family use this near constant coverage to weave propagandistic narratives that benefit them. While off-camera, they consult with their small army of media experts on how best to improve their image abroad, how to maintain audience interest, and how to get their preferred narrative across. The result crosses the understated subtlety and fine etiquette of an actual documentary or works like “Downton Abbey” with the pacing and interviews of reality programming.

Some outsiders point out the scripted nature of the supposedly “revealing and intimate” nature of these docudramas, but the populace who consume them understand this intuitively. They remain as interested in the manufactured drama as the real glimpses and flashes of what the Shinjurai royal family are like behind their make-up and beneath their assigned roles. Political experts and pundits also appreciate it, and slice apart major performances like a commentator on a sporting event, speculating on what message the royal family attempts to get across, or what aspects of the performance was scripted, improvised, or a mistaken flash of genuine personality.

This narrative invades every aspect of their lives and their interactions with other powers. Galactic leaders and powerful nobles who come to Denjuku find themselves folded into this narrative, and the wise ones “call ahead” to explain how they wish to be depicted. The royal family may or many not honor these requests, depending on relations between both sides.

For example, suppose Duke Bale Grimshaw requests a formal meeting with King Hoto Shinjurai to discuss a proposed bill on the Senate floor regarding a major purchase order of the lastest Syntech fighter, the Raptor, to counter the rising threat of the Imperial Tempest-class fighter. He adamantly demands this not be turned into a major spectacle and that he not be turned into “a villain,” noting the importance of good relations between the Shinjurai and the rest of the Alliance. Hoto agrees, and proposes a simple dinner with the family, and requests the Bale bring his protege, Bastian Grimshaw, to meet his daughter, the “Aloof Princess” Mina Shinjurai. Bale agrees.

The holovids begin with the the King greeting the Duke in a grand, if politically uninteresting, ceremony. We next see them quietly discussing the specifics of the proposal while playing Mitava. They keep their discussion subdued, and the political commentators talk over them during the broadcast, discussing the King’s holo-chess strategy (he seems to be playing for stalemate) as well as the content of their discussion: the Duke seems concerned about the increasing militarization of Denjuku, and while the King seems interested in discussing the jobs that the order will bring, as well as the importance of involving Denjuku in the war effort, not only because of its technological excellence, but to help the Denjuku people feel more like they’re part of the Alliance.

At the dinner, the Grimshaws find themselves swarmed by floating holo-cameras, though the royal Shinei prevent journalists from bothering the Grimshaw nobles. Nonetheless, all the cameras get a good shot of Mina Shinjurai, in a long gown and tall heels, on the arm of Bastian Grimshaw. When he says something inaudible to her, she seems to break character as the aloof princess, giggles, lowers her face and smiles shyly.

At the dinner, Bale sits to Hoto’s right hand; beside him sits Kayko Shinjurai, the Innovative Princess, who, after a discussion of a recent, memorable match of Strategem between the two of them, peppers him with softball questions about the debated purchase order meant to emphasize the prowess and capabilities of the new Raptor fighter.

Then the cameras swing to a late-comer, Riona Shinjurai, the “renegade princess” wearing a short, tight-fighting black dress, with knee-high boots and long, riotously colored hair. She sways a little on her feet, as though drink, and then grins impishly at the camera. She goes and pushes Kayko aside and takes the seat next to Bale, who scowls sensing a trap. Confirming his suspicions, soon Riona peppers him with questions about an Alliance military scandal that recently dominated Denjuku news, about a major Alliance defeat, and another about abuses of power by the Alliance in the Rogue Stars. She asks the questions in such a way to simply highlight these problems, and doesn’t respond to the Duke’s answers, merely shifts to the next scandal, her grin widening each time. Mina interrupts her, criticizing not the content of her questions, but the rudeness of asking them, as well as highlighting her drunkenness.

They soon begin to argue in increasing crescendo until, Bale, fed up with everything, unintentionally exerts his electrokinesis and the lights momentarily dim (the media exaggerates this to a total black-out with dramatic sparks for a few seconds during the actual broadcast). Hoto then interrupts the two girls and declares “Enough.” He looks to Riona and orders her to depart. He then looks to Mina, who bows her head and apologizes to the Duke in a clear sign of submission, then she excuses herself.

Outside the dining hall, Mina and Riona continue their argument, though Riona turns the discussion away from politics and to the personal by suggesting that Mina has her pro-alliance stance not out of duty or honor, but out of a desire for an intimate relationship with the handsome, but very Maradonian, Bastian Grimshaw. Mina breaks character and slaps Riona, whose smart tattoos suddenly lose their color and return Riona to her normal features. She again breaks the fourth wall and looks directly at the camera in shock. The filming of the scene immediately ends.

Later in the day, an interview with Mina, once more prim and poised as befits her station, broadcasts. She announces the good news that Bale has agreed to the acquisition, in a “win” for Denjuku industries. She also announces that she has agreed to attend a session of the Alliance senate to represent Denjuku’s commitment to the war effort, and sadly announces that Riona has gone into a “temporary retreat” to meditate and refocus on her own behavior. The interviewer pointedly does not ask about the relationship between Bastian Grimshaw and Mina, nor about the incident between her and Riona.

Political commentators later speculate that the King allowed Riona to question Bale both to emphasize that Denjuku couldsell their Raptors to the Empire instead, pressuring Bale to support the purchase order. Her use of recent scandals acknowledged the recent doubt the Denjuku populace have had about their interaction with the Alliance, but by behaving drunkenly and being called out for rudeness by Mina distances the royal family from these statements. They remain divided on what the purpose of the exchange between Riona and Mina afterwords was; their best guess was to underline the two sides of the debate and how the Shinjurai family see all aspects of it, as well as teasing the Alliance about a closer bond between the Shinjurai and house Grimshaw by marrying Mina to Bastian, and making it sound higher-cost than it was. They remain divided as to whether the slap was scripted or a genuine expression of real rage by Mina; if the latter, they also cannot agree whether Mina has real feelings towards Bastian, or if she resents her expected role of dutifully submitting as wife to a Grimshaw.

Intelligence experts within the Alliance do not believe for a moment that Riona is “on retreat,” but that she has been dispatched to the Empire to see what their counter-bid to the Alliance would be.

Playing as Shinjurai Royalty

The following rules represent unique exceptions for playing as Shinjurai Royalty.

Optional Rules: Persona and Expanded Roles

GURPS Social Engineering discusses Cultivating a Personaon page 61; in principle, the Shinjurai dedicate their lives to cultivating powerful, memetic personas. The following rules are entirely optional, as most of the reasons for Shinjurai personas go beyond the scope of the rules and into narrative concerns, but if you want to give their personas additional mechanical teeth and perhaps more deeply explore the concept of personas, use the following rules.

To exploit the persona rules, the character must have spent years cultivating one. Treat this as a Shinjurai Persona perk, which much be specialized by role. This perk represents an “opt in” on the Cultivating a Personarules. To “take on” the persona, the character must roll Acting+5 or Performance+3 or IQ. They may add +1 if they have any levels of Appearance with the “Shinjurai Proprietary” limitation, and +1 if they have a level of Fashion Sense and wear an outfit appropriate to their circumstances. Success grants them a +1 to reaction rolls, influence rolls, and Propagandarolls for the rest of the scene, provided these fall within the confines of their given role, and they do not violate the strictures of their roles.

At the GM’s discretion, Shinjurai Personamay be leveled; in this case, the characteradd their levelof Shinjurai Persona to reaction rolls and influence rolls after a successful persona roll providedthey are influencing a specific subset of people: either characters with the Believer (Neo-Rationalism) quirk or a specific subset of people equivalent to the reaction bonus from a Talent. For anyone else, they get the normal +1 reaction bonus.

The GM may also allow a Nuanced Shinjurai Persona. This is not leveled. It represents a character with an unusual take on a specific role (such as a female version of a male role), or a character with multiple roles, with the Nunaced Persona representing an alternative from their main role. In all cases, the roll for taking on your persona suffers a -2; if you succeed, you gain a +2 to reactions, influence rolls and Propaganda rolls (as people find your nuanced persona more exciting and interesting), or a -2 if the roll fails (as people react poorly to your unorthodox approach).

Some Shinjurai royals so completelyinhabit their role that they develop an odd form of Schizophrenia where they come to apply a certain reality to their role, and a distance from their “real self.” Treat this as either Split Personality(if the role simply bubbles up uncontrollably) or Controllable Disadvantage (Split Personality)they can so completely get into character that they lose who they were. In both cases, the rules for these traits supersedethe above rules for taking on your persona, but while manifestingyour split personality, you get the same benefits of a successful persona roll.

Shinjurai Personas and Communion

Observant readers may note a synchronicity between Shinjurai personas and the Paths of Communion. The Shinjurai royalty are not psionic and thus cannot access Communion, but that does not mean that their actions do not unconsciously shape Communion, or that they’re not shaped by it.

At the GM’s discretion, Persona rules can replaceor supplement the Legendary Reputation of Paths. In both cases, a Persona, while maintained, adds its Reaction bonus to Communion for that specific path only. This represents the persona shaping mass, subconsciousness to the point where Communion itself reacts. The GM might allow third parties to benefit from Shinjurai ceremonies, adding the reaction bonus to a Communion roll by a character that seeks to harness the latent power of those unconscious rituals. If so, Denjuku is an extremely interesting world for Templars and Tyrants, and priests and priestesses of the Divine Masks might also use similar rules and have their own Personatraits.

Expanded Personas

If using the optional persona rules, the following rules expand the personas to include the typical minimum for appearance levels, what Talent they imitate with multiple levels of Persona for the purposes of a Reaction bonus, what disadvantages they tend to simulate while in their persona (or that they would have while in the grips of a Split Personality) and for what Path, if any, they act asthe equivalent to Legendary Reptuation.

The Aloof Princess

Female Persona

Minimum Appearance: Very Beautiful

Simulated Talent: Choose one of Antiquary or Poet

Simulated Disadvantages: Callous [-5]; Intolerance (Irrational Philosophies) [-5]; No Sense of Humor [-10]; Squeamish [-10];

Path: The Bound Princess

The Genius Prince

Male Persona

Minimum Appearance: Attractive

Simulated Talent: Choose one of Intuitive Statesman or Natural Scientist

Simulated Disadvantages: Odious Personal Habit (Pedantic or Smug) [-5]; Truthfulness [-5*]; Workaholic [-5].

The Innovative Princess

Female Persona

Minimum Appearance: Attractive;

Simulated Talent: Mathematical Ability

Simulated Disadvantages: Chummy [-5]; Klutz [-5]; Trickster [-15*]

The Princess Mother

Female Persona

Minimum Appearance: Beautiful;

Simulated Talent: Good Wife

Simulated Disadvantages: Charitable [-15*]; Hidebound [-5]; Sense of Duty (Children) [-10].

The Renegade Prince

Male Persona

Minimum Appearance: Very Handsome

Simulated Talent: Choose one of Born Entertainer, Street-Smart or Tough Guy

Simulated Disadvantages: Compulsive Carousing [-5*]; Gluttony [-5*]; Impulsive [-10]: Laziness [-10]; Lecherousness [-15*];

Path: Choose one of The Beautiful Fool or the Rebellious Beast.

The Valiant Prince

Male Persona

Minimum Appearance: Handsome

Simulated Talent: Born Warleader

Simulated Disadvantages: Callous [-5*]; Delusion (“Carefully applied violence can solve anything”) [-5]; Overconfidence [-5*]

Path: The Righteous Crusader.

Unique Shinjurai Traits

Appearance (Shinjurai Proprietary -25%) [varies]: The “Shinjurai Proprietary” limitation represents a variant of the Off-the-Shelf limitation to appearance. The Shinjurai character is obviously beautiful in a way that other Shinjurai often are. People who have seen a great deal of Shinjurai royalty (Maradonian aristocracy and some Imperial Officials) halve the reaction modifiers unlessthey have a deep emotional connection with the ideaof Shinjurai royalty (typical of characters with Believer (Neo-Rationalism)) who will treat them as celebrities and thus are impacted by the full reaction bonus of the appearance modifiers. Characters with this limitation also automatically count as though they had the Classic Features (Shinjurai)perk.

Controlled Disadvantage (Split Personality) [1]: The character has so integrated into their role that they have the ability to switch personalities into their role. This new personality should have some or all of the disadvantages listed in their role, and may have the talent listed in their role! If using the Optionalpersona rules, switching to this personality automaticallygives them the benefits of a successful persona roll.

Nuanced Shinjurai Persona [1]:Optional. This perk allows the character to use the optionalshinjurai persona rules (see above) with the Nuancedoption. This operates like the normal Shinjurai Persona perk, but represents a unique take. The character may change one or more aspects of their chosen role (the gender, a disadvantage or two, the simulated talent, etc), or represent a second or third persona atop their main persona. Rolls to don this persona are at -2, but a successful roll applies a +2 to reaction modifiers and influence rolls, rather than a +1, while a failure applies a -2 to reaction modifiers and influence rolls. This must be specialized, and cannot be levelled.

Shinjurai Persona [1]: Optional. This perk allows the character to use the optionalshinjurai persona rules (see above). The must specialize by role, and at the GM’s discretion, this trait may be leveled (up to 4 levels). Every level beyond the first adds an additional +1 to their reaction rolls and influence rolls for a specific group, as though they had a specific talent appropriate to the role.

Shinjurai Royal Training[1]:This perk is a variation of Cutting Edge Training (Shinjurai Tech). They may use TL 12 Syntech or Shinjurai Royal technology at no penalty!

Split Personality [-15*]:This represents the disadvantageous form of Controllable Disadvantage (Split Personality) above. The Shinjurai has so internalized their role that it has driven them mad, and they can no longer control switches between their role and their “true” self. When the role-personality is active, the character automatically gains the benefits of their Persona ifyou’re using the optional persona rules. The split personality often has the listed disadvantages and talent for their role.

Taboo Traits (Genetic Defects, Unattractiveness) [0]: No one bornas Shinjurai can have genetic defects or look unattractive. See Biotech p. 65.