The Ascendant Network — Designing Power That Costs
The complete design breakdown of Aetheris's core progression system — where cities become nodes, professionals become operatives, and the player's growing influence creates as many problems as it solves.
Category
Design
Reading Time
15 Min
Date
Feb 12, 2026
The Vision
Most RPGs give the player power as a reward. You level up. You unlock a skill. You get stronger. The world doesn't change — you just hit harder.
Aetheris inverts this. Power is not a reward — it's a constraint. The Ascendant Network System is how Kaelen transforms from a whispered myth into an influential leader of an evolving underground network. But every node she controls creates obligations. Every professional she recruits increases visibility. Every establishment she funds becomes a target.
The player's influence grows — but so does the weight of maintaining it.
The Node Lifecycle — Five Phases of Territorial Evolution
Every city, outpost, or factional front in Aetheris can become a "node" in Kaelen's expanding network. Each node progresses through five distinct phases, and each phase permanently reshapes the world around it.
Phase 1: Discovery
The node begins as neutral, hostile, or indifferent territory. The player learns of its existence through rumors, regional maps, or story quests. Initial context is revealed — cultural tensions, faction conflicts, underground rumors. At this stage, the node is a question mark on the map with a story waiting to be uncovered.
Phase 2: Alignment
Kaelen chooses how to interact with the node. She can support an internal figure who becomes the future commander, side with an external faction, sabotage existing power structures, liberate the settlement, or remain hands-off. These choices apply initial world-state tags that shape every future evolution of the node.
This is the first commitment test. What the player chooses here determines not just the node's trajectory, but its relationship to neighboring nodes through the Ripple Effect Chain.
Phase 3: Development
The node enters a semi-controlled state. A commander is active. The settlement gains access to basic upgrades, mission boards, and crafting options. Early ripple effects begin to influence nearby regions. The player can now customize the faction's local identity — uniforms, symbols, support structures, ideological stance.
This is where the system starts to feel tangible. The player sees their choices manifested in architecture, NPC behavior, and available services. But it's also where the demands begin — resources need to be allocated, directives need to be set, and rival factions start noticing.
Phase 4: Divergence
Based on the commander's archetype, regional pressure, and time passed, the node begins to evolve independently. It may drift toward ideological extremes: zealotry, reformism, shadow governance. New local features unlock while previous ones close off. Faction-specific ripple effects reshape the map.
The player can intervene through story-critical missions — or they can let the evolution unfold. This is where Aetheris's design philosophy becomes most visible: the world doesn't wait for the player. Nodes evolve whether you're watching or not, and the direction they take reflects the conditions you created, not the choices you micromanage.
Phase 5: Consolidation or Collapse
The node stabilizes into a mature form, or destabilizes entirely. Fully loyal hubs provide advanced gear, elite recruits, and intelligence networks. Collapsing nodes become hostile, chaotic, or unrecognizable.
Each outcome is permanent unless countered by major narrative investment. A collapsed node can become a mythic reclamation arc later in the story — but the cost of reclamation is always higher than the cost of prevention.
World-State Impacts
Each phase transition applies new world-state tags that affect neighboring questlines, faction reactions, resource access, political allegiance, and reputation scaling. A node that enters Divergence phase toward zealotry doesn't just change itself — it changes how neighboring nodes perceive the player's entire network.
This creates a cascading system where territorial management is inseparable from narrative consequence. The player isn't painting a map — they're creating a political ecosystem that has its own momentum.
The Professional System — From Street-Level to Command
The Ascendant Network isn't just about territory. It's about people.
The Network Professional System expands the player's influence through the recruitment and development of skilled NPCs who operate across settlements, factions, and the underground. These professionals are the human infrastructure of Kaelen's power.
Phase 1: Groundwork (Hands-On)
The player is directly involved in every operation. Personally riding mounts with the Stablemaster to capture rare beasts. Infiltrating archives with the Forger to swap documents. Hauling rare ore for the Weaponsmith through contested territory.
This phase is intimate and dangerous. The player earns loyalty by showing up — by being present and sharing risk. It establishes the foundation of trust that the entire network depends on.
Phase 2: Delegation (Shared Control)
Professionals begin operating independently but still require the player's guidance at pivotal moments. The player can assign operations, choosing risk and reward strategies. They send trained hunters to track beasts while handling negotiations personally. They assign the Smuggler to establish new routes while securing bribes with local guards. They coordinate multi-professional jobs where a Forger prepares papers for a Beastmaster caravan.
This phase tests whether the player can let go of direct control without losing strategic coherence.
Phase 3: Command (Network Management)
The player transitions to directing the network from safehouses, war rooms, or through trusted lieutenants. Systems generate passive benefits — income, influence, rare items — with occasional intervention needed for crises or opportunities. The player decides which faction contracts to accept, which territories to expand into, and when to host gatherings where professionals share resources and intelligence.
By the late game, the player should feel at the top of the chain. Day-to-day operations run without constant presence. Strategic decisions replace manual labor. The network operates across multiple factions and regions. Player influence changes settlement economies, politics, and security.
But this power has a shadow: the more the network operates without the player, the more it develops its own priorities. Commanders make choices the player wouldn't have made. Professionals pursue their own interests. The network becomes an entity with its own momentum — one the player created, but doesn't fully control.
Professional Categories
Each professional type brings unique systemic benefits:
Stablemaster / Beast Tamer expands mount and beast availability. Unlocks animal-assisted missions, breeding programs, and ritual access. In Keltus territory, this professional integrates with the culture's deep relationship to fauna. In Kyadamri territory, they become an exotic goods supplier.
Forger creates false documents, identity papers, and faction credentials. Essential for operating in hostile territory. A Forger in a First Hand city can fabricate audit paperwork. A Forger in Tainted Hand territory can manufacture inquisitorial writs.
Weaponsmith crafts unique arms, modifies weapons, and opens black-market trade channels. Their output quality depends on the resources available at their node and the trade routes the player has secured.
Smuggler establishes contraband routes and moves rare goods unseen. Their effectiveness scales with the corruption slider of the territory they operate in. A smuggler in high-corruption Kyadamri is a natural fit. A smuggler in low-corruption Keltus is a significant risk.
Assassin / Silent Operator executes targeted eliminations and destabilizes rival networks. Their use has consequences — not moral ones, but systemic ones. Eliminating a rival faction's commander in one node may provoke retaliation across multiple nodes.
Scholar / Archivist unlocks lore, hidden histories, and magical research benefits. They can also seed false histories — a powerful tool for reshaping how factions perceive Kaelen's network.
Faction Front Establishments
Professionals don't operate in a vacuum. They need physical infrastructure — establishments that serve as hubs for operations, crafting, missions, and storage.
These establishments are organically integrated within cities. They look like normal businesses — because they are normal businesses that also serve the network's purposes.
Order-aligned establishments include: The Iron Quill Tavern (managed by knights offering armor crafting, combat training, and intelligence), Null Lantern Books (an esoteric bookstore serving as an espionage center with secret catacomb pathways), and the Echoing Shade Inn (providing memory manipulation services and regional intelligence).
Rebel-aligned establishments include: Root & Remedy Herbalists (offering guerrilla strategies, poisons, and secret jungle routes), Emberforge Smithy (crafting rune-inscribed weapons with access to volcanic passages), and Mistsong Cellars (a hidden meeting point beneath a tavern for rituals, prophecies, and strategic planning).
Players invest resources to improve and expand these establishments. Functional upgrades enhance crafting, alchemy, storage, and intelligence networks. Aesthetic customization reinforces the faction's presence and reflects growing influence. Every upgrade is visible in the world — not just in a menu.
Rival Faction Proactivity
The Ascendant Network doesn't grow in a vacuum. Rival factions notice. They respond. They adapt.
As the player's influence expands, rival factions actively attack establishments, challenge territorial control, and attempt to retake lost regions. They recruit named rival leaders who dynamically evolve, adapting strategies against the player's network.
This creates emergent events: battles, sieges, sabotage attempts, and espionage operations that require the player's intervention. The network is not a passive income system — it's a living conflict that demands attention, strategic thinking, and sometimes sacrifice.
Integration With the Larger Game
The Ascendant Network connects to every major system in Aetheris:
Ripple Effect Chains ensure that phase shifts in one node cascade into neighboring nodes. Corrupting a food supply in one town affects morale in the capital. Saving a sacred beast in a village unlocks trust in a distant pilgrimage site.
The Faction Alignment System determines which establishments, professionals, and upgrade paths are available. An Order-aligned network looks and functions fundamentally differently from a Rebel-aligned one.
The Living World Reactions System means that the player's network exists within a reactive environment. Guards respond to network activity. Merchants adjust prices. Rumors spread. The network is not above the world — it's embedded within it.
The Myth Reflection System means that the network's actions feed into how the world perceives Kaelen. A well-run, subtle network might make Kaelen a whispered legend. A heavy-handed, visible network might make her a feared warlord. The same mechanical success can produce very different narrative outcomes.
The Core Tension
The Ascendant Network exists to make the player feel a specific tension: the tension between wanting more power and recognizing what that power costs.
Every node controlled is a node that can be lost. Every professional recruited is a person whose loyalty must be maintained. Every establishment funded is a building that can be raided. Every commander appointed is someone who will eventually make decisions the player disagrees with.
Power in Aetheris is not abstracted behind numbers. It's embodied in places, people, and systems that have their own weight, their own needs, and their own capacity to resist the player's intentions.
That's the design. Not power as reward, but power as responsibility — and the question of whether the player can hold everything together while the world pushes back.
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