The Hector-Sabrina Family: An Unlikely Origin Story 

From the Parliamentary Record of Albion Space, Educational Broadcast, House of Resources 

[The following is an excerpt from the public educational archives maintained by the House of Resources, originally recorded for Terra-side distribution. Transcript lightly edited for readability.] 

“This family of asteroids was the product of the most improbable union possible.” 

So begins nearly every schoolchild’s introduction to the place we call home. And improbable is not too strong a word. To understand why Hector-Sabrina exists, and why it matters, you have to understand just how far each of its parents traveled to find the other. 

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The Marcher-Ships: Guardians of Albion Space 

From the Parliamentary Record of Albion Space, Educational Broadcast, House of Resources 

[The following is an excerpt from the public educational archives maintained by the House of Resources, originally recorded for Terra-side distribution. Transcript lightly edited for readability.] 

There is a particular kind of ship that defines life in Albion Space. Vast, irregular, scarred by decades of active service, the marcher-ships are easy to take for granted. They have always been there. It is worth remembering that they were not always meant to be. 

Ships Without A Destination 

The marcher-ships were not designed for the asteroid belt. They were designed to leave it. 

When the original planners of the Hector-Sabrina settlements looked outward toward the Copernicus system, they understood that the journey would require something more than a transport vessel. Crossing interstellar distance demands a ship capable of sustaining life across generations, carrying not just people but the biological heritage of Terra: its plants, its animals, its ecosystems. The greenspaces at the heart of every marcher-ship were not an amenity added for crew comfort. They were the point. A living seed bank, a portable fragment of Earth’s biosphere, intended to take root in a new star system. 

The asteroid-breaking weaponry came from the same logic. Any vessel pushing through the outer solar system and beyond would encounter debris, ice, and worse. The same ordnance that can destroy a wayward rock in Hector-Sabrina can clear a path through an unknown system’s hazards. Defense and exploration, in a marcher-ship, were always the same capability. 

And the teleportation drives, capable of jumping up to 7.7 light-seconds in half a second of subjective time, were the mechanism by which the journey would actually be made: not a slow drift across the void, but a series of precise, rapid steps, each one carrying the fleet a little further from home. 

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Inside Longbourn: A Visual Tour

The Albion Courier, Features Desk

[During our video conference with Elizabeth Bennet, Member of the House of Resources for Longbourn Mining Company, she offered to show us around. What follows is an edited account of that tour, with images drawn from Longbourn’s public broadcast archive.]

The first thing you see when Elizabeth Bennet turns the camera toward Longbourn’s Great Hall is the mural above the staircase, except it is not a mural, but a curved screen showing a color enhanced view of deep space, relayed from a telescope on the asteroid’s surface. The effect, at the scale of a room that could comfortably hold a hundred people, is somewhere between sublime and vertiginous. The stars move too slowly to perceive.

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The MP for Longbourn: A Profile of Elizabeth Bennet 

The Albion Courier, Features Desk 

[Elizabeth Bennet, Member of the House of Resources for Longbourn Mining Company, agreed to speak with the Courier via video conference. The resulting article has been lightly edited for length.] 

There are Members of the House of Resources who treat their Parliamentary seat as a burden, a necessary inconvenience attached to their family business. Elizabeth Bennet is not one of them. 

She is younger than you expect, dark-haired with lively brown eyes. She gives you her full attention without ever giving you the impression that she has forgotten you are a journalist. She answers questions directly and completely, and somehow by the end of the interview you find yourself with a thorough understanding of Longbourn Mining Company’s public position on every matter of policy and very little idea what Elizabeth Bennet thinks about any of it personally. It is, in its way, an impressive performance. She would almost certainly object to that word. 

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The Last Repose and Mr. Darcy: A Profile of Albion’s Most Private Marcher 

The Albion Courier, Features Desk 

[William Darcy, Marcher of the Last Repose, declined multiple requests for interview. This profile was assembled from public records, Parliamentary testimony, and conversations with crew members who asked not to be named.] 

There is a moment, when the Last Repose comes into view, when you understand why people find William Darcy difficult to ignore. 

The ship is enormous. That much you know from the figures. At somewhere north of thirty kilometers in diameter, this is the largest marcher-ship in active service in Albion Space, and one of the oldest. What the figures do not prepare you for is the Repose’s shape. Where every other marcher-ship in the family wears its asteroid origins plainly, that characteristic lumpen potato silhouette, the Last Repose is a sphere. Not by design: the original asteroid was simply, and unusually, spherical, a geological accident that the first Darcy to claim her evidently considered worth keeping. Generations of maintenance have preserved that shape, pitted and scarred and dark with age, but unmistakably round. 

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Speaking Thukiel: The Lost Language of Thule | Hunter Healer King

Three thousand years after Thule sank beneath the waves, its language survives in fragments.

The Stormcrows still use Thukiel in certain ceremonies. Banishing daggers carry runes in the ancient tongue. The Pledge of Arent, which binds a king to the Armor, must be spoken in Thukiel, and the speaker must mean every word.

This is the language of a civilization that built airships and tamed gravity, that imprisoned demons and fell to its own hubris. And in the world of the Hunter Healer King trilogy, Thukiel isn’t just history: it’s power.

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The Armor of Arent: A Forty-Foot Mecha Waiting for the Hunter Healer King

Three thousand years ago, when Arent os Storm fled the fall of Thule, he brought with him more than just survivors and ancient knowledge.

He brought a weapon.

The Armor of Arent is a forty-foot-tall mecha in the shape of a knight in armor, with a crow-faced visor on the helmet, framed by wings. It can walk, it can fly, and it’s been waiting for a king worthy to pilot it. It may have finally found one.

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Kallomancers and Their Leeches: The Most Dangerous Algomancers in Hunter Healer King

Maxim os Storm was a young man away at university when a kallomancer and her leeches attacked the airship carrying his parents.

The creatures tore through passengers and crew, drinking blood and spreading terror. By the time it was over, Maxim had lost his parents and other family members to the monsters many hunters consider the most dangerous algomancers of all.

This is personal for him. And for the Stormcrows who survived that night, kallomancers represent a threat that can never be forgiven.

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The Three Mysterious Metals of Thule: the Secret Technology of Hunter Healer King

What if Atlantis fell…but left behind liquid metal that could heal any wound, steel that defies gravity, and an energy source that could power engines for millennia?

Three thousand years ago, when Thule sank beneath the waves, the Stormcrows escaped with more than just their lives. They carried the secrets of three mysterious metals, created during the first Immortal War before mortals walked the earth. These metals, known as floatsteel, quicksteel, and burnsteel, are the backbone of this world’s technology.

Airships fly because of floatsteel. Dr. Maxim os Storm heals the wounded with quicksteel. And burnsteel powers steam engines that can run for centuries without fuel.

This is the lost technology of Thule, and it’s everywhere in the Hunter Healer King trilogy…once you know where to look.

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Necromancers and Their Wights: The Walking Dead in Hunter Healer King

The dead don’t rest easy in the Old World.

Necromancers summon evil spirits from the underworld and bind them into corpses, creating shambling servants called wights. And if a wight bites you? You might join their ranks.

They are a type of algomancer: feeding on pain and fear like other dark sorcerers. They bring their own particular horror to the world of the Hunter Healer King trilogy.

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