Decades of relentless warfare and low reproductive rates had kept the vampire population at a notably low level. Even during its most prosperous times, the number of vampires in Sylvania had never exceeded ten thousand. While this was undeniably troubling, it also served as a safeguard for the nation's survival. Being poor, underdeveloped, and posing little threat meant that other factions were less inclined to waste resources on conquering Sylvania, instead focusing on wealthier and more formidable adversaries.
As a result, full-scale wars between Sylvania and the armies of the Sigmar Empire were rare. More often, vampires found themselves contending with adventurers, mercenaries, bandits, rogue knights, mad witch hunters, delusional warrior priests, and, of course, the ever-present and perpetually belligerent Orcs. In recent centuries, Orcs had become Sylvania's primary adversary. While other enemies were either greedy or insane, they were not representative of humanity's mainstream. The Orcs, on the other hand, were simply born with a predisposition toward chaos.
"Let's face it—our current state is one of survival rather than dominance. While we're capable of defending ourselves, we lack the strength to launch significant offensives. This may be humiliating, but it's a reality we must accept and use as motivation to strive harder!" These words, spoken during an impromptu speech by a vampire, resonated with the audience, earning applause for their candidness.
The banquet was in full swing. Dozens of magical chandeliers cast a golden glow, illuminating the ancient castle as brightly as daylight. An array of exquisitely prepared dishes and smuggled wines from across the world flowed endlessly. Vampires mingled, enjoying the feast and engaging in lively conversations. Some gathered in the game rooms to play billiards, bridge, or delve into strategic games like Orrod Chess.
For the more combat-oriented vampires, the basement's sparring arena became a stage for intense duels. Meanwhile, the alchemy lab hosted those eager to conduct magical experiments. Many research-obsessed vampires, having been deprived of their studies during the month of Red Morr, seized this opportunity to dive back into their work. Isabella had attempted to sneak in and learn a thing or two but was swiftly discovered and shooed away.
It wasn't that the researchers were possessive of their knowledge; alchemical experiments were simply too dangerous. Small-scale mishaps might result in a brief explosion, but large-scale failures could be catastrophic. They feared for Isabella's safety.
Resigned, Isabella returned to the grand hall to join her friends—girls her age—for conversation.
Valred, too, had hoped to blend into the crowd, eavesdropping on conversations to glean insights and updates. However, he soon found himself in a similar predicament to his sister. Recognized by nearly every vampire present, he was met with warm smiles and greetings, followed by the inevitable question: "Valred, why don't you go play with your friends?"
This left Valred mortified. Like Isabella, his "friends" were boys his age, and he was expected to join them. After enduring this exchange several times, he gave in and approached the group of children waving at him, pasting on a smile as he went.
While the banquet had no age restrictions, most vampires had little interest in entertaining children, and the children themselves preferred the company of their peers. Separated into groups by age, the adults and children entertained themselves in their own ways.
"I'd much rather be playing billiards, bridge, or Orrod Chess," Valred thought to himself, longing for the sophisticated games enjoyed by the adults. These activities—similar to pool, poker, and chess—were immensely popular among civilized races. Vampire men favored billiards, while the women gathered for card games. Both genders enjoyed strategic board games like Orrod Chess.
Though the children also enjoyed these games, their skill level was predictably rudimentary. Beating them was amusing at first, but it quickly grew tiresome. Valred yearned for more challenging opponents, though he knew this was unlikely.
Putting aside his disappointment, Valred focused on building relationships with his peers. Childhood bonds could grow into lifelong alliances, a pragmatic consideration that influenced his approach.
"Alright, Valred, what should we play?" one of the boys asked eagerly, clearly already having something in mind.
"Sure. What's your idea?" Valred inquired.
The older boy pointed to a corner of the room, where several machines were set up. "The combat simulation devices. I asked the adults, and they said we could use one."
Hearing this, Valred's interest was piqued. In an era with limited entertainment options, the combat simulation device stood out as a marvel of alchemy. Capable of realistically simulating battles, it served both as a game and a military training tool.
"Then let's not waste any time," another boy urged, noticing Valred's excitement.
Leading the group, Valred made his way to the corner. Unlike the lively game rooms, this area had a more serious atmosphere. The adults engrossed in their simulations ignored the children, their focus entirely on the virtual battlefield.
The advanced realism of the simulation required full concentration and precise control of necromantic forces, making it a favorite among the adults.
For the children, however, such intensity was out of reach. Their limited mana reserves and undeveloped skills necessitated a simplified mode of play. Fortunately, the machine's developers had anticipated this, offering a virtual mode that required minimal mana and could even use mana crystals as an energy source.
Still, accessing these machines was a rare treat for vampire children, usually reserved for military training classes or special occasions like this banquet. Seizing the opportunity, Valred and his friends prepared to dive into the world of simulated warfare.