Lore

From Sojourn


Welcome to the Sojourn Lore page!
The pages and links within contain in-character content which pertains to the game's universe that may or may not be represented in-game mechanically, and is more meant to provide background information on which to build worlds and characters off of. It is commonly known as "fluff" due to this. Things such as a planet's economics or a species' culture are two such examples of lore that serves as fluff, which can then be used in a character's background to provide more immersive detail. The vast majority of these pages can be read as if your character is reading it unless stated otherwise. Please keep in mind that the content within however can be changed or edited at any time as corrections to help maintain continuity are not unheard of. If you have any questions, comments or concerns about the lore, please contact User:Cora for more information.


Note from Server Maintainers

Any and all species from other servers do not exist in our lore. Any attempt to bring an alien species from another server will be met with character removal. Any attempt to use lore from other servers will be met with Administrative action. Custom species are required to be in the realm of possibility, and if you want to create a new race that is not an abhuman you are required to use this guide or contact a lore maintainer.

Premise

The brutality of the authoritarian Sol Federation has long proven its intolerance to many. Dissidents, rebels, second class citizens, and aliens living within Sol Federation space have long since been beaten down by the militaristic government that seeks open control of much of the galaxy. One such group, funded by companies looking to exploit this feeling of social animosity, became known as the Nadezhda and began to secretly recruit members looking to escape the oppressive rule of the Sol Federation and its allied empires.

The factions who signed onto this venture were the Sol military deserters, the Artificier’s Guild, the Soteria Institute, and the Lonestar Shipping Solutions. The Marshals were once Sol Federation forces consisting of police, paramilitary, and military operatives trained in keeping the peace and waging small scale warfare in order to ensure Sol Federation dominance in star systems absent of full military support. The deserters were recruits and veterans alike of several conflicts who in an act of open defiance seized what equipment they could and fled with the Nadezhda, all of whom are now branded as pirates and considered criminals by the Sol Federation. The Artificier’s Guild is a faction dedicated to the maintenance and repair of various types of technology among federation controlled space and, after being conscripted for several years to work pro bono for the federation military they officially closed shop, declared bankruptcy, and left with the colony ship. The Soteria Institute is a completely independent corporation that seeks advancement in all areas of science ranging from biology to cybernetic systems and desiring to experiment with plasma and outside the prying eyes of the federation government eagerly signed on to the colony as researchers and doctors. The Church of Absolute, seeking a new land to found their church and faith for a better life after being declared a cult and forced into hiding by the Sol federation. Finally you have the Lonestar Shipping Solutions who organized the entire mission down to every credit from finding people to sign on, buying the ships, loading all the supplies, and getting every faction to fall in line together.

Introduction

In the year of 2644...

At the behest of the allied factions an organized colony ship was deployed and arrived in the Chromin 8 system in the span of two years with the aid of Bluespace FTL to escape the iron fist of the Sol federation. With successful deployment the ship landed on Amethyn and began immediate construction of a full colony. With merely a years time the colonists, with the aid of mechanized and robotic assistance, set up a thriving city. Yet, as luck would have it, several things went wrong in the span of a few months.

First and foremost came the Bluespace crash in the year of 2645, an event which caused the complete disruption of all Bluespace FTL drives in the galaxy to simultaneously fail. It is unknown what caused the crash or even why, but what is known is that Bluespace FTL travel has now become suicidally dangerous. Travel into the Bluespace dimension would often see ships disappear permanently, arrive billions of lightyears away from their target destination, or appear absent their crew and hollowed out into drifting space hulks. It is estimated that only one percent of all ships attempting Bluespace FTL arrive at their destination and all ships now must use the former primitive FTL drives, slowing down travel to a snail's pace. For better or worse, anyone traveling between the Chromin 8 system to Sol Federation space must now spend eight years using the primitive FTL drives. This effectively rendered the colony of Amethyn stranded and cut off from nearly all other empires. This proved a double edged sword, on the one hand the Sol Federation could not pursue them, but on the other hand they could no longer export or import trade goods and needed supplies.

But the troubles did not end there, shortly after communications were cut with the bluespace crash previously hidden factions began to reveal themselves as time went on. The first of which were the Seelie and Unseelie, the plant-like natives to nearby continent of Ysa. Next was the Kriosan Confederacy, a smaller empire that had long contested Sol Federation rule and controlled the nearby sectors. Then the mondkyne, a group of drug addicted sablekyne exiled from their home system, were found in the company of pirates. This group of smugglers had set up a drug production operation on the moon of Amethyn and had been selling their supplies across the galaxy for the last few decades. Lastly there was, separated by oceans, the relatively unknown dust striders and their supposed shamans who seemed uncaring of the various factions now openly known on the planet.

What followed was a scramble to secure the position of their colony from outside forces. The Kriosan Confederacy, unlike the war mongering Sol Federation, noted the system was claimed by the colonists and requested clearance to set up several outposts after brokering for a trade agreement. In exchange for exporting and importing goods to their nearby controlled sectors the Nadezhda would sell them with medical supplies and rare goods from the Seelie, with which the Nadezhda found quick and easy allies with as they joined the colony for a mutually beneficial agreement. Wary of the mondkyne smugglers and pirates the Nadezhda eagerly agreed to allying with both factions to bolster their numbers and defenses. The Blackshield was formed to defend the colony and after a few short years an uneasy peace was forged, though tensions rise and fall as threats come and go.

Internally, the colony has created a stronger bond between each corporation. Cut off from the outside for the last six years, the formerly competitive factions now see working closely together as a requirement for survival. However, most retain their autonomy and desire profit for themselves and their employees to stay ahead of the curve. A merit based system evolved quickly as the day to day challenge of remaining afloat became an ever present concern. Vigilance in keeping threats both foreign and domestic under control and ensuring the safety of families and loved ones are the prime reason the colony still stands united.

Now it is the the year of 2652, eight years after the colony departed from Sol Federation space and six years after the Bluespace crash that left them isolated from all but those within the star system of Chromin 8.

Standard Information

Here is the basic information that you should look over to get acquainted with the lore, background, and fluff of the Sojourn universe.

Timeline

For a general overview of when the Big Things happened, check here.

Sol-Fed

The Sol Federation, dominant military power of the galaxy. This is the page for its basic structure and operations.

Laws

These are the rules of Nadezhda, and should be followed during your stay on the colony. This is not only for your fellow colonists safety, but for your own as well.

Nearby Factions

Background groups and forces you should probably be aware of.

Colony Factions

Eight major groups have come together to form the different departments located within Nadezhda. The Soteria Institute, Artificers Guild, Prospectors, Marshals, Lonestar Shipping Solutions, the Church of Absolute, and the Blackshield. Each are equally as important as the other, and have their roles to play to further the survival of the colony.

Colony Design

A basic guide to the structure of the colony both in upper and lower.

Occupations

Each department has its own occupations located within, each handling the different aspects of the department to make sure it runs smoothly. It is good advice to listen to each faction leader while within their department, and while under their employ.

Guides

Each occupation has different tasks that must be completed within the day. Startup procedures are critical tasks while others are of less priority, but each help make sure that the colony is in perfect working order.

Species

On your time aboard, you will notice that Nadezhda is a rather inclusive colony and welcomes those from a wide variety of backgrounds and even species. When a people is referred to as a "core species", this is referring to registered species that represent a large portion of the colonist demographics and generally hail from their own culture and empire. Non-core species are recognized members of the colony but make up a much smaller demographic than within the general population.

Planet Backgrounds

There are various planets that are home to millions, and whilst there are few, a large portion of people have been born on these worlds, if not in space, and were raised on these planets. Due to this, their very bodies will be different in slightly unnoticeable ways to the naked eye.

Technologies

A collection of well-known universal technologies that in some form or another completely altered the course of history, or are so endemic to the modern age, that few live lives without coming into regular contact with these technologies.

Life and Death

The basics on things like cyborgs, vatgrowns and the notion of cloning.


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