Lore
Welcome to the Hammerfall Lore page!
The pages and links within contain in-character content which pertains to the game's world that may or may not be represented in-game mechanically, and is more meant to provide background information on which to build the world and characters off of. It is commonly known as "fluff" due to this. Things such as a economics or a kingdom 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:Possum for more information.
Note from Server Maintainers
Any and all species OR RACES from other servers do not exist in our lore. Any attempt to bring an alien/outsider 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 a chimeric you are required to use this guide or contact a lore maintainer.
Premise
You are a trapped in the realm known as Hammer's Fall, a mysterious and ancient mountain dungeon of renown and fear through out the land. Perhaps you were a criminal, whose crime was troublesome enough to have you cast into this hell by the magistrates of the three nations. You may have been innocent or you were truly guilty, none of that truly matters now. Yet within this dungeon no one has ever escaped from a fledgling society has formed in an area known as the safe zone, three powerful factions holding sway. The militaristic brotherhood of soldiers and knights known as the Breakers, lead by the legendary war hero Tarkus the Ash Lord. The former supply syndicate of the Ashwood, maintaining this small economy and overseeing the logistics of its growing wealth and strength under the careful eye of Bagman Herod and his enforcer Boss Yaga. Then, the Ascendant, the newly made industrious magi-tech faction that supplies all manner of magical aid from weapons to golems to training in the arts of rune magic, psionics, and clockwork machines.
These factions, lead by lords whom were cast into this dungeon themselves, extends a hand to all who will aid them in their goal of escaping this prison and finding the rumored dragon's horde hidden within. Whether you choose to be apart of them or merely one of the many Freeblades who live within the safe zone, you are welcomed here to rebuild your life.
Introduction
Relative stability is the status quo of the world, the three great empires unified in an alliance against a common threat. The midland and greatest power known as the militarist Onokrin Empire has consolidated power between the southern egalitarian Warren Federation and the island shogunate of the Steel Legion to fend off the mutual enemy of the Blood Rose Pact, vile and twisted elves on the southern fringes of the world hell bent on slaughtering any who will not submit to them. Though the war has been on going for decades the world has peace and stability beyond the front lines where conflict ebbs and wanes every month. Across this storied and varied realm many races and factions work in unity. Cities, towns, and villages dot the landscape of a hostile and dangerous world, where even trained soldiers are loathe to leave the safety of the fortified walls and batteries serving to keep vicious magical creatures and other potential dangers.
The sprawling city states of the Onokrin Empire are home to the humans, orcs, ogres, and goblins who make up the true mobilization and logistical efforts of the on-going war. Lead by the Emperor Lucius Aratus and his appointed oligarchs known as Lords the Onokrin is an immense power house of a faction and considered the strongest of the three empires. The empire is the current leading polity on rune magic and technology, having the advantage of an extensive network of railroads facilitating trade between their allies. Yet the empire is far from an empire of authoritarian brutalism one would expect from a militarist monarchy, it is a center of trade and culture, with citizens caring deeply for the expression of art, culture, and individual freedom. Though towns and cities are fiefdoms ruled by lords, men and women of legendary skills and talents, the average citizen is highly free to pursue their own aims thanks to a robust and effective system of laws. The current emperor, Lucius, maintains a clear focus between supporting the ongoing war and ensuring quality of life for those maintaining support. All is not perfect within the empire, however, as while the local lords can be considered people of higher moral character in general, the nobles that surround them are little more than craven and corrupt collections of coat-tail hangers whom are tolerated for their uses as administrators and clerks. The empire chaffs under the corruption rife within its noble ranks, with the law only managing a single step ahead.
The underground mountain bunkers of the Warren Federation are massive cities of life, three major holds that contain the three races of the original federation accord. The hulking and physically tall lagus, the diminutive and industrious kobolds, and the wily and clever rodentfolk. These three races came to a peaceful accord long ago, forging a bastion of thriving commerce, industry, and magical research. Where the empire can be considered a militaristic empire, the federation can be easily thought of as egalitarian, its realms largely based on democratic ideals. Kobolds run most of the industries, from factories to individual business and services, exporting goods through the rodentfolk who maintain labyrinthine and complex trade routes through the use of caravans, trains, and networks of runners. Overseeing the administration and enforcement of laws and government are the lagus, whose natural psionic ability make them skilled both in the realms of peace keeping and in maintaining a cohesive democracy. Yet the federation faces its own challenges, down the mountains and to its southern borders is the front line of the ongoing war, held together by the unified front of the three empires are miles upon miles of continent spanning trenches filled with soldiers, guns, magi-tech artillery, and commanders coordinating a decade spanning defense. Only once have the elves ever breached the line, but the single time was enough to leave many living in fear, even behind the wall of guns and mortar that protect them.
Finally, the last polity, the Steel Legion hailing from its island paradise where the minotaur and deerfolk reside. The Steel Legion is an aloof and often mysterious faction, lead by the shogun Hayta and his daiymo who rule with an iron fist. Among the lands of the Steel Legion only the minotaurs are considered to be true citizens, the deerfolk little more than a race of serfs whom toil beneath their masters for protection and governorship. A barbaric policy to many, however the Steel Legion is the only realm in which one may walk freely in the wilds without fear of predators, the minotaurs had long since slain all who would threaten the stability of their nation and are unified under a single banner. This attitude of supremacy extends beyond their borders to the sea, with Steel Legion ships the best in the world, crewed by merchants and samurai armed to the teeth with slow firing but powerful guns used to fell sea-born kaiju. Great and mighty beasts are hunted for wealth and sport, their parts hacked off and sold for magical reagents and use in complex networks of commerce. The Steel Legion controls the sea, forgoing direct aid to its allies to ensure relative peace among the waters of the world.
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
Timeline
For a general overview of when the Big Things happened, check here.
Nations
Nations
The primary nations, a deeper dive on their structure, culture, and nature.
Laws
Laws
Laws of the safe zone, designed to offer civilization in a hostile prison.
Known Factions
Factions
Factions and forces both present and former that once or still exist within Hammer's Fall. Includes the primary core factions players are apart of.
Safe Zone
Safe Zone
A basic guide to the structure of the safe zone, from the upper residential to the lower industrial areas.
Roles
Roles
Every faction has its leaders and roles, from their unique commanders and their important second in commands to the rank and file. Those not affiliated with a faction are known as Freeblades, people deemed worthy of residing in the safe zone but swear no allegiance.
Guides
Guides
General guides for the more complex jobs. For basic guides, simply play the game and learn.
Races
Races
The empires of the world are widely varied, citizens and outsiders come from all manner of backgrounds and races, from exotic chimeric humans to regular and normal orcs or rodentfolk.
Technologies
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.
Magic
Magic
The various types of magic ranging from the barely understood ancient magic, the formulaic and often scientific runic and clockwork magic, to the ethereal and super natural psionic magic.
Religion
Religion
A closer examination of the three primary gods, their domains, and how the general attitude of religion is treated.
