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Jumpgate Evolution Nation

Date: 04-14-2010 Views: Loading Comments: Loading

Nations


Since the Shift, three powers have come to dominate the Skein. While there are a handful of neutral stations and asteroid colonies, most settlers owe allegiance to one of these nations. There may be other inhabited worlds beyond the Edge, waiting to be discovered; but for the moment, these are the dominant powers of the Skein.

The Solrain

Once a benevolent mercantile state, the Solrain have been corrupted by greed and the thirst for power. Corporate powers rebuilt Solrain society after the devastating Shift, and today it's difficult to tell the difference between the corporations that maintain the global infrastructure and the criminal organizations that lie just below the surface. Major syndicates such as the mercenary Combine and the bloated Zelcane Trust now control trade and compete for domination of the Solrain Council, where executives rule alongside mere elected officials, and often hold far more power.

This has created a culture of cynics and opportunists. mercenaries, smugglers, and privateers searching for new ways to make a profit. While it is no place for the altruist, Solrain is filled with opportunities for those with the courage and skill to seize them. And beneath the cold veneer, there are a few hidden heroes. Idealists such as the underground Commonwealth Restoration Organization, who oppose the corporate cancer and struggle to restore Solrain virtue.

As internecine conflicts take place in the councils and boardrooms, Solrain's frontiers are threatened by enemies both new and old. The other major nations remain an ever-present source of expansionist pressures and competition for resources, but in the century since the Shift, more vicious groups have arisen with much less to lose. Border disruptions and pirate raids may be an occasional nuisance in frontier systems such as Bleakstone, but when even the busy manufacturing centers of the Zelcane Triangle are threatened, the Solrain's citizens must wonder if the bright trading hub at Solrain Core is still truly safe.

Solrain Culture/Society

The once benevolent Solrain Nation has in the years since the Shift become corrupted by greed and the thirst for power. During the struggle for vital resources in the anarchic post-Shift years, major corporations and criminal cartels merged into powerful monopolies. The Commonwealth Council still governs, but it is now almost entirely controlled by mega corporate Syndicates, such as Zelcane, AgCore, and the Combine, whose criminal roots are regularly exposed by their harsh business practices and extreme ruthlessness.

Within Solrain space, nearly all opportunity for productive work originates with the Syndicates. Most citizens work for the Syndicate corporations or for one of their many subsidiaries. The Solrain business culture now fosters a stark divide between these powerful mega-corporations, sources of all wealth and security, and the vastly weaker contractor companies and individual free agents that compete bitterly to feed off Syndicate largesse. Even the Solrain military itself is largely supported by the Syndicates, with mercenary companies, paramilitary corporations, and contracted freebooters making up the bulk of available forces. The once-proud Commonwealth Navy survives only as a small kernel of professional soldiers, supported by government defense appropriations.

Though self-promotion and opportunism still thrive among ambitious corporate climbers, Syndicate regulations and corporate controls have largely suppressed the individualism and bold entrepreneurship for which Solrain was famous. Solrain now risks becoming a nation of corporate drones. Only on the frontiers in space are innovation and individual freedoms still considered commonplace; Solrain expatriates are common on the Edge, mining, operating waystations, founding small businesses, and plying the spacelanes as independent traders or smugglers in the old Solrain tradition.

The one organization working to change the status quo is the Commonwealth Restoration Organization, better known as the Crows. Nearly forced into the role of a secret society by the Syndicates, these traders, pilots, smugglers and operatives are most active on the Edge, reminding their fellow citizens of the past swashbuckling virtues of Solrain society -- bold initiative and business acumen, but also independence, compassion, and honor.

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