https://wiki.eveuniversity.org/api.php?action=feedcontributions&user=Jacamodo+Ducandi&feedformat=atomEVE University Wiki - User contributions [en]2024-03-28T19:52:45ZUser contributionsMediaWiki 1.33.1https://wiki.eveuniversity.org/index.php?title=CONCORD&diff=155688CONCORD2020-05-31T23:57:46Z<p>Jacamodo Ducandi: /* Divisions */</p>
<hr />
<div>{{legality}}<br />
Serving as the police force, the long arm of the law, '''CONCORD''' acts as an unstoppable force of consequence for anyone breaking the law in [[System Security#High Security|high security space]].<br />
<br />
It's important to realize that CONCORD isn't there to defend you, they are simply there to enforce the consequences of breaking the law. As such, people are able to break the law at any time of their choosing, as long as they are ok with the consequences.<br />
<br />
This distinction is paramount to understanding how EVE works and why [[suicide ganking]] is valid game mechanics. The loot and consequence mechanics help serve as a self-regulatory risk vs reward system, where people are forced to consider how much ISK they put on a ship. Some modules are incredibly powerful and increase their efficiency, but at the same time makes them more of a target for suicide ganking. As such it allows players to directly control the balance of powerful ships and modules.<br />
<br />
Practically this means that while it's impossible to stop someone else from breaking the law, you can drastically reduce the chances of someone suicide ganking you by not fitting too many costly modules, thus removing profit as an incentive.<br />
<br />
= CONCORD Mechanics =<br />
CONCORD are triggered by illegal aggression in high-sec. This means that if you activate an offensive module on an innocent player in high-sec, a countdown timer will begin. At the end of this countdown timer, CONCORD cruisers will appear on grid and ECM jam, sensor damp, tracking disrupt, and energy neutralise any players who have taken hostile action. This means that guns can no longer be fired, however AoE modules such as smartbombs and ECM bursts can still be activated. A few seconds later, a CONCORD battleship comes on grid and instantly kills any criminals. CONCORD do not shoot capsules, however if a criminal boards a ship in space, CONCORD will appear and destroy the ship. The time it takes for CONCORD to react varies. The higher the security status of a star system, the lower CONCORD's reaction time. If CONCORD units have already been triggered in the system, the reaction time also increases.<br />
<br />
==Prohibited Actions==<br />
<br />
CONCORD '''will''' respond to the following list of player activities.<br />
<br />
* Aggressing a player who is not a legal target in highsec. (See [[crimewatch]] for details.)<br />
* Remote repairing [[NPC|NPC Ships]]<br />
* Remote repairing [[Flagging|Criminal Players]]<br />
* Attacking CONCORD vessels<br />
* Having a [[criminal]] flag and jumping into [[Eve_Lexicon#HiSec|Hi-Sec Space]]<br />
* Having low security status and jumping into a [[Eve_Lexicon#HiSec|Hi-Sec System]] in the [[Sanctum Constellation]]<br />
<br />
==CONCORD Response==<br />
<br />
If a player performs one of the prohibited actions, as above: two CONCORD cruisers and a CONCORD battleship will warp to the location. The two cruisers have a lock time of about 2 seconds. Both Cruisers will warp-scramble, web, jam, reduce the drone bandwith to zero, and neut the offender completely every 5 seconds. That means from there on the only damage the offender can do is smartbombs, but only when cap injected. They will also shoot at the offender and each will deal about 1.000 damage every volley. 15 seconds after CONCORD has warped in, the Battleship will lock the offender and immediately destroy it unless the cruisers have done so already.<br />
<br />
==CONCORD Response Times==<br />
The CONCORD response time depends on the displayed security status (not the real sec) of the system and the status of CONCORD presence in the system. It's possible CONCORD still has to spawn in the system, has already spawned elsewhere in the system, or is present on grid.<br />
<br />
It seems the lock time of the CONCORD ships does not depend on the signature radius of the offender's ship. The following table gives the time in seconds between the offending action and the first felt action of a CONCORD ship when CONCORD has just spawned in a system.<br />
<br />
* '''0.5''': Roughly '''19''' seconds<br />
* '''0.6''': Roughly '''14''' seconds<br />
* '''0.7''' : Roughly '''10''' seconds<br />
* '''0.8''' : Roughly '''7''' seconds<br />
* '''0.9''' and '''1.0''': Roughly '''6''' seconds<br />
<br />
When CONCORD is already on grid, the response time is severely reduced. There are no hard numbers on that yet but it looks like as if the response time drops to 2 seconds in 1.0 to about 8 seconds in 0.6 and 9 seconds in 0.5.<br />
<br />
When CONCORD has already spawned elsewhere in the system but isn't on grid, the response time is significantly increased. In this case it will take about 22 seconds them to arrive and start firing in a 0.6 system.<br />
<br />
A Thrasher has a cycle time of 7 seconds, and does about 1000 damage per volley. So for a ship that costs less than a 1 million ISK you can be suicide ganked for 1000-2000 EHP in a 0.5 security system where CONCORD still has to spawn. The same setup in 0.9 would only do 1000 EHP of damage.<br />
<br />
If CONCORD has already spawned in the system and is not on grid, it's possible the Thrasher can do 3000 EHP damage in a 0.6 system.<br />
<br />
<br />
= CONCORD Assembly =<br />
The actual CONCORD faction, an organization similar to that of a player alliance, is called '''CONCORD Assembly'''.<br />
{| class="wikitable"<br />
| valign="middle" style="background:#151515;" | [[Image:Logo faction concord assembly.png|128px|Consolidated Cooperation and Relations Command (CONCORD)]]<br />
| valign="middle" style="padding:10px;" | '''CONCORD Assembly'''<br />
<br />
CONCORD is an independent organization founded a century ago to facilitate negotiations between the races to improve relations, as well as to foster inter-stellar trade through policing and regulations. Starting as a fledgling meeting ground for diplomats CONCORD has in the decades since it was founded slowly increased its power and influence. It has become an entity independent of the races, as it is able to largely fund its own operation through customs, confiscation of contraband goods, and other means.<br />
|}<br />
== Divisions ==<br />
'''CONCORD Assembly''' consists of nine divisions, similar to player corporations.<br />
{| class="wikitable"<br />
| valign="middle" style="background:#101010;" | [[Image:Logo faction concord assembly.png|96px|Consolidated Cooperation and Relations Command (CONCORD)]]<br />
| valign="middle" style="padding:10px;" | '''Consolidated Cooperation and Relations Command (CONCORD)'''<br />
<br />
CONCORD was jointly formed a century ago by all the empires. The intention of it was to foster the fragile relationship between the empires and act as a meeting place where they could discuss their differences and hammer out a compromise solution. CONCORD has since taken on a life of its own, proud of its independence and determined to uphold its duties.<br />
|-<br />
! valign="middle" style="background:#101010;" | [[Image:Logo ded.png|96px|Directive Enforcement Department (DED)]]<br />
| valign="middle" style="padding:10px;" | '''Directive Enforcement Department (DED)'''<br />
<br />
The police enforcement arm of CONCORD, the DED has the responsibility of tracking down known criminals and attacking criminal facilities. They frequently operate outside empire space, wanting criminals to understand that there is nowhere safe from the long arm of the law.<br />
|-<br />
! valign="middle" style="background:#101010;" | [[Image:Logo inner circle.png|96px|Inner Circle]]<br />
| valign="middle" style="padding:10px;" | '''Inner Circle'''<br />
<br />
The Inner Circle is the top-level department of CONCORD. The policies of CONCORD are discussed and decided in Inner Circle meetings, which are usually closed to the public. At first, the members of the Circle were nominated by the empires, but now they rise from the ranks of CONCORD employees. Thus, their loyalty is no longer bound to any one empire, but rather to CONCORD itself.<br />
|-<br />
| valign="middle" style="background:#101010;" | [[Image:Logo scc.png|96px|Secure Commerce Commission (SCC)]]<br />
| valign="middle" style="padding:10px;" | '''Secure Commerce Commission (SCC)'''<br />
<br />
The SCC is responsible for regulating and monitoring all trade transactions that take place on space stations. It has agents on all stations that record the transactions and they also offer courier and escrow services to make trade smooth.<br />
|-<br />
| valign="middle" style="background:#101010;" |[[Image:Logo aegis.png|96px|Authority for Emergency Interdiction and Security (AEGIS)]]<br />
| valign="middle" style="padding:10px;" | '''Authority for Emergency Interdiction and Security (AEGIS)'''<br />
<br />
CONCORD's Authority for Emergency Interdiction and Security (AEGIS) was set up in response to increasing losses of interstellar shipping in YC120.<br />
|-<br />
| valign="middle" style="background:#101010;" |[[Image:Logo Concord aerospace.png|96px|CONCORD Aerospace]]<br />
| valign="middle" style="padding:10px;" | '''CONCORD Aerospace'''<br />
<br />
CONCORD's Directive Enforcement Department became concerned early in the Drifter Crisis that its fleet of ships could no longer meet its needs. The CONCORD Aerospace division therefore embarked on its "Force Majeure Program" to develop enhanced variants.<br />
<br />
While CONCORD Aerospace successfully upgraded the DED's stable of vessels with hyper-advanced technology, the program became a severe drain on CONCORD's resources. Consequently, the Inner Circle authorized a limited release of CONCORD Aerospace's designs, stripped of CONCORD's advanced rapid-deployment and electronic warfare suites. The division was established as a subsidiary corporation to facilitate the release of these designs to the capsuleer market via authorized dealers.<br />
|-<br />
| valign="middle" style="background:#101010;" |[[Image:Logo cdia.png|96px|Directive Intelligence Agency (CDIA)]]<br />
| valign="middle" style="padding:10px;" | '''CONCORD Directive Intelligence Agency (CDIA)'''<br />
<br />
The CONCORD Directive Intelligence Agency is an offshoot of the DED that provides a range of intelligence gathering and reporting services to CONCORD. The CDIA is also known for producing the CDIA Interstellar Fact Book and its series of briefing holos for capsuleers: the CDIA Files.<br />
|-<br />
| valign="middle" style="background:#101010;" |[[Image:Logo igc.png|96px|Independent Gaming Commission (IGC)]]<br />
| valign="middle" style="padding:10px;" | '''Independent Gaming Commission (IGC)'''<br />
<br />
Formed in the wake of the YC105 [[Amarr Succession Trials]] when a group of entrepreneurs at the Secure Commerce Commission realised how popular structured combat tournaments were among capsuleers, the Independent Gaming Commission has grown from a small passion project into the CONCORD Assembly’s regulatory body for all competitive sports.<br />
<br />
With its own highly skilled team of engineers and state of the art shipyards that produce low-volume, bespoke versions of the most popular hulls in the cluster as prizes, the IGC maintains a healthy bottom line from event organization, sponsorship, and adjudication across the cluster. <br />
|-<br />
| valign="middle" style="background:#101010;" |[[Image:Logo project discovery.png|96px|Project Discovery ]]<br />
| valign="middle" style="padding:10px;" | '''Project Discovery '''<br />
<br />
Project Discovery's Exoplanets Hunting Program is the primary focus of the organization since its attachment to CONCORD as an affiliated research corporation.<br />
<br />
Project Discovery was transferred to CONCORD oversight from the Sisters of EVE in July YC119. This followed the SOE's controversial sharing of new cloning technology, partially based on Project Discovery findings, directly with the empires, which bypassed CONCORD directives.<br />
|}<br />
<br />
== Ships ==<br />
Just like any faction, CONCORD has a wide variety of ships ranging from customs officers to highly specialized combat vessels.<br />
<br />
* Shuttle: [[Council Diplomatic Shuttle]]<br />
* Frigate: [[Echelon]]<br />
* Covert Ops: [[Pacifier]]<br />
* Recon Ship: [[Enforcer]]<br />
** Flag Cruiser: [[Monitor]]<br />
* Black Ops: [[Marshal]]<br />
<br />
=== CONCORD Security Vessels ===<br />
Whenever CONCORD needs to enforce consequences for people breaking the rules, they will send two '''CONCORD Police Captains''' and a '''CONCORD Police Commander''' for each criminal.<br />
{| class="wikitable"<br />
| valign="middle" style="padding:0px; vertical-align:bottom;" | [[image:CONCORD Police Captain.png|64px|CONCORD Police Captain]]<br />
| valign="middle" style="padding:10px;" | The '''CONCORD Police Captains''' will warp scramble, web and jam you, completely drain your capacitor as well as disabling your drones<small>&nbsp;<ref>Strictly speaking it is still possible to do some damage for a few more seconds until the '''CONCORD Police Commander''' locks you up and kills you if you use cap injectors and smartbombs, or friend of foe (FoF) missiles. Although FoF missiles only target people who engage you, so couldn't help aid you in a gank unless they shot back and then it would still split between the '''CONCORD Police Captains''' and your victim.</ref></small>. Their damage is formidable.<br />
|-<br />
| valign="middle" style="padding:0px;" | [[image:CONCORD Police Commander.png|64px|CONCORD Police Commander]]<br />
| valign="middle" style="padding:10px;" | The '''CONCORD Police Commander''' is unjammable and packs enough firepower to kill any ship with a single devastating shot.<br />
|}<br />
<br />
<small><references/></small><br />
<br />
==See Also==<br />
* [http://blog.beyondreality.se/TTK-CONCORD CONCORD Article]<br />
<br />
[[Category:Factions]]</div>Jacamodo Ducandihttps://wiki.eveuniversity.org/index.php?title=Factions&diff=155687Factions2020-05-31T23:42:43Z<p>Jacamodo Ducandi: /* Institutions */</p>
<hr />
<div>{{about|the non-player character political factions of New Eden|"Faction modules"|Faction modules}}<br />
__NOTOC__[[image:NPC_sov.png|thumb|center|500px|Map of New Eden showing faction-controlled areas.]]<br />
<br />
==Empires==<br />
The ''Eve Online'' universe includes a series of five established governments. These include one government for each of the four dominant empires (Amarr, Caldari, Gallente, and Minmatar) as well as one for the fifth isolated empire (Jove). Each includes an established hierarchy, political system, and corporation membership. <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
| [[File:Logo_faction_amarr_empire.png]]<br />
| [[File:Logo_faction_caldari_state.png]]<br />
| [[File:Logo_faction_gallente_federation.png]]<br />
| [[File:Logo_faction_minmatar_republic.png]]<br />
| [[File:Logo_faction_jove_empire.png]]<br />
|-<br />
| The largest of the five main empires, the [[Amarr Empire]] is a sprawling patch-work of feudal-like provinces held together by the might of the emperor. Religion has always played a big part in Amarrian politics and the Amarrians believe they are the rightful masters of the world, souring their relations with their neighbours. Another source of ill-feelings on the part of the other empires is the fact that the Amarrians embrace slavery.<br />
| The [[Caldari State]] is ruled by several mega-corporations. There is no central government to speak of - all territories within the State are owned and ruled by corporations. Duty and discipline are required traits in Caldari citizens, plus unquestioning loyalty to the corporation they live to serve. The corporations compete aggressively amongst themselves and with companies outside the State, resulting in a highly capitalistic society.<br />
| The [[Gallente Federation]] encompasses several races, the Gallenteans the largest by far. The Federation is democratic and very liberal in a world full of dictators and oligarchies. The Caldari State was once part of the Federation, but a severe dispute resulted in their departure and a long war between the Gallente Federation and the Caldari State. The Gallenteans are the masters of pleasure and entertainment and their rich trade empire has given the world many of its most glorious and extravagant sights.<br />
| The [[Minmatar Republic]] was formed over a century ago when the Matari threw out their Amarrians overlords in what is known as the Minmatar Rebellion. The Matari had the support of the Gallente Federation and to this day, the two nations remain close allies. Yet, only a quarter of the Matari people reside within the Republic. The rest are scattered around the world, including a large portion still enslaved within the Amarr Empire. Minmatar individuals are independent and proud, possessing a strong will and a multitude of tribal traditions.<br />
| The [[Jove Empire]] is isolated from the rest of the world to all but a selected few. The Jovians are a mystery to the other races, fueled not only by their elusiveness, but also their highly advanced technology, eons ahead of the other races. The Jovians have been civilized longer than any other race in the world of EVE and have gone through several golden ages, now long-since shrouded in the past. The current Jovian Empire is only a pale shadow of its former self, mainly because of the Jovian Disease - a psychological disorder that is always fatal.<br />
|}<br />
<br />
==Governments==<br />
Despite significant size and organization, some factions are not recognized by the five main governments as equals. These factions also differ in their sovereignty status: the Ammatar Mandate and Khanid Kingdom are part of the Amarr Empire, but with a semi-autonomous status; while the Thukker Tribe and Sansha's Nation are independent nations. <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
| [[File:Logo_faction_ammatar_mandate.png]]<br />
| [[File:Logo_faction_khanid_kingdom.png]]<br />
| [[File:Logo_faction_thukker_tribe.png]]<br />
| [[File:Logo_faction_sanshas_nation.png]]<br />
|-<br />
| The [[Ammatar]]s are part of the Amarr Empire, but are of Minmatar origin. During the time the Amarrians occupied the Minmatar home worlds one of the Minmatar tribes, the Nefantars, collaborated heavily with the Amarrians. The Nefantars fled Minmatar space during the Minmatar Rebellion and the Amarr Emperor set them up in Amarr controlled areas close to Minmatar space. Soon everyone had started calling them Ammatars. Today, the Ammatars enjoy semi-autonomy in their own space and are still embroiled in war with their former Minmatar brethren.<br />
| The [[Khanid Kingdom]], also known as the Dark Amarr, was founded a few centuries ago when the last Amarr Emperor was chosen. Khanid was one of the royal heirs at the time and, in accordance with tradition, should have killed himself after failing to become emperor. This Khanid refused to do so and split his vast domains from the Amarr Empire. The empire retaliated, but only managed to conquer some of the vulnerable outer regions from Khanid. The Kingdom still upholds many of the traditions of Amarrian society, but has also wholeheartedly embraced the customs of others, mainly the Caldari. Many visitors to the Kingdom feel like it is a surreal mix of the Amarr and Caldari empires.<br />
| The [[Thukker Tribe]] is one of the seven original Minmatar tribes. After the Minmatar Rebellion the Thukkers left Minmatar space and took up the nomadic lifestyles of their ancestors, only this time in space. The closest thing they've got to home is the Great Wildlands region, where they are very numerous, but the Thukkers like to be on the move, constantly going from one solar system to another in their huge caravans, trading and scavenging. Respectable citizens of EVE frown upon the Thukkers, considering them to be nothing but scoundrels and thieves. Indeed, the Thukkers often operate on the shadier side of the law, but their resourcefulness and diligence count a lot more for their success than their criminal activities.<br />
| [[Sansha's Nation]] was founded more than a century ago, shortly after all the empires had come into contact, just when space exploration and colonization was taking off. Sansha was a Caldari tycoon who carved out a sizeable piece of space for himself. There, he set out to create an utopian state. His vision and charm attracted thousands of people and for some time the Nation flourished. But Sansha became ever more warped as his success increased. He started experiments, combining capsule technology with the human mind, creating a zombie like creatures that had the cold, calculating mind of a computer, but the ingenuity of a human. When this became public knowledge, Sansha was condemned and the other empires joined forces to bring him down. His forces were decimated and scattered to the winds. Remnants still remain far in the outer regions, but the once glorious Nation has been reduced to pirates and pillagers.<br />
|}<br />
<br />
==Institutions==<br />
The ''Eve Online'' universe also includes a number of non-governmental or pseudo-political entities. Included among these are officially recognized entities designed to handle operations between various government factions (The InterBus) as well as on the behalf of all government factions (CONCORD Assembly). <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
| [[File:Logo_faction_concord_assembly.png]]<br />
| [[File:Logo_faction_the_interbus.png]]<br />
| [[File:Logo_faction_sisters_of_eve.png]]<br />
| [[File:Logo_faction_the_society.png]]<br />
|-<br />
| [[CONCORD]] is an independent organization founded a century ago to facilitate negotiations between the races to improve relations, as well as to foster inter-stellar trade through policing and regulations. Starting as a fledgling meeting ground for diplomats, CONCORD has in the decades since it was founded, slowly increased its power and influence. It has become an entity independent of the races, as it is able to largely fund its own operation through customs, confiscation of contraband goods, and other means.<br />
| [[The InterBus]] is one of the more successful joint ventures the empires have undertaken. It was formed some 30 years ago to act as a neutral passenger transportation company that would span the entire known world. Since then, it has evolved a bit, especially when it started to ferry goods too. The InterBus is used by the [[CONCORD#Divisions|SCC]] to ferry goods between stations, as they are reliable and operate in every station in the world. As InterBus has to operate not only in empire stations, but also in pirate havens and other stations associated with organized crime, the company has to uphold a very strict policy regarding neutrality and secrecy. Even if the company is owned by the empires, no information regarding shipments or station locations is ever given out. The strict adherence to these rules has allowed InterBus to operate without harassment in every corner of the world of EVE, making them one of the pillars of the inter-stellar community.<br />
| The [[Sisters of EVE]] are mainly known for their humanitarian aid efforts to those suffering because of war, famine, or even just being lost in space. But the Sisters of EVE base their existence on strong religious beliefs, which they have coupled with scientific facts. They believe that the [[EVE Gate]] is a gateway to heaven - that God resides on the other side of the Gate. As well as dedicating themselves to aiding those in need, they are also busy with scientific experiments around the EVE Gate, hoping to gain a better understanding of the forces at work there.<br />
| The [[Society of Conscious Thought]] is three centuries old and was founded by a Jovian named Ior Labron, who was in search of spiritual enlightenment. The Society has since then taken many guises and been anything from a religious sect full of hermits to a political institute playing the power game. Today, the Society is mainly known for their scholastic achievements. Their schools are widely regarded as the best ones in the world of EVE and rich and influential parents everywhere fight to get their kids admitted. Offering large sums of money is, however, no guarantee for admittance, as the Society has its own peculiar selection process that seems to have little rhyme or reason to outsiders. The Society operates in remote areas, where they build strongholds called kitz. Not all kitz are schools, some are still devoted to spiritual enlightenment or scientific pursuits.<br />
|}<br />
<br />
==Coalitions==<br />
Some large organized factions operate with little to no sovereign space. These groups usually operate both inside and outside of the five empires. Most are born out of corporations and their institutions. <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
| [[File:Logo_faction_the_syndicate.png]]<br />
| [[File:Logo_faction_outer_ring_excavations.png]]<br />
| [[File:Logo_faction_mordus_legion.png]]<br />
|-<br />
| Formed by Intaki exiles from the Gallente Federation during the Caldari-Gallente War. [[The Syndicate]] has slowly grown in stature and influence and now serves as an important link between the empires and the illegal elements in the outer regions. Syndicate space is a pirate haven, but still retains enough civility to allow pretty much anyone to travel there to do business. [[The Syndicate]] markets are always chock full of contraband goods and illegal wares that are hard or impossible to come by elsewhere. Each Syndicate station is a autonomous entity, but the cooperate on security and information issues. The unofficial leader of the Syndicate is Silphy en Diabel, a former Sister of EVE that returned to Syndicate space to save her family's fortune. Since then she's turned out to be just as resourceful and ruthless as her late father.<br />
| [[Outer Ring Excavations]], or ORE, is the largest independent mining corporation around. ORE was originally a fledgling Gallentean company, but struck gold when they found extremely rich Nocxium asteroid belts in the Outer Ring region. When the [[Gallente Federation]] tried to force ORE to reveal the location of the asteroid fields the company left Gallentean space and set up base in the Outer Ring region. They used their massive wealth to buy protection for their bases and keep their operation secret. Several pirate factions have tried to muscle in on the ORE territories, with little success. <br />
| The origin of [[Mordu's Legion]] lies in the Gallente-Caldari War when a group Intaki military personnel sided with the Caldari. The Intaki were put into a separate unit with a Caldari officer named Mordu. After the war the Intaki settled in Caldari space, but unwillingly became entangled with Caldari locals in the Waschi Uprising. Mordu's Legion was formed at that time as a mercenary fighting force and after the uprising it continued in existence. The Legion is loosely associated with the [[Caldari Navy]], but are in most part totally independent. Mordu's Legion is commonly hired by companies to protect valuable assets outside empire space, for instance [[Outer Ring Excavations]] pays them handsomely to patrol the Outer Ring region.<br />
|}<br />
<br />
==Cartels==<br />
Some factions are organized to perpetuate illegal practices outside the control of the five governments. Among these activities are piracy and drug manufacturing ([[Guristas Pirates]] and [[Serpentis]]) as well as banned religious and social practices ([[The Blood Raider Covenant]]). <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
| [[File:Logo_faction_angel_cartel.png]]<br />
| [[File:Logo_faction_guristas_pirates.png]]<br />
| [[File:Logo_faction_serpentis.png]]<br />
| [[File:Logo_faction_the_blood_raider_covenant.png]]<br />
|-<br />
| Operating from the heart of the Curse region, the [[Angel Cartel]] is today the largest and best organized of the space-based criminal factions. The Angels are divided into several groups, each with a very special function. It is commanded by the Dominations and in the century they've been lurking in deep space they have stolen, plundered or sabotaged countless number of ships and kidnapped, molested or murdered thousands of people. The Angels recruit members from all the races, and are thus not bound to any one zone of operation, which spans almost the entire known world. Many believe that the Angels got their power by uncovering Jovian technologies hidden in their ancient homes, now infested by the Angel Cartel.<br />
| Formed by two former members of the Caldari Navy, the pair go by the names Fatal and the Rabbit, the [[Guristas Pirates]] are a constant thorn in the side of the Caldari State. The Guristas are traditional pirates in the sense that their operation is not based around some creed or ideology, but rather a plain and simple greed. The Guristas have bases close to Caldari space and from them they embark on daring raids, often into the State itself. Though the Guristas are considered more honorable than many of their counterparts, they are still extremely dangerous and not to be tampered with.<br />
| The [[Serpentis]] Corporation was founded a few decades ago by Igil Sarpati. At first it was engaged in hi-tech neural booster research, but with the discovery of their fatal side-effects, prematurely closed. The company was re-established by Igil's adopted son, Salvador Sarpati, and with time its ties with the underworld grew and the Serpentis research stations, scattered around in remote areas, became infamous pirate havens. Sarpati made a deal with the [[Angel Cartel]] early on to provide protection for his stations and the duty was taken on by the Guardian Angels. Both sides have prospered enormously for this deal - Serpentis can operate in peace and the Angel Cartel gets access to the illegal research efforts of the Serpentis. It is strongly believed that Serpentis is the main developer and manufacturer of illegal neural boosters, especially since Sarpati's father was a renown specialist in that field. The home of Serpentis is in the Phoenix constellation in the Fountain region.<br />
| The Amarr Empire has had its share of religious cults and fanatics in the past, but few have been as successful, or been feared as much, as the [[Blood Raiders]]. The Blood Raiders are a sect of a ancient cult called Sani Sabik, which uses blood in their rituals. The Blood Raiders believe that cloned bodies have 'purer' blood than other bodies and this explains while they operate mainly in space, attacking unwary space farers and draining their bodies of blood. The Blood Raiders are led by the fearsome Omir Sarikusa, who has remained on top of the DED most wanted list for many years now. Under his leadership the Blood Raiders have become more organized and they have established several bases in the Bleak Lands region.<br />
|}<br />
<br />
==Ancient cultures==<br />
Some factions have little to no presence in the Eve Online universe. Usually, these lost civilizations only exist in the form of historical artifacts or long silent creations.<br />
<br />
{| class="wikitable"<br />
! [[File:Logo faction triglavian collective.png]]<br />
! [[File:Logo faction drifters.png]]<br />
|-<br />
| The [[Triglavian Collective]] is an ancient human civilization whith mostly unknown past. It appears that at some point in history they isolated themselves in [[Abyssal Deadspace]]. The Triglavian Collective is made of multiple clades and subclades that do not always appeart to agree with each other. They are engaging in hostilities with Drifters and seem to have alied themselves with Rogue Drones.<br />
<br />
| The [[Drifters]] are an ancient race of Jovian origin. Their history is mostly unkown.<br />
<br />
They appear to have splintered from rest of the Jove during the first or second Jovian Empire. They appear to be working with Sleeper tecnology, whether this is voluntary on behalf of the Sleepers is unknown.<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! Sleepers<br />
! Takmahl<br />
! Talocan<br />
! Yan Jung<br />
|-<br />
| The [[Sleepers]] are, as the other ancient races, descendants of humans and populated New Eden thousands of years ago before they vanished. These days the only remains of them in New Eden are ruins and strange artifacts.<br />
<br />
Some of those ruins can be found around Minmatar space these days.<br />
<br />
The technology of the Sleepers is said to be comparable to Tech 2 level in some areas, in some other areas they had much more advanced knowledge. From those few known artifacts it was also deduced that the Sleepers were masters of virtual reality, neural interfacing and cryotechnology.<br />
<br />
The spring expansion 2009 "Apocrypha" introduced Sleepers as inhabitants of the newly introduced Wormhole space, though at this point all interactions with them appear to be with drones rather than manned vehicles, leaving the ultimate fate of the race unknown. <br />
| The Takmahl were a race of humans once part of the Amarr Empire. For reasons that remain unknown, but were very likely related at least in part to their Sani Sabik practices, they were exiled from the Empire, and lived for centuries in solitude in the Araz constellation.<br />
<br />
Some in the Amarr Empire believe them to be the precursors of the Blood Raiders. They supposedly worshiped different gods and were labeled heretics, which possibly caused their exile, but they were undoubtedly masters of cybernetics and bio-engineering technology.<br />
<br />
Their relics and technology can still be found to this day in the Museum Arcana, although the Takmahl themselves are no longer to be found. Their fate is unknown. <br />
<br />
| The Talocan were, judging from the remains of Talocan technology found in the archaeological record, masters of Spatial Manipulation and Hypereuclidean Mathematics.<br />
<br />
Talocan archaeological sites can be found in Okkelen Constellation within Caldari space. <br />
| According to Sebast Mathon, the Yan Jung nation immigrated into New Eden through the EVE Gate and settled in the Deltole system, especially on Deltole V and VI, which seem to have been much more inhabitable back then.<br />
<br />
The Yan Jung were, judging from the remains of Yan Jung technology found in the archaeological record, masters of advanced gravitronic technology and force field theories.<br />
<br />
Yan Jung archaeological sites can be found in the Algintal Constellation within Gallente Federation space. <br />
|-<br />
|}<br />
<br />
[[Category:Lore]]<br />
[[Category:Factions]]</div>Jacamodo Ducandihttps://wiki.eveuniversity.org/index.php?title=Factions&diff=155686Factions2020-05-31T23:30:36Z<p>Jacamodo Ducandi: /* Governments */</p>
<hr />
<div>{{about|the non-player character political factions of New Eden|"Faction modules"|Faction modules}}<br />
__NOTOC__[[image:NPC_sov.png|thumb|center|500px|Map of New Eden showing faction-controlled areas.]]<br />
<br />
==Empires==<br />
The ''Eve Online'' universe includes a series of five established governments. These include one government for each of the four dominant empires (Amarr, Caldari, Gallente, and Minmatar) as well as one for the fifth isolated empire (Jove). Each includes an established hierarchy, political system, and corporation membership. <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
| [[File:Logo_faction_amarr_empire.png]]<br />
| [[File:Logo_faction_caldari_state.png]]<br />
| [[File:Logo_faction_gallente_federation.png]]<br />
| [[File:Logo_faction_minmatar_republic.png]]<br />
| [[File:Logo_faction_jove_empire.png]]<br />
|-<br />
| The largest of the five main empires, the [[Amarr Empire]] is a sprawling patch-work of feudal-like provinces held together by the might of the emperor. Religion has always played a big part in Amarrian politics and the Amarrians believe they are the rightful masters of the world, souring their relations with their neighbours. Another source of ill-feelings on the part of the other empires is the fact that the Amarrians embrace slavery.<br />
| The [[Caldari State]] is ruled by several mega-corporations. There is no central government to speak of - all territories within the State are owned and ruled by corporations. Duty and discipline are required traits in Caldari citizens, plus unquestioning loyalty to the corporation they live to serve. The corporations compete aggressively amongst themselves and with companies outside the State, resulting in a highly capitalistic society.<br />
| The [[Gallente Federation]] encompasses several races, the Gallenteans the largest by far. The Federation is democratic and very liberal in a world full of dictators and oligarchies. The Caldari State was once part of the Federation, but a severe dispute resulted in their departure and a long war between the Gallente Federation and the Caldari State. The Gallenteans are the masters of pleasure and entertainment and their rich trade empire has given the world many of its most glorious and extravagant sights.<br />
| The [[Minmatar Republic]] was formed over a century ago when the Matari threw out their Amarrians overlords in what is known as the Minmatar Rebellion. The Matari had the support of the Gallente Federation and to this day, the two nations remain close allies. Yet, only a quarter of the Matari people reside within the Republic. The rest are scattered around the world, including a large portion still enslaved within the Amarr Empire. Minmatar individuals are independent and proud, possessing a strong will and a multitude of tribal traditions.<br />
| The [[Jove Empire]] is isolated from the rest of the world to all but a selected few. The Jovians are a mystery to the other races, fueled not only by their elusiveness, but also their highly advanced technology, eons ahead of the other races. The Jovians have been civilized longer than any other race in the world of EVE and have gone through several golden ages, now long-since shrouded in the past. The current Jovian Empire is only a pale shadow of its former self, mainly because of the Jovian Disease - a psychological disorder that is always fatal.<br />
|}<br />
<br />
==Governments==<br />
Despite significant size and organization, some factions are not recognized by the five main governments as equals. These factions also differ in their sovereignty status: the Ammatar Mandate and Khanid Kingdom are part of the Amarr Empire, but with a semi-autonomous status; while the Thukker Tribe and Sansha's Nation are independent nations. <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
| [[File:Logo_faction_ammatar_mandate.png]]<br />
| [[File:Logo_faction_khanid_kingdom.png]]<br />
| [[File:Logo_faction_thukker_tribe.png]]<br />
| [[File:Logo_faction_sanshas_nation.png]]<br />
|-<br />
| The [[Ammatar]]s are part of the Amarr Empire, but are of Minmatar origin. During the time the Amarrians occupied the Minmatar home worlds one of the Minmatar tribes, the Nefantars, collaborated heavily with the Amarrians. The Nefantars fled Minmatar space during the Minmatar Rebellion and the Amarr Emperor set them up in Amarr controlled areas close to Minmatar space. Soon everyone had started calling them Ammatars. Today, the Ammatars enjoy semi-autonomy in their own space and are still embroiled in war with their former Minmatar brethren.<br />
| The [[Khanid Kingdom]], also known as the Dark Amarr, was founded a few centuries ago when the last Amarr Emperor was chosen. Khanid was one of the royal heirs at the time and, in accordance with tradition, should have killed himself after failing to become emperor. This Khanid refused to do so and split his vast domains from the Amarr Empire. The empire retaliated, but only managed to conquer some of the vulnerable outer regions from Khanid. The Kingdom still upholds many of the traditions of Amarrian society, but has also wholeheartedly embraced the customs of others, mainly the Caldari. Many visitors to the Kingdom feel like it is a surreal mix of the Amarr and Caldari empires.<br />
| The [[Thukker Tribe]] is one of the seven original Minmatar tribes. After the Minmatar Rebellion the Thukkers left Minmatar space and took up the nomadic lifestyles of their ancestors, only this time in space. The closest thing they've got to home is the Great Wildlands region, where they are very numerous, but the Thukkers like to be on the move, constantly going from one solar system to another in their huge caravans, trading and scavenging. Respectable citizens of EVE frown upon the Thukkers, considering them to be nothing but scoundrels and thieves. Indeed, the Thukkers often operate on the shadier side of the law, but their resourcefulness and diligence count a lot more for their success than their criminal activities.<br />
| [[Sansha's Nation]] was founded more than a century ago, shortly after all the empires had come into contact, just when space exploration and colonization was taking off. Sansha was a Caldari tycoon who carved out a sizeable piece of space for himself. There, he set out to create an utopian state. His vision and charm attracted thousands of people and for some time the Nation flourished. But Sansha became ever more warped as his success increased. He started experiments, combining capsule technology with the human mind, creating a zombie like creatures that had the cold, calculating mind of a computer, but the ingenuity of a human. When this became public knowledge, Sansha was condemned and the other empires joined forces to bring him down. His forces were decimated and scattered to the winds. Remnants still remain far in the outer regions, but the once glorious Nation has been reduced to pirates and pillagers.<br />
|}<br />
<br />
==Institutions==<br />
The Eve Online universe also includes a number of non-governmental or pseudo-political entities. Included among these are officially recognized entities designed to handle operations between various government factions (The InterBus) as well as on the behalf of all government factions (CONCORD Assembly). <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
| [[File:Logo_faction_concord_assembly.png]]<br />
| [[File:Logo_faction_the_interbus.png]]<br />
| [[File:Logo_faction_sisters_of_eve.png]]<br />
| [[File:Logo_faction_the_society.png]]<br />
|-<br />
| [[CONCORD]] is an independent organization founded a century ago to facilitate negotiations between the races to improve relations, as well as to foster inter-stellar trade through policing and regulations. Starting as a fledgling meeting ground for diplomats CONCORD has in the decades since it was founded slowly increased its power and influence. It has become an entity independent of the races, as it is able to largely fund its own operation through customs, confiscation of contraband goods, and other means.<br />
| [[The InterBus]] is one of the more successful joint ventures the empires have undertaken. It was formed some 30 years ago to act as a neutral passenger transportation company that would span the entire known world. Since then it has evolved a bit, especially when it started to ferry goods too. The InterBus is used by the [[CONCORD#Divisions|SCC]] to ferry goods between stations, as they are reliable and operate in every station in the world. As InterBus has to operate not only in empire stations, but also in pirate havens and other stations associated with organized crime, the company has to uphold a very strict policy regarding neutrality and secrecy. Even if the company is owned by the empires, no information regarding to shipments or station locations is ever given out. The strict adherence to these rules has allowed InterBus to operate without harassment in every corner of the world of EVE, making them one of the pillars of the inter-stellar community.<br />
| The [[Sisters of EVE]] are mainly known for their humanitarian aid efforts to those suffering because of war, famine or even just being lost in space. But the Sisters of EVE base their existence on strong religious believes, which they have coupled with scientific facts. They believe that the EVE gate is a gateway to heaven - that god resides on the other side of the gate. As well as dedicating themselves to aiding those in need they are also busy with scientific experiments around the EVE gate, hoping to gain a better understanding of the forces at work there.<br />
| The [[Society of Conscious Thought]] is three centuries old and was founded by a Jovian named Ior Labron, who was in search of spiritual enlightenment. The Society has since then taken many guises and been anything from a religious sect full of hermits to a political institute playing the power game. Today, the Society is mainly known for their scholastic achievements, their schools are widely regarded as the best ones in the world of EVE and rich and influential parents everywhere fight to get their kids admitted. Offering large sums of money is, however, no guarantee for admittance, as the Society has its own peculiar selection process that seems to have little rhyme or reason to outsiders. The Society operates in remote areas, where they build strongholds called kitz. Not all kitz are schools, some are still devoted to spiritual enlightenment or scientific pursuits.<br />
|}<br />
<br />
==Coalitions==<br />
Some large organized factions operate with little to no sovereign space. These groups usually operate both inside and outside of the five empires. Most are born out of corporations and their institutions. <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
| [[File:Logo_faction_the_syndicate.png]]<br />
| [[File:Logo_faction_outer_ring_excavations.png]]<br />
| [[File:Logo_faction_mordus_legion.png]]<br />
|-<br />
| Formed by Intaki exiles from the Gallente Federation during the Caldari-Gallente War. [[The Syndicate]] has slowly grown in stature and influence and now serves as an important link between the empires and the illegal elements in the outer regions. Syndicate space is a pirate haven, but still retains enough civility to allow pretty much anyone to travel there to do business. [[The Syndicate]] markets are always chock full of contraband goods and illegal wares that are hard or impossible to come by elsewhere. Each Syndicate station is a autonomous entity, but the cooperate on security and information issues. The unofficial leader of the Syndicate is Silphy en Diabel, a former Sister of EVE that returned to Syndicate space to save her family's fortune. Since then she's turned out to be just as resourceful and ruthless as her late father.<br />
| [[Outer Ring Excavations]], or ORE, is the largest independent mining corporation around. ORE was originally a fledgling Gallentean company, but struck gold when they found extremely rich Nocxium asteroid belts in the Outer Ring region. When the [[Gallente Federation]] tried to force ORE to reveal the location of the asteroid fields the company left Gallentean space and set up base in the Outer Ring region. They used their massive wealth to buy protection for their bases and keep their operation secret. Several pirate factions have tried to muscle in on the ORE territories, with little success. <br />
| The origin of [[Mordu's Legion]] lies in the Gallente-Caldari War when a group Intaki military personnel sided with the Caldari. The Intaki were put into a separate unit with a Caldari officer named Mordu. After the war the Intaki settled in Caldari space, but unwillingly became entangled with Caldari locals in the Waschi Uprising. Mordu's Legion was formed at that time as a mercenary fighting force and after the uprising it continued in existence. The Legion is loosely associated with the [[Caldari Navy]], but are in most part totally independent. Mordu's Legion is commonly hired by companies to protect valuable assets outside empire space, for instance [[Outer Ring Excavations]] pays them handsomely to patrol the Outer Ring region.<br />
|}<br />
<br />
==Cartels==<br />
Some factions are organized to perpetuate illegal practices outside the control of the five governments. Among these activities are piracy and drug manufacturing ([[Guristas Pirates]] and [[Serpentis]]) as well as banned religious and social practices ([[The Blood Raider Covenant]]). <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
| [[File:Logo_faction_angel_cartel.png]]<br />
| [[File:Logo_faction_guristas_pirates.png]]<br />
| [[File:Logo_faction_serpentis.png]]<br />
| [[File:Logo_faction_the_blood_raider_covenant.png]]<br />
|-<br />
| Operating from the heart of the Curse region, the [[Angel Cartel]] is today the largest and best organized of the space-based criminal factions. The Angels are divided into several groups, each with a very special function. It is commanded by the Dominations and in the century they've been lurking in deep space they have stolen, plundered or sabotaged countless number of ships and kidnapped, molested or murdered thousands of people. The Angels recruit members from all the races, and are thus not bound to any one zone of operation, which spans almost the entire known world. Many believe that the Angels got their power by uncovering Jovian technologies hidden in their ancient homes, now infested by the Angel Cartel.<br />
| Formed by two former members of the Caldari Navy, the pair go by the names Fatal and the Rabbit, the [[Guristas Pirates]] are a constant thorn in the side of the Caldari State. The Guristas are traditional pirates in the sense that their operation is not based around some creed or ideology, but rather a plain and simple greed. The Guristas have bases close to Caldari space and from them they embark on daring raids, often into the State itself. Though the Guristas are considered more honorable than many of their counterparts, they are still extremely dangerous and not to be tampered with.<br />
| The [[Serpentis]] Corporation was founded a few decades ago by Igil Sarpati. At first it was engaged in hi-tech neural booster research, but with the discovery of their fatal side-effects, prematurely closed. The company was re-established by Igil's adopted son, Salvador Sarpati, and with time its ties with the underworld grew and the Serpentis research stations, scattered around in remote areas, became infamous pirate havens. Sarpati made a deal with the [[Angel Cartel]] early on to provide protection for his stations and the duty was taken on by the Guardian Angels. Both sides have prospered enormously for this deal - Serpentis can operate in peace and the Angel Cartel gets access to the illegal research efforts of the Serpentis. It is strongly believed that Serpentis is the main developer and manufacturer of illegal neural boosters, especially since Sarpati's father was a renown specialist in that field. The home of Serpentis is in the Phoenix constellation in the Fountain region.<br />
| The Amarr Empire has had its share of religious cults and fanatics in the past, but few have been as successful, or been feared as much, as the [[Blood Raiders]]. The Blood Raiders are a sect of a ancient cult called Sani Sabik, which uses blood in their rituals. The Blood Raiders believe that cloned bodies have 'purer' blood than other bodies and this explains while they operate mainly in space, attacking unwary space farers and draining their bodies of blood. The Blood Raiders are led by the fearsome Omir Sarikusa, who has remained on top of the DED most wanted list for many years now. Under his leadership the Blood Raiders have become more organized and they have established several bases in the Bleak Lands region.<br />
|}<br />
<br />
==Ancient cultures==<br />
Some factions have little to no presence in the Eve Online universe. Usually, these lost civilizations only exist in the form of historical artifacts or long silent creations.<br />
<br />
{| class="wikitable"<br />
! [[File:Logo faction triglavian collective.png]]<br />
! [[File:Logo faction drifters.png]]<br />
|-<br />
| The [[Triglavian Collective]] is an ancient human civilization whith mostly unknown past. It appears that at some point in history they isolated themselves in [[Abyssal Deadspace]]. The Triglavian Collective is made of multiple clades and subclades that do not always appeart to agree with each other. They are engaging in hostilities with Drifters and seem to have alied themselves with Rogue Drones.<br />
<br />
| The [[Drifters]] are an ancient race of Jovian origin. Their history is mostly unkown.<br />
<br />
They appear to have splintered from rest of the Jove during the first or second Jovian Empire. They appear to be working with Sleeper tecnology, whether this is voluntary on behalf of the Sleepers is unknown.<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! Sleepers<br />
! Takmahl<br />
! Talocan<br />
! Yan Jung<br />
|-<br />
| The [[Sleepers]] are, as the other ancient races, descendants of humans and populated New Eden thousands of years ago before they vanished. These days the only remains of them in New Eden are ruins and strange artifacts.<br />
<br />
Some of those ruins can be found around Minmatar space these days.<br />
<br />
The technology of the Sleepers is said to be comparable to Tech 2 level in some areas, in some other areas they had much more advanced knowledge. From those few known artifacts it was also deduced that the Sleepers were masters of virtual reality, neural interfacing and cryotechnology.<br />
<br />
The spring expansion 2009 "Apocrypha" introduced Sleepers as inhabitants of the newly introduced Wormhole space, though at this point all interactions with them appear to be with drones rather than manned vehicles, leaving the ultimate fate of the race unknown. <br />
| The Takmahl were a race of humans once part of the Amarr Empire. For reasons that remain unknown, but were very likely related at least in part to their Sani Sabik practices, they were exiled from the Empire, and lived for centuries in solitude in the Araz constellation.<br />
<br />
Some in the Amarr Empire believe them to be the precursors of the Blood Raiders. They supposedly worshiped different gods and were labeled heretics, which possibly caused their exile, but they were undoubtedly masters of cybernetics and bio-engineering technology.<br />
<br />
Their relics and technology can still be found to this day in the Museum Arcana, although the Takmahl themselves are no longer to be found. Their fate is unknown. <br />
<br />
| The Talocan were, judging from the remains of Talocan technology found in the archaeological record, masters of Spatial Manipulation and Hypereuclidean Mathematics.<br />
<br />
Talocan archaeological sites can be found in Okkelen Constellation within Caldari space. <br />
| According to Sebast Mathon, the Yan Jung nation immigrated into New Eden through the EVE Gate and settled in the Deltole system, especially on Deltole V and VI, which seem to have been much more inhabitable back then.<br />
<br />
The Yan Jung were, judging from the remains of Yan Jung technology found in the archaeological record, masters of advanced gravitronic technology and force field theories.<br />
<br />
Yan Jung archaeological sites can be found in the Algintal Constellation within Gallente Federation space. <br />
|-<br />
|}<br />
<br />
[[Category:Lore]]<br />
[[Category:Factions]]</div>Jacamodo Ducandihttps://wiki.eveuniversity.org/index.php?title=Factions&diff=155685Factions2020-05-31T23:17:39Z<p>Jacamodo Ducandi: /* Empires */</p>
<hr />
<div>{{about|the non-player character political factions of New Eden|"Faction modules"|Faction modules}}<br />
__NOTOC__[[image:NPC_sov.png|thumb|center|500px|Map of New Eden showing faction-controlled areas.]]<br />
<br />
==Empires==<br />
The ''Eve Online'' universe includes a series of five established governments. These include one government for each of the four dominant empires (Amarr, Caldari, Gallente, and Minmatar) as well as one for the fifth isolated empire (Jove). Each includes an established hierarchy, political system, and corporation membership. <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
| [[File:Logo_faction_amarr_empire.png]]<br />
| [[File:Logo_faction_caldari_state.png]]<br />
| [[File:Logo_faction_gallente_federation.png]]<br />
| [[File:Logo_faction_minmatar_republic.png]]<br />
| [[File:Logo_faction_jove_empire.png]]<br />
|-<br />
| The largest of the five main empires, the [[Amarr Empire]] is a sprawling patch-work of feudal-like provinces held together by the might of the emperor. Religion has always played a big part in Amarrian politics and the Amarrians believe they are the rightful masters of the world, souring their relations with their neighbours. Another source of ill-feelings on the part of the other empires is the fact that the Amarrians embrace slavery.<br />
| The [[Caldari State]] is ruled by several mega-corporations. There is no central government to speak of - all territories within the State are owned and ruled by corporations. Duty and discipline are required traits in Caldari citizens, plus unquestioning loyalty to the corporation they live to serve. The corporations compete aggressively amongst themselves and with companies outside the State, resulting in a highly capitalistic society.<br />
| The [[Gallente Federation]] encompasses several races, the Gallenteans the largest by far. The Federation is democratic and very liberal in a world full of dictators and oligarchies. The Caldari State was once part of the Federation, but a severe dispute resulted in their departure and a long war between the Gallente Federation and the Caldari State. The Gallenteans are the masters of pleasure and entertainment and their rich trade empire has given the world many of its most glorious and extravagant sights.<br />
| The [[Minmatar Republic]] was formed over a century ago when the Matari threw out their Amarrians overlords in what is known as the Minmatar Rebellion. The Matari had the support of the Gallente Federation and to this day, the two nations remain close allies. Yet, only a quarter of the Matari people reside within the Republic. The rest are scattered around the world, including a large portion still enslaved within the Amarr Empire. Minmatar individuals are independent and proud, possessing a strong will and a multitude of tribal traditions.<br />
| The [[Jove Empire]] is isolated from the rest of the world to all but a selected few. The Jovians are a mystery to the other races, fueled not only by their elusiveness, but also their highly advanced technology, eons ahead of the other races. The Jovians have been civilized longer than any other race in the world of EVE and have gone through several golden ages, now long-since shrouded in the past. The current Jovian Empire is only a pale shadow of its former self, mainly because of the Jovian Disease - a psychological disorder that is always fatal.<br />
|}<br />
<br />
==Governments==<br />
Despite significant size and organization, some factions are not recognized by the five main governments as equals. These factions also differ in their sovereignty status: the Ammatar Mandate and Khanid Kingdom are part of the Amarr Empire, but with a semi-autonomous status; while the Thukker Tribe and Sansha's Nation are independent nations. <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
| [[File:Logo_faction_ammatar_mandate.png]]<br />
| [[File:Logo_faction_khanid_kingdom.png]]<br />
| [[File:Logo_faction_thukker_tribe.png]]<br />
| [[File:Logo_faction_sanshas_nation.png]]<br />
|-<br />
| The [[Ammatar]]s are part of the Amarr Empire, but are of Minmatar origin. During the time the Amarrians occupied the Minmatar home worlds one of the Minmatar tribes, the Nefantars, collaborated heavily with the Amarrians. The Nefantars fled Minmatar space during the Minmatar Rebellion and the Amarr Emperor set them up in Amarr controlled areas close to Minmatar space. Soon everyone had started calling them Ammatars. Today, the Ammatars enjoy a semi-autonomy in their own space and are still embroiled in war with their former Minmatar brethren.<br />
| The [[Khanid Kingdom]], also known as the Dark Amarr, was founded a few centuries ago when the last Amarr Emperor was chosen. Khanid was one of the royal heirs at the time and, in accordance with tradition, should have killed himself after failing to become emperor. This Khanid refused to do and split his vast domains from the Amarr Empire. The empire retaliated, but only managed to conquer some of the vulnerable outer regions from Khanid. The Kingdom still upholds many of the tradition of Amarr society, but has also wholeheartedly embraced the customs of others, mainly the Caldari. Many visitors to the Kingdom feel like it is a surreal mix of the Amarr and Caldari empires.<br />
| The [[Thukker Tribe]] is one of the seven original Minmatar tribes. After the Minmatar Rebellion the Thukkers left Minmatar space and took up the nomadic lifestyles of their ancestors, only this time in space. The closest thing they've got to home is the Great Wildlands region, where they are very numerous, but the Thukkers like to be on the move, constantly going from one solar system to another in their huge caravans, trading and scavenging. Respectable citizens of EVE frown upon the Thukkers, considering them to be nothing but scoundrels and thiefs. Indeed, the Thukkers often operate on the shadier side of the law, but their resourcefulness and diligence count a lot more for their success than their criminal activities.<br />
| [[Sansha's Nation]] was founded more than a century ago, shortly after all the empires had come into contact, just when space exploration and colonization was taking off. Sansha was a Caldari tycoon that carved out a sizeable piece of space for himself. There, he set out to create an utopian state. His vision and charm attracted thousands of people and for some time the Nation flourished. But Sansha became ever more warped as his success increased. He started experiments, combining capsule technology with the human mind, creating a zombie like creatures that had the cold, calculating mind of a computer, but the ingenuinity of humans. When this became public knowledge Sansha was condemned and the other empires joined forces to bring him down. His forces were decimated and scattered to the winds. Remnants still remain far in the outer regions, but the once glorious Nation has been reduced to pirates and pillagers.<br />
|}<br />
<br />
==Institutions==<br />
The Eve Online universe also includes a number of non-governmental or pseudo-political entities. Included among these are officially recognized entities designed to handle operations between various government factions (The InterBus) as well as on the behalf of all government factions (CONCORD Assembly). <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
| [[File:Logo_faction_concord_assembly.png]]<br />
| [[File:Logo_faction_the_interbus.png]]<br />
| [[File:Logo_faction_sisters_of_eve.png]]<br />
| [[File:Logo_faction_the_society.png]]<br />
|-<br />
| [[CONCORD]] is an independent organization founded a century ago to facilitate negotiations between the races to improve relations, as well as to foster inter-stellar trade through policing and regulations. Starting as a fledgling meeting ground for diplomats CONCORD has in the decades since it was founded slowly increased its power and influence. It has become an entity independent of the races, as it is able to largely fund its own operation through customs, confiscation of contraband goods, and other means.<br />
| [[The InterBus]] is one of the more successful joint ventures the empires have undertaken. It was formed some 30 years ago to act as a neutral passenger transportation company that would span the entire known world. Since then it has evolved a bit, especially when it started to ferry goods too. The InterBus is used by the [[CONCORD#Divisions|SCC]] to ferry goods between stations, as they are reliable and operate in every station in the world. As InterBus has to operate not only in empire stations, but also in pirate havens and other stations associated with organized crime, the company has to uphold a very strict policy regarding neutrality and secrecy. Even if the company is owned by the empires, no information regarding to shipments or station locations is ever given out. The strict adherence to these rules has allowed InterBus to operate without harassment in every corner of the world of EVE, making them one of the pillars of the inter-stellar community.<br />
| The [[Sisters of EVE]] are mainly known for their humanitarian aid efforts to those suffering because of war, famine or even just being lost in space. But the Sisters of EVE base their existence on strong religious believes, which they have coupled with scientific facts. They believe that the EVE gate is a gateway to heaven - that god resides on the other side of the gate. As well as dedicating themselves to aiding those in need they are also busy with scientific experiments around the EVE gate, hoping to gain a better understanding of the forces at work there.<br />
| The [[Society of Conscious Thought]] is three centuries old and was founded by a Jovian named Ior Labron, who was in search of spiritual enlightenment. The Society has since then taken many guises and been anything from a religious sect full of hermits to a political institute playing the power game. Today, the Society is mainly known for their scholastic achievements, their schools are widely regarded as the best ones in the world of EVE and rich and influential parents everywhere fight to get their kids admitted. Offering large sums of money is, however, no guarantee for admittance, as the Society has its own peculiar selection process that seems to have little rhyme or reason to outsiders. The Society operates in remote areas, where they build strongholds called kitz. Not all kitz are schools, some are still devoted to spiritual enlightenment or scientific pursuits.<br />
|}<br />
<br />
==Coalitions==<br />
Some large organized factions operate with little to no sovereign space. These groups usually operate both inside and outside of the five empires. Most are born out of corporations and their institutions. <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
| [[File:Logo_faction_the_syndicate.png]]<br />
| [[File:Logo_faction_outer_ring_excavations.png]]<br />
| [[File:Logo_faction_mordus_legion.png]]<br />
|-<br />
| Formed by Intaki exiles from the Gallente Federation during the Caldari-Gallente War. [[The Syndicate]] has slowly grown in stature and influence and now serves as an important link between the empires and the illegal elements in the outer regions. Syndicate space is a pirate haven, but still retains enough civility to allow pretty much anyone to travel there to do business. [[The Syndicate]] markets are always chock full of contraband goods and illegal wares that are hard or impossible to come by elsewhere. Each Syndicate station is a autonomous entity, but the cooperate on security and information issues. The unofficial leader of the Syndicate is Silphy en Diabel, a former Sister of EVE that returned to Syndicate space to save her family's fortune. Since then she's turned out to be just as resourceful and ruthless as her late father.<br />
| [[Outer Ring Excavations]], or ORE, is the largest independent mining corporation around. ORE was originally a fledgling Gallentean company, but struck gold when they found extremely rich Nocxium asteroid belts in the Outer Ring region. When the [[Gallente Federation]] tried to force ORE to reveal the location of the asteroid fields the company left Gallentean space and set up base in the Outer Ring region. They used their massive wealth to buy protection for their bases and keep their operation secret. Several pirate factions have tried to muscle in on the ORE territories, with little success. <br />
| The origin of [[Mordu's Legion]] lies in the Gallente-Caldari War when a group Intaki military personnel sided with the Caldari. The Intaki were put into a separate unit with a Caldari officer named Mordu. After the war the Intaki settled in Caldari space, but unwillingly became entangled with Caldari locals in the Waschi Uprising. Mordu's Legion was formed at that time as a mercenary fighting force and after the uprising it continued in existence. The Legion is loosely associated with the [[Caldari Navy]], but are in most part totally independent. Mordu's Legion is commonly hired by companies to protect valuable assets outside empire space, for instance [[Outer Ring Excavations]] pays them handsomely to patrol the Outer Ring region.<br />
|}<br />
<br />
==Cartels==<br />
Some factions are organized to perpetuate illegal practices outside the control of the five governments. Among these activities are piracy and drug manufacturing ([[Guristas Pirates]] and [[Serpentis]]) as well as banned religious and social practices ([[The Blood Raider Covenant]]). <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
| [[File:Logo_faction_angel_cartel.png]]<br />
| [[File:Logo_faction_guristas_pirates.png]]<br />
| [[File:Logo_faction_serpentis.png]]<br />
| [[File:Logo_faction_the_blood_raider_covenant.png]]<br />
|-<br />
| Operating from the heart of the Curse region, the [[Angel Cartel]] is today the largest and best organized of the space-based criminal factions. The Angels are divided into several groups, each with a very special function. It is commanded by the Dominations and in the century they've been lurking in deep space they have stolen, plundered or sabotaged countless number of ships and kidnapped, molested or murdered thousands of people. The Angels recruit members from all the races, and are thus not bound to any one zone of operation, which spans almost the entire known world. Many believe that the Angels got their power by uncovering Jovian technologies hidden in their ancient homes, now infested by the Angel Cartel.<br />
| Formed by two former members of the Caldari Navy, the pair go by the names Fatal and the Rabbit, the [[Guristas Pirates]] are a constant thorn in the side of the Caldari State. The Guristas are traditional pirates in the sense that their operation is not based around some creed or ideology, but rather a plain and simple greed. The Guristas have bases close to Caldari space and from them they embark on daring raids, often into the State itself. Though the Guristas are considered more honorable than many of their counterparts, they are still extremely dangerous and not to be tampered with.<br />
| The [[Serpentis]] Corporation was founded a few decades ago by Igil Sarpati. At first it was engaged in hi-tech neural booster research, but with the discovery of their fatal side-effects, prematurely closed. The company was re-established by Igil's adopted son, Salvador Sarpati, and with time its ties with the underworld grew and the Serpentis research stations, scattered around in remote areas, became infamous pirate havens. Sarpati made a deal with the [[Angel Cartel]] early on to provide protection for his stations and the duty was taken on by the Guardian Angels. Both sides have prospered enormously for this deal - Serpentis can operate in peace and the Angel Cartel gets access to the illegal research efforts of the Serpentis. It is strongly believed that Serpentis is the main developer and manufacturer of illegal neural boosters, especially since Sarpati's father was a renown specialist in that field. The home of Serpentis is in the Phoenix constellation in the Fountain region.<br />
| The Amarr Empire has had its share of religious cults and fanatics in the past, but few have been as successful, or been feared as much, as the [[Blood Raiders]]. The Blood Raiders are a sect of a ancient cult called Sani Sabik, which uses blood in their rituals. The Blood Raiders believe that cloned bodies have 'purer' blood than other bodies and this explains while they operate mainly in space, attacking unwary space farers and draining their bodies of blood. The Blood Raiders are led by the fearsome Omir Sarikusa, who has remained on top of the DED most wanted list for many years now. Under his leadership the Blood Raiders have become more organized and they have established several bases in the Bleak Lands region.<br />
|}<br />
<br />
==Ancient cultures==<br />
Some factions have little to no presence in the Eve Online universe. Usually, these lost civilizations only exist in the form of historical artifacts or long silent creations.<br />
<br />
{| class="wikitable"<br />
! [[File:Logo faction triglavian collective.png]]<br />
! [[File:Logo faction drifters.png]]<br />
|-<br />
| The [[Triglavian Collective]] is an ancient human civilization whith mostly unknown past. It appears that at some point in history they isolated themselves in [[Abyssal Deadspace]]. The Triglavian Collective is made of multiple clades and subclades that do not always appeart to agree with each other. They are engaging in hostilities with Drifters and seem to have alied themselves with Rogue Drones.<br />
<br />
| The [[Drifters]] are an ancient race of Jovian origin. Their history is mostly unkown.<br />
<br />
They appear to have splintered from rest of the Jove during the first or second Jovian Empire. They appear to be working with Sleeper tecnology, whether this is voluntary on behalf of the Sleepers is unknown.<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! Sleepers<br />
! Takmahl<br />
! Talocan<br />
! Yan Jung<br />
|-<br />
| The [[Sleepers]] are, as the other ancient races, descendants of humans and populated New Eden thousands of years ago before they vanished. These days the only remains of them in New Eden are ruins and strange artifacts.<br />
<br />
Some of those ruins can be found around Minmatar space these days.<br />
<br />
The technology of the Sleepers is said to be comparable to Tech 2 level in some areas, in some other areas they had much more advanced knowledge. From those few known artifacts it was also deduced that the Sleepers were masters of virtual reality, neural interfacing and cryotechnology.<br />
<br />
The spring expansion 2009 "Apocrypha" introduced Sleepers as inhabitants of the newly introduced Wormhole space, though at this point all interactions with them appear to be with drones rather than manned vehicles, leaving the ultimate fate of the race unknown. <br />
| The Takmahl were a race of humans once part of the Amarr Empire. For reasons that remain unknown, but were very likely related at least in part to their Sani Sabik practices, they were exiled from the Empire, and lived for centuries in solitude in the Araz constellation.<br />
<br />
Some in the Amarr Empire believe them to be the precursors of the Blood Raiders. They supposedly worshiped different gods and were labeled heretics, which possibly caused their exile, but they were undoubtedly masters of cybernetics and bio-engineering technology.<br />
<br />
Their relics and technology can still be found to this day in the Museum Arcana, although the Takmahl themselves are no longer to be found. Their fate is unknown. <br />
<br />
| The Talocan were, judging from the remains of Talocan technology found in the archaeological record, masters of Spatial Manipulation and Hypereuclidean Mathematics.<br />
<br />
Talocan archaeological sites can be found in Okkelen Constellation within Caldari space. <br />
| According to Sebast Mathon, the Yan Jung nation immigrated into New Eden through the EVE Gate and settled in the Deltole system, especially on Deltole V and VI, which seem to have been much more inhabitable back then.<br />
<br />
The Yan Jung were, judging from the remains of Yan Jung technology found in the archaeological record, masters of advanced gravitronic technology and force field theories.<br />
<br />
Yan Jung archaeological sites can be found in the Algintal Constellation within Gallente Federation space. <br />
|-<br />
|}<br />
<br />
[[Category:Lore]]<br />
[[Category:Factions]]</div>Jacamodo Ducandihttps://wiki.eveuniversity.org/index.php?title=Factions&diff=155684Factions2020-05-31T23:15:23Z<p>Jacamodo Ducandi: /* Empires */</p>
<hr />
<div>{{about|the non-player character political factions of New Eden|"Faction modules"|Faction modules}}<br />
__NOTOC__[[image:NPC_sov.png|thumb|center|500px|Map of New Eden showing faction-controlled areas.]]<br />
<br />
==Empires==<br />
The ''Eve Online'' universe includes a series of five established governments. These include one government for each of the four dominant empires (Amarr, Caldari, Gallente, and Minmatar) as well as one for the fifth isolated empire (Jove). Each includes an established hierarchy, political system, and corporation membership. <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
| [[File:Logo_faction_amarr_empire.png]]<br />
| [[File:Logo_faction_caldari_state.png]]<br />
| [[File:Logo_faction_gallente_federation.png]]<br />
| [[File:Logo_faction_minmatar_republic.png]]<br />
| [[File:Logo_faction_jove_empire.png]]<br />
|-<br />
| The largest of the five main empires, the [[Amarr Empire]] is a sprawling patch-work of feudal-like provinces held together by the might of the emperor. Religion has always played a big part in Amarrian politics and the Amarrians believe they are the rightful masters of the world, souring their relations with their neighbours. Another source of ill-feelings on part of the other empires is the fact that the Amarrians embrace slavery.<br />
| The [[Caldari State]] is ruled by several mega-corporations. There is no central government to speak of - all territories within the State are owned and ruled by corporations. Duty and discipline are required traits in Caldari citizens, plus unquestioning loyalty to the corporation they live to serve. The corporations compete aggressively amongst themselves and with companies outside the State, resulting in a highly capitalistic society.<br />
| The [[Gallente Federation]] encompasses several races, the Gallenteans the largest by far. The Federation is democratic and very liberal in a world full of dictators and oligarchies. The Caldari State was once part of the Federation, but a severe dispute resulted in their departure and a long war between the Gallente Federation and the Caldari State. The Gallenteans are the masters of pleasure and entertainment and their rich trade empire has given the world many of its most glorious and extravagant sights.<br />
| The [[Minmatar Republic]] was formed over a century ago when the Matari threw out their Amarrians overlords in what is known as the Minmatar Rebellion. The Matari had the support of the Gallente Federation and to this day, the two nations remain close allies. Yet, only a quarter of the Matari people reside within the Republic. The rest are scattered around the world, including a large portion still enslaved within the Amarr Empire. Minmatar individuals are independent and proud, possessing a strong will and a multitude of tribal traditions.<br />
| The [[Jove Empire]] is isolated from the rest of the world to all but a selected few. The Jovians are a mystery to the other races, fueled not only by their elusiveness, but also their highly advanced technology, eons ahead of the other races. The Jovians have been civilized longer than any other race in the world of EVE and have gone through several golden ages, now long-since shrouded in the past. The current Jovian Empire is only a pale shadow of its former self, mainly because of the Jovian Disease - a psychological disorder that is always fatal.<br />
|}<br />
<br />
==Governments==<br />
Despite significant size and organization, some factions are not recognized by the five main governments as equals. These factions also differ in their sovereignty status: the Ammatar Mandate and Khanid Kingdom are part of the Amarr Empire, but with a semi-autonomous status; while the Thukker Tribe and Sansha's Nation are independent nations. <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
| [[File:Logo_faction_ammatar_mandate.png]]<br />
| [[File:Logo_faction_khanid_kingdom.png]]<br />
| [[File:Logo_faction_thukker_tribe.png]]<br />
| [[File:Logo_faction_sanshas_nation.png]]<br />
|-<br />
| The [[Ammatar]]s are part of the Amarr Empire, but are of Minmatar origin. During the time the Amarrians occupied the Minmatar home worlds one of the Minmatar tribes, the Nefantars, collaborated heavily with the Amarrians. The Nefantars fled Minmatar space during the Minmatar Rebellion and the Amarr Emperor set them up in Amarr controlled areas close to Minmatar space. Soon everyone had started calling them Ammatars. Today, the Ammatars enjoy a semi-autonomy in their own space and are still embroiled in war with their former Minmatar brethren.<br />
| The [[Khanid Kingdom]], also known as the Dark Amarr, was founded a few centuries ago when the last Amarr Emperor was chosen. Khanid was one of the royal heirs at the time and, in accordance with tradition, should have killed himself after failing to become emperor. This Khanid refused to do and split his vast domains from the Amarr Empire. The empire retaliated, but only managed to conquer some of the vulnerable outer regions from Khanid. The Kingdom still upholds many of the tradition of Amarr society, but has also wholeheartedly embraced the customs of others, mainly the Caldari. Many visitors to the Kingdom feel like it is a surreal mix of the Amarr and Caldari empires.<br />
| The [[Thukker Tribe]] is one of the seven original Minmatar tribes. After the Minmatar Rebellion the Thukkers left Minmatar space and took up the nomadic lifestyles of their ancestors, only this time in space. The closest thing they've got to home is the Great Wildlands region, where they are very numerous, but the Thukkers like to be on the move, constantly going from one solar system to another in their huge caravans, trading and scavenging. Respectable citizens of EVE frown upon the Thukkers, considering them to be nothing but scoundrels and thiefs. Indeed, the Thukkers often operate on the shadier side of the law, but their resourcefulness and diligence count a lot more for their success than their criminal activities.<br />
| [[Sansha's Nation]] was founded more than a century ago, shortly after all the empires had come into contact, just when space exploration and colonization was taking off. Sansha was a Caldari tycoon that carved out a sizeable piece of space for himself. There, he set out to create an utopian state. His vision and charm attracted thousands of people and for some time the Nation flourished. But Sansha became ever more warped as his success increased. He started experiments, combining capsule technology with the human mind, creating a zombie like creatures that had the cold, calculating mind of a computer, but the ingenuinity of humans. When this became public knowledge Sansha was condemned and the other empires joined forces to bring him down. His forces were decimated and scattered to the winds. Remnants still remain far in the outer regions, but the once glorious Nation has been reduced to pirates and pillagers.<br />
|}<br />
<br />
==Institutions==<br />
The Eve Online universe also includes a number of non-governmental or pseudo-political entities. Included among these are officially recognized entities designed to handle operations between various government factions (The InterBus) as well as on the behalf of all government factions (CONCORD Assembly). <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
| [[File:Logo_faction_concord_assembly.png]]<br />
| [[File:Logo_faction_the_interbus.png]]<br />
| [[File:Logo_faction_sisters_of_eve.png]]<br />
| [[File:Logo_faction_the_society.png]]<br />
|-<br />
| [[CONCORD]] is an independent organization founded a century ago to facilitate negotiations between the races to improve relations, as well as to foster inter-stellar trade through policing and regulations. Starting as a fledgling meeting ground for diplomats CONCORD has in the decades since it was founded slowly increased its power and influence. It has become an entity independent of the races, as it is able to largely fund its own operation through customs, confiscation of contraband goods, and other means.<br />
| [[The InterBus]] is one of the more successful joint ventures the empires have undertaken. It was formed some 30 years ago to act as a neutral passenger transportation company that would span the entire known world. Since then it has evolved a bit, especially when it started to ferry goods too. The InterBus is used by the [[CONCORD#Divisions|SCC]] to ferry goods between stations, as they are reliable and operate in every station in the world. As InterBus has to operate not only in empire stations, but also in pirate havens and other stations associated with organized crime, the company has to uphold a very strict policy regarding neutrality and secrecy. Even if the company is owned by the empires, no information regarding to shipments or station locations is ever given out. The strict adherence to these rules has allowed InterBus to operate without harassment in every corner of the world of EVE, making them one of the pillars of the inter-stellar community.<br />
| The [[Sisters of EVE]] are mainly known for their humanitarian aid efforts to those suffering because of war, famine or even just being lost in space. But the Sisters of EVE base their existence on strong religious believes, which they have coupled with scientific facts. They believe that the EVE gate is a gateway to heaven - that god resides on the other side of the gate. As well as dedicating themselves to aiding those in need they are also busy with scientific experiments around the EVE gate, hoping to gain a better understanding of the forces at work there.<br />
| The [[Society of Conscious Thought]] is three centuries old and was founded by a Jovian named Ior Labron, who was in search of spiritual enlightenment. The Society has since then taken many guises and been anything from a religious sect full of hermits to a political institute playing the power game. Today, the Society is mainly known for their scholastic achievements, their schools are widely regarded as the best ones in the world of EVE and rich and influential parents everywhere fight to get their kids admitted. Offering large sums of money is, however, no guarantee for admittance, as the Society has its own peculiar selection process that seems to have little rhyme or reason to outsiders. The Society operates in remote areas, where they build strongholds called kitz. Not all kitz are schools, some are still devoted to spiritual enlightenment or scientific pursuits.<br />
|}<br />
<br />
==Coalitions==<br />
Some large organized factions operate with little to no sovereign space. These groups usually operate both inside and outside of the five empires. Most are born out of corporations and their institutions. <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
| [[File:Logo_faction_the_syndicate.png]]<br />
| [[File:Logo_faction_outer_ring_excavations.png]]<br />
| [[File:Logo_faction_mordus_legion.png]]<br />
|-<br />
| Formed by Intaki exiles from the Gallente Federation during the Caldari-Gallente War. [[The Syndicate]] has slowly grown in stature and influence and now serves as an important link between the empires and the illegal elements in the outer regions. Syndicate space is a pirate haven, but still retains enough civility to allow pretty much anyone to travel there to do business. [[The Syndicate]] markets are always chock full of contraband goods and illegal wares that are hard or impossible to come by elsewhere. Each Syndicate station is a autonomous entity, but the cooperate on security and information issues. The unofficial leader of the Syndicate is Silphy en Diabel, a former Sister of EVE that returned to Syndicate space to save her family's fortune. Since then she's turned out to be just as resourceful and ruthless as her late father.<br />
| [[Outer Ring Excavations]], or ORE, is the largest independent mining corporation around. ORE was originally a fledgling Gallentean company, but struck gold when they found extremely rich Nocxium asteroid belts in the Outer Ring region. When the [[Gallente Federation]] tried to force ORE to reveal the location of the asteroid fields the company left Gallentean space and set up base in the Outer Ring region. They used their massive wealth to buy protection for their bases and keep their operation secret. Several pirate factions have tried to muscle in on the ORE territories, with little success. <br />
| The origin of [[Mordu's Legion]] lies in the Gallente-Caldari War when a group Intaki military personnel sided with the Caldari. The Intaki were put into a separate unit with a Caldari officer named Mordu. After the war the Intaki settled in Caldari space, but unwillingly became entangled with Caldari locals in the Waschi Uprising. Mordu's Legion was formed at that time as a mercenary fighting force and after the uprising it continued in existence. The Legion is loosely associated with the [[Caldari Navy]], but are in most part totally independent. Mordu's Legion is commonly hired by companies to protect valuable assets outside empire space, for instance [[Outer Ring Excavations]] pays them handsomely to patrol the Outer Ring region.<br />
|}<br />
<br />
==Cartels==<br />
Some factions are organized to perpetuate illegal practices outside the control of the five governments. Among these activities are piracy and drug manufacturing ([[Guristas Pirates]] and [[Serpentis]]) as well as banned religious and social practices ([[The Blood Raider Covenant]]). <br />
<br />
{| class="wikitable" style="text-align: center;"<br />
| [[File:Logo_faction_angel_cartel.png]]<br />
| [[File:Logo_faction_guristas_pirates.png]]<br />
| [[File:Logo_faction_serpentis.png]]<br />
| [[File:Logo_faction_the_blood_raider_covenant.png]]<br />
|-<br />
| Operating from the heart of the Curse region, the [[Angel Cartel]] is today the largest and best organized of the space-based criminal factions. The Angels are divided into several groups, each with a very special function. It is commanded by the Dominations and in the century they've been lurking in deep space they have stolen, plundered or sabotaged countless number of ships and kidnapped, molested or murdered thousands of people. The Angels recruit members from all the races, and are thus not bound to any one zone of operation, which spans almost the entire known world. Many believe that the Angels got their power by uncovering Jovian technologies hidden in their ancient homes, now infested by the Angel Cartel.<br />
| Formed by two former members of the Caldari Navy, the pair go by the names Fatal and the Rabbit, the [[Guristas Pirates]] are a constant thorn in the side of the Caldari State. The Guristas are traditional pirates in the sense that their operation is not based around some creed or ideology, but rather a plain and simple greed. The Guristas have bases close to Caldari space and from them they embark on daring raids, often into the State itself. Though the Guristas are considered more honorable than many of their counterparts, they are still extremely dangerous and not to be tampered with.<br />
| The [[Serpentis]] Corporation was founded a few decades ago by Igil Sarpati. At first it was engaged in hi-tech neural booster research, but with the discovery of their fatal side-effects, prematurely closed. The company was re-established by Igil's adopted son, Salvador Sarpati, and with time its ties with the underworld grew and the Serpentis research stations, scattered around in remote areas, became infamous pirate havens. Sarpati made a deal with the [[Angel Cartel]] early on to provide protection for his stations and the duty was taken on by the Guardian Angels. Both sides have prospered enormously for this deal - Serpentis can operate in peace and the Angel Cartel gets access to the illegal research efforts of the Serpentis. It is strongly believed that Serpentis is the main developer and manufacturer of illegal neural boosters, especially since Sarpati's father was a renown specialist in that field. The home of Serpentis is in the Phoenix constellation in the Fountain region.<br />
| The Amarr Empire has had its share of religious cults and fanatics in the past, but few have been as successful, or been feared as much, as the [[Blood Raiders]]. The Blood Raiders are a sect of a ancient cult called Sani Sabik, which uses blood in their rituals. The Blood Raiders believe that cloned bodies have 'purer' blood than other bodies and this explains while they operate mainly in space, attacking unwary space farers and draining their bodies of blood. The Blood Raiders are led by the fearsome Omir Sarikusa, who has remained on top of the DED most wanted list for many years now. Under his leadership the Blood Raiders have become more organized and they have established several bases in the Bleak Lands region.<br />
|}<br />
<br />
==Ancient cultures==<br />
Some factions have little to no presence in the Eve Online universe. Usually, these lost civilizations only exist in the form of historical artifacts or long silent creations.<br />
<br />
{| class="wikitable"<br />
! [[File:Logo faction triglavian collective.png]]<br />
! [[File:Logo faction drifters.png]]<br />
|-<br />
| The [[Triglavian Collective]] is an ancient human civilization whith mostly unknown past. It appears that at some point in history they isolated themselves in [[Abyssal Deadspace]]. The Triglavian Collective is made of multiple clades and subclades that do not always appeart to agree with each other. They are engaging in hostilities with Drifters and seem to have alied themselves with Rogue Drones.<br />
<br />
| The [[Drifters]] are an ancient race of Jovian origin. Their history is mostly unkown.<br />
<br />
They appear to have splintered from rest of the Jove during the first or second Jovian Empire. They appear to be working with Sleeper tecnology, whether this is voluntary on behalf of the Sleepers is unknown.<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
! Sleepers<br />
! Takmahl<br />
! Talocan<br />
! Yan Jung<br />
|-<br />
| The [[Sleepers]] are, as the other ancient races, descendants of humans and populated New Eden thousands of years ago before they vanished. These days the only remains of them in New Eden are ruins and strange artifacts.<br />
<br />
Some of those ruins can be found around Minmatar space these days.<br />
<br />
The technology of the Sleepers is said to be comparable to Tech 2 level in some areas, in some other areas they had much more advanced knowledge. From those few known artifacts it was also deduced that the Sleepers were masters of virtual reality, neural interfacing and cryotechnology.<br />
<br />
The spring expansion 2009 "Apocrypha" introduced Sleepers as inhabitants of the newly introduced Wormhole space, though at this point all interactions with them appear to be with drones rather than manned vehicles, leaving the ultimate fate of the race unknown. <br />
| The Takmahl were a race of humans once part of the Amarr Empire. For reasons that remain unknown, but were very likely related at least in part to their Sani Sabik practices, they were exiled from the Empire, and lived for centuries in solitude in the Araz constellation.<br />
<br />
Some in the Amarr Empire believe them to be the precursors of the Blood Raiders. They supposedly worshiped different gods and were labeled heretics, which possibly caused their exile, but they were undoubtedly masters of cybernetics and bio-engineering technology.<br />
<br />
Their relics and technology can still be found to this day in the Museum Arcana, although the Takmahl themselves are no longer to be found. Their fate is unknown. <br />
<br />
| The Talocan were, judging from the remains of Talocan technology found in the archaeological record, masters of Spatial Manipulation and Hypereuclidean Mathematics.<br />
<br />
Talocan archaeological sites can be found in Okkelen Constellation within Caldari space. <br />
| According to Sebast Mathon, the Yan Jung nation immigrated into New Eden through the EVE Gate and settled in the Deltole system, especially on Deltole V and VI, which seem to have been much more inhabitable back then.<br />
<br />
The Yan Jung were, judging from the remains of Yan Jung technology found in the archaeological record, masters of advanced gravitronic technology and force field theories.<br />
<br />
Yan Jung archaeological sites can be found in the Algintal Constellation within Gallente Federation space. <br />
|-<br />
|}<br />
<br />
[[Category:Lore]]<br />
[[Category:Factions]]</div>Jacamodo Ducandihttps://wiki.eveuniversity.org/index.php?title=Yoiul_Conference&diff=155683Yoiul Conference2020-05-31T23:09:59Z<p>Jacamodo Ducandi: </p>
<hr />
<div>{{stub}}<br />
The '''Yoiul Conference''' was a gathering of the four major empire [[factions]], held aboard the [[Jovian]] [[cruiser]] ''Yoiul''.<br />
<br />
The conference serves as the beginning of the New Eden Universal Calendar, with the Yoiul Conference marking YC0. The New Eden calendar can be mapped to the real-world Gregorian calendar, by adding/subtracting 1898. For example:<br />
<br />
* YC106 - 2004<br />
* YC107 - 2005<br />
* YC110 - 2008<br />
* YC111 - 2009<br />
* YC114 - 2012<br />
* YC115 - 2013<br />
* YC116 - 2014<br />
<br />
==External links==<br />
*[https://fiction.eveonline.com/stories/chronicles/time-and-the-astrologer Time & The Astrologer], an EVE [[Chronicle]] detailing the establishment of the New Eden Universal Calendar.<br />
<br />
[[Category:Lore]]</div>Jacamodo Ducandihttps://wiki.eveuniversity.org/index.php?title=Yoiul_Conference&diff=155682Yoiul Conference2020-05-31T23:06:49Z<p>Jacamodo Ducandi: </p>
<hr />
<div>{{stub}}<br />
The '''Yoiul Conference''' was a gathering of the four major empire [[factions]], held aboard the [[Jovian]] [[cruiser]] 'Yoiul'.<br />
<br />
The conference serves as the beginning of the New Eden Universal Calendar, with the Yoiul Conference marking YC0. The New Eden calendar can be mapped to the real-world Gregorian calendar, by adding/subtracting 1898. For example:<br />
<br />
* YC106 - 2004<br />
* YC107 - 2005<br />
* YC110 - 2008<br />
* YC111 - 2009<br />
* YC114 - 2012<br />
* YC115 - 2013<br />
* YC116 - 2014<br />
<br />
==External links==<br />
*[https://fiction.eveonline.com/stories/chronicles/time-and-the-astrologer Time & The Astrologer], an EVE [[Chronicle]] detailing the establishment of the New Eden universal calendar<br />
<br />
[[Category:Lore]]</div>Jacamodo Ducandihttps://wiki.eveuniversity.org/index.php?title=Role-playing&diff=155550Role-playing2020-05-29T03:12:42Z<p>Jacamodo Ducandi: /* The In Character World of EVE Online, also known as Prime Fiction */</p>
<hr />
<div>'''Role-playing''' is a pastime in which one assumes a role other than oneself. A role-playing game is essentially a collaborative storytelling effort in which each participant takes on a role and interacts with others only through that role. Role-playing and roleplaying (one word) are both acceptable terms for this activity.<br />
<br />
==Is there a place for role playing in EVE?==<br />
To a point, EVE Online is a role-playing game from the start. The very first thing a player must do is determine which of four empires his capsuleer comes from. Since any capsuleer can train any empire's ships, this is not a tactical issue as much as an expression of philosophy or personality.<br />
* The [http://forums.eveonline.com/default.aspx?g=topics&f=260 Intergalactic Summit] is the main roleplaying forum hosted by CCP. It features all main roleplaying event and other announcements by the RP community plus a lot of in-character banter.<br />
* The '''Intergalactic Summit''' and '''Out Of Character''' in-game chat channels are the official CCP moderated channels for RP.<br />
* A number of player operated chat channels exist, '''The Summit''' and '''OOC''' are basically player moderated versions of the official CCP channels and contain pointers to more RP resources.<br />
* [http://backstage.eve-inspiracy.com Backstage] is a player organised roleplaying forum site and is often used for individual character announcements - both in-character and out-of-character.<br />
<br />
==In Character and Out of Character==<br />
<br />
EVE can be played with no in character role-playing at all; it can be simply a real world diversion. However, the interaction of races, empires and corps permits a wide range of in character interactions. That is, you can play as a real world internet hobbyist enjoying a game where your space ships blow up other hobbyists' space ships, or you can play as a pod pilot, loyal to his empire and his corp, striving to secure advantages for his people in the galaxy of New Eden.<br />
<br />
The distinction between these two play styles is distinguished by the terms Out Of Character (OOC) and In Character (IC). This distinction is trivial in terms of ship piloting and combat; it is mainly important when dealing with other players through chats, evemail and various forums. Most of the chats, especially Local and most Fleet channels, are OOC in nature. This means that you can discuss real world subjects without any danger of breaking the narrative. <br />
<br />
Example: <br />
<br />
<pre>Halbardine> I can only play for another hour before my cable company does their weekly maintenance; I'm probably going to start lagging out.</pre><br />
<br />
Other chat channels, usually explicitly designated as role-playing (RP) in the message of the day, will be IC only, in which participants will try to produce an ongoing narrative in which they are communicating as capsuleers. In such channels, participants are expected to account for their behavior in terms of what capsuleers would do and say.<br />
<br />
Example:<br />
<br />
<pre>Halbardine> Sorry everyone, but my com system is experiencing difficulties; I figure I have another hour before it cuts out<br />
completely. I'll warp out then, rather than endanger the fleet.</pre><br />
<br />
Evemails sent IC will usually be designated as such in the subject line or the first line of the body of the letter. If they aren't, they can be assumed to be OOC. Likewise, most message boards that promote in character play will designate specific forums as IC or OOC. Occasionally, a message will include IC and OOC elements - these are usually easily distinguishable.<br />
<br />
An example would be a message announcing an in-game contest involving a search for Secure Containers scattered throughout New Eden. The section announcing the contest and explaining the rules would be OOC; the part that explained the background of how 'buried treasure' came to be in various containers in deep space would be IC.<br />
<br />
The IC RP forum in the official EVE Online boards is called the [http://www.eveonline.com/ingameboard.asp?a=channel&channelID=3520 Intergalactic Summit.]<br />
<br />
==The In Character World of ''EVE Online'', also known as Prime Fiction==<br />
<br />
The world of ''EVE Online'' is the world of the New Eden galaxy. It's background has been described in the [https://fiction.eveonline.com/stories/chronicles EVE Chronicles and other accounts], and is generally referred to as the Prime Fiction. The social and historical events are considered canon - that is, they are not alterable by the roleplay of players. Within that context, every player is a 'pod pilot' or 'capsuleer', a human citizen of one of the four empires who has been augmented with implants and equipment such that he is capable of controlling a spaceship by occupying a capsule and using direct neural perception and manipulation. Each such ship has a crew according to Prime Fiction, although the precise size of such crews tends to vary depending on the source. <br />
<br />
Earth is a dimly remembered myth, and the events and preoccupations distinct to Earth are rarely mentioned. <br />
<br />
CCP has full control over all NPCs and non-player organizations. A player might give you a position in a player character corp or alliance, but you cannot give yourself a position in a non-player organization and hope to be taken seriously.<br />
<br />
The chat, evemail and forums of ''EVE'' can be used for roleplay that doesn't include the elements of Prime Fiction, but obviously neither CCP nor any other players will support such play or usually understand it; for other forms of role-playing, other media might be a better choice.<br />
<br />
==IC Chat==<br />
<br />
Chatrooms permit an immediacy of interaction that is especially conducive to IC play and suspension of disbelief. Voice interaction - as with Mumble, TeamSpeak or Ventrilo - has some advantages, but it's real disadvantage is that it does not permit players to describe their characters' actions with fluidity. This can be done in a text communication by using certain notations with each post.<br />
<br />
The following examples will be using the storyline (SL) of two capsuleers - Anthim Planckera and Halbardine - as they meet on a planet's surface between missions. An SL is simply an ongoing narrative thread that players can use to facilitate IC play - it may be inspired by a chronicle, or concern a forum post or news item, or it may concern only the players involved. A role-playing SL doesn't necessarily have anything to do with the in-game SL agents or missions.<br />
<br />
The general convention is as follows:<br />
<br />
When a player simply posts plain text, that means his character is speaking audibly. In EVE chatrooms, a player may begin a post by typing /me. This is called an emote; it causes his characters name to appear next to an asterisk and without the arrow, and is used to describe a characters action. An action can include an emotion, as it would be visibly shown by facial expression and body language.<br />
<br />
Actions can also be designated by using double colons or double asterisks before and after the action. This is frequently used in combination with a speech post, and used to separate speech from actions.<br />
<br />
<br />
Example:<br />
<br />
<pre>Anthim Planckera> I can't believe you're siding with those Ammatar scum! **slashes her hand through the air for emphasis**<br />
<br />
*Anthim Planckera glares at Halbardine in outrage<br />
<br />
Halbardine> ::stepping back, baffled:: I really don't understand, I thought the Ammatar were Minmatar, like you!</pre><br />
<br />
An ambersand is occasionally used to designate action or dialogue occuring out of the hearing of most of the occupants of the chat. They are included in the main chat as part of a storyline that should be shared with the other players, but the other characters can't usually hear them; for the purposes of role-playing, it is usually appropriate to pretend that whatever happened after an ampersand wasn't heard or seen.<br />
<br />
Example:<br />
<br />
<pre>Halbardine> I don't see what you are so mad about! The Ammatar aren't so bad!<br />
<br />
Halbardine> @::Behind the cliffs, the Ammatar prepare their assasination weaponry as their leader gives them their final instructions::</pre><br />
<br />
Sometimes a player might want to introduce a Non-Player Character, or NPC, to make the story more entertaining. NPCs are usually small, possibly recurring roles. This is signified by putting the NPCs name in brackets at the beginning of the post.<br />
<br />
Example:<br />
<br />
<pre>Halbardine> @[Ammatar Leader]Remember, they are capsuleers; attach the neural dampeners to Halbardine and Planckera before killing them,<br />
or they'll be reborn in new clone bodies.<br />
<br />
*Halbardine takes a drink from a servants tray, noticing that the servant is looking off toward the cliffs<br />
<br />
Halbardine> [Servant] Did you hear something over there...?</pre><br />
<br />
This is the classic free-form RP online style. Some people prefer to use prose style, that is stating the actions plainly and putting dialogue in quotation marks just as if they were writing a paragraph in a book. As long as the result is understandable, both styles are accepted.<br />
<br />
Sometimes it is necessary for players to communicate OOC in order to coordinate IC play. The best way to do this is through private conversation, but with multiple players this can be unweildy. In such cases, OOC communications are signified by using double parentheses. Some rooms are strictly IC, and any OOC posts might provoke disciplinary action from a moderator, possibly including kicking the offending party from the room.<br />
<br />
Other rooms permit limited OOC posts, but overusing OOC is distracting from the role-play and usually discouraged.<br />
<br />
Example:<br />
<br />
<pre>Halbardine> ((I'm about to have a bunch of Ammatar attack me and Anthim; if nobody else attacks them back, they won't attack anyone<br />
else.))</pre><br />
<br />
===Some of the chat channels in RP use in EVE===<br />
<br />
*The Campus Quad - This channel is open to EVE University members and alumni. It is a VR channel, so participants can use it simply as an open channel or a room to enter and interact with. Since it is a learning environment, it is not strictly IC; some OOC questions and answers are permitted.<br />
<br />
*Intergalactic Summit - This is a communication channel that is strictly IC, generally used for political or historical discussions. It is non-faction, and open to all.<br />
<br />
*Out of Character - as the name suggests, this is an out-of-character chat for discussing RP issues, and is recommended for anyone curious about RP behavior in EVE. It is non-faction.<br />
<br />
*The Last Gate - A bar run by the pirate faction Veto, this is strictly an IC channel. It is open to all, regardless of faction.<br />
<br />
*The Broken Piano - Another bar run by one of the smaller factions, this is an IC only channel. It is open to all.<br />
<br />
==Courtesy==<br />
<br />
Everyone who RPs generally has some idea of what kind of story they want their character to play out, but the key to doing so courteously is to remember that everyone else in the room also has a character with a story. In order to keep the characters' interactions fun for everyone, certain rules are usually observed.<br />
<br />
First, rapidly posting lots of brief posts gives other players little time to react. Different players type at different speeds, and players who think and type quickly should be prepared to permit slower players a chance to respond.<br />
<br />
Bad Example:<br />
<br />
<pre>Anthim Planckera> So what kind of ship do you fly?<br />
<br />
Anthim Planckera> If it's a battleship, I could help you fit it. I have lots of spare large modules.<br />
<br />
Anthim Planckera> Would you like to buy a Large Shield Booster? <br />
<br />
Halbardine> I'm mining in a Navitas class frigate. Why do you ask?</pre><br />
<br />
The exception is if you are trying to play a character who speaks too quckly for the rest of the characters to follow. This should preferably be done with a single post, rather than several short posts. If your post runs too long for the chatroom, the usual way to convey that the room should expect another post is by ending the first post with a dash, then starting the second post with a dash to indicate it's part of a previous post.<br />
<br />
Example:<br />
<br />
<pre>Anthim Planckera> What kind of ship do you fly? I'm flying a battleship, but I have lots of spare large modules, I could sell them to<br />
you for cheap. I favor Caldari ships, so much shield power. Would you like to buy a Large Shield Booster for cost? I can-<br />
<br />
Anthim Planckera> -probably supply three or four ships if you like.<br />
<br />
Halbardine> ::slightly dizzy at how fast Anthim talks:: No, I'm just doing a little small scale mining for now, thanks.</pre><br />
<br />
While writing your own characters actions is important to RP, it is equally important to permit other players to write their own reactions. To write reactions for another persons character is called Powergaming, Moding or Godmoding. The term godmode was probably taken from certain videogames that had a super easy setting or hack that permitted a player to become entirely unstoppable, referred to as the god mode. This can take several forms.<br />
<br />
First, invincibility. While it is a dear personal dream of any player to be unbeatable or beyond hindrance or injury, making a character like this is actually rather dull for every other player in the room.<br />
<br />
Second, dictating reactions and outcomes for your characters actions. Explaining what your character does with what intended result is acceptable; telling other players how their characters are affected is not, though small exceptions might be made with players who know and trust each other.<br />
<br />
Bad Example:<br />
<br />
<pre>*Halbardine waits until Anthim's back is turned, then whips out a neural dampener and slams it into her neck, knocking her<br />
unconscious</pre><br />
<br />
Given such an example, Anthim's player would be entirely justified in responding with a post like this - <br />
<br />
<pre>*Anthim Planckera lies down, pretending to be unconscious. Having expected treachery, she had uploaded a counter-dampening program into<br />
her jacks, leaving her perfectly unharmed and ready to strike back when the moment was right</pre><br />
<br />
Third, ignoring a character's action in favor of getting an advantage.<br />
<br />
Bad Example:<br />
<br />
<pre>*Halbardine aims a kick at Anthim's side<br />
<br />
*Anthim Planckera grabs a chair and swings it to block the kick<br />
<br />
*Halbardine kicks Anthim, breaking ribs</pre><br />
<br />
If another player is behaving intolerably, it is reasonable to ignore or block that player. However, a player ignoring another player should be explicitly distinguished from a character ignoring another character. In the latter case, 'ignoring' is an IC action and should be posted as such. In the former case, it can be confusing for other players if one of them suddenly seems to not see or hear another. If it becomes necessary, it should be announced in an OOC post - <br />
<br />
Example:<br />
<br />
<pre>Anthim Planckera> ((Blocked Halbardine for constant moding.))</pre><br />
<br />
It is customary to ignore most typos in RP; as long as there is no confusion about what was intended, typing skill isn't really a concern. Some players add an asterisk with a correction when they make a typo, but too much of this can be pointlessly distracting.<br />
<br />
In posting a characters actions, adding some descriptive language can be useful in setting and maintaining the mood. On the other hand, it's easy to go overboard with too many adjectives, adverbs and unnecessary phrases.<br />
<br />
Bad Example:<br />
<br />
<pre>*Anthim Planckera blinks her eyes suggestively as she looks her guest up and down, her white cotton blouse clinging to her frame under<br />
the black leather vest, complimenting her dark slacks which were only a shade darker than her hair. She holds out her hand-<br />
<br />
*Anthim Planckera -towards the chair on the opposite side of the table, her invitation encompassing the many subtle nuances of the Sebiestor<br />
ritual of greeting and welcome, but at the same time she struggles to keep her face impassive before the stoic Gallente-<br />
<br />
*Anthim Planckera -pod pilot who was her guest.<br />
<br />
*Halbardine sits</pre><br />
<br />
A middle ground between the two approaches is best.<br />
<br />
<pre>*Anthim Planckera gestures toward the other chair in an old ritual greeting, inviting Halbardine to join. She looks him up and down,<br />
keeping her face calm but unable to conceal her interest.<br />
<br />
*Halbardine seats himself in the proferred chair, politely waiting for Anthim to speak first.</pre><br />
<br />
When writing the first post for a character in a room, it is a good idea to include more description, including notable physical traits, obvious mood, and manner of entry. It is also wise to refrain from posting for a few minutes - if there is already an RP scene being played, the new player will get a sense of the room's mood and what kind of RP will be welcome.<br />
<br />
EVE University policy forbids members to use obscenities and other offensive language in public chatrooms. In private convos and chats this rule a matter of all participants' preference, but it is polite to use language that won't unnecessarily shock other players.<br />
<br />
RP in an open chatroom is generally considered 'real' or part of the same fictional universe. Sometimes, however, an RP can occur between certain characters that doesn't take place in the normal universe or timeline, and cannot be referenced by characters outside it. These 'alternate universe' RPs are usually played in private conversations or restricted chatrooms. Rarely, due to bad character development or an unexpectedly distasteful incident, the participants in an RP will agree that some game or incident 'didn't really happen.' This is referred to as an erasure, and only works if it's unanimous. Otherwise, the cover-up itself becomes part of the game.<br />
<br />
Note that the actions of ships in space are not subject to erasure; everything that affects the behavior of objects in space is part of the New Eden universe, for good or bad.<br />
<br />
==Glossary of Useful RP Terms==<br />
<br />
*AFK - Abreviation of Away From Keyboard, an OOC term used to explain a long interval without posting. Usually pointless to add in chat, as it's easy enough to write a characters temporary exit. See BRB. <br />
<br />
*Backstory - The history of a character prior to entering play. Often included in a character's bio.<br />
<br />
*Blending - Confusion that occurs when a player mixes or 'blends' knowledge and events between their character and themselves, or uses OOC knowledge that wouldn't otherwise be known to their character. Blending should be avoided as it is distracting at best and at worst quite rude. This is also known as "meta gaming" in other RP games/communities<br />
<br />
*BRB - Abreviaton of Be Right Back. An OOC term used to explain an interval without posting, sometimes when logging off briefly. Usually pointless to add in chat, as it's easy enough to write a characters temporary exit. See AFK. The two terms are sometimes used together<br />
<br />
*Character - The fictional persona that one adopts when role-playing; in effect, the role that is played. Sometimes shortened to char; see PC.<br />
<br />
*Erasure - When all players involved in a scene agree that the scene or event never took place; the RP equivalent of a take-back.<br />
<br />
*Freeform Roleplaying - An RP style developed for use in chatrooms that emphasizes the freedom for players to control their characters within the setting.<br />
<br />
*Godmode - A playstyle typified by a player who creates a character that is invincible or unbeatable relative to other characters. Not conducive to cooperative roleplaying; even when allowed, godmoders usually bore other players. Also used as a verb. See moding.<br />
<br />
*Host - An on-duty moderator, sometimes the room creator. 'Host' is an OOC term, and should not be used IC. Many hosts play characters who are bartenders or employees of the establishment where the RP is set. A hosts duties include enforcing whatever rules may apply, facilitating play between players and helping to maintain the atmosphere of the setting.<br />
<br />
*IC (In Character) - Anything that pertains to your character; their perceptions, actions, and dialogue as distinct from your own as a player. <br />
<br />
*Ignore - The usual term for using the 'block' command against another player. 'Block' and 'ignore' are both OOC when used in this way, and should be announced to other players.<br />
<br />
*Lurk - This is slang for when a player is present in a chatroom but whose character is absent, and so that player is watching the play but making no posts. Some players lurk full-time. Many experienced players will lurk in a room for a few minutes to get a sense of what is going on before posting their characters' entrance.<br />
<br />
*Moding - Playing an invincible or otherwise absurdly powerful character, taken from Godmoding.<br />
<br />
*NPC (Non-Player Character) - A minor character who does not have a screen name, often used by hosts to help establish the setting. Also, any character generated or maintained by the EVEOnline software (All agents are NPCs, as are the crews of all ships not piloted by a player.)<br />
<br />
*OOC (Out Of Character) - Anything that pertains to you, the player. Signified by double parentheses (()); too much OOC posting can ruin the mood. For this reason, some chats do not permit any OOC posts at all.<br />
<br />
*PC (Player Character) - The primary character of a player, almost invariably the name of the account although players who chose their account names carelessly might want to name their characters something else for RP purposes (He4d6utt, for example, might prefer to name his Caldari character Jango Calrissian.)<br />
<br />
*Powergaming - A term used to describe several obnoxious gaming behaviors including godmoding and ignoring other people's posts to give yourself an advantage.<br />
<br />
*Prime Fiction - The setting for the fictional universe of EVE Online as described by CCP in the official boards and chronicles. [https://fiction.eveonline.com/ This material can be found compiled here.] It is not necessary to memorize it, but enough familiarity to keep from contradicting it is advisable. <br />
<br />
*SL (Story Line) - One or more characters' narrative involving a specific recurring conflict. An SL ends by concluding when the conflict is solved, or being dropped when it proves to be boring or distasteful to one or more of the participants.<br />
<br />
*ST (Story teller) - Also known as DM (Dungeon master) A term originally from the pen and paper style role playing. The Story teller is the person who tells a Story Line, describes objects, constrols NPCs that are part of that story line etc. Can be, but should not be entierely confused with the Host(s)<br />
<br />
[[Category:Lore]]</div>Jacamodo Ducandihttps://wiki.eveuniversity.org/index.php?title=Role-playing&diff=155549Role-playing2020-05-29T03:02:01Z<p>Jacamodo Ducandi: /* The In Character World of EVE Online, also known as Prime Fiction */</p>
<hr />
<div>'''Role-playing''' is a pastime in which one assumes a role other than oneself. A role-playing game is essentially a collaborative storytelling effort in which each participant takes on a role and interacts with others only through that role. Role-playing and roleplaying (one word) are both acceptable terms for this activity.<br />
<br />
==Is there a place for role playing in EVE?==<br />
To a point, EVE Online is a role-playing game from the start. The very first thing a player must do is determine which of four empires his capsuleer comes from. Since any capsuleer can train any empire's ships, this is not a tactical issue as much as an expression of philosophy or personality.<br />
* The [http://forums.eveonline.com/default.aspx?g=topics&f=260 Intergalactic Summit] is the main roleplaying forum hosted by CCP. It features all main roleplaying event and other announcements by the RP community plus a lot of in-character banter.<br />
* The '''Intergalactic Summit''' and '''Out Of Character''' in-game chat channels are the official CCP moderated channels for RP.<br />
* A number of player operated chat channels exist, '''The Summit''' and '''OOC''' are basically player moderated versions of the official CCP channels and contain pointers to more RP resources.<br />
* [http://backstage.eve-inspiracy.com Backstage] is a player organised roleplaying forum site and is often used for individual character announcements - both in-character and out-of-character.<br />
<br />
==In Character and Out of Character==<br />
<br />
EVE can be played with no in character role-playing at all; it can be simply a real world diversion. However, the interaction of races, empires and corps permits a wide range of in character interactions. That is, you can play as a real world internet hobbyist enjoying a game where your space ships blow up other hobbyists' space ships, or you can play as a pod pilot, loyal to his empire and his corp, striving to secure advantages for his people in the galaxy of New Eden.<br />
<br />
The distinction between these two play styles is distinguished by the terms Out Of Character (OOC) and In Character (IC). This distinction is trivial in terms of ship piloting and combat; it is mainly important when dealing with other players through chats, evemail and various forums. Most of the chats, especially Local and most Fleet channels, are OOC in nature. This means that you can discuss real world subjects without any danger of breaking the narrative. <br />
<br />
Example: <br />
<br />
<pre>Halbardine> I can only play for another hour before my cable company does their weekly maintenance; I'm probably going to start lagging out.</pre><br />
<br />
Other chat channels, usually explicitly designated as role-playing (RP) in the message of the day, will be IC only, in which participants will try to produce an ongoing narrative in which they are communicating as capsuleers. In such channels, participants are expected to account for their behavior in terms of what capsuleers would do and say.<br />
<br />
Example:<br />
<br />
<pre>Halbardine> Sorry everyone, but my com system is experiencing difficulties; I figure I have another hour before it cuts out<br />
completely. I'll warp out then, rather than endanger the fleet.</pre><br />
<br />
Evemails sent IC will usually be designated as such in the subject line or the first line of the body of the letter. If they aren't, they can be assumed to be OOC. Likewise, most message boards that promote in character play will designate specific forums as IC or OOC. Occasionally, a message will include IC and OOC elements - these are usually easily distinguishable.<br />
<br />
An example would be a message announcing an in-game contest involving a search for Secure Containers scattered throughout New Eden. The section announcing the contest and explaining the rules would be OOC; the part that explained the background of how 'buried treasure' came to be in various containers in deep space would be IC.<br />
<br />
The IC RP forum in the official EVE Online boards is called the [http://www.eveonline.com/ingameboard.asp?a=channel&channelID=3520 Intergalactic Summit.]<br />
<br />
==The In Character World of ''EVE Online'', also known as Prime Fiction==<br />
<br />
The world of ''EVE Online'' is the world of the New Eden galaxy. It's background has been described in the [https://fiction.eveonline.com/stories/chronicles EVE Chronicles and other accounts], and is generally referred to as the Prime Fiction. The social and historical events are considered canon - that is, they are not alterable by the roleplay of players. Within that context, every player is a 'pod pilot' or 'capsuleer', a human citizen of one of the four empires who has been augmented with implants and equipment such that he is capable of controlling a spaceship by occupying a capsule and using direct neural perception and manipulation. Each such ship has a crew according to Prime Fiction, although the precise size of such crews tends to vary depending on the source. <br />
<br />
Earth is a dimly remembered myth, and the events and preoccupations distinct to Earth are rarely mentioned. <br />
<br />
CCP has full control over all NPCs and non-player organizations. A player might give you a position in a player character corp or alliance, but you cannot give yourself a position in a non-player organization and hope to be taken seriously.<br />
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The chat, evemail and forums of EVE can be used for roleplay that doesn't include the elements of Prime Fiction, but obviously neither CCP nor any other players will support such play or usually understand it; for other forms of role-playing, other media might be a better choice.<br />
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==IC Chat==<br />
<br />
Chatrooms permit an immediacy of interaction that is especially conducive to IC play and suspension of disbelief. Voice interaction - as with Mumble, TeamSpeak or Ventrilo - has some advantages, but it's real disadvantage is that it does not permit players to describe their characters' actions with fluidity. This can be done in a text communication by using certain notations with each post.<br />
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The following examples will be using the storyline (SL) of two capsuleers - Anthim Planckera and Halbardine - as they meet on a planet's surface between missions. An SL is simply an ongoing narrative thread that players can use to facilitate IC play - it may be inspired by a chronicle, or concern a forum post or news item, or it may concern only the players involved. A role-playing SL doesn't necessarily have anything to do with the in-game SL agents or missions.<br />
<br />
The general convention is as follows:<br />
<br />
When a player simply posts plain text, that means his character is speaking audibly. In EVE chatrooms, a player may begin a post by typing /me. This is called an emote; it causes his characters name to appear next to an asterisk and without the arrow, and is used to describe a characters action. An action can include an emotion, as it would be visibly shown by facial expression and body language.<br />
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Actions can also be designated by using double colons or double asterisks before and after the action. This is frequently used in combination with a speech post, and used to separate speech from actions.<br />
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<br />
Example:<br />
<br />
<pre>Anthim Planckera> I can't believe you're siding with those Ammatar scum! **slashes her hand through the air for emphasis**<br />
<br />
*Anthim Planckera glares at Halbardine in outrage<br />
<br />
Halbardine> ::stepping back, baffled:: I really don't understand, I thought the Ammatar were Minmatar, like you!</pre><br />
<br />
An ambersand is occasionally used to designate action or dialogue occuring out of the hearing of most of the occupants of the chat. They are included in the main chat as part of a storyline that should be shared with the other players, but the other characters can't usually hear them; for the purposes of role-playing, it is usually appropriate to pretend that whatever happened after an ampersand wasn't heard or seen.<br />
<br />
Example:<br />
<br />
<pre>Halbardine> I don't see what you are so mad about! The Ammatar aren't so bad!<br />
<br />
Halbardine> @::Behind the cliffs, the Ammatar prepare their assasination weaponry as their leader gives them their final instructions::</pre><br />
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Sometimes a player might want to introduce a Non-Player Character, or NPC, to make the story more entertaining. NPCs are usually small, possibly recurring roles. This is signified by putting the NPCs name in brackets at the beginning of the post.<br />
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Example:<br />
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<pre>Halbardine> @[Ammatar Leader]Remember, they are capsuleers; attach the neural dampeners to Halbardine and Planckera before killing them,<br />
or they'll be reborn in new clone bodies.<br />
<br />
*Halbardine takes a drink from a servants tray, noticing that the servant is looking off toward the cliffs<br />
<br />
Halbardine> [Servant] Did you hear something over there...?</pre><br />
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This is the classic free-form RP online style. Some people prefer to use prose style, that is stating the actions plainly and putting dialogue in quotation marks just as if they were writing a paragraph in a book. As long as the result is understandable, both styles are accepted.<br />
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Sometimes it is necessary for players to communicate OOC in order to coordinate IC play. The best way to do this is through private conversation, but with multiple players this can be unweildy. In such cases, OOC communications are signified by using double parentheses. Some rooms are strictly IC, and any OOC posts might provoke disciplinary action from a moderator, possibly including kicking the offending party from the room.<br />
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Other rooms permit limited OOC posts, but overusing OOC is distracting from the role-play and usually discouraged.<br />
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Example:<br />
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<pre>Halbardine> ((I'm about to have a bunch of Ammatar attack me and Anthim; if nobody else attacks them back, they won't attack anyone<br />
else.))</pre><br />
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===Some of the chat channels in RP use in EVE===<br />
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*The Campus Quad - This channel is open to EVE University members and alumni. It is a VR channel, so participants can use it simply as an open channel or a room to enter and interact with. Since it is a learning environment, it is not strictly IC; some OOC questions and answers are permitted.<br />
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*Intergalactic Summit - This is a communication channel that is strictly IC, generally used for political or historical discussions. It is non-faction, and open to all.<br />
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*Out of Character - as the name suggests, this is an out-of-character chat for discussing RP issues, and is recommended for anyone curious about RP behavior in EVE. It is non-faction.<br />
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*The Last Gate - A bar run by the pirate faction Veto, this is strictly an IC channel. It is open to all, regardless of faction.<br />
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*The Broken Piano - Another bar run by one of the smaller factions, this is an IC only channel. It is open to all.<br />
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==Courtesy==<br />
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Everyone who RPs generally has some idea of what kind of story they want their character to play out, but the key to doing so courteously is to remember that everyone else in the room also has a character with a story. In order to keep the characters' interactions fun for everyone, certain rules are usually observed.<br />
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First, rapidly posting lots of brief posts gives other players little time to react. Different players type at different speeds, and players who think and type quickly should be prepared to permit slower players a chance to respond.<br />
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Bad Example:<br />
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<pre>Anthim Planckera> So what kind of ship do you fly?<br />
<br />
Anthim Planckera> If it's a battleship, I could help you fit it. I have lots of spare large modules.<br />
<br />
Anthim Planckera> Would you like to buy a Large Shield Booster? <br />
<br />
Halbardine> I'm mining in a Navitas class frigate. Why do you ask?</pre><br />
<br />
The exception is if you are trying to play a character who speaks too quckly for the rest of the characters to follow. This should preferably be done with a single post, rather than several short posts. If your post runs too long for the chatroom, the usual way to convey that the room should expect another post is by ending the first post with a dash, then starting the second post with a dash to indicate it's part of a previous post.<br />
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Example:<br />
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<pre>Anthim Planckera> What kind of ship do you fly? I'm flying a battleship, but I have lots of spare large modules, I could sell them to<br />
you for cheap. I favor Caldari ships, so much shield power. Would you like to buy a Large Shield Booster for cost? I can-<br />
<br />
Anthim Planckera> -probably supply three or four ships if you like.<br />
<br />
Halbardine> ::slightly dizzy at how fast Anthim talks:: No, I'm just doing a little small scale mining for now, thanks.</pre><br />
<br />
While writing your own characters actions is important to RP, it is equally important to permit other players to write their own reactions. To write reactions for another persons character is called Powergaming, Moding or Godmoding. The term godmode was probably taken from certain videogames that had a super easy setting or hack that permitted a player to become entirely unstoppable, referred to as the god mode. This can take several forms.<br />
<br />
First, invincibility. While it is a dear personal dream of any player to be unbeatable or beyond hindrance or injury, making a character like this is actually rather dull for every other player in the room.<br />
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Second, dictating reactions and outcomes for your characters actions. Explaining what your character does with what intended result is acceptable; telling other players how their characters are affected is not, though small exceptions might be made with players who know and trust each other.<br />
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Bad Example:<br />
<br />
<pre>*Halbardine waits until Anthim's back is turned, then whips out a neural dampener and slams it into her neck, knocking her<br />
unconscious</pre><br />
<br />
Given such an example, Anthim's player would be entirely justified in responding with a post like this - <br />
<br />
<pre>*Anthim Planckera lies down, pretending to be unconscious. Having expected treachery, she had uploaded a counter-dampening program into<br />
her jacks, leaving her perfectly unharmed and ready to strike back when the moment was right</pre><br />
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Third, ignoring a character's action in favor of getting an advantage.<br />
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Bad Example:<br />
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<pre>*Halbardine aims a kick at Anthim's side<br />
<br />
*Anthim Planckera grabs a chair and swings it to block the kick<br />
<br />
*Halbardine kicks Anthim, breaking ribs</pre><br />
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If another player is behaving intolerably, it is reasonable to ignore or block that player. However, a player ignoring another player should be explicitly distinguished from a character ignoring another character. In the latter case, 'ignoring' is an IC action and should be posted as such. In the former case, it can be confusing for other players if one of them suddenly seems to not see or hear another. If it becomes necessary, it should be announced in an OOC post - <br />
<br />
Example:<br />
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<pre>Anthim Planckera> ((Blocked Halbardine for constant moding.))</pre><br />
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It is customary to ignore most typos in RP; as long as there is no confusion about what was intended, typing skill isn't really a concern. Some players add an asterisk with a correction when they make a typo, but too much of this can be pointlessly distracting.<br />
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In posting a characters actions, adding some descriptive language can be useful in setting and maintaining the mood. On the other hand, it's easy to go overboard with too many adjectives, adverbs and unnecessary phrases.<br />
<br />
Bad Example:<br />
<br />
<pre>*Anthim Planckera blinks her eyes suggestively as she looks her guest up and down, her white cotton blouse clinging to her frame under<br />
the black leather vest, complimenting her dark slacks which were only a shade darker than her hair. She holds out her hand-<br />
<br />
*Anthim Planckera -towards the chair on the opposite side of the table, her invitation encompassing the many subtle nuances of the Sebiestor<br />
ritual of greeting and welcome, but at the same time she struggles to keep her face impassive before the stoic Gallente-<br />
<br />
*Anthim Planckera -pod pilot who was her guest.<br />
<br />
*Halbardine sits</pre><br />
<br />
A middle ground between the two approaches is best.<br />
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<pre>*Anthim Planckera gestures toward the other chair in an old ritual greeting, inviting Halbardine to join. She looks him up and down,<br />
keeping her face calm but unable to conceal her interest.<br />
<br />
*Halbardine seats himself in the proferred chair, politely waiting for Anthim to speak first.</pre><br />
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When writing the first post for a character in a room, it is a good idea to include more description, including notable physical traits, obvious mood, and manner of entry. It is also wise to refrain from posting for a few minutes - if there is already an RP scene being played, the new player will get a sense of the room's mood and what kind of RP will be welcome.<br />
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EVE University policy forbids members to use obscenities and other offensive language in public chatrooms. In private convos and chats this rule a matter of all participants' preference, but it is polite to use language that won't unnecessarily shock other players.<br />
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RP in an open chatroom is generally considered 'real' or part of the same fictional universe. Sometimes, however, an RP can occur between certain characters that doesn't take place in the normal universe or timeline, and cannot be referenced by characters outside it. These 'alternate universe' RPs are usually played in private conversations or restricted chatrooms. Rarely, due to bad character development or an unexpectedly distasteful incident, the participants in an RP will agree that some game or incident 'didn't really happen.' This is referred to as an erasure, and only works if it's unanimous. Otherwise, the cover-up itself becomes part of the game.<br />
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Note that the actions of ships in space are not subject to erasure; everything that affects the behavior of objects in space is part of the New Eden universe, for good or bad.<br />
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==Glossary of Useful RP Terms==<br />
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*AFK - Abreviation of Away From Keyboard, an OOC term used to explain a long interval without posting. Usually pointless to add in chat, as it's easy enough to write a characters temporary exit. See BRB. <br />
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*Backstory - The history of a character prior to entering play. Often included in a character's bio.<br />
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*Blending - Confusion that occurs when a player mixes or 'blends' knowledge and events between their character and themselves, or uses OOC knowledge that wouldn't otherwise be known to their character. Blending should be avoided as it is distracting at best and at worst quite rude. This is also known as "meta gaming" in other RP games/communities<br />
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*BRB - Abreviaton of Be Right Back. An OOC term used to explain an interval without posting, sometimes when logging off briefly. Usually pointless to add in chat, as it's easy enough to write a characters temporary exit. See AFK. The two terms are sometimes used together<br />
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*Character - The fictional persona that one adopts when role-playing; in effect, the role that is played. Sometimes shortened to char; see PC.<br />
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*Erasure - When all players involved in a scene agree that the scene or event never took place; the RP equivalent of a take-back.<br />
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*Freeform Roleplaying - An RP style developed for use in chatrooms that emphasizes the freedom for players to control their characters within the setting.<br />
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*Godmode - A playstyle typified by a player who creates a character that is invincible or unbeatable relative to other characters. Not conducive to cooperative roleplaying; even when allowed, godmoders usually bore other players. Also used as a verb. See moding.<br />
<br />
*Host - An on-duty moderator, sometimes the room creator. 'Host' is an OOC term, and should not be used IC. Many hosts play characters who are bartenders or employees of the establishment where the RP is set. A hosts duties include enforcing whatever rules may apply, facilitating play between players and helping to maintain the atmosphere of the setting.<br />
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*IC (In Character) - Anything that pertains to your character; their perceptions, actions, and dialogue as distinct from your own as a player. <br />
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*Ignore - The usual term for using the 'block' command against another player. 'Block' and 'ignore' are both OOC when used in this way, and should be announced to other players.<br />
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*Lurk - This is slang for when a player is present in a chatroom but whose character is absent, and so that player is watching the play but making no posts. Some players lurk full-time. Many experienced players will lurk in a room for a few minutes to get a sense of what is going on before posting their characters' entrance.<br />
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*Moding - Playing an invincible or otherwise absurdly powerful character, taken from Godmoding.<br />
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*NPC (Non-Player Character) - A minor character who does not have a screen name, often used by hosts to help establish the setting. Also, any character generated or maintained by the EVEOnline software (All agents are NPCs, as are the crews of all ships not piloted by a player.)<br />
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*OOC (Out Of Character) - Anything that pertains to you, the player. Signified by double parentheses (()); too much OOC posting can ruin the mood. For this reason, some chats do not permit any OOC posts at all.<br />
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*PC (Player Character) - The primary character of a player, almost invariably the name of the account although players who chose their account names carelessly might want to name their characters something else for RP purposes (He4d6utt, for example, might prefer to name his Caldari character Jango Calrissian.)<br />
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*Powergaming - A term used to describe several obnoxious gaming behaviors including godmoding and ignoring other people's posts to give yourself an advantage.<br />
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*Prime Fiction - The setting for the fictional universe of EVE Online as described by CCP in the official boards and chronicles. [https://fiction.eveonline.com/ This material can be found compiled here.] It is not necessary to memorize it, but enough familiarity to keep from contradicting it is advisable. <br />
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*SL (Story Line) - One or more characters' narrative involving a specific recurring conflict. An SL ends by concluding when the conflict is solved, or being dropped when it proves to be boring or distasteful to one or more of the participants.<br />
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*ST (Story teller) - Also known as DM (Dungeon master) A term originally from the pen and paper style role playing. The Story teller is the person who tells a Story Line, describes objects, constrols NPCs that are part of that story line etc. Can be, but should not be entierely confused with the Host(s)<br />
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[[Category:Lore]]</div>Jacamodo Ducandihttps://wiki.eveuniversity.org/index.php?title=EVE_Gate&diff=155501EVE Gate2020-05-28T02:50:53Z<p>Jacamodo Ducandi: </p>
<hr />
<div>{{hatnote|This article refers to the location known as the EVE Gate. The CCP-developed website of the same name, has been discontinued.}}<br />
<br />
The EVE Gate is a giant natural [[Wormhole|wormhole]] located in the New Eden system in the Genesis region. Surrounded by a strong magnetic field, ship travel is impossible close to the celestial object, and the now unstable wormhole is impassable. According to legend, the gate originated in the Milky Way galaxy and was the source of all human life in the EVE cluster. Its collapse caused the worst disaster in [[New Eden|New Eden’s]] history, cutting off access between the small human colonies of New Eden and the mother galaxy, plunging the colonies into a dark age from which they are only just beginning to emerge.<br />
<br />
==''Interstellar Traveling'' on the EVE Gate==<br />
<br />
{{quote|By studying the layout of the jump gate remnants, a curious pattern emerges. The jump gates snake out like a spider-web from a central point. And what is the central point? It is the system known to Amarrians, who first found it, as ‘Imlau Eman’, or the ‘Mouth of God’, but is today better known as EVE.<br />
<br />
The EVE system is an enigma that is still very much a mystery to us. The system itself is not that impressive – just some space debris and a few asteroid belts orbiting a pale white dwarf. But at the outskirts of the system is a phenomenon that has puzzled us for centuries. At the center of this phenomenon lies a huge structure, obviously built by some advanced civilization eons ago. The structure looks very much like a jump gate, except it is many times bigger than any space structure of ours. The gate is fairly plain all around, but there are markings here and there, in some ancient language that has not been fully decrypted. At the top, the largest of these markings is a three-letter word that says EVE. There isn’t full agreement among scholars about the meaning of this word, but most people regard it to be simply the name of the gate.<br />
<br />
Now, every indication points to this being the gate that our forefathers used to enter this world, but despite massive studies on the gate and the EVE system in whole, we still haven’t uncovered what happened to the gate all these millenniums ago.<br />
<br />
Extremely bright and powerful electromagnetic turbulence emits from the EVE gate, as it is commonly called. This turbulence seems to originate from within the gate, so it is believed that the gate is actually open and the electromagnetic storms are coming through from wherever the gate is linked to.<br />
<br />
In any case, the turbulence makes it extremely difficult to study the gate. Fortunately, the storms pulsate rhythmically, meaning that every other year or so they recede enough to allow closer scrutinizing. But even then the turbulence is enough to rip to pieces any vessel foolish enough to wander close to it.<br />
<br />
The immense brightness emitting from the gate can easily be seen in solar systems close to the EVE system as a vibrating bright star on the night sky. But even in systems in the farthest regions of the known world it can still be seen with the aid of a telescope. The Amarrians, whose home system is only a few light-years from the EVE system, were in the best position to marvel at the gate. Many thousands of years ago, while still on a primitive level, the Amarrians actually coupled the peculiar phenomenon they saw in the sky with their age-old religion and even today the EVE gate holds great importance in the Amarrian state religion.<br />
<br />
The search for our ancestors goes on. Even if the facts lead us to the EVE system, it seems to be the end of the road. The extensive studies done there over the decades seem no closer to providing the answer to this important question.<br />
<br />
''- Excerpt from ''Interstellar Travelling'' by Alain Embrosius Topher''<ref>https://fiction.eveonline.com/new-eden/scientific-articles/interstellar-traveling</ref>}}<br />
<br />
== New Eden system == <br />
<br />
The gate, although three light years away from New Eden's star, can be seen brightly in the sky of the New Eden system. At this distance, it would take several years of high-speed travel to reach. A sole planet, New Eden I, orbits around the small yellow star of the system. The only entry into the system is a star gate to the Promised Land system. Occasionally, capsuleers will anchor cargo containers to mark their [[Eve Gate Pilgrimage|pilgrimage]] to the gate.<br />
<br />
== History == <br />
<br />
In 7703 A.D. the wormhole opened, and in 7987 A.D. colonization of EVE became possible. Mega-corporations, religious factions and ethnic groups quickly begin colonization of the New Eden cluster, founding several hundred small colonies. However, at some point the gate collapsed, severing the connection between the colonies and the homeworlds which sustained them, bringing a dark age upon the people in the surviving colonies and an ensuing chaos which caused millions more to perish.<br />
<br />
During their interstellar expansion, the [[Amarr Empire]] was the first colony to rediscover the EVE Gate, claiming both the region of Genesis and the Gate as their own. To them, as to many in EVE, the gate is a place of religious significance. Unfortunately, the region surrounding the Eve Gate is still lawless, and is inhabited by several groups of pirates, both faction and capsuleer. It is rumored that the wrecks of the many ships which were destroyed during the final days still float in the void around the gate. The lack of wreckage detected by scanners has not culled the speculation; some say that the ancient vessels have been cloaked by the [[Jove]] to prevent advanced technology from falling into the wrong hands.<br />
<br />
In 23346 A.D. a bright star appeared to the EVE cluster. The mysterious "Star in the North" is speculated to be the closing of the EVE Gate in the Milky Way galaxy. However, several capsuleer scientists have dismissed this claim, given that any light travelling from such a distant location would undoubtedly require more than ~20,000 years to arrive here. In late November of that same year, the star disappeared from the sky without explanation.<br />
<br />
== The Servant Sisters of EVE ==<br />
<br />
The [[Sisters of EVE]] center their faith on the EVE Gate. They believe that the gate is a divine gift, given to them for the purpose of unlocking the secrets of the universe and obtaining an eternal peace. They believe that God resides on the other side of the gate, guiding those of faith to him. Harna Durado, along with the Sanctuary corporation, is currently in charge of the Sisters' efforts at the gate.<br />
<br />
== The Bootini Star ==<br />
<br />
Due to its mysterious nature, the EVE Gate is referenced in a number of theories, conspiracies, and legends in New Eden's history. In Y109 a massive light source, bright enough to be seen throughout New Eden was observed by the population. Lasting for several weeks, the light vanished as quickly as it had appeared. Popular opinion holds that this "bootini star" was actually the light from the EVE Gate's collapse in the ancient home of New Eden's colonists, finally reaching their children's eyes. Scientists were quick to dismiss this notion based on their calculations of the theorized distance to the ancient homeland and the estimated passage of time, but some still choose to believe that the bootini star was their brush with ancient history. They theorize that the EVE Gate may have moved the ancient colonists through time as well as space, or that New Eden itself moves on a different timescale. The truth may never be revealed.<br />
<br />
[[Category:Lore]]</div>Jacamodo Ducandi