Difference between revisions of "User:Cassiel Seraphim/Sandbox4"

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= Races =
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== Amarr ==
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The Amarr Empire is the largest and oldest of the four empires. Rules by a mighty Empress, this vast theocratic society is supported by a broad foundation of slave labor. Amarr citizens tend to be highly educated and fervent individuals, and as a culture Amarr adheres to the basic tenet that what others call slavery is in fact one step on a indentured person's spiritual path towards fully embracing their faith. Despite several setbacks in recent history, the Empire remains arguably the most stable and militarily powerful nation-state in New Eden.
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=== Amarr Empire ===
 
The actual Amarr faction, an entity similar to that of a player alliance, is called the '''Amarr Empire'''.
 
{| class="wikitable"
 
| style="background:#101010;" | {{icon|amarr2|128|Amarr Empire}}
 
| style="padding:10px;" | '''Amarr Empire'''
 
 
 
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.
 
|}
 
=== Amarr bloodlines ===
 
Capsuleers born as Amarrians will hail from one of the following three bloodlines:
 
{| class="wikitable"
 
| style="background:#101010;" | [[image:logo_bloodline_amarr.png|96px|Amarr]]
 
| style="padding:10px;" | '''Amarr'''
 
 
 
True Amarrians are proud and supercilious, with a great sense of tradition and ancestry. They are considered arrogant and tyrannical by most others. The Empire's defeat at the hands of the mysterious [[#Jove|Jovians]], and the [[Minmatar]] uprising that followed, left an indelible mark on Amarrian culture. This double failure, a turning point in their history, has shaped an entire generation of policy and philosophy among the imperial elite.
 
|-
 
| style="background:#101010;" | [[image:logo_bloodline_khanid.png|96px|Khanid]]
 
| style="padding:10px;" | '''Khanid'''
 
 
 
Swept up by the Amarr's message of faith during the original Reclaiming, the Khanid were for centuries exalted emmbers of Amarr society, until a bitter feud between the Empire and a Khanid heir forced a secession which led to the creation of the independent Khanid Kingdom. The Khanid have since come back into the fold, bringing an infusion of cultural and technological knowledge into their ancestral Empire.
 
|-
 
| style="background:#101010;" | [[image:logo_bloodline_ni-kunni.png|96px|Ni-Kunni]]
 
| style="padding:10px;" | '''Ni-Kunni'''
 
 
 
With the exception of the Khanid, the Ni-Kunni were assimilated into Amarr society far more easily than the majority of Amarrian conquests. Conquered more than 1,000 years ago by the Amarr Empire, they are not generally considered ''"enslaved"'' anymore. Most Ni-Kunni are tradesmen and artisans - occupations traditionally eschewed by true Amarrians, but still considered a vital part of their society.
 
|}
 
 
 
== Caldari ==
 
Founded on the tenets of patriotism and hard work that carried its ancestors through hardship on an inhospitable homeworld, the Caldari State is today a corporate dictatorship, led by rulers who are determined to see it return to the meritocratic ideals of old. Ruthless and efficient in the boardroom as well as on the battlefield, the Caldari are living emblems of strength, persistence, and dignity.
 
 
 
=== Caldari State ===
 
The actual Caldari faction, an entity similar to that of a player alliance, is called the '''Caldari State'''.
 
{| class="wikitable"
 
| style="background:#101010;" | {{icon|caldari2|128|Caldari State}}
 
| style="padding:10px;" | '''Caldari State'''
 
 
 
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.
 
|}
 
=== Caldari bloodlines ===
 
Capsuleers born as Caldari will hail from one of the following three bloodlines:
 
{| class="wikitable"
 
| style="background:#101010;" | [[image:logo_bloodline_achura.png|96px|Achura]]
 
| style="padding:10px;" | '''Achura'''
 
 
 
Achura has been part of the Caldari State for three centuries, and yet their culture has always remained something of a mystery. Originally from the Saisio System, they are reclusive and introverted, and show little interest in the ephemeral phenomena of the material world. Intensely spiritual, Achura pilots have only recently taken to the stars, driven in large part by a desire to unlock the secrets of the universe.
 
|-
 
| style="background:#101010;" | [[image:logo_bloodline_deteis.png|96px|Deteis]]
 
| style="padding:10px;" | '''Deteis'''
 
 
 
The Deteis are regarded as the face of leadership in Caldari society. Commonly possessed of sharp, ordered minds and articulate tongues, they are mostly found in positions of authority within military and political spheres. Driven by the cultural premise that the good of the whole must come before the needs of the individual, they have made the responsibility of upholding the integrity of the entire Caldari State their own.
 
|-
 
| style="background:#101010;" | [[image:logo_bloodline_civire.png|96px|Civire]]
 
| style="padding:10px;" | '''Civire'''
 
 
 
Whether engaged in trade of combat, the Civire are absolute masters of focused aggression. Highly competitive individuals, they thrive under chaotic circumstances and frenetic activity. They are often employed in highly stressful industrial and military professions due to an innate ability to think quickly on their feet and remain composed under pressure.
 
|}
 
== Gallente ==
 
Champions of liberty and defenders of the downtrodden, the Gallente play host to the only true democracy in New Eden. Some of the most progressive leaders, scientists, and businessmen of the era have emerged from its diverse peoples. A pioneer of artificial intelligence, the Federation relies heavily on drones and other automated systems. This is not to detract from the skill of their pilots, though: the Gallente Federation is known for producing some of the best and bravest the universe has to offer.
 
=== Gallente Federation ===
 
The actual Gallente faction, an entity similar to that of a player alliance, is called the '''Gallente Federation'''.
 
{| class="wikitable"
 
| style="background:#101010;" | {{icon|gallente2|128|Gallente Federation}}
 
| style="padding:10px;" | '''Gallente Federation'''
 
 
 
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. 
 
|}
 
=== Gallente bloodlines ===
 
Capsuleers born as Gallente will hail from one of the following three bloodlines:
 
{| class="wikitable"
 
| style="background:#101010;" | [[image:logo_bloodline_jin-mei.png|96px|Jin-Mei]]
 
| style="padding:10px;" | '''Jin-Mei'''
 
 
 
The nation of Jin-Mei is the latest addition to the Federation. They took to the stars comparatively late, as it took generations for them to transform their rigorous caste system enough for qualified people not to be excluded through class-based discrimination. Despite being at odds with the libertarian culture of the Gallente, the caste system has not been completely eliminated, nor is it likely to be further discouraged by the Federal government due to its cultural implications.
 
|-
 
| style="background:#101010;" | [[image:logo_bloodline_intaki.png|96px|Intaki]]
 
| style="padding:10px;" | '''Intaki'''
 
 
 
The Intaki are one of the largest ethnicities of the Federation. Exceedingly gifted communicators, they are prominent among the Federal bureaucracy. Though mostly assimilated into Gallente culture, they still cling to their own identities and beliefs, most notably their unusual theories regarding death and rebirth. These theories give them a unique outlook on life and the living, and many attribute the Intaki's stoic nature to this philosophy.
 
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| style="background:#101010;" | [[image:logo_faction_gallente_federation_clean.png|96px|Gallente]]
 
| style="padding:10px;" | '''Gallente'''
 
 
 
The Gallente value freedom and individual liberty above all else. Founders of the only true democracy of New Eden, they have created an ethnically diverse, culturally rich, progressive society that encourages enterprise and initiative in its citizens. While slow to anger and occasionally indecisive, they are also capable of harnessing enormous military and economic resolve when truly tested.
 
|}
 
== Minmatar ==
 
Once a thriving tribal civilization, the Minmatar were enslaved by the [[Amarr Empire]] for more than 700 years until a massive rebellion freed most, but not all, of those held in servitude. The Minmatar people today are resilient, ingenious, and hard-working. Many of them believe that democracy, through it has served them well for a long time, can never restore what was taken from them so long ago. For this reason they have formed a government truly reflective of their tribal roots. They will forever resent the Amarrians, and yearn for the days before the Empire's accursed ships ever reached their home skies.
 
 
 
=== Minmatar Republic ===
 
The actual Minmatar faction, an entity similar to that of a player alliance, is called the '''Minmatar Repulic'''.
 
{| class="wikitable"
 
| style="background:#101010;" | {{icon|minmatar2|128|Minmatar Republic}}
 
| style="padding:10px;" | '''Minmatar Republic'''
 
 
 
The Minmatar Republic was formed over a century ago when the Minmatar threw out their Amarrian overlords in what is now known as the Minmatar Rebellion. In this the Minmatar had the support of the [[Gallente Federation]], and to this day the two nations remain close allies. Yet, only a quarter of the Minmatar people reside within the Republic. The rest are scattered around the star cluster, including a large portion who are still enslaved within the [[Amarr Empire]]. Minmatar individuals are independent and proud, possessing a strong will and a multitude of tribal traditions.
 
|}
 
=== Minmatar bloodlines ===
 
Capsuleers born as Minmatar will hail from one of the following three bloodlines:
 
{| class="wikitable"
 
| style="background:#101010;" | [[image:logo_bloodline_brutor.png|96px|Brutor]]
 
| style="padding:10px;" | '''Brutor'''
 
 
 
A martial, strong-willed people, the Brutor hold their tribal heritage close to their hearts, and are renowned for living regimented, disciplined lives. Despite presenting a tough, no-nonsense exterior, they are deeply introspective, aware of even the smallest detail at all times. Immersed in ancient martial traditions that begin at childhood, they are physically robust individuals and intimidating to face in the flesh.
 
|-
 
| style="background:#101010;" | [[image:logo_bloodline_vherokior.png|96px|Vherokior]]
 
| style="padding:10px;" | '''Vherokior'''
 
 
 
Originally nomads in Matar's vast and inhospitable desert regions, the Vherokior are among the most diverse individuals of the Republic. They can be found in professions ranging from doctors to mystics, scholars to merchants. Their quiet work ethic and widespread family clans allow them unlimited social mobility in the Republic, with access to both the best and the worst that society has to offer.
 
|-
 
| style="background:#101010;" | [[image:logo_bloodline_sebiestor.png|96px|Sebiestor]]
 
| style="padding:10px;" | '''Sebiestor'''
 
 
 
Widely respected as some of the cluster's most innovative thinkers, the Sebiestor are an ingenious people with a natural fondness for engineering. For the last millenium they have pioneered advances in applied sciences, despite laboring under chronic material shortages. Masters of deriving solutions from impossible circumstances, Sebiestor engineers believe they can build anything, with anything, out of anything.
 
|}
 
= Non-playable races =
 
== Jove ==
 
The most mysterious and elusive of all the universe's peoples, the Jovians number only a fraction of any of their neighbors, but their technological superiority makes them powerful beyond all proportion.
 
=== Jove Empire ===
 
The actual Jove faction, an entity similar to that of a player alliance, is called the '''Jove Empire'''.
 
{| class="wikitable"
 
| style="background:#101010;" | {{icon|jove|128|Jove Empire}}
 
| style="padding:10px;" | '''Jove Empire'''
 
 
 
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.
 
|}
 
=== Jove bloodlines ===
 
The Jove Empire has three bloodlines:
 
{| class="wikitable"
 
| style="background:#101010;" | [[image:logo_bloodline_static.png|96px|Static]]
 
| style="padding:10px;" | '''Static'''
 
 
 
The different branches of Jovians that exist are not the result of variations in geographical or climatic differences, but rather that of genetic engineering through the centuries. The Statics are one of the two main branches. Statics are generally introvert and prefer status quo, both socially and biologically. The Statics regard themselves as observers that should interfere as little as possible with the world. They believe that they are as genetically evolved as can be and generally frown upon large-scale genetic engineering programs.
 
|-
 
| style="background:#101010;" | [[image:logo_bloodline_modifier.png|96px|Modifier]]
 
| style="padding:10px;" | '''Modifier'''
 
 
 
The different branches of Jovians that exist are not the result of variations in geographical or climatic differences, but rather that of genetic engineering through the centuries. The Modifiers are the enthusiasts of the Jovian family. They are curious and constantly willing to try or experience something new and fresh. Modifiers have lower life expectancy that other Jovians and are more susceptible to the dreaded Jovian Disease. It seems that by constantly living on the edge makes them burn out faster.
 
|-
 
| style="background:#101010;" | [[image:logo_bloodline_ooo.png|96px|Drifter]]
 
| style="padding:10px;" | '''Drifter'''
 
 
 
By all appearances and indications the Drifters are members of the Jove race, albeit far removed and with a strangely altered physiology. The high degree of cybernetic modification that Drifters exhibit seems to go hand in hand with an implacable single-mindedness and utter ruthlessness while pursuing their mysterious goals. Whatever their ends may be, the technology at their command unquestionably rivals and perhaps even surpasses that which other Jove have been seen to use.
 
 
|}
 
|}

Latest revision as of 21:28, 18 November 2019

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