Difference between revisions of "User:Cassiel Seraphim/Sandbox4"
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= Races = | = Races = | ||
− | + | There are four playable races in EVE, '''Amarr''', '''Caldari''', '''Gallente''' and '''Minmatar'''. | |
== Amarr == | == Amarr == | ||
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. | 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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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. | 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. | ||
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= Non-playable races = | = Non-playable races = | ||
== Jove == | == Jove == |
Revision as of 12:58, 18 December 2016
Races
There are four playable races in EVE, Amarr, Caldari, Gallente and Minmatar.
Amarr
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.
Amarr Empire
The actual Amarr faction, an entity similar to that of a player alliance, is called the Amarr Empire.
Amarr bloodlines
Capsuleers born as Amarrians will hail from one of the following three bloodlines:
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 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. | |
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. | |
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.
Caldari bloodlines
Capsuleers born as Caldari will hail from one of the following three bloodlines:
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.
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:
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.
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:
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.
Jove bloodlines
The Jove Empire has three bloodlines:
Static | 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. |
Modifier | 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. |
Drifter | 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. |