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| style="background:#101010;" | | | style="background:#101010;" | {{icon|amarr|128}} | ||
| style="padding:10px;" | '''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. | 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. | ||
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| style="background:#101010;" | | | style="background:#101010;" | {{icon|caldari|128}} | ||
| style="padding:10px;" | '''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. | 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. | ||
|- | |- | ||
| style="background:#101010;" | | | style="background:#101010;" | {{icon|gallente|128}} | ||
| style="padding:10px;" | '''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. | 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. | ||
|- | |- | ||
| style="background:#101010;" | | | style="background:#101010;" | {{icon|minmatar|128}} | ||
| style="padding:10px;" | '''Minmatar Republic''' | | style="padding:10px;" | '''Minmatar Republic''' | ||
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. | 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. | ||
|- | |- | ||
| style="background:#101010;" | | | style="background:#101010;" | {{icon|jove|128}} | ||
| style="padding:10px;" | '''Jove Empire''' | | style="padding:10px;" | '''Jove Empire''' | ||
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| style="background:#101010;" | | | style="background:#101010;" | {{icon|ammatar|96}} | ||
| style="padding:10px;" | '''Ammatar Mandate''' | | style="padding:10px;" | '''Ammatar Mandate''' | ||
The Ammatars 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. | The Ammatars 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. | ||
|- | |- | ||
| style="background:#101010;" | | | style="background:#101010;" | {{icon|khanid kingdom|96}} | ||
| style="padding:10px;" | '''Khanid Kingdom''' | | style="padding:10px;" | '''Khanid Kingdom''' | ||
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. | 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. | ||
|- | |- | ||
| style="background:#101010;" | | | style="background:#101010;" | {{icon|thukker tribe|96}} | ||
| style="padding:10px;" | '''Thukker Tribe''' | | style="padding:10px;" | '''Thukker Tribe''' | ||
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. | 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. | ||
|- | |- | ||
| style="background:#101010;" | | | style="background:#101010;" | {{icon|sansha|96}} | ||
| style="padding:10px;" | '''Sansha's Nation''' | | style="padding:10px;" | '''Sansha's Nation''' | ||
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The EVE Online universe also includes a number of non-government or sudo-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|CONCORD Assembly]]). | The EVE Online universe also includes a number of non-government or sudo-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|CONCORD Assembly]]). | ||
{| class="wikitable" | {| class="wikitable" | ||
| style="background:#101010;" | | | style="background:#101010;" | {{icon|concord|96}} | ||
| style="padding:10px;" | '''CONCORD Assembly''' | | style="padding:10px;" | '''CONCORD Assembly''' | ||
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|- | |- | ||
| style="background:#101010;" | | | style="background:#101010;" | {{icon|interbus|96}} | ||
| style="padding:10px;" | '''The InterBus''' | | style="padding:10px;" | '''The InterBus''' | ||
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| style="background:#101010;" | | | style="background:#101010;" | {{icon|sisters|96}} | ||
| style="padding:10px;" | '''The Servant Sisters of EVE''' | | style="padding:10px;" | '''The Servant Sisters of EVE''' | ||
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| style="background:#101010;" | | | style="background:#101010;" | {{icon|society|96}} | ||
| style="padding:10px;" | '''The Society of Conscious Thought''' | | style="padding:10px;" | '''The Society of Conscious Thought''' | ||
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Some large organized factions operate with little to no sovereign space. These groups usually operate both inside and outside of the five empires. Most born out of companies and there institutions. | Some large organized factions operate with little to no sovereign space. These groups usually operate both inside and outside of the five empires. Most born out of companies and there institutions. | ||
{| class="wikitable" | {| class="wikitable" | ||
| style="background:#101010;" | | | style="background:#101010;" | {{icon|the syndicate|96}} | ||
| style="padding:10px;" | '''The Syndicate''' | | style="padding:10px;" | '''The Syndicate''' | ||
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 chockfull 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. | 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 chockfull 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. | ||
|- | |- | ||
| style="background:#101010;" | | | style="background:#101010;" | {{icon|ore|96}} | ||
| style="padding:10px;" | '''Outer Ring Excavations''' | | style="padding:10px;" | '''Outer Ring Excavations''' | ||
[[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, but with little success. | [[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, but with little success. | ||
|- | |- | ||
| style="background:#101010;" | | | style="background:#101010;" | {{icon|mordu's legion|96}} | ||
| style="padding:10px;" | '''Mordu's Legion''' | | style="padding:10px;" | '''Mordu's Legion''' | ||
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==Cartels== | ==Cartels== | ||
Some factions are organized to perpetuate illegal practices outside the control of the five governments. Among these activities are pirating and drug manufacturing ([[Guristas Pirates]] and [[Serpentis]]) as well as banned religious and social practices ([[The Blood Raider Covenant]]). | Some factions are organized to perpetuate illegal practices outside the control of the five governments. Among these activities are pirating and drug manufacturing ([[Guristas Pirates]] and [[Serpentis]]) as well as banned religious and social practices ([[The Blood Raider Covenant]]). | ||
{| class="wikitable" | |||
| style="background:#101010;" | {{icon|angels|96}} | |||
| style="padding:10px;" | '''Angel Cartal''' | |||
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. | |||
|- | |- | ||
| | | style="background:#101010;" | {{icon|guristas|96}} | ||
| style="padding:10px;" | '''Guristas Pirates''' | |||
| 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. | |||
| 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. | Formed by two former members of the Caldari Navy, the pair go by the names Fatal and the Rabbit, the Guristas 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. | ||
|- | |||
| style="background:#101010;" | {{icon|serpentis|96}} | |||
| style="padding:10px;" | '''Serpentis''' | |||
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. | |||
|- | |||
| style="background:#101010;" | {{icon|blood raiders|96}} | |||
| style="padding:10px;" | '''The Blood Raider Covenant''' | |||
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. | |||
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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. | 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. | ||
{| class="wikitable" | {| class="wikitable" | ||
! | <!-- | style="background:#101010;" | [[image:transparent.png|96px|link=]] --> | ||
| style="padding:10px;" | '''Sleepers''' | |||
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. | |||
|- | |||
| 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. | |||
Some of those ruins can be found around Minmatar space these days. | Some of those ruins can be found around Minmatar space these days. | ||
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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. | 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. | ||
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. | 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. | ||
| 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. | |||
See also: [http://wiki.eveonline.com/en/wiki/Sleeper_drones Evelopedia: Sleeper Drones] | |||
|- | |||
<!-- | style="background:#101010;" | [[image:transparent.png|96px|link=]] --> | |||
| style="padding:10px;" | '''Takmahl''' | |||
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. | |||
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. | 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. | ||
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. | 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. | ||
| | See also: [http://wiki.eveonline.com/en/wiki/Takmahl Evelopedia: Takmahl] | ||
|- | |||
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| style="padding:10px;" | '''Talocan''' | |||
Talocan archaeological sites can be found in Okkelen Constellation within Caldari space. | The Talocan were, judging from the remains of Talocan technology found in the archaeological record, masters of Spatial Manipulation and Hypereuclidean Mathematics. | ||
| 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. | |||
Talocan archaeological sites can be found in Okkelen Constellation within Caldari space. | |||
See also: [http://wiki.eveonline.com/en/wiki/Talocan Evelopedia: Talocan] | |||
|- | |||
<!-- | style="background:#101010;" | [[image:transparent.png|96px|link=]] --> | |||
| style="padding:10px;" | '''Yan Jung''' | |||
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. | |||
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. | 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. | ||
Yan Jung archaeological sites can be found in the Algintal Constellation within Gallente Federation space. | Yan Jung archaeological sites can be found in the Algintal Constellation within Gallente Federation space. | ||
See also: [http://wiki.eveonline.com/en/wiki/Yan_Jung Evelopedia: Yan Jung] | |||
|} | |} | ||