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The largest of the empires in the world of EVE, Amarr spans 40% of the inhabited solar systems. The Amarr Emperor is the head of a ritualistic, authoritarian state, and below him are the Five Heirs, the heads of the royal families from which the emperor is chosen. The Emperor's authority is unquestioned and absolute, but the archaic and bureaucratic system of government makes it difficult for him to exert his rule unless directly in person. Otherwise, the Five Heirs rule in his name, dividing the huge empire between them.
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The Amarr Navy operates under the simple doctrine of applying overwhelming force to any given situation. The Amarr Navy has almost twice as many ships as the next two empire navies put together, though the quality of some of the Amarrian ships are questionable as many of them has not been refitted for decades and are almost obsolete.
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The Sarum family has always been the most belligerent of the royal families, always willing to take up arms whenever required. The family has vested interest in the Amarr military and the armaments industry. They are the only royal family that wants to revive the Reclaiming efforts of old.
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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.
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The modern Caldari state was forged in war, a fact that shapes its society a great deal. They are determined and military minded, living their lives like they were on constant brink of armed conflict. The result is a volatile combination of aggressiveness and paranoia. The Caldari are widely regarded as fearsome fighters, be it in space or on the ground, and their high quality military hardware is much admired and imitated by other empires, bar only the Jovians. The Caldari excel in missile manufacturing and very light, nimble ships.
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The Caldari Navy is smaller in personnel and total ships than both the Federation Navy and the Amarr Navy, yet they have more battleships than any other fleet and the average age of the Caldari ships is considerably less. This is because the Caldari are constantly replacing their oldest ships with newer ones, with better hi-tech equipment. The strategic doctrine of the Caldari Navy is simple: to be able to defeat any other navy in the world. Most experts believe it is.
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The Gallenteans. Self-righteous, meddling, pompous and tiresome, or virile liberalists and defenders of the free world? Love them or hate them, you simply cant ignore them. Everybody has an opinion on the Gallente federation; it all depends from which side of the table you view them. For many it's the Promised Land, where any dream can become reality. Descendants of Tau Ceti Frenchmen, the Gallenteans remain strong believers in free will and human rights, despite numerous setbacks in their long history.
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With trade, especially inter-stellar trade, such an integral part of Gallentean society, it is no wonder that the Customs office has gained so much power and influence. Goods are constantly flowing in and out of the Federation and the Customs have its hands full in monitoring that everything is done by the book.
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The Federation Navy has seen better days, since the end of the war with the Caldari and the thawing in relations with the Amarrians the budget for the Navy has been slashed severely. It still relies on its drone armada to defeat opponents, but ship wise the Federal Navy is lacking.
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The Minmatar society is a tribal one, although the widely different status of the race today has blurred this in the minds of some. Yet the tribal culture is very strong with most of them and they have managed to retain their customs remarkably well. So much, in fact, that a Minmatar of any given tribe can travel the width of the world, visiting fellow tribesmen and always feel at home, whether he visits a wealthy merchant within the Gallente Federation, an unscrupulous pirate in the outer regions or even a slave within the Amarr Empire. The Minmatars are the most populous of the races, but also the most politically fragmented. Only a quarter of them reside in their official empire, the Minmatar Republic.
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Republic Security Services
The Minmatars learnt early on in their freedom that it can only be kept by wrapping it in secrets and deceit. The vigilance of the RSS has helped the Republic weather many storms that threatened to engulf the fledgling state. The RSS has strong links with the underworld elements in the world of EVE, the information exchange and black marketing strengthens both sides.
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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.
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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.
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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.
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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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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.
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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.
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The Serpentis Corporation was founded a few decades ago by V.Salvador Sarpati. At first it was engaged in hi-tech research, but 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.
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LAST UPDATE
This page was updated on:
13.04.2008

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