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Factions

Major Factions


Amarr

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.

Caldari

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.

Gallente

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.

Minmatar

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.

Pirate Factions

Angel Cartel

The Cartel has extensive holdings throughout the Empires, but mainly focus on the Minmatar regions, where they gain most of their recruits. Many Matari that join are disaffected by the Republic, but recent changes (most notably the recovery of the Starkmanir and the Elder Fleet invasion) have noticeably slowed recruitment efforts. Still, this hasn’t yet seemed to harm Angel holdings, which include significant control over the Caldari “grey market” (bringing in illegal, competing products to the megacorporation’s own enclaves). They’ve also been known to work with the Sisters of Eve in humanitarian missions (per The Burning Life). There are even some rumors saying that they’ve managed to acquire examples of Jove technology to integrate into their ships, but for obvious reasons the Dominations haven’t chosen to divulge that information. Given the fact that Curse is the home of the First Jovian Empire, however, such rumors may not be all that far off-base.

Regions


Detorid

Wicked Creek

Cache

Scalding Pass

Insmother

Great Wildlands

Curse

Immensea

Molden Heath

Heimatar

Impass

Metropolis

Feythabolis

Tenerifis

Omist

Blood Raider Covenant

The Blood Raider Covenant began as part of the Sani Sabik, an ancient Amarrian religious cult. Over time their practices grew more fanatical, they began draining victims of their blood to use in Blood Raider rituals. The Blood Raiders believe that the blood of a cloned body is more pure than other bodies; as a result they began seeking out and attacking unaware pod pilots.

The Blood Raiders hold the Amarr Empire and its faith in contempt, they often carry out attacks on Amarr crewed vessels and Amarrian colonies.

The Blood Raiders are considered extremely dangerous, deviant criminals and terrorist. Their CEO Omir Sarikusa is at the top of the Amarr Empire’s most wanted list as well as DED’s most wanted list.

Regions


The Bleak Lands

Khanid

Querious

Kador

Aridia

Delve

Period Basis

Kor-Azor

Genesis

Guristas Pirates

Founded by the charismatic Fatal and technically-minded Rabbit, the Guristas Pirates are a professional and highly-organized outfit operating out of their home region Venal. Unlike other rogue factions, the Guristas focus primarily on old-fashioned piracy, although they're not afraid of making surgical raids deep into Caldari space if they think doing so will achieve something worthwhile.

The Guristas control a notable share of the “grey market” smuggling of competing products into megacorporate enclaves in the Caldari State. They also run one of the largest illegal currency exchanges of Caldari corporate scrip.

Regions


The Forge

Vale of the Silent

Tribute

Venal

Lonetrek

Pure Blind

Geminate

The Citadel

Deklein

Tenal

Branch

Black Rise

Sansha's Nation

Sansha's Nation is a dictatorship where the majority of citizens are "True Slaves" being controlled by brain implants. The "True Citizens" retain their free will though they also have the same slave implants.

The Sansha's Nation was once one of the strongest empires in EVE cluster. But in YC 37 the truth of Kuvakei's intentions and slave technology came out and a CONCORD-led coalition of the five empires, including the Jove, came and destroyed the nation and killed Kuvakei.

The Nation was thought to be gone but in YC 112 the Nation emerged with power. Nowaday the nation has sovereignty in region of Stain and regularly stages incursions to empire space.

The Sansha's Nation is perhaps the most technologically advanced entity in New Eden. Perhaps the largest advantage Sansha have is the knowledge on wormhole generation.

Regions


Derelik

Catch

Tash-Murkon

Stain

Devoid

Esoteria

Domain

Providence

Paragon Soul

Serpentis

When neural boosters were discovered, they were believed to be a path for the improvement of the individual and even all of humanity. Igil Sarpati founded a corporation, Sarpantis, and led booster research for the Gallente Federation. However, when the side-effects of neural boosters was discovered, the Federation banned boosters and the corporation was dissolved.

Igil Sarpati's adopted son, a Caldari named Virge Salvador Sarpati, founded a new company, Serpentis, which held the booster formulas of his father's company. Since the booster formulas were worthless now that boosters were illegal, the company initially did high-tech research and development. Due to his father's experiences with the Gallente Federation, V. Salvador Sarpati (as he called himself), became increasingly hostile to the Gallente and closer to the Caldari. The corporation grew until it owned 24 stations in the Curse and Fountain regions. Sarpati runs the corporation from a luxurious starbase at Serpentis Prime, which is in a system he purchased and renamed in the Fountain region.

Although all the Serpentis stations are officially described as research stations, they are known as pirate havens. Sarpati encouraged this development and has hinted at some unknown, long term strategy. There are rumors that V. Salvador Sarpati has begun to use father’s booster formulas to make his R&D corporation into the galaxy's preeminent drug runner. This may explain the close relationship between the Serpentis corporation and the Angel Cartel, particularly their Guardian Angels, who guard Serpentis assets and possibly drugs.

Regions


Sinq Laison

Everyshore

Syndicate

Solitude

Fade

Placid

Cloud Ring

Outer Ring

Fountain

Essence

Verge Vendor

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