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The Empires

Four races, torn apart by two horrific wars. When all that remained were the smoldering ruins of lost cities and shattered lives a universal truce was declared to end the despair.
— Original EVE Online Intro

The four (playable) empires of the New Eden cluster have existed in a state of relative detente for over a century. Each one has its own virtues and flaws (though some are definitely better than others) as well as an extensive backstory detailing the Empire's history and interactions with one another.

Despite being signatories to the Yulai Convention and thus technically another empire, the Jove are detailed under the Ancient Civilizations tab due to their age, power, and unplayability.

    Amarr Empire 

The Amarr Empire used to shine as a beacon to humanity of what it meant to be civilized: To be strong, and to lead by example. Through God's words we spread civilization throughout the stars and it is by our leadership that New Eden achieved its wings.
24th Imperial Crusade Recruiter
Faith in the Creator and loyalty to the Throne.

A theocratic empire descended from the Conformists, a splinter sect of the Catholic Church that settled on the planet Athra, now known as Amarr Prime. About 3,000 years ago, after a people called the Udorians arrived in the Amarrian homeland (an island roughly half the size of Ireland), the Amarr, in an attempt to suppress foreign subversive elements, launched the Reclaiming, essentially an effort to Take Over the World. From their oppressive capital city of Dam-Torsad, they conquered and enslaved the Udorian nations and the planet's other peoples, the only ones avoiding their military might (such as the Khanids) being those who allied with them. After they "reclaimed" Athra, they were the first to discover warp gates and faster-than-light travel, which allowed them to keep going beyond the stars and enslave other planets and peoples, such as the Ealurians and the Minmatar. Their expansionism came to a rapid halt, however, in the wake of their crushing defeat by the Jove, as well as the Minmatar's successful rebellion against their slavemasters. Proud and supercilious, the Amarr are generally well-meaning, but unfortunately their definition of "doing good" includes a lot of slavery and theocracy. Of the four empires, the Amarr are morally the darkest.

  • Attack Drone: A popular secondary weapon - Amarr ships are second only to the Gallente Federation in drone capacity.
  • Beam Spam: The Amarr weapon of choice are lasers, and enough of them to throw a rave.
  • Bling-Bling-BANG!: Their 'Golden Fleet' earned its name honestly, providing a striking contrast with the rusty, bodged-together ships of their Minmatar foes.
  • Born into Slavery: Children of slaves are also slaves, and this will continue indefinitely for generation after generation until someone is lucky enough to be freed by their owner or liberated by freedom fighters.
  • Breeding Slave: One of the viler aspects of the Amarr's slave practices, they track bloodlines and selectively breed slaves for desirable traits just like people do today with livestock. Descriptions of the facilities where the unfortunate women are held will chill your blood, and no guesses as to why.
  • Church Militant: Formerly the M.O. of the entire Amarr Empire. A fair number of elements throughout their society and government retain this role to varying degrees, such as the Theology Council and the elite guard known as Paladins. Under Empress Jamyl I, the Amarr have been favoring ideological warfare, freeing masses of slaves who are considered sufficiently indoctrinated with Amarr beliefs, building schools and churches in the Ammatar Mandate instead of subjugating them with force, etc.
  • Crutch Character: Amarr ships are skill-light and easy to fit, meaning that even novice players can get some very solid performance out of them. However, their lack of versatility means that they have much less to offer veterans compared to other factions' more complex machines, and the laser weapons they use are very capacitor-intensive.
  • Curb-Stomp Battle: Subjected to one at the hands of the Jove in the battle of Vak'Atioth, which lasted just under six hours and ended with the majority of the Amarr ships lost. By contrast, the Jove lost only a third of the small frigate wings they committed to the battle, and their Wave-Motion Gun-equipped mothership was completely untouched.
  • The Empire: They're the only one of the four player factions with the word "empire" in their name, and oh, do they live up to it.
  • Even Evil Has Standards: The Amarr may hold slavery as a sacred institution and will do some horrific things to perpetuate it, but they draw the line at Sansha Kuvakei's "True Slaves" and joined the rest of the empires in destroying the nation he had built.
    • Part of the reason for joining the war was pragmatism on the part of their leaders because they had been supplying slaves to him until news of what he was doing got out; they didn't want to risk bringing the wrath of the other three empires as well as the Jove - who surprised everyone when they deviated from their long-standing noninterference policy to attack Sansha's Nation - down on their own heads, but there are a significant number of Amarr who consider Sansha's slave implants to be an abomination because they destroy the free will of whoever is implanted with them.
  • Fantastic Drug: Vitoc, a drug that staves off the physical effects of Vitoxin and induces mild euphoria as a side effect. See Poison-and-Cure Gambit for more details.
  • Frickin' Laser Beams: As previously stated, their weapon of choice. They're considered a bit old-fashioned next to the Caldari State and Gallente Federation's high-tech hybrid weapons, eat up capacitor charge like there's no tomorrow, and are severely limited in the damage types they put out, which means that you're in trouble if an enemy is particularly resistant to electromagnetic damage. On the other hand, they have perfectly decent range, do perfectly decent damage, and employ infinite-use focusing crystals rather than traditional ammunition, meaning that you never have to reload and don't have to clog up your ship's cargo bay with massive amounts of spare ammo.
  • Happiness in Slavery: It's been known to happen, especially among "upper-class" slaves. This is somewhat justified, as intelligent, well-educated, and knowledgeable slaves can become experts in academic fields like ancient languages or even invent new polymer synthesis techniques, and receive a great degree of personal freedom and movement due to their talents. Many of these slaves will actually have a better standard of living than the majority of Amarr commoners.
  • Human Traffickers: Slavers hold a respected social position in the Amarr Empire, though with the decline in opportunities to take slaves thanks to Amarr laws regarding the practice and the Yulai Convention severely limiting the options of "legitimate" slavers the job has lost much of its former prestige. This doesn't stop a number of the less scrupulous and observant slavers from staging raids into other empires
  • Knight Templar: The Empire sincerely believes it has a moral duty to bring the poor, misguided unbelievers of New Eden into the warm and loving embrace of God. It's just a pity for everyone else that the "loving embrace" in question tends to be from the slave collar they clamp 'round your neck. After all, suffering is good for the soul...
  • Light Is Not Good: If you see a ship of the Amarr Navy, try not to be dazzled by its beautiful golden magnificence as it cleanses all about it with holy light. It's probably here to demolish your civilisation and drag your people into slavery in the name of the Faith.
    • And now, most Amarr ships can be equipped with the "Purity of the Throne" ship skin, which replaces that tan and gold plating with plating of pure white, making this trope even more evident.
  • Mighty Glacier: Their ships are the slowest in the four empires, but also the toughest, and their powerful, long-ranged laser barrages mean you can't just ignore them, either.
  • Mind Manipulation: Transcranial microcontrollers are a type of Mind-Control Device that can convince somebody implanted with one they are experiencing a variety of situations; for slaves, it's typically used to convince them they're not actually enslaved. They weren't very common due to the cost of producing and implanting them but have come into wider uses after the reveal of Insorum. They're also controversial in the Empire because many Amarr believe they subvert the religious justification for slavery, and the revelation of Sansha Kuvakei's slave implant technology actually resulted in the Amarr demonstrating how there is such a thing as "going too far" when it comes to this method of control.
  • Poison-and-Cure Gambit: One of the newer, more effective ways to keep slaves obedient is called the "Vitoc method", where slaves are infected with a viral agent known as Vitoxin and then periodically given a drug known as Vitoc, which not only staves off the multitude of Vitoxin's physical effects, but also induces mild euphoria. What makes the Vitoc method so effective is how slaves can come to regard the Vitoc they're given as a reward, rather than a method of control.
    • The Vitoc method has become notably less popular since the creation of Insorum, which is a permanent cure for Vitoxin and was liberally deployed on Amarr worlds by the Minmatar Elder fleet, allowing the slaves to rebel without risk of dying from lack of Vitoc.
  • Pragmatic Villainy: Generally speaking, the Amarr Empire is this rather than Stupid Evil. While their methods are certainly less efficient than the other empires due to cultural and religious constraints, they leverage everything they have within those constraints to great effect, which is why they've lasted so long.
  • Shiny-Looking Spaceships: Unusually, this does not represent how advanced Amarrian ships are, but how old-fashioned. Every vessel of the Imperial Navy is a work of art, a devotional relic gleaming with golden light and inscribed with delicate filigrees by the finest artisans. Just... try to ignore the terrifyingly cramped, dangerous, and unsanitary slave decks.
  • Slave Collar: A traditional method of controlling slaves is through the use of a bulky collar holding a variety of chemicals that can be injected into the slave's neck at an overseer's command or if certain conditions are met.
  • Slave Mooks: The Amarr have two kinds, one of which is definitely not a "mook".
    • Amarr ships, be they military or civilian, make heavy use of slaves in their operation. This is noted to be one of the jobs where slaves can be difficult to control due to how a small number of malcontents can cause disproportionate amounts of damage, and everyone knows it. This makes Vitoc one of the preferred methods of control on Amarr ships.
    • The Kameiras are specially bred and trained soldiers, selected from among the healthiest and strongest infants and indoctrinated from birth to be utterly loyal to the Empire. They serve as shock troops and front-line infantry in the Empire's armies and are renowned for both their ferocity and their devotion.
  • Space Romans: A science-fiction version of Renaissance-era Spain. Their Knight Templar attitudes and descent from a Catholic splinter sect both bring to mind the Inquisition, while their conquest and enslavement of other peoples in order to bring them "closer to God" isn't so much reminiscent of Spanish behavior in their American colonies so much as it is a largely accurate description.
  • Super Breeding Program: The Kameira breeding program is a mild example, where the healthiest and strongest infants are selected from among Minmatar slaves and used to ensure the Kameiras will always be of superior physical prowess. From what information is available to us, it appears to be working.
  • Sympathetic Slave Owner: They actually exist, believe it or not. "Liberal" holders treat their slaves far more kindly than others, but in doing so are looked down upon by other, more conservative, holders and can face a number of social consequences for their actions. The murder of one of these holders by the Amarr rulership may actually have been one of the defining moments of the Minmatar Rebellion.
  • Taking You with Me: Standard operating procedure for Imperial Navy battlegroups. Also commonly used by players piloting Amarr battleships, which are too slow to get away from almost everything.
  • Wave-Motion Gun: Their largest laser turrets stray quite close to this territory, but it's the Judgement doomsday device mounted on the Avatar Titan that serves as the game's purest example.
  • We Will Use Manual Labor in the Future: Justified and downplayed. The Amarr feel that forced labor helps to bring the "lesser" peoples closer to God, but a slave who works in agriculture or mining is more likely to be operating machinery whenever possible because it's more efficient than doing everything by hand. Mind you, Amarr technology is kind of obsolete by the other empires' standards, though the odds on getting one of them to admit that is slim.
  • Zerg Rush: As the largest and most powerful of the empires, they're more than happy to use their vast slave armies' sheer size to their advantage.

    Caldari State 

Standing amidst the flock, we should have feared their glory; instead, we drew hope. This moment is the first time I understood what it meant to be Caldari: Divinity in the flock, delivery in flux, one being, many changes.
Janto Sitarbe, The Legendary Flock
Proven skill, hard work and honorable execution of duty.

Strident capitalists with a side of ultranationalism. The Caldari system might not be pretty, but it's brutally efficient, and is one of the few that offers true social mobility. Their homeworld in the Luminaire system was first colonized by a mega corp, though the Eve Gate collapsed before it could finish terraforming the planet, creating a harsh environment for the surviving colonists. Originally part of the Gallente Federation (by virtue of being in the same system as the Gallente), the Caldari seceded 190 years ago when the Gallente tried to take control over their mega corps' interstellar holdings. They won, but they lost their homeworld Caldari Prime in the process, leading to all Caldari being booted off it. This instance of ethnic cleansing fueled two centuries of anti-Gallente hatred among the Caldari... and a couple of years ago, they got their revenge, retaking their homeworld.

  • The Alliance: Since each Mega-Corp is its own independent actor, this is basically what the Caldari State's government consists of.
  • Corporate Warfare: Each Caldari Mega-Corp has its own security and military forces, but it's rare for them to actually fight one another. Most of the time they will either be fighting the enemies of the Caldari State or providing security for their corporation's territory and assets.
  • Corrupt Corporate Executive/Honest Corporate Executive: The entire Caldari government is (naturally) composed of corporate executives, so every one of them fall into one of these tropes and everything in between, and the line between "honest" and "corrupt" can shift depending on whether or not you adhere to Caldari values. A reform movement on this front is a big part of the current Caldari storyline, though for storyline fans, the changes are contentious, and the bickering between megacorp factions is as lively as ever.
  • Death World: Their homeworld, Caldari Prime, wasn't fully terraformed when the Eve Gate collapsed, making it very difficult for those on the planet to survive, which resulted in it taking nearly eight thousand years for the first recorded civilizations to arise on the planet after the collapse of the EVE gate. While it's since gotten better, this may explain the Caldari's militarism and hierarchy-bound social structure.
  • Designer Babies: Popular among the Deteis. The initial justification for creating "Tube Children" was the massive disparity in population between the State and Federation.
  • Equal-Opportunity Evil: For a given value of evil. Caldari society may be brutally capitalist, but it's also the purest meritocracy in New Eden - regardless of race, colour, or creed (well, possibly not creed), everyone has an opportunity to become a ruthless corporate overlord if they really want to.
  • Fictional Political Party: While the Caldari government doesn't operate in the same manner as the others across New Eden, the eight great megacorporations can be divided into three broad factions (plus one that isn't limited to a single Mega-Corp):
    • Sukuuvestaa, CBD, and Nugoeihuvi make up the Practical faction, which cares little for limiting concepts like ethics and takes a zero-sum view of profit and loss in cluster-wide markets. This bloc is frequently associated with organized crime and has an exploitative view of international trade.
    • Hyasyoda and Ishukone are the Liberals bloc, which believes in the principles of free trade and generally cooperative relations with foreign powers. They are the strongest supporters of CONCORD in the Caldari State.
    • Generally regarded as the most powerful faction, the Patriots are an alliance of Lai Dai, Wiyrkomi, Kaalakiota, who between them and their subsidiaries possess capabilities rivaling those of the other two Caldari political factions combined. They are genuinely patriotic and extremely proud, less concerned with trade and more with the position of the Caldari politically and militarily in the international community.
    • Standing outside the traditional power structures are two distinct groups of Caldari who together make up the "disassociated." The first group is composed of those who've fallen off the bottom rung of the megacorp ladder. While they retain their citizenship, in practice these few people simply fall through the cracks between the megacorps and have essentially disappeared from the system, usually permanently. The second group includes those who've found themselves moving between two or three different corporations—usually upper-middle management transferred between corporations in a giant game of pass-the-personnel—and who have in the process realized quite how thoroughly indoctrinated the average employee is.
  • Greed: Believe it or not, the Caldari avert this for the most part. Acquiring wealth is all well and good, but letting avarice drive you to the point where you'll do anything to increase your profits (like cost-cutting measures that decrease the quality of your company's products and/or services) is shunned.
  • Hidden Depths: At first glance the Caldari State appears to be an exploitative, fascistic, hypercapitalist society that either uses its citizens as interchangeable and replaceable workers or grinds those who don't conform down into poverty. Further reading will show that while there is an element of truth to this, the truth is far more nuanced and complex.
  • Lensman Arms Race: Curiously enough, an internal one. They're militarist hypercapitalists who take market competition very seriously. As a result, their weapons development progressed at an astonishing speed, and they're now the most advanced of the four empires despite their humble beginnings.
  • Long-Range Fighter: Caldari battleships can reach out and touch you from up to two hundred kilometres away. They need to, as well, because their weapons' low damage-per-second means that if something harder-hitting gets close, they're in trouble.
  • Mega-Corp: Caldari society is controlled by... nay, composed of eight megacorporations.
  • Multiple Government Polity: The Caldari State tends to work like this, with very little centralized authority beyond what is strictly necessary for them to function as an empire. Each megacorporation rules its territories like their own kingdom with little or nor interference from the others.
  • No Delays for the Wicked: Played with, because while the State isn't exactly ''wicked'' it basically operates on the principles of corporate fascism. It's also scarily efficient because their culture prioritizes effectiveness above all else; pushing a lackluster product or service on the Caldari will backfire on whoever tries it simply because they refuse to tolerate it. The exceptions to this rule are few and far between.
    • Tibus Heth learned this the hard way; it didn't matter how much Patriotic Fervor he had or how much he had accomplished for the Caldari State, once he started crossing lines and becoming more trouble than he was worth the megacorporations were quick to oust him from power.
  • One Nation Under Copyright: Probably the Most Triumphant Example in fiction. Their logo was even the page image!
  • Patriotic Fervor: Surprisingly for One Nation Under Copyright, they're arguably the most nationalistic of the four empires. Tibus Heth was the most famous example of such thinking, which was responsible for both his rise to power and his downfall.
  • Pint-Sized Powerhouse: The Caldari State has the lowest population and the smallest territory of the four empires, but their advanced technology means they can hit well above their weight.
  • Post Cyber Punk: As a whole. They're ruthless titans of the economy and their corporations control the government...and the State as a whole is happy with this, because the corporations are rather competent and they have no trace of racism, classism, or sexism in their promotion policies; if you are competent, you are worth something.
  • Quality over Quantity: Thanks to their inhospitable homeworld, Caldari culture is obsessed with leveraging every possible resource available to them for maximum effect, and they kept this ethos after achieving space travel and gaining access to more habitable worlds. The end result is a civilization that can hold its own against any of the other empires in New Eden despite having a smaller population than any of them due to their incredibly advanced technology.
  • Single-Biome Planet: The homeworld of Caldari Prime is basically Space Alaska, thanks to both imperfect terraforming and it being on the outer edge of the Luminaire system's habitable zone. There are temperate zones, but only in the tropics, with the rest of the planet being either tundra or icecap. The metropolis of Arcurio has an average temperature of six degrees Celsius below zero, comparable to Fairbanks, Yellowknife, or Yakutsk. This goes a long way to explaining Caldari culture — they needed strong, authoritarian, meritocratic organization to survive the harsh environment, especially in the early days when they were confined to bunkers while the terraforming process was still unfinished.
  • Space Fighter: In a refreshing take on this trope, while the Caldari pioneered single-man fighters as a viable tactic in space warfare, they were more comparable in size to a World War 2 torpedo boat or modern-day strategic bomber, not the small type of fighter like what you'd see in Star Wars or Battlestar Galactica. Over the course of the Gallente-Caldari war, these fighters gradually evolved into the frigates used today.
  • Space Romans: They're an exaggerated, stereotypical version of '80s Japan — high-tech, insular, and xenophobic, with a grindingly ruthless corporate culture and little room for individuality amongst its salaryman workforce. The last names of a number of Caldari also seem to imply that some of them are descended from the Finns.
  • Standard Human Spaceship: The Caldari design philosophy prioritizes functionality and technological sophistication over all other concerns, especially comfort and aesthetics. As a result, their ships are ugly, boxy, asymmetrical, and fit this trope in all other ways... but are also among the most technologically advanced vessels in the setting, second only to the Jove Empire and other {{precursors]].
  • Stone Wall: If there's one thing you can say about Caldari ships, it's that they're good at not dying. Powerful ECM suites mean that most things that want to shoot at them can't, superb weapon range means that most things that do shoot at them won't hit anything, and their thick shields mean that most things that do hit them won't deal any meaningful damage. On the other hand, the poor damage-per-second of their railguns and missiles coupled with tiny drone bays mean that the enemy won't be dying that quickly, either.
  • There Are No Honest Executives: Gallente propaganda would like you to believe this is the case for the Caldari State, but there are plenty of Honest Corporate Executives in their government to balance out the corrupt ones. Even more, when you take the Caldari's Values Dissonance into account.
  • Values Dissonance: The reason the Caldari never truly integrated into the Gallente Federation when they were a member is because they genuinely want to live in a society governed by capitalist principles, personal honor, and martial hardness. Needless to say, this heavily clashed with the freewheeling, libertarian, and hedonistic Gallente.
  • Weak, but Skilled: The State is, on paper, the smallest and weakest of the four empires, but its technological excellence and ruthless efficiency let it punch way above its weight.
  • Weapon of Choice: Missiles tend to be their favorite, which they back up with a generous application of railguns.
  • You Can't Go Home Again: Formerly a major factor in Caldari society, and one of the many reasons for the bad blood between the Caldari and Gallente. During the Gallente-Caldari War, Caldari Prime was blockaded and orbitally bombarded by the Federation. Most of the population managed to escape to Caldari colonies, but the Federation eventually landed surface forces; by the time the war ended Caldari Prime was firmly in Gallente hands. 190 years later, the Caldari Navy took advantage of the chaos surrounding the Elder War and retook Caldari Prime, leaving a Titan in orbit to ensure things stayed that way.
    • Only to lose it again to the resurgent Gallente.

    Gallente Federation 

The Federation is not a defined region of space, of planets, of mountains, rivers, or woods. It is a vision.
President of the Federation, Arlette Villers. CE 23154.6.2
A beacon of democracy and liberty in the chaos of New Eden.

Truth, justice, and apple pie IN SPACE!. They are descended from French colonists originally from the Tau Ceti system, who colonized the second planet in the Luminaire system, the same system that the Caldari were in. The planet of Gallente Prime saw a number of nations and empires come and go, including the maritime city-state of Hueromont and the Garoun Empire that created an artistic golden age for the Gallente people, its former capital of Caille still a marvel comparable to Paris. The Gallente established the interstellar Federation 300 years prior to the start of the game along with three other peoples, the Intaki, the Mannar, and (reluctantly) the Caldari. The last of these seceded from the Federation in the Gallente-Caldari War 190 years ago, their corporatism clashing with the Federation's libertarian, democratic ideals. They're huge fans of liberty and majority rule, even if they struggle with the minority rights part sometimes.

  • Beware the Nice Ones: It's easy to write them off as friendly, cheerfully addled hedonists, because for the most part, that's what they are. However, they're also second only to the Amarr Empire in the size and strength of their military, make up the difference by being far more technologically advanced, and have a nasty streak of repressive, expansionist far-right nationalism that crops up at the most inopportune moments, meaning that getting on their bad side is both deeply inadvisable and much easier than one might hope.
  • Close-Range Combatant: Few come close to matching the Gallente in a point-blank knife-fight, which is why the standard tactic against them is to pick them apart at extreme long range... and pray the pilot you're up against isn't packing a microwarpdrive.
  • Crystal Spires and Togas: Justified with the Crystal Boulevard in Caille. Not only does it make for a fabulously picturesque display of wealth, but all that diamond serves as excellent protection against an orbital bombardment. Hence the government fallout bunker underneath it.
  • Day of the Jackboot: The ultra-nationalist government during the first Gallente-Caldari War. And if stories like this are any indication, it looks to be heading in that direction once again in the aftermath of the second war.
  • Eagleland/United Space of America: Their system of government is blatantly based on that of the United States, and they're all about freedom and democracy. The people often veer into the more hedonistic variants of Type 2, though the government (at least under the last President, Souro Foiritan) tried to uphold the ideals represented by Type 1. But ultimately subverted in one major way; they're descended from the French.
  • Energy Weapons: Of a sort. Particle blasters, their other Weapon of Choice, are basically powerful, short-ranged plasma cannons.
  • Everyone Looks Sexier If French/Everything Sounds Sexier in French: They're French ultrahedonists, and the rest of the galaxy is alternately horrified and intrigued.
  • Free-Love Future: A non-utopian version, with a heavy dose of Sex Sells and not completely without Moral Guardians. Nonetheless, the Gallente are the most "liberated" of the empires in this sense too. Rule 34 probably has a Gallente corollary: if there's porn of it, you can find it in the Federation, quite possibly displayed in public.
  • Glass Cannon: Can drift into this. Particle blasters are the most powerful guns in New Eden, but their extreme short range means the enemy can easily hit you as well. One way or another, a fight involving a Gallente ship will be over very, very quickly.
  • Jack-of-All-Stats: Standard fare for Gallente ships. With the proper skills, they can do anything, but can't match the individual specialties of the Amarr, Minmatar, and Caldari.
  • Lightning Bruiser: Not so much on paper — statwise, their ships are slower than the Minmatar Republic's, and some even drift into Mighty Glacier territory — but their extremely short-ranged playstyle provides a strong incentive for players to mod Gallente ships for as much speed as possible. As for the "bruiser" part, particle blasters have the highest player-available damage per second in the game.
  • Organic Technology: Slightly more fond of it than the other empires, resulting in their ships' characteristically rounded, bulbous appearance.
  • Secret Police: The Special Department of Internal Investigations and Federal Security (SDII), aka the Black Eagles.
  • Shiny-Looking Spaceships: Unlike the Amarr Empire, their sleek, gleaming ships reflect their modern, high-tech philosophy.
  • Single-Biome Planet: The homeworld of the Intaki, one of the founding races of the Federation, is close to the Jungle Planet variety. Even the polar regions are warm, and the areas around the equator are so hot that most life simply will not grow.
  • Weapon of Choice: Attack Drones, coupled with highly-damaging particle blasters for anything that gets close.

    Minmatar Republic 

The holder stood atop his tower and preached salvation to the baying horde of slaves below. In answer, Korgoth raised his fist and let out a roar of defiance. The throats of a thousand Minmatar joined him, tearing through the air in a wave of pure hatred.
Battle of Ariti, "Tales of the Rebellion", Minmatar Archives
We will free all our people.

A tribal republic. The people on the tropical planet of Matar in the Pator system managed to build a small empire spreading across three star systems before they made their most unfortunate contact with the Amarr Empire. Conquered and enslaved for over seven hundred years, the Minmatar rebelled against their masters about 130 years ago, establishing the republic that exists today. When they're not fighting amongst themselves, they're usually staring daggers at the Amarrians, who still hold a significant portion of their population in slavery.

  • Abnormal Ammo: Minmatar guns have a wide selection of this, from regular slugs to phased plasma and even EMP rounds. As a result, they're amongst the most versatile weapons systems in the game.
  • Dark Is Not Evil: Minmatar ships are dark, spiky, rusted, and lit with ominous red highlights, making them look like they were slapped together out of leftovers from the forges of Mordor. However, they're actually one of the most heroic (or least evil, anyway) of the four empires.
  • Difficult, but Awesome/Magikarp Power: Minmatar ships are designed with versatility in mind. As a result, it takes a solid understanding of how the game works and a heavy skill (i.e., time) investment to get the most out of them. However, the results are usually considered to be worth it, and many (some would say most) of the most feared, respected, and sought-after ships in the game are of Minmatar design.
  • Fragile Speedster: Anything of theirs that isn't a Lightning Bruiser. The Minmatar see little point in being able to take a hit when you can simply not get hit at all.
  • Gatling Good: Their short-range, high-damage weapon option, autocannons, are about as good as gatling gets - the Naglfar dreadnought, their third-largest ship after the Hel supercarrier and Ragnarok Titan, can mount up to eighteen rotary repeaters with a calibre of two and a half metres each.
  • He Who Fights Monsters: The long war against the Amarr Empire hasn't done the Republic's moral compass any favours. They're still usually better than their foes, though, but only because you'd have to get really creative to match the worst of the Empire's excesses.
  • Lightning Bruiser: Minmatar heavy ships, as a consequence of being the most speed-oriented of the factions.
  • More Dakka: Employ old-fashioned slug-throwers rather than the fancy railguns, lasers, or particle blasters of the other empires.
  • Names to Run Away from Really Fast: The Brutor Tribe. If the name doesn't scare you, the fact that they average around 7' tall should.
  • Nuke 'em: Due to plutonium being relatively easy to produce given the resources available in their territory, Minmatar guns are just as likely to fire shells with nuclear payloads as they are anything else. It should be noted, though, that these are amongst their least powerful ammunition types, which should tell you everything you need to know about the Lensman Arms Race that is the EVE setting.
  • Proud Warrior Race Guy: An odd fusion of this and La Résistance. The Minmatar have strong warrior traditions, but their tactics are more in line with guerrilla tactics.
  • Self-Serving Memory: On a national scale. Huge spoilers follow: In the Minmatar Epic Arc it is hinted that, unlike what the history books say, the defining moment of the Republic, the Minmatar Rebellion, did not start out as simply overthrowing the oppressive Amarrian government. The storyline delves deep into the story of St. Arzad, a very benevolent Amarrian holder who, long story short, got dethroned and executed. The first Minmatar that rose up against Amarrian occupation did so in loyalty to their former beloved Holder, and the first Amarrian struck down was in fact the unwilling follower to Arzad's throne, judged by his slaves to be unworthy of the title. This is obviously a very inconvenient recently excavated truth against the mentality cultivated in the Republic since gaining their independence. It is thrust upon the player if they wish to sweep history under the rug or give all their findings to a famed historian who will out the truth in time.
  • Space Romans: They're the post-colonial Third World with starships. They defeated the Amarr in a bloody war of liberation, but still suffer severe problems in establishing a modern state, with many of their best and brightest leaving to find better prospects across the stars. The fact that the Amarr are Space Spaniards, as well as their severe problem with organized crime and their high emigration to the United Space of America, specifically call to mind Latin America, especially Mexico.
  • The Revolution Will Not Be Civilised: See Your Terrorists Are Our Freedom Fighters below. It's worth noting, though, that Minmatar brutality is generally presented as justified, or at least understandable — the Amarr slave trade is just that bad.
  • Turned Against Their Masters: The Minmatar Rebellion, the Amarr Empire's centuries-old headache. The Republic continues to do this whenever it gets the chance,
  • Used Future: As the saying goes, "In Rust We Trust". Almost everything made by the Republic has a worn-out and cobbled together look, with brown and varying shades thereof being the most common color for their ships and stations.
  • Your Terrorists Are Our Freedom Fighters: With the 'your' in this case referring to the Amarr Empire. As far as the Republic is concerned, few costs are too great in the struggle to free the Matari people from slavery, especially when it's the other side that's paying.

Independent Governments

Four smaller nations can also be found in New Eden, offshoots from the four main empires that each hold territory of their own. Consisting of two conventional governments, a fleet of nomads, and one rogue state.

    Ammatar Mandate 

The Ammatar people were originally known as the Nefantar Tribe, one of the seven tribes of the Minmatar. During the Amarr occupation - when the Empire invaded the Minmatar homeworlds - the Nefantar collaborated extensively with Imperial agents. In the aftermath of the Minmatar Rebellion, when the Minmatar cast out the collaborators alongside the Amarr, the Nefantars were granted the region of Derelik to settle in as a protectorate of the Empire. There are two conflicting origins for the name "Ammatar" in the lore; with one saying they got the name from the Gallente to distinguish them from the Minmatar aristocracy who remained in the Republic, and another that says the name originated when Amarr Emperor Damius III used it to poetically allude to them in a speech announcing their favored status in the Empire.

Les Collaberateurs: When the Amarr invaded Minmatar space and enslaved their people, the Nefantar Tribe aided them due to a combination of historical resentment and the desire to protect their own tribe.The Commies Made Me Do It: Again, the Nefantar aided the Amarr conquest of the other tribes because they didn't want to see their own families enslaved. Naturally, the rest of the Minmatar have very little sympathy for them.


    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 traditions 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.

    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 trading and scavenging as they move from one solar system to another in their huge caravans. Respectable citizens of EVE frown upon the Thukkers, considering them to be nothing but scoundrels and thieves. 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.

  • Ace Custom: Thukker-designed ships are based on regular Minmatar vessels but heavily modified for additional speed and firepower at the expense of defensive capabilities. Each design is well-suited for a nomadic lifestyle: two fast attack ships, a covert ops frigate, a fast logistics ship, a black ops battleship, and a jump freighter.
  • The Clan: Thukker families tend to stick together, oftentimes living on the same ship.
  • Criminals: Thukkers have a reputation for less-than-honest behavior. While it's certainly not applicable to the entire tribe, enough of them engage in illicit activity that the honest ones end up getting tarred with the same brush.
  • The Engineer: As a result of spending their entire lives on ships, anyone from the Thukker Tribe has a natural inclination for technical aptitude. This also extends to one of their ship hulls, the Scalpel logistics frigate, which is designed to repair allied ships.
  • Fantasy Counterpart Culture: Space Romans? More like Space Roma. With a perpetually nomadic lifestyle and a reputation for being thieves, the Thukker Tribe has a great deal in common with the [1] people.
  • Gadgeteer Genius: The Thukker Tribe is notable for their technological prowess and ingenious ability to tinker, even by Minmatar standards!
  • Intrepid Merchant: With an emphasis on the "intrepid" part. Trade is a vital keystone of the tribe's lifestyle, and they are very good at it.
  • Space Nomads: It's their tribe's hat. The Thukker-designed T2 jump freighter is even called the Nomad.
  • Space People: They live their entire lives aboard the Tribe's starships.
  • The Trickster: Some of their ship designs are better at stealth and misdirection than the designs they originated from, as befits their lifestyle. They are notable for designing the Minmatar T2 covert ops frigate and black ops battleship.

    Sansha's Nation 
Do you know what you are, capsuleer? The truth will not comfort you. You are a frightened child running headfirst towards oblivion. And I? I am the only one who tried to stop you. I am the messiah that you turned against. You persecuted me, hunted my children. Vowed to burn my promised land to ash. Now I have returned, and I know you better than you know yourself. I will vanquish your fear, and commute your flesh to dust.
Sansha Kuvakei

A "utopia" created by Sansha Kuvakei, a Caldari industrial mogul turned Mad Scientist. Society in Sansha's Nation was divided into two castes: a massive underclass of "True Slaves" for its labor force, and an upper class of "True Citizens". The True Slaves were criminals, dissidents, Amarrian slaves, and other "undesirables" dragged in from the four empires and heavily modified with cybernetics that rendered them fully obedient and devoted to their masters, yet still possessing enough creativity and independent thought to serve as extremely dangerous opponents and keep from becoming total zombies. The True Citizens were the people that Sansha's Nation was marketed towards and meant to appeal to — artists, scientists, philosophers, and other members of the intellectual elite who would be able to live out their dreams, freed from manual labor and having servants waiting on them hand and foot.

The four empires, led by the Gallente Federation, objected to these monstrosities. Even the Amarr Empire, despite having supported the rise of Sansha's Nation by supplying slaves for Sansha's experiments, joined in to avoid being ostracized in galactic politics. In a unique show of solidarity, they united against The Nation, reduced it to remnants of its former self, and killed Sansha, leaving behind only an army of True Slaves led by the most diehard, fanatical believers in Sansha's dream. Sansha's Nation spent a century slowly rebuilding before finally re-emerging in a manner most horrifying, opening portals into empire space and kidnapping people on planets by the hundreds of thousands. They've since settled down into focusing on attacking capsuleers, having both replenished their military with new True Slaves and grown weary of capsuleer attacks.

  • A God Am I: See the above quote to get an idea of the soaring vistas of megalomania Sansha has reached.
  • Back from the Dead: Sansha, or someone claiming to be him has begun posting on the in-character "GalNet" forums, and Sansha activity is on the rise.
  • Bald of Evil: Shansha himself.
  • Beam Spam: Hey is that a wormhole opening u-OHGODWHY.
  • Cult: While his True Slaves don't get much of a choice in their worship, True Citizens and many outside groups idolize Sansha's utopian dream.
  • Cyborg: Every True Slave and many True Citizens have cyborg implants
    • Cybernetics Eat Your Soul: Invoked with the "True Slaves", those citizens who have been cybernetically brainwashed in just such a way that they retain all the creativity of a normal person, but have the unrelenting obedience of a machine. True Citizens don't have the same issue.
  • Enemy Mine: When Sansha's Nation attacks, everyone retaliates.
  • Mad Scientist: Sansha again.
  • Mighty Glacier: Sansha's ship designs may be slow, but they're hard to kill and astonishingly well-armed.
  • Obviously Evil: Black, suspiciously organic-looking ships covered in spikes with names like the Nightmare, Succubus, Phantasm, and Revenant? Yep, ''totally'' the good guys.
  • Oh, Crap!: The rest of New Eden had this reaction to the reveal that, A: Sansha is still alive, B: he can apparently create wormholes above targeted planets with pinpoint accuracy, and C: he has access to Jove space and potentially Jove technology. This Is Gonna Suck.
  • Recycled In Space: True Slaves are often referred to as "space zombies", and even in-universe sources have been known to call them this. The label does their intelligence a considerable disservice, the whole point of using True Slaves instead of drones is that the former has all the creative and reasoning capability of a Human being.
  • The Remnant: After the Nation was destroyed in YC 37, all that was left of Sansha's dream was a few of his commanders and a number of True Slave-crewed warships that managed to survive the empires' onslaught. By the time the game started, the latter still attacked unwary travelers in the Stain region, having never abandoned the fight their dead master sent them out for.
  • Thoughtcrime: Many True Citizens have implants of their own, and someone who becomes disloyal to Sansha can be demoted into the ranks of True Slaves when those implants detect their thoughts.
  • Spikes of Villainy: Sansha's ships and stations are immediately recognisable thanks to the many spikes that protrude from their bulbous forms, giving them a vaguely insectoid appearance.
  • Utopia Justifies the Means: Sansha Kuvakei's shtick. Central to his Nation's structure was a binary caste system of True Slaves and True Citizens. Sansha believed the True Slaves were made for the benefit of mankind, but the rest of the cluster had a few choice words regarding his methodology.
  • Wetware CPU: How True Slaves are placed in their zombie-like state and used as ship pilots.
  • Wham Line: Not actually spoken, but qualifies nonetheless. In the early days of Sansha's incursions, locator agent traces on certain slave actors revealed that they were apparently returning to a system named 3-CE1R. This was quickly written off by many EVE players as a roleplaying inconsistency because that system was inside Jove space, which has been unreachable since the Jove cut the stargate connections between their empire and the rest of New Eden, which eventually led to...
    • Wham Shot: When a pilot managed to get a probe through one of Sansha's wormholes, it relayed a single image before it was obliterated. In that image were rank upon rank of Nightmare battleships, Chimera carriers, Moros dreadnoughts, Wyvern supercarriers, and an Avatar titan. But the object in the background was what got everyone's attention: a structure that was quickly identified as "Prosper Vault", a key Jove structure in the 3-CE 1 R system. Sansha had somehow gained access to Jove space, and their technology along with it.
  • Zerg Rush: In keeping with its Zombie Apocalypse vibe, Sansha's Nation is very fond of drowning its foes in legions of True Slaves. If you see one Nation vessel, expect a couple of dozen more to arrive shortly.
  • Zombie Apocalypse: Cyber Zombie Apocalypse occurs whenever they take a populated planet. They are also the only faction the four main empires have ever united against.

Institutions and Coalitions


CONCORD stands for Consolidated Cooperation and Relations Command. CONCORD was founded over a century ago, not long after the five empires had established contact with each other. Relationships between the five empires were strained right from the start and one of the main purposes of CONCORD was to ease the fragile tension and create a foundation for the empires to work their differences out in a peaceful manner.

In this regard, the workings of CONCORD can be said to have been successful, since the empires have kept the peace over the last century. On numerous occasions relationships deteriorated to within an inch of all out war, but through the efforts of CONCORD a compromise solution has always been found.

    The Inter Bus 

The InterBus is one of the more successful joint ventures the empires have undertaken. It was formed some 30 years ago to act as a neutral passenger transportation company that would span the entire known universe. Since then it has evolved a bit, especially when it started to ferry goods too. The InterBus is used by the SCC to ferry goods between stations, as they are reliable and operate in every station in the cluster.

As InterBus has to operate not only in empire stations, but also in pirate havens and other stations associated with organized crime, the company has to uphold a very strict policy regarding neutrality and secrecy. Even if the company is owned by the empires, no information regarding to shipments or station locations is ever given out. The strict adherence to these rules has allowed InterBus to operate without harassment in every corner of the world of EVE, making them one of the pillars of the inter-stellar community.

    Servant Sisters Of EVE 
The Sisters of EVE are mainly known for their humanitarian aid efforts to those suffering because of war, famine or even just being lost in space. But the Sisters of EVE base their existence on strong religious believes, which they have coupled with scientific facts. They believe that the EVE gate is a gateway to heaven - that god resides on the other side of the gate.

As well as dedicating themselves to aiding those in need they are also busy with scientific experiments around the EVE gate, hoping to gain a better understanding of the forces at work there.

  • Attack Drone/Beam Spam: Their ships are designed to use drones and lasers, as neither relies on expendable ammunition that can be hard to come by when exploring new areas of space.
  • Beware the Nice Ones: They're the single nicest faction in New Eden, but that doesn't mean they're above a bit of realpolitik and physical force if it's absolutely necessary. Indeed, their ships are actually quite well-armed for their size. Considering the nature of the universe they live in, this is most likely an example of pragmatism on their part rather than the Sisters being secretly evil.
    • Among other things, they plotted to kill off all capsuleers and nearly succeeded, as well as enacted suspicious projects inside Wormhole Space. So while they are the closest thing to good in the universe of New Eden, they can be just as merciless as the rest.
  • Light Is Good: Their ships are predominantly white, representing their peaceful, humanitarian ideology - the red highlights almost make them look like space ambulances.
  • Saintly Church: Whereas the Amarr Empire embodies every negative religious stereotype in the book, the Sisters embody every positive one. They're brave, generous, tolerant, peaceful, and very socially-conscious.
  • Secret War: Engaged in one with the Jovian renegades of the Society of Conscious Thought. Nobody is quite sure what the Society has done to deserve this, but most people who are aware of the hostilities do agree that they have to have done something wrong to piss off the Sisters so badly.
  • Women Are Wiser: As their name suggests, the nicest faction in New Eden is mostly run by women.

    Society of Conscious Thought 

The Society of Conscious Thought is three centuries old and was founded by a Jovian named Ior Labron, who was in search of spiritual enlightenment. The Society has since then taken many guises and been anything from a religious sect full of hermits to a political institute playing the power game.

Today, the Society is mainly known for their scholastic achievements, their schools are widely regarded as the best ones in the world of EVE and rich and influential parents everywhere fight to get their kids admitted. Offering large sums of money is, however, no guarantee for admittance, as the Society has its own peculiar selection process that seems to have little rhyme or reason to outsiders.

The Society operates in remote areas, where they build strongholds called kitz. Not all kitz are schools, some are still devoted to spiritual enlightenment or scientific pursuits.

  • Path of Inspiration: They are suspected to be one by many, both in- and out-of-universe. They present themselves as a benevolent, non-partisan religious and philosophical organisation, and they've done a lot of good for New Eden, but their operatives have been linked with some deeply sinister experiments, they have a Secret War going with the Saintly Church of the Servant Sisters of Eve, and they used to be essentially the shadow-government of the Jove Empire, before the other factions kicked them out. There's little, if any, concrete proof of anything, but...

    Intaki Syndicate 

Formed by Intaki exiles from the Gallente Federation during the Caldari-Gallente War, the Intaki Syndicate - commonly known as just "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 chock full 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.

    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.

    Mordu's Legion 

The origin of Mordu's Legion lies in the Gallente-Caldari War when a group Intaki military personnel sided with the Caldari. The Intaki were put into a separate unit with a Caldari officer named Mordu. After the war the Intaki settled in Caldari space, but unwillingly became entangled with Caldari locals in the Waschi Uprising.

Mordu's Legion was formed at that time as a mercenary fighting force and after the uprising it continued in existence. The Legion is loosely associated with the Caldari Navy, but are in most part totally independent. Mordu's Legion is commonly hired by companies to protect valuable assets outside empire space, such as Outer Ring Excavations, who pay the Legion handsomely to patrol the Outer Ring region.


    Angel Cartel 
"The explosive package that the boss told me to deliver to the Senate seems to have gone off in one of our cargo ships. The hold's contents are now drifting in the void, attracting scavengers of all sorts. To finish the mission, I will have to go to the installation in LN-56V and pick up a new device. The Senate's new order must be suppressed."
Angel Ship Log 349584483

A primarily Minmatar criminal group, the Angel Cartel is tied with the Guristias for being the closest to a "plain" pirate group in the game. Originally just a bunch of allied drug runners and cheap muscle for other pirates, the predecessors to the modern Angel Cartel supposedly lucked into some Jovian technology and reversed-engineered it to serve their speedy needs, transforming them into the most wide-spread and powerful cartels in the galaxy. Being Minmatar, the primary targets of their criminal dealings are the Amarr, but their main allegiance is to the almighty ISK, and they will do anything to attain it.

  • The Cartel: Apart from just the name they fit this trope well with their dealings in drugs and Minmatar revolutionaries.
  • Imported Alien Phlebotinum: They had the good luck to set up shop in abandoned Jovian territory. It's the alleged source of their bizarre ships and meteoric rise to power.
  • Lightning Bruiser: As befitting Minmatar pirates with Jovian tech, Angel ships are tough, well-armed, and insanely fast.
  • More Dakka: In contrast to their sleek, high-tech ship designs, they favour primitive, Minmatar-style autocannons and artillery. See Schizo Tech below.
  • Schizo Tech: As a consequence of being relatively impoverished pirates turned into one of the galaxy's deadliest threats by Imported Alien Phlebotinum (or so everyone thinks), they fly around in ships that mount both bleeding-edge Jovian tech and antiquated projectile-throwers.

    Blood Raider Covenant 
Bloody Omir ran away, Hiding from the light of day, Made a base out in the night, Far far from the Empire's might, Holders think they all are safe, Protected by the Emp'ror's grace, Silly people, they should know, You shall reap just what you sow, Bloody Omir's coming back, Monsters from the endless black, Wading through a crimson flood, Omir's come to drink your blood.
Amarr Nursery Rhyme

The Sani Sabik are a collection of heretical sects rooted in the Amarrian faith, united by two beliefs: one, that certain people were destined for greatness, with others existing to serve them, and two, that these people could attain immortality by following Sani Sabik practices, one of which was the consumption of blood.

Suppressed on Athra due to the threat that their beliefs posed to the Amarr Emperor's power, they rapidly expanded once the Amarr entered space, able to create colonies far away from the inquisitors. One group founded the Takmahl Empire, which reached great heights before collapsing under the weight of its religious practices, while others either reverted to primitivism or turned to piracy.

One of the latter was the Blood Raiders, which takes the emphasis on blood to heights unseen by other Sani Sabik sects, engaging in kidnapping and "people farms" in order to have a steady supply of blood for their rituals.

  • Ax-Crazy: Tend to be the least characterized of Pirate factions, with most of their actions attributed to their Religion of Evil.
  • Beam Spam: As Amarr pirates, they're naturally fond of this.
  • Cult: A derivative of the mainline Sani Sabik faction of the Imperial Faith, only with less reverence to the Emperor and more blood drinking.
  • Gradual Grinder: They specialize in using electronic warfare and energy-drainers to render their prey helpless, rather than just blasting them out of the sky as other factions do (though they're more than happy to do that as well).
  • Hollywood Satanism: With their kidnapping of children for ritual sacrifice, their "breeding" camps to ensure a steady supply of blood and sacrifices, and the nature of their beliefs, the Blood Raiders bear a number of surface similarities to the pop culture conception of Satanism, of both the '80s "Satanic Panic" variety and the pseudo-Nietzschean kind popularized by Anton LaVey.
  • Mana Drain: Energy vampires are a particular Weapon of Choice, and their playable ships have bonuses with using them.

    Guristas Pirates 
"I can neither confirm nor deny the allegations that... what are we being accused of again, Rabbit?"
"This time? G-g-grand piracy, sixth-degree m-m-multiple-homicide, terrorism and littering, i-i-if I'm reading this right."
"Yeah, that. No comment."
Jirai "Fatal" Laitanen and Korako "The Rabbit" Kosakami

Formed by two former members of the Caldari Navy, who go by the names "Fatal" and "The Rabbit", the Guristas Pirates 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 trifled with.

  • Arson, Murder, and Jaywalking: See the above quote....
  • Attack Drone: Mix up the standard Caldari missile-and-railgun bombardment with the heavily-armed drone flights of the Gallente Federation, considerably upping their overall firepower.
  • Damaged Soul: Fatal after the Crielere incident. Due to a bad clone he suffered from acute memory loss and fine motor skill problems. His charming associates took the opportunity to oust him and send him into hiding.
  • Damn, It Feels Good to Be a Gangster!: All the pirate factions enjoy their work but its undeniable that the Guristas seem to be having the most fun at it.
  • Faux Affably Evil: Fatal, always quick with a smile or a joke while he undermines international stability for his own profit.
  • Macross Missile Massacre: As Caldari pirates, they still make plenty of use of missiles (and have bonuses to speed and range with them), but it's their drones that serve as the real meat of their arsenal.
  • Mighty Glacier: Guristas ships are even slower than the already-sluggish Caldari designs they're based off, but they make up for it with far more firepower, particularly thanks to their large, well-fitted drone bays.

    Serpentis Corporation 
The DED has been making some inquiries into our operations in the Erme system. We're making inquires into how much the agents value their families' well-being.
Anonymous Serpentis Employee

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, and they are the primary pirate enemies in Gallente space.

  • Added Alliterative Appeal: Salvador Sarpati, CEO of the Serpentis Corporation. Bonus points if spoken with sibilance.
  • Close-Range Combatant: Take this to an even further extreme than their Gallente brethren - their massive hybrid turret damage and stasis webifier power bonuses give them what's effectively a small "Instant Death" Radius. If you allow a Serpentis ship to close to webber range, you have already lost the battle. This is one of the reasons the webrange-bonused Vindicator is known to players as the "Windicator".
  • Corrupt Corporate Executive: The Serpentis still operate like a corporation, making their entire leadership this trope.
  • Even Evil Has Standards: When the stellar flares tied to the appearance of wormholes at the beginning of Apocrypha slagged the Gallente planet of Seylin I, Salvador Serpati sent freighters of medical supplies to the system. The Gallente president and CONCORD admiral made it clear they wouldn't be giving him any return favors for it but the three of them agreed to the temporary truce needed to bring them in anyway.
  • Lightning Bruiser: Serpentis security forces use heavily modified Gallente hulls. That Vindicator? You can be sure its closing in with eight neutron blasters and a stasis web for the Eve equivalent of a knife fight.
  • Palette Swap: Their ships are black and gray hued Gallente ships.
  • The Alliance: The Serpentis allied with the Angel Cartel for protection and mutual profit, and both sides have benefited from it considerably, to the point where the Angel Cartel has an entire division called the "Guardian Angels" who exist only to protect Serpentis Corporation assets.
  • The Chase: A world event focusing on Serpentis CEO Salvador Sarpati, who had the alloyed tritanium balls to hijack a Titan. Considering that titans are utterly colossal and require thousands of highly-trained specialists to operate one at minimum, accomplishing this was unquestionably Sarpati's personal Crowning Moment of Awesome both in-universe and out.
  • Sibling Yin-Yang: Salvador Sarpati runs one of the largest criminal organizations in New Eden. By contrast, his sister Santimona Sarpati is the Reverend-Mother and CEO of the Servant Sisters of EVE.
  • Super Serum: The Serpentis deal in "boosters", performance-enhancing drugs that can give significant increases in someone's mental abilities at the cost of possible brain damage. Salvador Sarpati was adopted by the man who developed boosters in the first place,
  • The Syndicate: They control much of organized crime in Gallente space. They also have influence in the region of 0.0 space called The Intaki Syndicate, which was set up by Intaki exiles who sympathized with the Caldari during the first Gallente-Caldari war.

Ancient Civilizations

    The Jove 

Jovian Directorate/Third Jove Empire

A strange group of people who may not quite meet the strictest definition of "human" anymore, the Jove emerged from the collapse of the Eve Gate nearly unscathed, and soon after embraced genetic engineering to "perfect" the human race. However, their genetic experiments produced a debilitating illness, the "Jovian Disease", that drives its victims into a deep depression that ends in suicide. While harmless to non-Jovians, this disease crippled the Jove and their empire. Their highly advanced technology meant that they were still a force to be reckoned with, though, defeating the Amarr in a Curb-Stomp Battle that shattered their illusion of invincibility.

Since then, the Jove have retreated off to their own corner of the galaxy, closing all jump gates to their territory, their only contact with the outside world being through the Society of Conscious Thought (known outside Jove space for its elite university system) and their famously advanced spy network. They also gave capsule technology to the other empires.

  • Alien Non-Interference Clause: The Jovian Directorate imposes one upon all its subjects that forbids the transfer of Jove technology to less advanced civilizations.
  • Ambiguous Situation: What with their isolationist policies and lack of stargate access to Jove territory, what goes on in their space is basically one giant mystery after another. Sansha's incursion, Caroline's Star and the deactivation/collapse of their stargate network, nothing that happens in their space gets anything more than vague answers which tend to just raise further questions.
  • Curb-Stomp Battle: The Amarr-Jove War lasted only one battle, with the Amarr losing almost their entire fleet.
  • Death by Despair: The First Jove Empire's attempts to control their own emotions and limit their aggressive instincts led to the 'Jovian Disease', a psychological disorder that involved vast swathes of their population simply giving up on life.
  • Dying Race: It is confirmed in the "Inheritance" -chronicle that the Third Empire Jove are functionally extinct - as in there at most some thousands of them left and all are expecting to fall to the Jovian Disease sooner rather than later.
  • Generation Ship: The Jove motherships were originally constructed to be vast colony ships that would carry their people in stasis from their ancient home worlds toward a new land.
  • Human Subspecies: The Jove have genetically engineered themselves to the point where they became this.
    • The Greys: The description of their physical characteristics in the Eve lore — roughly four feet tall, huge heads, no body hair — bears a lot in common with the popular image of Grey aliens.
    • Space Elves: Long-lived, stagnant, melancholy, and massively technologically advanced... yep, they fit.
    • Transhuman Aliens: There's many indications that they can barely even be considered tangentially human by this point.
  • The Migration: After the Second Empire tried everything they could to stave off the Jovian Disease, the decided to pack up their entire civilization and leave their old homeworlds for a new region, where they now reside.
    • It's implied that they're doing this again, only this time they're leaving New Eden entirely. None of their ships have been seen in years while the number of Jove present in New Eden is steadily declining, and not just because of the Jovian Disease. the last contact with them was in YC 118 (2016 in real life), when they transferred ownership of several Jove corporations to the Society of Conscious Thought.
  • Mysterious Watcher: They're definitely mysterious, and they created a number of cloaked observatories spread throughout New Eden to observe their less-advanced cousins. For what purpose, none can truly say.
  • Neglectful Precursors: Possibly a Justified Trope brought about by the Jovian Disease. When they packed up their civilization the first time, they left enough behind on their old homeworlds in the Curse region for the Angel Cartel to reverse-engineer, which allowed them to become one of the most powerful criminal organizations in New Eden. It would have been even worse if the Amarr had been the ones to stumble across it.
    • There's speculation that they may be doing this again, as it would handily explain how Sansha Kuvakei managed to actually take control of a Jove station in the middle of their territory instead of getting blasted into space dust like the Amarr did when they tried invading.
  • Vestigial Empire: Thanks to the Jovian Disease, their current empire is a mere shadow of what they were thousands of years ago, and there's no indication they're going to recover any time soon.

The Sleepers

Suddenly the illusion of solitude shatters. Slender, articulated obsidian shapes slide toward you from the surrounding darkness of space. Your sensors scream claxons into your auditory cortex as the drones' targeting systems lock onto your ship. You are not alone. Perhaps you never were.
The Sleepers have risen.

One of the three ancient precursor races of New Eden alongside the Talocan and Yan Jung, the Sleepers are an enigmatic race whose ruins can be found in what is now Minmatar space. The opening of the wormholes to Anoikis, aka Wormhole Space revealed the existence of Sleeper-constructed stations and other bizarre structures present in the region. The only contact with them has been through their drones, millennia-old robots that use cunning tactics against those who would trespass around the now-defunct Sleeper stations. Unlike the Jove, it's not even known if the Sleepers are, or were ever, human. Apparently they were in contact with another extinct race known as the Talocan, who were also present in Anoikis, but for what purpose and what their interactions entailed is still a mystery.

  • Attack Drone: Pretty much the closest to any (confirmed) contact anyone's ever had with them is the drones left behind to guard and maintain their stations. Not a very friendly bunch, evidently, but that's probably justified by the fact that intruders are more likely interested in Grave Robbing the technology within than anything benign.
  • Dream Apocalypse: Turns out that, because all of the Sleepers are networked into a single virtual universe, the Empires' habit of harvesting implants directly from their very-much alive bodies is causing entire virtual cities to just disappear along with their inhabitants.
  • Human Popsicle: One piece of CCP's artwork for the Sleepers shows literally hundreds of what appear to be cryochambers crammed on the walls, floor, and ceiling of the inside of a small room on a Sleeper station. Apparently they are also very good with efficient use of space.
  • Human Subspecies: Just like the Jove, with considerable evidence that they actually are Jove who chose a different solution to the Jovian Disease than the Jove we know of today.
    • Transhuman Aliens: If the Jove can barely be considered the same species as humans, then the Sleepers take it Up to Eleven. At least the Jove still have bodies. Within their simulations, the Sleepers are just described as "strange beings with blue eyes".
  • Lotus-Eater Machine: It is noted that the Sleepers were masters of virtual reality technology, some of which can still be scavenged from their stations and drones. The Sleepers themselves are still alive, inhabiting a vast network called "The Construct".
  • Lost Technology: The Sleepers are/were masters of virtual reality, neural interfacing and cryotechnology.
  • The Plague: Given how many of their drones appear to be guarding 'quarantined' stations, it seems that some variation of this may have affected their civilization.
  • Precursors: And the one we know the most about, although that still doesn't amount to much. There's definite connections to the Jove Second Empire as well as indications that they may not be as gone as was previously thought.
    • Abusive Precursors: Maybe, maybe not. Some of their technology is not only far more advanced than any of the Empires', but it is also far, far older. They're also not very nice to wormhole explorers, but this is possibly justified by how the explorers in question tend to loot their stations with little regard for the consequences, as explained above under Dream Apocalypse.
  • Ragnarök Proofing: Functioning technology that is thousands of years old? Check. Said technology has been exposed to the rigors of space, including radiation, micrometeorites, etc. for that period of time? Check. That said, their stations have not held up quite as well as their drones, although some of their stations are still broadcasting stupidly massive amounts of information concerning... something.
  • Robots Think Faster: They may not be robots, but one of the benefits of shedding their organic bodies is being able to fully exploit all the advantages computers have over human brains, like thinking millions of times faster than we can.
  • Year Inside, Hour Outside: The Sleepers' simulation allows them to conduct experiments almost instantly with an incredible degree of realism and precision, allowing them to develop technology at an astounding rate that has caused them to surpass the Jove.


Strange pirates in advanced ships later discovered to be Jovian in nature. It's unknown what they want, but it's clear it's in New Eden, and they are not fans of capsuleers or Triglavians interfering.

  • Berserk Button: There are situations where Drifters won't attack you on sight, but that changes if you do something to provoke them, such as hanging around Jove Observatories or simply getting too close to them.
  • Floating Limbs: The turrets on their ships float at fixed points near the hull.
  • Hard-Coded Hostility: They start by simply shooting any capsuleer that comes close, then they develop a negative relationship towards a capsuleer that keeps beating them. In other words, the only relationship they can have with a player is a growing grudge.
  • Hit-and-Run Tactics: Employed by the Drifters when they attacked Empress Jamyl Sarum at Safizon. Dozens of Drifter battleships warped in, blasted her titan with their doomsday weapons all at once, blew up her pod, and then warped off before anyone present had the chance to do something.
  • It's Personal: There's no indication they like anyone in New Eden, and for the most part they seem to be indifferent to most. But any capsuleer who manages to beat Drifters in combat will gain a negative reputation with them, indicating that they're nursing a grudge over it.
  • Outside-Context Problem: It's assumed they're either Jovians who went Space Pirate or an offshoot of the Sleepers, but that's just because they're apparently Transhuman Aliens who like to use Greek. Apart from that, they've explained absolutely nothing regarding their motives, since all they express is "open fire."
  • Wave-Motion Gun: You know how doomsday weapons can't be mounted on anything smaller than a titan, can kill any vessel smaller than a supercarrier with one shot, and leaves the titan who fired it powerless for the next thirty seconds and unable to jump or cloak for the next ten minutes? Apparently every ship the Drifters make is equipped with a doomsday weapon, and they don't suffer the same ill effects from firing it that players do.
  • Zerg Rush: As of the end of June 2019, the Drifters have gone from Hit-and-Run Tactics to this against the residents of nullsec.


"Grious…are the Enheduanni human?"
"Not anymore."
Discussion with the Jovian, Grious - Theodicy

Perhaps the most mysterious of the current races, the Enheduanni, also known as "The Order", are a race that have mutated so much as to no longer be considered human. They are bent on manipulating the four great Empires into a devastating war, directing the course of history to suit their own interests. All that is known for certain is that they have a complete understanding of the human brain, and that they are utter masters of genetic manipulation, particle science, and quantum physics far beyond the understanding of even the Jove. With whom, incidentally, they are at war. All that is known about them comes from a single Jovian, so who knows what the truth may be.

  • A God Am I: The Enheduanni have grown so powerful and old that they have begun to believe this of themselves. Their ultimate goal, according to Grious the Jovian, is to unify the Empires and be worshiped by them of their own accord.
  • Ancient Conspiracy
  • The Chessmaster: It is hinted that one of their sleeper agents is responsible for the liberation of the Minmatar from the Amarr.
  • The Illuminati: Given their name, their stated role in the lore, and the mystery surrounding them (if they even exist), the comparisons are obvious.
  • Manchurian Agent: They make extensive use of artificially-grown agents, given full memories and none the wiser to their true masters. Upon activation, undetectable nanomachines in their bodies give them nigh superhuman abilities and the irresistible drive to accomplish their objective, even if they don't fully understand it.
  • The Pirates Who Don't Do Anything: For all their powers and scheming, they don't seem to be doing very much lately. Or maybe that's only how it appears.


"They built a stable network of wormhole connections among star systems that would not ordinarily or readily support such connections with each other. They altered the very fabric of space-time in the network’s systems. This is not merely stellar engineering. This is engineering the topology of space and time so as to serve a civilization. This was nothing less than an attempt to focus the telos of the universe itself on their existence and needs. Astounding arrogance."
Discussion with the Jovian, Veniel

One of the three ancient precursor races of New Eden, extremely little is known about the Talocan. Archaeological sites belonging to their civilization can be found in the Okkelen Constellation within Caldari space, but these gave very little . After the opening of the Anoikis wormhole network, derelict Talocan ships and stations were found within, guarded by the Sleepers and under quarantine for some reason.

  • Aztec Mythology: What their name appears to be based on. "Talocan" is another name for [Tlalocan](, the Aztec Fluffy Cloud Heaven ruled by Tlaloc, which indicates that Talocan culture had Mesoamerican influence. If the description of the Talocan Exchange Depot are any indication, this might not have been a good thing.
  • Abandoned Area: Talocan stations, battleships, cruisers, and frigates can be found drifting through space in Anoikis. Some are wreckage, but most are pretty intact.
    • Ghost Ship: The descriptions of these stations and ships emphasizes the fact their creepiness, noting how people in-universe feel like they're Being Watched when exploring them.
  • Hubris/It's All About Me: According to Veniel, anyway. The Talocan spent a truly outrageous degree of scientific and technological effort to permanently mutilate the very spatial fabric of the universe for the sake of more convenient travel.
  • Lost Technology: Judging from the remains of Talocan technology found in the archaeological record they were masters of spatial manipulation and hypereuclidean mathematics (whatever that is). They used this to build the Anoikis wormhole network.
  • Portal Network: Again, they built the Anoikis wormhole network, something far more impressive than the current empires' stargate network due to stargates being limited in where they can be built and the destinations they can reach.
  • Precursors: And apparently not as abusive as the Sleepers, though that might be due to the fact that all of the Talocan seem to be dead and their equipment non-functional.
  • The Plague: It seems that the Talocan were wiped out by some sort of plague, given that their ruins are all under a (millenia-old) quarantine by the Sleepers.
  • Ragnarök Proofing: Even after thousands of years many Talocan databases are still working, and some of their abandoned ships and stations even have active shields. Unlike the Sleepers' stations, none of these appear to have been maintained by drones. The description of a Talocan Embarkment Destroyer's wreck even says it looks sturdy enough to be rebuilt.
  • Space People: According to the lore, they were a migrant people who never stayed in one location for a long time. In addition to their actual ships, all of their structures were built to be modular and able to propel themselves through space.

    Yan Jung 
"The Yan Jung nation immigrated into our world through the EVE Gate eons ago. From where, we do not know, though the fragments of texts we've managed to translate talk about a mysterious middle kingdom. They settled here in Deltole, though we suspect they also colonized other systems, even in far off places. But what we've uncovered so far is here in the Deltole system, especially on Deltole V and VI, which seem to have been much more inhabitable back then."
–->— Sebast Mathon, Professor of Archaeology, University of Caille

One of the three ancient precursor races of New Eden, we know even less about the Yan Jung than we do about the Talocan. There is almost no indication what they were like aside from rare artifacts they left behinds and archeological sites found in the Algintal Constellation within Gallente Federation space.

  • Lost Technology: Judging by the remains of their technology found in the archaeological record, the Yan Jung were masters of advanced gravitronic technology and force field theories.
  • Precursors: Literally all we know about them is that they were one of the three precursor races of New Eden and what little can be inferred from their artifacts.
  • Schizo Tech: Yan Jung artifacts indicate they had this going on. Relic sites may have a "tachyon stetoscope"[sic] sitting right next to a set of silk armor and a vellum etch.
  • Space Romans: More like the East Asian equivalent; if the name and reference to a "middle kingdom" are any indication, the Yan Jung are descended from the Chinese.

    Triglavian Collective 
Cladeships of the 729 tactical troika classification in communion militant of Leshak Subclade of Veles Clade encountered vessels under guidance of augmented foreign narodnya at reverse-time co-ordinates (indecipherable) in sub-24 exclave of conduit loop construct-159. Corruption of hivelinking was found absent by Leshak Subclade and invocation of cladistic proving was invoked. The mortification of augmented foreign narodnya vessels proceeded as the following-time material realization. Ejection of the augmented command nucleus was observed and the foreign narodnya within subjected to mandated extirpation. The tactical troika of Leshak Subclade recorded the proving and released it to the cladeflow for advancing-time studious communion.

— Partial translation of Triglavian Trinary Datastream AFN3

The mysterious natives of Abyssal Deadspace.

  • A Lighter Shade of Black: They're just as hostile towards the empires as Drifters, but given how that hostility seems to be due to Blue-and-Orange Morality, they wish to be left alone more than anything and hate Drifters far more than anyone else, most people are content to leave them be until they need to get into Deadspace for something.
  • Another Dimension: A possible explanation for what Abyssal Deadspace is. It certainly doesn't look like anything you'd see in New Eden.
  • Arch-Enemy: They're simply weird towards capsuleers they find in Deadspace, but they hate Drifters, referring to them as "the Ancient Enemy Azdaja". As of mid-2019 there have only been hints as to why this is the case.
  • Arc Number: Obsessed with 3 and factors of 3, which show up everywhere in anything they make.
  • Attack Drone: A preferred weapon of Perun Clade.
  • Blue-and-Orange Morality: Possibly Values Dissonance, but regardless of the exact reason the Triglavians' behavior is weird. They basically invited anyone from New Eden to enter Abyssal Deadspace and "prove" themselves in deadly combat, promising "glorification of the fit and mortification of the unfit" to whoever came into their territory
  • Call a Rabbit a "Smeerp": Their language uses a lot of different terms "narodnya" for persons, and always "automata" for drones.
  • Disintegrator Ray: Their ships are armed with "entropic disintegrators", entirely new weapons systems that have no falloff range and do increasingly large amounts of damage as they fire.
  • Flaunting Your Fleets: Probably unintentional on the Triglavians' part, but the Wham Shot of the Xordazh World Ark and its attending fleet was a very impressive sight.
  • Leave No Survivors: Should you lose your ship in Abyssal space, the collective will proceed to destroy your capsule.
  • Oh, Crap!:Three capsuleers entered a deadspace pocket in the Invasion trailer, and when the Xordazh World Ark's huge escort fleet activates weapons and starts moving to intercept them, their reactions were this.
    Tristan: Uh, guys?
    Garmur: We are definitely running.
    Tristan: Oh shit, I have implants in this clone!
  • Outside-Context Problem: Unlike the other ancient vanished civilizations in New Eden, there had been no indication in- or out-of-universe the Triglavians existed at all, not until players started recovering trinary data vaults from the wrecks of damaged Drifter fleets in 2018. Even then, no one had actually seen one of their vessels until CONCORD towed a heavily-damaged Vedmak-class cruiser into Yulai.
    • May be a partial subversion. At least one lore podcast noted that trinary data vaults had cropped up at least twice prior to Drifters dropping it. Both times, said vaults were in the hands of Jove NPCs, and player translations seem to indicate prior interactions between the Triglavian and Jove at some point in the past. So while they're an outside problem, they're not entirely without context.
  • Power Glows: All Triglavian ships appear to be built around an ominous-looking black sphere with a glowing red corona that appears to be a singularity reactor.
  • Proud Warrior Race: They appear to have strong traditions surrounding "cladistic provings", AKA ritual combat. Abyssal Deadspeace appears to be the Collective subjecting intruding capsuleers to such "provings".
  • Red Eyes, Take Warning: The glowing eye bits on Triglavian helmets glow red.
  • Starfish Language: The above translation is the best CONCORD can come up with for their language. The players have done a bit better with it.
  • Wham Shot: In the Invasion trailer, when the three capsuleers break through the deadspace clouds to see a lot of Triglavian ships and the absolutely titanic Xordazh World Ark.
  • Worthy Opponent: They don't develop a negative attitude towards you for beating them in their provings.


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