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Eve has a lot of pirates under are just some of the biggest groups of outlaws you may have the bad luck to run into as your out trying to make a living among the stars. We will start with the NCP pirates.If you are going into any of the races space remember to fit for the damage the local pirates give out as they try to make you their next vitcim.

The Angel Cartel are a huge organized crime syndicate based out of the Heaven constellation in the Curse region, where they at one time encountered strong opposition from a capsuleer coalition known as the Curse Alliance. While the bulk of their empire activities are focused in the Minmatar regions, they have extensive business throughout the New Eden cluster. A division of the Cartel, the Guardian Angels, are contracted to provide security for the Serpentis Corporation, using their own unique ships which are rumored to be based on Jove technology. The Angel Cartel control a notable share of the “grey market” smuggling of competing products into megacorporate enclaves in the Caldari State.

Recent Events

Those Cartel members who care about events in Empire are not much more enlightened than anybody else - some are still a little bitter about pulling back from Skarkon, but most are just figuring that conflict will result in a greater demand for their products and a decreased security presence on the fringes of Minmatar space where they operate. There's mutterings that the Dominations know rather more than they're letting on to the rest of the organization but, well, that's business as usual and surprises no-one. Of more concern to the average Angel is the loose faction that splintered from the Cartel.

Historically the Cartel has garnered a great many recruits from Minmatar civilians disenchanted with the Republic; many of these individuals saw the rediscovery of the Starkmanir people and the Minmatar backbone as a sign that times were changing, and after re-evaluating their position decided that the Cartel was no longer for them. With the Republic reluctant to welcome them back with open arms, there are signs that they're beginning to group together in loose packs, and the Cartel is already worrying about their destabilizing presence.

 

The Blood Raider Covenant is a particularly gruesome sect of the generally reviled Sani Sabik cult. They were recently taken over by Omir Sarikusa, who instigated several changes.

Philosophy

While all modern Sani Sabik rituals use blood in some manner or another, the Blood Raiders Covenant places particular value on it, and will go to great lengths to acquire it from what they believe to be the richest and most unspoiled sources.

Under Sarikusa's rule, the Blood Raiders went from targeting children for their blooding rites to targeting cloned individuals. Because so many pod pilots are clones, the Blood Raiders have begun piracy in order to capture them. They are utterly ruthless in obtaining the precious red, regularly boarding other spacecraft and abducting all aboard; some sects prefer to process their "donors" aboard the captured ships instead. They refer to the Sisters of EVE as "little hunters" and often follow their movements to be directed towards the nearest disaster. From their base in Delve they launch lightning raiding parties and surprisingly well co-ordinated incursions deep into Empire space in pursuit of their goals.

During Dochuta Karsoth's corrupt rule of the Amarr Empire, he was in contact with the Raiders and employed them for various illicit projects. Karsoth apparently approved of Raider philosophy to the point that he sent them various Amarr emissaries, including Antar. Following Jamyl I's return, Karsoth fled to the Blood Raiders and hid among them. He was later recaptured by the Empire.

Recent Events

The Blood Raiders were both terrified and enraged with the return of Jamyl Sarum, to say nothing of their annoyance that their dealings with Chamberlain Karsoth didn't work out quite like they'd hoped. They are otherwise politically uninterested in the affairs of the heirs, at least to the casual eye. There's been an upswing in Raider incursions along the empire borders in the The Bleak Lands and Devoid regions, and their priests are handing out some unusual assignments. But they remain bitter enemies with Jamyl Sarum, and are both scared to their core and—to the extent that their new purpose in life is to eliminate her— inspired.

 

 

Sansha's Nation

Sansha's Nation is a rogue state that occupies the Stain region. It was founded over a hundred years ago by Sansha Kuvakei, who wished to create a utopian society based around the exploitation of brainwashed slave labor and a small, cybernetically enhanced elite. Nation, as it is called by its citizens, was destroyed by a CONCORD-led coalition of the empires in YC 37, leaving only remnants behind. However, the survivors managed to band together and reemerged in YC105, gradually restoring its power and growing until launching a series of invasions into empire space in YC112.

Foundation

Sansha's Nation began forming in 5 YC, shortly after the establishment of CONCORD, by a Caldari industrial mogul named Sansha Kuvakei. Kuvakei had inherited much of his fortune, his family having grown wealthy during the Gallente-Caldari War through arms manufacturing. He saw the unfettered colonization of space by the empires as a grand opportunity and purchased several pockets of space across New Eden, including a core group in the region that would later be known as Stain.

Within these pockets, Sansha began his own armaments programs independent of the empires, building up a small army of his own. Along with the military buildup, Sansha preached several utopian ideas, such as his dream of a nation ruled by the intellectual elite. He quickly gained followers, while the mining and trading done within his empire brought him wide prestige. Sansha's Nation, as it was being called by outsiders, came to the forefront of galactic politics.

The praise only fueled Kuvakei's delusions of grandeur and megalomania, leading him to begin exploring ever stranger ideas. Believing that the world would be better off under his rule, with his chosen elite free of all burdens, he sought to create a loyal army of workers and soldiers. However, he realized that drones would lack creativity and adaptability. His solution was to join Jove capsuleer technology with existing brain implants to create willing slaves. Before he could perfect this technology, however, he needed test subjects.

Initially, Kuvakei experimented on Minmatar slaves obtained from the Amarr Empire, which provided them with the belief that new methods of slave control were being developed. In reality, Kuvakei was turning them into an utterly loyal army of zombie-like people who obeyed his every command. Not only were these True Slaves, as he dubbed them, used for menial labors, they also were guards and soldiers, composing the entirety of the Nation's naval forces.

With his army of True Slaves providing for their every need, the scientists, philosophers, and other intellectuals became the Nation's True Citizens. While some were left unaware of the true extent of Sansha's crimes, they nonetheless spread the good word of Nation, bringing more followers into the realm. Soon, the Nation spanned several regions, rivaling each of the empires in might.

Downfall

In YC 37, the truth of Sansha's Nation was revealed to the world at large. CONCORD called for Sansha to surrender himself and face the charges, but Kuvakei refused. He knew that eventually his secret would be let out and had prepared for a violent reprisal. However, he had not anticipated the ferocity of the opposition against him.

All five empires, including the Jove, whom he had expected to stay uninvolved, and the Amarr, whom he had anticipating siding with him or, at worse, remaining neutral, banded together to form a coalition against the Nation. The coalition of empires swept into his realm, smashed his fleets, and destroyed his infrastructure.

Sansha himself was reportedly killed in the fighting; the Gallente Federation retrieved a body which matched Sansha's DNA and appearance. All that was left of his once mighty Nation were scattered survivors, ruined stations and settlements, and wrecked ships.

Reformation

Over the next several decades, the remnants of the Nation slowly gathered together. A few of the Nation's commanders had survived. They pulled together the aimless True Slaves into the heart of Sansha's old promised land. A smattering of carefully hidden stations had been spared the onslaught; these served as the new base of Sansha's Nation.

The commanders slowly began the process of rebuilding the Nation from the scraps. They built new ships, fresh stations, and secretively recruited new members. Operating through shell corporations, go-betweens, and mercenaries, they procured new subjects for the True Slave conversion. It was slow going at first, because they wished to avoid attracting the attention of the still-hostile empires.

Reemergence

Sansha's Nation returned to the cluster-wide stage in YC105. The Nation had regained enough of its strength at this point to survive, while the politics that had brought the four empires together were slowly crumbling. Additionally, exploration by capsuleers disrupted their operations, forcing them to emerge from hiding.

The Nation began sending ships on raids across the cluster, though they focused on their nearest neighbors, the Amarr Empire. In early YC108, they began to make raids against the Angel Cartel, igniting a brief territorial war between the pirate factions. They soon began expanding further, sending probe ships across Stain and neighboring regions.Soon after, a person identifying itself as Sansha's Speaker released an ultimatum to the Cartel and cluster at large. Soon after, however, the Nation went silent again, apparently returning to its own ways such as picking among dead bodies following the Empyrean War.

Revival

As these actions appeared unfocused and undirected, many concluded the True Slaves simply continued to act on decades-old orders. However, in May of YC 112, the Nation reawakened fully. Several solar systems across New Eden were suddenly assaulted by massive Sansha's Nation forces. The initial assaults came in the systems of Niarja, Tama, Balle, and Kamela, with Nation forces pouring through unstable wormholes seemingly under control of the Nation. In these initial assaults, approximately 200,000 people were abducted before capsuleers managed to drive off the invaders.

These incursions escalated over the following weeks and months. More shockingly, an individual naming himself Master Kuvakei emerged, speaking on behalf of the Nation. While some expressed skepticism that this was Sansha Kuvakei himself, others believed that Sansha had been somehow resurrected to lead the Nation again.When capsuleer probes later returned images of the Nation controlling portions of Jove space, tensions rose across the cluster. Conversely, people across the cluster began showing support to the Nation.Disturbingly, there was little sign of resistance or fighting on planets attacked by the Nation, with evidence pointing to people peacefully allowing themselves to be rounded up.

Nation attacks continued for several months. Despite capsuleer resistance, many systems, particularly those in low-security areas, were devastated and completely depopulated by the assaults. Master Kuvakei was finally confirmed as Sansha Kuvakei himself, though the truth of his survival has been left a mystery. However, in December, the attacks changed focus. Rather than assaulting planetary populations directly, the Nation began to disrupt capsuleer activities across constellations. This change in tactics was seemingly in response to the capsuleer resistance, though some believe the earlier raids had replenished the Nation's True Slave populations sufficiently to make continued slave raids less necessary.

Government

Sansha's Nation is a totalitarian dictatorship, ruled solely by Sansha Kuvakei. He holds complete command over the legions of True Slaves, directing them to whatever whims he holds at the moment. The True Slaves are instructed through implants connected by a fluid router system, allowing Sansha to issue orders to any True Slave at any time, no matter his or their location.

However, Sansha does not have the faculties to control every individual detail of his Nation, no matter how much he might wish he was able to. Instead, he delegates local control to a number of highly trusted, loyal True Citizens such as Vizan Ankonin, Chelm Soran, Citizen Astur, and Citizen Arson. These commanders are given carte blanche to act as they see fit to advance Sansha's vision. However, because they too are fitted with Slave Implants, they are prevented from acting against Sansha's will in any way.

Foreign Relations and Military

Sansha's Nation takes a hostile stance toward most sovereign powers in New Eden. It currently continues to make incursions against the space of all members of the CONCORD Assembly, as well as several non-aligned organizations as well. It has come into open conflict with the Angel Cartel in the past and remains hostile toward them and the Serpentis.

The Blood Raiders and Guristas maintain an uneasy truce with Sansha's Nation, born more out of a mutual hatred of the Amarr Empire and Caldari State than any similarity in ideals. The three groups refrain from attacking each other or preventing the interests of the others from being achieved. They rarely work together and the Nation has been known to poach members from its allies.Sansha's is defended by legions of True Slave crewed and piloted ships. Its vessels are instantly recognizable for their unusual designs, featuring spine-like antennas and dark, domed windows. They possess powerful shields, armor, and laser technology, being on the cutting-edge of design and in many cases surpassing the technology of the empires.

The Nation has recently discovered a method of creating artificial wormholes at a whim, enabling them to quickly strike across the cluster and lock down entire constellations. This technology has not been replicated by the empires, giving the Nation logistical superiority over its many enemies.

Most recently, Sansha's Nation has been targeting capsuleers with their incursions, though it continues to make attacks of opportunity against empire targets. Some capsuleers have declared their loyalty to the Nation; recently the Nation has been openly welcoming and recruiting them.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Economy

Sansha's Nation does not have an economy as would be understood by traditional economist. As the majority of its population are True Slaves who do not require money in any form, it has no currency.True Citizens are given anything they desire, either produced by the.True Slaves or captured during raids on its enemies.The Nation produces the majority of its material needs internally

through labor of the True Slaves. It has several colonized worldsdedicated to food production, while utilizing stations and mining colonies to produce raw materials and transform them into new ships and stations. The Nation even has several small factories to produce luxury goods for its True Citizens.It does not actively trade with any party, thoughit does occasionally exchange resources to a limited degree with the Guristas and Blood Raiders.

Demographics

The majority of the Nation's population is composed of True Slaves. At least 99% of its population are True Slaves, with some estimates putting it even higher. Only a small number of Sansha's Nation are free from the control of the Slave Implants. These individuals, known as True Citizens, are mostly scientists, researchers, philosophers, doctors, artists, and other intelligentsia. Recently, more military experts have emerged as True Citizens, in an effort to strengthen the might of the Nation's navy.

Ethnically, the Nation is relatively diverse, closely matching the demographics of the cluster at large.

Technology

Sansha's Nation is technologically advanced, matching and in some cases surpassing every empire save perhaps the Jove. Even then, the Nation may have access to Jove technology, as they have been captured occupying stations in Jove space. Its areas of most advancement are ship design, gravitational manipulation, and implant technology.

Ships

Sansha's ships are well known for their alien designs, with smooth, bulbous shapes and protruding spines. They possess advanced laser technology, similar in design and function to the weapon systems of Marauders, though all Sansha ship classes utilize it. It's most recent ships have displayed highly efficient energy neutralizers, powerful shields and armor repair capabilities, effective afterburner and microwarp drives, and extensive electronic warfare capabilities.

The Nation utilizes several basic hull designs, though they have great internal variations. The four most well known are known as the Succubus, Phantasm, Nightmare, and Revenant. Blueprints for these designs have fallen into capsuleer hands. However, at least one other style of frigate has been seen, though its name and design has not been disseminated outside the Nation.

Wormholes

The Nation has also discovered a method of creating artificial wormholes, seemingly at will. These wormholes allow only Sansha ships to pass through, though they can be disrupted by continued gravimetric jamming. The method the Nation uses to create and restrict these wormholes is unknown by the rest of the cluster, giving them a huge logistical advantage.

 

 

Serpentis

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The Serpentis are a major pirate faction in New Eden, named after their founder.

Salvador Sarpati founded the Serpentis Corporation as a holistic cutting-edge

R&D company, with a core competency in biochemistry. Rumors of illegal research, shady deals and underworld connections grew in frequency as the corporation moved its operations more and more into lawless space, and by the time the Gallente Federation started seriously pursuing the tycoon and his corporation it was already too late - he had installed himself in the Fountain region and was all-but untouchable.

Today Sarpati is rumored to live in luxury in his own outpost in Serpentis Prime, while his corporation pursues unfettered research in Boosters and other illegal hardware, and his Guardian Angel allies ensure the security of his domain. The Serpentis also control a notable share of the “grey market” smuggling of competing products into megacorporate enclaves in the Caldari State.

Recent Events

Like their sometime-associates the Angel Cartel, the Serpentis are paying a great deal of attention to recent developments. Their business relies heavily on indirect links to the Federation, and it's rumored that Sarpati still has unfinished business there. Serpentis Corp employees were glued to the newsfeeds as events unfolded, and they're still talking about it even to this day.

 

Mordu's Legion

Mordu's Legion is a minor faction in New Eden. It was formed by military mastermind Muryia Mordu after the Waschi Uprising, when he took many of his disenfranchised, former Intaki troops - who had been persecuted on Kamokor IV by nationalists - under his wing. Their first action involved putting down the same uprising. They performed this task quickly and efficiently, establishing a trustworthy reputation that has remained to this very day.

 

Initial Founding

Towards the end of the first Gallente-Caldari War many Intaki, who sympathized with the Caldari side of the fight, were exiled from the Gallente Federation. They, alongside others who defected, approached the Caldari and stated their willingness to take up arms against the Federation. Many of these men and women were trained soldiers and brought a wealth of expertise with them that the Caldari military forces were keen to exploit. So as not to cause a loss of cohesion among their existing units, aware of potential cultural differences between Caldari and Intaki, they elected to form a single unit with the defectors rather than spreading them out among existing branches of the Caldari military. They placed this unit under the command of Brigadier General Muryia Mordu, known for his tactical acumen. By the end of the war the achievements of the unit, still mostly made up of Intaki troops, were hailed as nothing short of modern military legend. [1]

Following the end of the war, which had lasted almost a century, the Intaki were invited to stay in Caldari society and granted accommodation in Waschi City on Kamokor IV. Over the years that followed a nationalist movement took root on the planet, centered on this city specifically due to the proportionally large presence of the Intaki residents. Many were the subject of victimization and xenophobic attacks, incidents that began to go unchecked by local authorities as well. Eventually a full-blown uprising against the Caldari government began when Caldari authorities attempted to bring the city to order, having descended into almost daily violence.

During this uprising the Intaki who served in the war sought the help of their former commanding officer. Muryia Mordu responded, having recently retired from the navy, and took steps to reform his old fighting force. However, this was complicated by the fact that none of them were officially serving in the military anymore, placing them in a difficult situation in terms of fighting back against the uprising. Mordu formed the fighting force under a mercenary banner, calling themselves Mordu's Legion and assisted the Caldari in dismantling the uprising, which they did with calculated efficiency under Mordu's leadership.

Following the Waschi uprising, the Caldari Navy offered Mordu's Legion an official station within the navy itself. Mordu turned down this offer, and maintained his leadership over his new mercenary force which operates to this day in New Eden as one of the most venerated and effective freelance military contractors.

Caldari Ties

The Legion retains close ties with the Caldari State, and its leadership remains Caldari, though members of all races are welcomed in its ranks, so long as they are not known enemies of the State. The State allows the Legion access to high-end Caldari military gear, and long-serving members of the Legion who are not State citizens are commonly offered Caldari citizenship upon retirement.

The Legion has set up home in Pure Blind and now operates as a professional mercenary outfit. While the loss of their long-standing contract with ORE during the latter's recent hostile takeover by the Serpentis was a blow, Mordu's Legion is still very much a force to be reckoned with. It is a notable feature of their professionalism that the Legion does not perform training tasks itself, expecting new recruits to have prior combat experience.

Mordu's Legion in the Empyrean Age

Since the dawn of what is widely referred to as The Empyrean Age, when capsule technology became available for private individuals spawning a large surge of capsuleer pilots across New Eden, Mordu's Legion has both endured the assaults of the capsuleers and secured stronger ties with major empires. They have changed the face of their activities with the Caldari State and Gallente Federation, acting as peacekeepers both in the Intaki system as well as on Caldari Prime.

The Legion has also gained several new technological advances over recent years, resulting from their new-found partnerships and giving birth to several new ships in their arsenal.

Legion Under Fire

Despite the good standings with the Caldari State, other empires continually find themselves and their operations at odds with Mordu's Legion activities. Being a mercenary organization at their core has not made the Legion many friends. Even within the Caldari State itself their activities are not exclusively beneficial to the State, and the Legion are contracted by minor criminal entities regularly to run interference and protection operations. Frequently, empire agents will contract counter-operations targeted at not only the employers of the Legion, but also Mordu's Legion itself.

With the rise of capsule technology spreading beyond the privilege of the empires, many agents began to utilize the skills and capabilities of capsuleer pilots to disrupt Legion activities. As Mordu's Legion itself lacks any major capsuleer capability at this point, they often come out of such conflicts on the losing end, although their recent entries into the capsuleer-level spaceship race may indicate greater emphasis on luring capsuleers to their cause.

Further to this complication, CONCORD has many blanket-issued bounties on different threat classifications of Mordu's Legion ships for capsuleer pilots to claim at will. As such they have chosen to maintain a smaller static presence in New Eden compared to other outlaw entities and pirate organizations. Instead their bases are temporary, secreted away in dead space pockets, and their command and organizational structure is broken down into regional cells responsible for their own local agendas.

ORE and Serpentis

In YC 106 Orion Mashel, the reclusive CEO of Outer Ring Excavations, was reported to have had a personal and heated meeting with Muryia Mordu. The meeting attracted media attention given Mashel's recluse nature and being known for not accepting visitors at his headquarters . [2]

Several days later, Mordu's Legion was seen mobilizing on a large scale, reportedly under the direct command of Muryia Mordu himself. [3] The taskforce then penetrated deep into Serpentis Corporation space, avoiding all conflict with Serpentis forces as they orbited an installation in the heart of Serpentis territory and utilized an unknown device directed against a chemical storage facility. [4] They then promptly left, no evident damage resulting, and were pursued by Guardian Angel forces responding to the incursion. Several Legion ships were reported destroyed in running skirmishes though Mordu himself and the bulk of his fleet returned to headquarters unharmed. [5]

In an emergency meeting that followed, Mordu organized large scale defensive pickets around ORE facilities to safeguard against further retaliation by Serpentis and their Angel Cartel backed security forces. Many other Legion forces were left marauding in the Fountain region, proving to be a thorn in the side of the Serpentis. A week later the Serpentis and Cartel forces began a campaign to push the Legion forces out of Fountain, which eventually succeeded as Mordu yielded the field. [6]

This clandestine campaign prosecuted by the Legion unsettled many factions including several prominent capsuleer alliances, all of whom publicly demanded answers from the Legion. However, none were forthcoming.

Following this, tensions clearly rose between the Legion and ORE, leading to the opinion that the incursion into Serpentis space was against the wishes of Mashel, or that Mordu himself opposed the campaign and was pressured by ORE. Either way this campaign left a sour note in the relations between the two corporations. Mordu's Legion eventually lost their contract with ORE as the Serpentis took a different approach to the conflict and announced their buyout of large portions of ORE shares. [7] This put the Serpentis Corporation in a position of control over ORE policy, likely contributing to ORE's decision to revoke the Mordu's Legion contract for protection. In exchange this buyout secured ORE assets against further interference from Serpentis activities as well as their allies among the Angel Cartel.

Intaki Prime and Ishukone

During the long-standing Caldari occupation of the Gallente systems, designated as a contested zone under the CONCORD Emergency Militia War Powers Act, in YC 111 the Caldari Providence Directorate held a blind auction for the administration and development rights to the systems under their control. [8] Intaki was the only system awarded to the Ishukone Corporation. [9] In a deal with the Mordu's Legion and the Intaki Assembly, both corporations moved in to provide security and commercial shipping services to the planet's governing authority.

This was revealed to be a mutual business deal between Ishukone, the Legion and the Intaki Assembly, who retained rights under Gallente laws to franchise both services as they saw fit. [10] Traditionally security was franchised to the Federation Navy and commercial shipping to FedMart.

Ishukone commercial ships, backed by Mordu's Legion military forces arrived in orbit over the planet in March YC 112. Despite the auction results having been announced the previous year, until this point no movement had transpired on Ishukone's part. Furthermore, the system control had been retaken by the Federal Defense Union militia a week previous. The FDU were spurred to action over the reports and large conflicts took place over the contested planet. This was followed by a plea from the Intaki Assembly for a cease fire, directed at the FDU, as they declared both corporations to be "present in Intaki at the specific and un-coerced request of the Assembly,". [11] Later that day the Federation Navy attempted to reassert control over the system by sending a fleet under the control of Admiral Gouenette. The fleet was refused entry at the Intaki stargate in Agoze, and the Intaki System Command informed the admiral they were "neither required nor welcomed." [10]

While Ishukone are prohibited from sending any armed military ships to operate in Intaki, the Mordu's Legion are given full authority to police the local space and were given full military access. This is entirely subject to civilian oversight by the Intaki Assembly.

Economic and political analysts across New Eden have speculated on the specifics of the deal between the three entities, mainly centered on Ishukone and their financial capability or willingness to have hired the Legion forces as a system-wide security force. It was well known that the Ishukone corporation's financial situation had taken a noticeable decline under the rule of Tibus Heth and the now dissolved Caldari Providence Directorate, still in power during these events. It is possible that much of the potential expenditure was covered by the securing of shipping and development franchise rights with the Assembly itself, though much was left unanswered. There has also been wild speculation that the Intaki Syndicate and the Mordu's Legion may have come to a back room understanding allowing the Legion to make further inroads with security prospects with the organization.

Caldari Prime Peacekeeping

Following the events of Operation Highlander, a concerted effort by the Gallente Federation to retake Caldari Prime from the Caldari State, the planet was declared a demilitarized zone in a treaty by both sides. Following the destruction on the planet during the conflict, caused mostly by the remains of the Leviathan class Shiigeru titan crashing to the surface, the administration of the planet was divided into two districts, Gallente and Caldari controlled. Soon afterwards, the Mordu's Legion announced their appointment as planetary security.

This deal was, again, brokered by the Ishukone corporation who stepped in to negotiate the terms of the ceasefire and the Caldari Prime Treaty that followed. Having an already established relationship with the Legion due to their mutual role in the Intaki system, the Legion was seen by both sides of the conflict to be an ideal and already proven neutral solution to the question of security for the planet.

Mordu's Legion remains currently in complete control of the planet's security coordination and have worked closely with the Ishukone corporation in the Caldari district, and Material Acquisition in the Gallente district. The Legion also provides regular reports to the Caldari Chief Executive Panel and the Gallente Senate for the sake of transparency.

Since their appointment as security the Legion has received praise from both administrations for their handling of the civilian populous. While complaints against the Legion have been made for some instances of heavy-handedness, overall no major incidents have arisen. Documented cases of the Legion successfully calming or neutralizing outbreaks of violence state they have been both effective, and even-handed in their duties.

Research and Development Activities

In YC 116 the Mordu's Legion reportedly fielded new ship designs in what seemed like shakedown cruises around their home region, as well as their operations in the Intaki system. Shipping reports in Intaki specifically highlighted unknown silhouettes dispersed among the traditional Caldari designed Mordu's Legion patrols engaging in interdiction activities as well as seemingly leading the patrol fleets.

Eventually these new ships were classified under CONCORD records, revealing three new ships to be deployed by the Legion. A frigate class, the Garmur; a cruiser class, the Orthus; and a battleship class, the Barghest. Disclosed statistics for the ships displayed a preference for advanced missile technology and long range warp drive disruption, seemingly derived from both Caldari and Gallente technology. More importantly these new ship classes are entirely designed from the ground up to accommodate capsule command systems, unlike their older Caldari designs which have mostly been traditional bridge crew operated with very few capsuleer pilots among the Legion in general.

This has re-sparked speculation surrounding the nature of the relationship between the Mordu's Legion and their Caldari and Gallente partners. Ishukone, not only known for their introduction of capsule technology granted to them by the Jove Empire,have been major influences in the development of missile technology now prevalent in most Caldari ship designs today.It was later revealed that the Legion had acquired the use of one of Ishukone's think-tanks, Kiiragustektaa, to help design a new ship, fitting to the needs of the Legion in their new role in Intaki. This same think-tank was recently credited with the development of the advanced Target Spectrum Breaker system.

While the Legion has not confirmed any specifics, stating it as a matter of proprietary security, it is thought this may have been a larger part of their deal to secure Intaki space. Ishukone have also refused to comment on this, citing similar reasons of confidentiality.

Wilder speculation as to the origin of the Gallente technology, evident in the systems powering the long range scrambling technology, range from back-room deals made with Gallente corporations following their role on Caldari Prime to the rumored ties with the Intaki Syndicate.

Military experts have stated that the emphasis on long range interdiction technology is aimed at increasing their effectiveness as peacekeepers and paramilitary police in the Caldari-Gallente warzone. This may signal a wider shift towards such roles in the future.

Increased Recruitment Activity

The Legion didn't actually participate in the fighting, but their rapid response and clear willingness to get involved has earned them plenty of additional friends within the Caldari Navy and Megacorporation security forces. Recruitment activity is at an all time high as the Legion has been actively seen seeking new recruits among the disaffected soldiers in the current warzones. Fuelled by the recent turmoil following the dissolving of the Caldari Providence Directorate and Tibus Heth's regime, many Caldari soldiers have taken to joining the Legion seeking to put their military skills to use in a different field. Likewise, Gallente military personnel who are seeing the Legion operate up close in their role on Caldari Prime are known to have resigned their positions in the Federation Navy in exchange for employment with the Legion. a paragraph. Click here to add your own text and edit me. I’m a great place for you to tell a story and let your users know a little more about you.

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Guristas Pirates

Founded by the charismatic Fatal and technically-minded Rabbit, the Guristas pirates are a fearless, 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.

History

Founding

In YC 86, Jirai “Fatal” Laitanen found himself passed over for promotion, a blow felt keenly to his ego. His friend Korako “the Rabbit” Kosakami was held responsible for a fatal crash landing. Deciding they had enough, the pair from the 37th (Octopus) squadron stole a Condor-class frigate and disappeared into the lawless void between Caldari and Gallente space.

In YC 94, they re-emerged with the founding of the Guristas, which means ‘naughty people’ in the Caldari tongue. Their criminal organization quickly rose to fame and power within the New Eden underworld. Profiling themselves as a haven for Caldari exiles, they managed to grow their ranks at a steady pace.

Kidnapping of Ambassador Rileau

YC 101 was the year of their biggest heist to date. They succeeded in the kidnapping of Ambassador Lucin Rileau through playing on his passion for gambling. While a disguised Fatal purposely lost a gamble where his ship was entered as a stake, the Rabbit had the ship rigged to fill with sleeping gas. When the ambassador and his bodyguards entered the ship to inspect their winning, the nitrous oxide knocked them right out. The Gurista duo made off with their valuable target, only to be followed by a fruitless search from the Gallente for their man. Thanks to the ineptitude of the Federation in dealing with the situation, they were able to exchange the ambassador for a sizeable ransom of uncut diamonds, provided by the father of the victim.

Ishukone and the Raven

The Guristas are not against working with the Caldari when it suits their agenda, and no event is more notable than the story of how they obtained access to the Raven battleship blueprint and the start of the career of Otro Gariushi as Ishukone’s CEO. Most of this however is still unknown to the public today.

Otro Garuishi’s father, Villamo, started dealing drugs for the Guristas after he lost his job as Ishukone for stating the truth rather than what his superiors wished to hear. The loss of his wife in an industrial accident, and the estrangement of his daughter meant that his hopes were built upon providing his son Otro with a better life. This hope however was cut short when an Ishukone executive shot Vilamo after purchasing drugs from him. The Guristas, disgusted by the actions and knowing of Vilamo’s plight, offered Otro a chance to enter their ranks.

While Otro was further raised under Guristas influence, he drifted apart from them in pursuit of his quest for vengeance. This caused a notable rift between himself and the officer named Bane, who was working with the corrupt Ishukone CEO Les Akkilen. Akkilen provided the Guristas with information on their competitors in exchange for protection, a move that was beneficial to covering up his failures as a CEO.

Otro, who managed to recover his long lost sister Mila, struck up a partnership with her and his associate Gavriel, benefitting from Mila’s years of corporate espionage under the guise of an escort service. Together they targeted Ralirashi Okimo, the Chief Financial Officer for Ishukone. From him they extracted information on the Raven, a secret project that Akkilen was unaware of which Rali was funding to ensure his position within the company. One of Mila’s madames persuaded Rali to work with them through means of blackmail and by playing on his weaknesses.

During a board meeting, Rali unveiled the Raven. It was sent into unregulated space and attacked a Guristas fleet. Otro used this to convince Fatal that he must tell Bane to halt the ongoing attack on Gavriel and Mila. Base refused and Fatal agreed to give up Bane in exchange to access to the Raven blueprints. Proof of Akikilen’s corruption was presented to the board and established Otro Gariushi as the new CEO of Ishukone, joined by his sister Mila as CFO (known as Kinachi Hepimeki to the public).

Crielere

A dark page from the Guristas’ history comes from the events that took place at the Crielere research project. Fatal managed to have a Caldari research agent named Ariko spy on behalf of her parent corporation Wiyrkomi. She was instructed to poison the Senate-enlised Medila, the personal aide to the two head scientists. Meanwhile Otro Gariushi (then already CEO of Ishukone) had blueprints and equipment stolen to assist in further sabotage. When the Senate caught wind of this debacle they pulled their funding, as did the involved mega-corporations. The project remained running with only a skeleton crew in place, unprotected now that the Empires had pulled back their police forces.

This opened the way for Fatal and the Guristas to arrive. Capsuleers, however, caught wind of the situation and attempted to drive back the pirate forces. The Guristas targeted the station and caused massive damage before being forced to temporarily retreat. Later on they returned and, thanks to past access granted by Ariko, the Rabbit was able to enter the station and capture one of the head scientists, Tarimo Umailen. Using his life as a ransom, the other head scientist Henric Touvolle was also kidnapped and led off station. It was during this escape that Fatal got podded, resulting in his ousting from the Guristas and subsequent exile as the use of a low quality clone left him with severe memory loss and reduced motor functions.

The Guristas decided to try and wash their hands clean of the failure and sell the scientists to Articio Kor-Azor, their highest bidder. While the Federation under president Foiritan tried to get the scientists back, they were unfortunately lost due to identity theft during supposed return on a slave transport. They eventually expired while working within a slave colony.

Capsuleer interactions

Over the years, the Guristas have found themselves both working with and againstcapsuleers. In conflicts with the Caldari Navy, loyal pilots have often lend a hand in the destruction of Guristas assets. However, amongst the alliances, they have found those who are willing to work with them and even groups who are loyal to the cause.

Relations

The Guristas are heavily disliked by the Caldari, their military allies the Amarr, and the Ammatar and Khanid Kingdom by extension. The Gallente and Minmatar, however, maintain a neutral stance towards the Guristas. This is likely due to the fact their territory does not form the target of Guristas raids, and there is speculation that the enemy of their enemy status may be a redeeming factor as well, though neither will ever publicly admit to this. The Thukker Tribe forms the exception to this rule, thought to be because before their joining of the Republic they and the Guristas were competitors in the grey market.

The Guristas themselves hold no love for Amarr, and a slight distrust for the Ammatar, a stance taken on grounds of slavery. The other empires are regarded with neutrality, and (illegal) dealings with them are not out of the question. It is only under extreme circumstances, like the aftermath of the Crielere raids, that the Guristas will close a deal with the Amarr. The fate of the ransomed scientists acted as further salt into the wound and is often cited as an example as to why the Amarr are not to be trusted or shown any mercy.

When it comes to the other pirate factions the Guristas are liked by the Nation and even more so by the Blood Raider covenant. This is reflected mutually, although the Guristas regard the Sansha higher than the Covenant. Why this is has never been met with a public answer, and despite the mutual standings the Guristas are not known to have ever directly co-operated in any official manner with either faction. Unlike the Angel Cartel and Serpentis business relationship it seems to be more a matter of shared dislikes and forming an opposing ‘pirate bloc’.

CONCORD rates the Guristas as second most hated after Sansha’s Nation, on part with the Blood Raiders. When asked about this an official stated that their ratings are largely influenced by the aggressiveness and overall threat to peace that any given pirate faction forms. Unsurprisingly, the Guristas are no fans of CONCORD either and treat them with similar disdain.

Worthy of note is that there exists a strong and mutual rivalry between Mordu’s Legion and the Guristas. The stance of the Legion makes sense, as it is an extension of that of the Caldari. Furthermore they idealize the honor code, integrity and military ideals whereas the Guristas are in the mercenary business for good old greed and lust for power. The feelings however became mutual after a series of incidents within the mercenary business. Each side will claim the other started it, but what is sure is that an escalation of theft and sabotage of contracts caused both parties to hate each other’s guts. Even to this day both sides will practice caution to keep their business a secret from each other, and when they do find themselves on opposing sides of a conflict it is pretty much a guarantee that things will get personal.

The Servant Sisters of EVE, Interbus and the Society all carry a minor dislike for the Guristas. The Guristas are neutral towards the former, but mimic the standings of the latter. This seems to be grounded in a clash of ideologies, but unfavorable affairs may also be to blame. No real public information has ever been given nor officially requested.

Finally, the Jove and ORE are reciprocally neutral, and a fair guess here is that none have really interacted or had reasons for interaction.

Territory

The Guristas have hundreds of staging posts set up alongside the Caldari border, from which they launch their raids into Caldari territory. This allows them to operate well away from their home region of Venal and maintain a healthy presence in the lower security systems, occasionally being so bold as to establish themselves in high security. Their forces can also be spotted roaming through Deklein, Tribute, Tenal, Branch and Vale of the Silent.

Subterfuge is not an activity they shy away from.

It is thought that within the heart of the empires,

many shadow corporations and other such shady organizations operate

with direct and indirect ties to the Guristas.

How high up the ranks their control reaches, however, is only for them to know.

 

Takeovers of existing facilities

The Guristas often overtake existing facilities that either have gone into ruin and decay or have insufficient protection. Examples of these are the gas cloud harvesting operation in 09-4XW, or the by Lai Dai corporation abandoned R55 Colonial Ruins in the Isie system, which surrounding toxic gas cloud provides it with a defensive barrier. In recent times, the Guristas have taken to overtaking secretive research facilities of other pirate empires, where they conduct a mix of black market trading and skunkworks research into cryptic high-speed technologies.

Business

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. In addition to this they also engage in other counterfeiting practices, knocking off anything that rakes in ISK. Black-market trading, illegal weapons, smuggling and human trafficking are not something they shy away from when it comes to funding their activities and turning a steady profit.

Lastly, the Guristas are well-known for their work as mercenaries, their fearsome reputation often being enough to win a contract before it is even executed. Their ruthless methods and proven track-record make them a formidable player in that field, one that strikes fear into the hearts of those who happen to find themselves on the wrong side.

Ships

All Guristas vessels appear based on those of the Caldari Navy, although the Guristas themselves claim that it was in fact the Caldari Navy who stole the design for their Scorpion from the Guristas Rattlesnake. Suffice to say the Guristas equivalents of each vessel are offensively superior vessels whom fit perfectly within their aggressive tactics, yet are able to withstand quite a bit of punishment.

First came the Gila, based on the Moa hull. Kosami sacrificed speed and cargo capacity to bulk up the ship’s structure. The gunnery platform was done away with in favour of missiles supported by superior drone capacities. Sadly this expansion led to a slightly less powerful capacitor, but thanks to using missiles this is not noticeable during operation. Should pilots mind, the extra midslot could certainly be employed to rectify this fact.

The Worm was the first frigate that was converted, again changing from a turret to a missile platform with drone capacity, something which the base Merlin entirely lacks in. Again unneeded space was done away with to beef up its survivability rate. Choosing an equally strong but slower-charging capacitor, targeting range was shortened to adequately power all electronics systems within the hull.

Then, the Rattlesnake is again a missile and drones platform, whereas the Caldari Scorpion offers a mixed weapon platform that is often supported by ECM modules. The sturdier Rattlesnake also has a different slot layout, having an extra slot in the high and low where the Scorpion had an extra midslot squeezed in. The Rattlesnake’s targeting systems too are shorter than those of the Scorpion.

Finally the Taipan is a relatively new vessel and was based on the iconic Ibis which many new Caldari pilots take their first flight in. While the ‘rookie ship’ is often scoffed at, the Guristas once more prove themselves capable of building fearsome ships. Without sacrifice they were able to strengthen its structure and even find space for an additional midslot. While the two turrent hardslots were given up, the Taipan can field drones and thus match the Guristas fleet doctrine.

Organization and culture

Presently, the Guristas pirates are overseen by the Rabbit. He is assisted by a team of fourteen officers, each which oversee a cell. Each cell trickles down in a hierarchy quite alike to that of a military structure, and there is fierce competition between each cell to be seen as the best.

Military fashion and Caldari traditions are found within abundance everywhere within the Guristas, even after outsiders started to enter their ranks. They consider themselves a professional organization and will do the utmost to keep up this image. While they are certainly known for their outrageous acts at times, they are nevertheless meticulously calculated when it comes to the impact upon their reputation.

Gambling, that most favourite of Caldari vices, is something the Guristas have come to love as well as will gleefully exploit. From bookmakers to match rigging and illegal tournaments held in hidden establishments within deadspace pockets, if you have money to enter the Guristas will have something that strikes your fancy, especially if that happens to be Splinterz or Mind Clash.

Recent Events

During the increased Caldari Navy mobilization of YC 115[19], the Guristas joined Mordu’s Legion in rescuing victims of the conflict and offering them adequate aid. It is thought that their humanitarian efforts were in fact simply an attempt to profit from the situation and to draw those whom now may scorn the State over to their side by profiling themselves as rescuers.

With the news spreading on ‘ghost sites’[20] and CONCORD’s subsequent off-limit declaration, the Guristas as well as other pirate factions have begun to issue buy orders to coerce capuleers into selling the recovered covert research tools to them. This seems to hint at a pirate research race, and already there is much discussion going about what breakthroughs this might eventually lead to. A recent Guristas raid[21] that was halted by capsuleer forces raised some hope of seeing some of these new advances, but the Federal Intelligence Office was adamant that there was no evidence of prototype or unconventional vessels.

In recent times, the Guristas have stepped up their research efforts, with reports of them having overtaken research sites previously belonging to other pirate factions, and adding a glut of black-market trading to what appears to be a successful line of research into high-speed technologies. Mordu’s Legion have reportedly become extremely unhappy with this turn of events and have responded with extreme force to any sites they uncover, having even gone so far as to enlist the capsuleers in the initial efforts of finding these sites. Whatever it is exactly that the Guristas are developing in these sites remains unknown.

Rogue drones and wild drones are the terms used over advanced drones that mutated out of control. A few years ago some ingenious Gallentean inventor had the idea of creating super-advanced drones that could think and act on their own - in essence acting in every sense like a regular space ship except being unmanned and computer controlled. First prototypes were encouraging, but then disaster struck. The drones became unruly, then unmanageable. Some of these were huge - the largest drones ever constructed, these drones were even equipped with warp drives and equipped with the latest advancements in artificial intelligence. These mother drones, as they were called, along with several lesser drones soon managed to spread out, not only within the same system as the research facility that birthed them, but also to other systems. Only later men discovered exactly how - the drones attacked and took over space ships, then used them to jump to other systems, the drones themselves safely hidden within the ship. Needless to say the super-drone research was soon abandoned by the Gallenteans.

The rogue drones soon started behaving very much like other living beings. They constructed a home for themselves, usually deep in some remote asteroid field, and began plans for reproduction. This involved both the mining of asteroids and attacks on unsuspecting mining vessels - all with the intent of gathering the materials needed to expand their homes and to build their own drones. As the months passed drone lairs popped up in a dozen different places and today they can be found in almost every corner of the world, harassing and killing space farers of every sort. As each drone lair is started by a separate mother drone they often evolve in quite different ways. Each new generation of rogue drones shows some new mutations, creating a huge diversity in the shape, size and power for rogue drones.

Recently a new type of drone lairs have appeared, commonly called hulk lairs. It seems that when rogue drones manage to capture suitably large vessels, like large cargo freighters or cruisers, they don’t dismantle the ship completely, but instead start to incorporate the lair into the ship’s hull. Eventually these hulks break free from the drone lair that captured them and start drifting out of the asteroid field, sometimes even under their own accord; the propulsion system still being intact. Hulks like these have been found drifting in deep space, far from human settlements, but occasionally they drift close by settled planets or through space routes. This can cause severe problems for the populace and space farers, often requiring heavy military involvement to get rid of.

In areas where rogue drones are numerous and seen as deterrents to normal mining and trade operations the local authorities have taken it up by themselves to employ armed forces to destroy rogue drone lairs, or at least keeping them from spreading too heavily. A favored tactic among those hunting rogue drones is re-programming their AI circuits, effectively taking control of them. However, this tactic is hard to pull off, not to say very dangerous. Discussions have been held between the empires and within the CONCORD about possible ways for a joint effort to rid the world of rogue drones, but these discussions have not let to any concrete deals being made and thus it is still in the hands of local authorities to deal with the drones as they see fit.

 

This is a drone hive and will have 100s of not 1000s of drones ready to defend it. If you see any report it to you local navy

WANTED

           Dead or Alive
Reward 1.000,000,000 ISK

The Immortals would ask that you KOS this set of lowlifes, they have made many of the good people of EVE cry and have lots of sleeples nights thinking of how this lot will fuck up their lives in the next patch.

Reward ;10,000,000.00

 Reward; 50.000.000.00 ISK

     WANTED

                      Dead or Alive

                   Reward ; 75.000,000,00

Paid in full

For Ganking noobs in Jita

Reward ; 25,000,000,00 ISK

WANTED

      Dead or Alive

Reward; what ever you like.

Wanted for Enhanced interrogation.

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