Populous Temperate Worlds in the Gallente Federation

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All this data is potentially out of date, and should be taken with a truckload of salt

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This article covers worlds that are identified by their temperate climates and atmospheres, a population up to and exceeding one billion, and a significant level of industrialization and urbanization. These worlds are exclusively located in solar systems identified as 'high security' by CONCORD, with the exception of the Intaki and Mannar homeworlds. As such, this entry does not include worlds with large subterranean colonies (Eg. the former Seyllin I) or underwater settlements, both of which are extremely common across the Federation, or temperate worlds with smaller, less developed colonies and settlements.


One of the two core regions of the Federation, Essence is home to both the capital of Villore, and the Gallentean home system of Luminaire. Settled now for over half a millennia, many of the worlds and colonies across Essence are some of the oldest in the Federation, dating back before its founding over two centuries ago. Ethnically diverse, the region is nonetheless dominated by Gallente culture and aesthetic, though elements of the Caldari can be found lingering in certain pockets, remaining from the time before the outbreak of the first Gallente-Caldari War


Living up to its namesake, Crux is headquarters to various Federal administrative and military organizations, as well as being home to the Federation’s consumer culture, with the powerhouses of Luminaire and Oursulaert. Most notably, Gallente Prime and Caldari Prime, ancestral homeworlds of their respective races, are both located in the system of Luminaire. Much of the population is concentrated in here, but there are two notable backwaters in the systems of Mies and Couster.

Luminaire VI (Gallente Prime)
Cultural capital of the Federation, the modern Luminaire VI is a melting pot of the various ethnic and social groups found across the nation. Its largest cities include Caille and Hueromont, and the historic nations of Garoun, Morthane and Lyace remain standing to this day. The marshlands of Gallente Prime are home to the noteworthy Luminaire Skipper, who are commonly found in laboratory work. A maritime world, tt is the birthplace of the Gallentean megalopolis, massive urban pyramids of crystalline aesthetic. The brilliant white shine of these famed cities can be seen from orbit, lending more to Gallente Prime's cultural significance. Formerly dominated by warring kingdoms and empires, significant worldwide change was instigated by King Doule dos Rouvenor III as leader of the Garoun Empire, laying down the framework of the progressive Gallentean society to come. Upon its collapse, various constitutional monarchies and republics were left in its place, that continue their existence into the modern day.

Luminaire VII (Caldari Prime)
Luminaire VII is the ancestral homeworld of the Caldari, and is currently under State military occupation since Tibus Heth's invasion in 110. Known for its inhospitable climate, Caldari Prime is nonetheless significantly inhabited by a majority Gallentean population. Tovil and Arcurio are the two major population centers, with other notable locations including the Kaalakiota Mountains, the Tikiona continent, the Muriyuke archipelago, and the underwater city of Paix Azur. Caldari Prime was historically controlled by a myriad of small states (composed of the Deteaas and K'vire ethnicities) that followed the collapse of the Raata Empire, in turn the successor of the Raata-Oryioni and Fuukiuye empires. However, following Gallentean conquest and subjugation after the Caldari Breakout, these states either became puppets of the Federation or were outrightly dissolved. The legacy of the Caldari on their homeplanet was thus left to ancestral sites and monuments scattered across the world.

Luminaire II (Corufeu)
Alongside Astrin, Corufeu was terraformed during the initial colonization of the Luminaire solar system. Its cities and former colonial settlements are some of the oldest in the Federation.

Luminaire III (Astrin)
Alongside Corufeu, Astrin was terraformed during the initial colonization of the Luminaire solar system. Its cities and former colonial settlements are some of the oldest in the Federation.

Couster IV
With an unremarkable population, Couster IV remains a popular choice by the Federal Navy Academy for both training exercises and vacation destinations. Its healthy expanse of seas was popular amongst the early Gallentean colonists, and its prosperity can be found in its historic tourist industry.

Mies III (Lutesse)
Jewel-like Mies III is a stark contrast to its ugly sister, Mies IV (Diandre), whose barren, lifeless landscape did not prove attractive to the original settlers from Luminaire. Had it, the system might be one of the more populous ones in Essence: Mies III's lush islands and gentle seas mask a biosphere flush with native mycotoxins. This oversight killed nearly a third of the original colony and earned the system a planetary settlement quarantine (one reinforced by Federal Administration edict after the Federation's founding). This quarantine remained in place until nearly fifty years into the first Caldari-Gallente War, when the Federation Senate opened Mies to outside settlement in response to the local government's tacit support of Caldari sympathizers. While a significant number of Miesians fled to the State immediately after this decision, few immigrants migrated to the system until after the war's end. Mies III now has a significant Jin-Mei population, one that may in time subsume the planet's 'native' hybrid Civire-Garouni Gallentean culture.


The capital district of the Federation, the Vieres constellation is otherwise problematic due to inconsistent policing and fickle protection offered by local security forces, mostly because of the lack of CONCORD at the Gallente's desire for minimal foreign presence. Villore, the political center of the Federation, is located here, being home to the Senate and Supreme Court, with Ladistier being home of the President. Auxiliary offices of all three governmental branches can be found in Parts and Old Man Star.

Villore IV
Controlled directly by the central government, Villore IV is the capital world of the Federation. Though initially colonized and terraformed for its almost unrivalled iron and copper deposits (giving the world its deep brown colourations), it saw a massive influx of migrants when the Federation capital was moved from Luminaire to Villore during the Gallente-Caldari War. Though most of the official processes of the Federal government takes place in space, all three branches have planetside holdings on Villore IV in the form of massive, extravagant buildings constructed for mostly ceremonial and aesthetic purposes, including one of the many presidential palaces.

Arant III
Arant III is the only other temperate world of a significant population in Vieres and, despite also being controlled directly by the Federal government, it is mostly overshadowed in favour of the political powerhouse of Villore IV. Its population of a few billion thus live comfortably, without having to suffer from too much central interference.


Thoulde was one of the first stops of the Gallentean pioneers, having struck gold with multiple worlds being marked for colonization and development. Its stunning nebula proved attractive for the aesthetically-minded Gallenteans, who flocked to the constellation in their numbers. Meanwhile, the first Caldari explorers opted to head elsewhere instead, to the regions of space that would later become the State. As a result, Thoulde is dominated by an historic Gallentean population, serving as a stronghold of traditional culture against the ethnic mixing that would later take place in Luminaire and surrounding territories.

Synchelle III
Synchelle III was flagged as one of the first mega-projects by the pre-Federation Gallente. Finding massive quantities of azure-coloured minerals, ferverous work began on the construction of huge megalopolises to somewhat similar specification of the crystalline cities found on Gallente Prime. The result (a combination of traditional construction techniques with this newly-discovered crystal) was the creation of a sprawling "azure world", the blue hues of the Synchelle cities being visible from as far as space itself.

Aporulie IV
One of the more denser worlds in Thoulde, Aporulie IV is one of the exceptions to the general trend of the constellation's original colonization. Having a climate similar to Luminaire VII, it was thus a destination for many aspiring colonists of Caldari descent who chose not to head to the secret colonies towards the galactic north. Over time, as the world grew in population and industrialization, the Caldari inhabitants of Aporulie IV found themselves under the heel of their fellow Gallenteans, and many were assimilated into the overbearing Gallentean culture. When war broke out, it was one of the first targets of the newly-formed Caldari State following their Breakout, seeking to liberate their people from Gallentean cultural oppression. However, decades, almost centuries, of mingling and mixing between the two peoples led to a more complicated situation than the Caldari imagined, with partisan violence outbreaking between multiple sides with no consistent line of ethnicity or loyalty. It was one of the first lessons that the State learnt about the insidious habits of Gallentean cultural projection, and they abandoned their military campaign to focus on Sinq Laison instead. Today, Aporulie IV is now a comfortable world of several billion, mostly all of whom hold a mixed Gallente-Caldari ancestry.

Noghere III
Noghere III was another popular choice for the Gallentean colonists, preferring its tropical to arid environment, compared to other destinations. It became characteristic of the Federation's colonial habits; first, settlement by a corporation or other entrepreneurial group, a wave of initial developments, followed by the opening up of a wide array of living and working prospects, seducing wanderers searching for a new home. Now, the world holds comfortable significance in both population and history.

Yona IV
The comfortable climate and maritime nature of Yona IV resulted in the world becoming yet another desirable target for Gallentean colonists. With cities across its expansive archipelagos and islands, the population of a few billion inhabit this planet as proud Gallente traditionalists

Yona V
With the colonization of Yona IV underway, corporations looked to the unhospitable Yona V as a potential target for new advances in Gallentean terraforming technology. As no overarching government existed at the time, the various firms got to work immediately, with begrudging cooperation proving to the best strategy. When worldshaping was complete, it was ultimately found too hot and uncomfortable for anyone from Luminaire to settle in. The companies almost went to war with each other as each of them attempted to shift blame and accuse one another as to who was responsible for overcompensating the terraforming process, with the decades-long process blurring the exact backtrack to who led the endeavour in the first place. Yona V, and the companies' profits, were saved when the Intakis were discovered by Gallentean explorers. Finding the climate ideal for them, the ruling corporations lured Intaki colonists from settling alongside their people in Viriette to Yona V instead, with much employment and financial opportunities. The cultural might of neighbouring Yona IV was great, however, and the Intakis that settled on Yona V found themselves thoroughly assimilated into Gallente culture. Yona V of the modern era is thus notable for its Gallente-Intaki populace, one of the many hybrid worlds that can be found across the Federation.

Henebene IV
Grey and unattractive, Henebene IV was nonetheless colonized and terraformed for suppling the various mining and industrial projects elswhere in Thoulde, seeking to meet the growing demands for minerals that was ever-rising amongst the Gallentean colonial giants. It was particularly valuable for the colonization and urbanization of Synchelle III in the neighbouring system, compensating for the lack of resources and/or minerals that they may have lacked. However, as a dead-end system, Henebene never saw much prosperity, with Henebene V not receiving much attention either, overshadowed by Synchelle. Nonetheless, even with no major corporate presence in space, Henebene IV houses its noteworthy population in massive arcologies that dot and litter its barren surface.

Mesokel IV
Another world that was overshadowed by the great settlement of Thoulde, Mesokel IV sits in another dead-end system, which goes some way to explain its relative lack of development. Mesokel was settled by private individuals and families from Gallente Prime seeking a new home, yet wishing to escape the corporatist colonization found elsewhere. Finding Mesokel IV off the beaten track from Wysalan, they settled the world in due course. However, the lack of political or corporate influence meant that these settlers had to develop their new colonies on their own. Half of the colonists were descendants from warring houses dating back to the Rouvenor era, and thus any sort of cooperation was stifled and doomed; the settlers that had no historical baggage found themselves cut-off from each other and surrounded by these warring families by complete coincedence. Even so, Mesokel IV proved to be a success, considering that there was no colonization from those possessing the wealth of corporations and governments. The various city-states, self-sustaining and isolated, can be found all across Mesokel IV, with absolutely zero conglomerations. Together, they were politically and economically significant enough to not doom the system to low security status come the advent of CONCORD, unlike countless other privately-settled worlds that were left to such a fate.


The constellation of Eustron is one of the major population centers in Essence, rivalling Crux and Thoulde in size. Earmarked alongside Thoulde as prime real estate during the first waves of colonization, Eustron saw a healthy level of settlement without suffering from overpopulation or overindustrialization.

Andole II
Located at a closed end of Eustron, Andole II was able to develop without meddling or interference from corporations or governments. The first colonies were arcologies and, as immigrants arrived from Luminaire, the Andolean cities were formed by expansion outwards from these starting points. Today, Andole II is fiercely independent, with no major corporation holding presence in their space.

Cold and metallic, Cat III supported the settlement of planets in neighbouring systems by its expansive range of mining colonies, which later involved into towns and industrial cities. Its central location in Eustron allowed Cat to boom as demands for its goods grew. The industrial megalopoli continue to produce profits in trade with neighbouring Eustronian worlds, the growing prosperity of the both the world and constellation eventually attracting the eyes of the Nugoeihuvi Corporation, who maintain a notable presence in Cat.

Hecarrin IV
Sporting an impressive array of islands and complex archipelago system, Hecarrin IV sits at the edge of the Essence region, near Sanctum. For this reason, it was chosen for colonization by a private corporation seeking to escape the cut-throat competition taking place elsewhere in Essence. Arid but mineral rich, Hecarrin was only able to prosper and develop due to the ardent extraction methods practiced by the corporation that had settled the world. The industrial cities of Hecarrin IV are notable for being a stronghold for Gallentean isolationism, its inhabitants having to prosper on this relatively harsh world without the assistance of anyone but themselves.

Vale II
Formerly an extraplanetary territory of Garoun, Vale II was settled for its maritime nature, the old imperials being experts on mastering the seas from establishing their dominance on Gallente Prime. Utilizing the industrial output from elsewhere in Eustron, the Garoun nation erected their unmistakable Gallentean legacy by the development of their signature crystalline cities and oceanic settlements. Initially christened "New Luminaire" but later retracted following outcry from other Gallentean nations, it is not surprising that Vale II had garnered this short-lived name, if one were to visit.

Vale IV
Vale IV is a far more peaceful, serene counterpart to its mother world. She was settled by migrants from Vale II following the birth of the Federation, who utilized the protection of colonial rights in the Charter to escape possible restrictions imposed by Garoun. Dotted with maritime, coastal cities, the Valeans here have the luxury of an extremely high standard of living, the minor fishing industry being more than enough to sustain the population.

Vale V
The Valean governments of both of the inner planets imposed heavy restrictions on migrancy to their paradise worlds, who feared a taint to their mini-utopias from the sudden freedom of movement allowed by the Federation Charter. Fearing punishment from the Supreme Court, Vale negotiated with the Senate, and the fifth planet of the system (which had completed terraforming by the time the Federation was founded) was marked as the world that would be freely available to settlers from elsewhere in the nation. Vale offered financial incentives to immigrants to settle on Vale V instead of the inner worlds, but this policy rapidly became moot when migrants overlooking the overprotective Vale in place of easier places to settle instead. Instead, Vale V is a sleepy agricultural world, lacking any central government or authority.

Ommare IV
Nestled between Cat and Andole, Ommare IV is a mineral-rich temperate world that never saw much industrialization beyond its initial terraforming. The various mining and industrial arcologies dotted across the planet once provided the Andoleans the majority of their mineral requirements, but the aggressive muscling in of Material Acquisition rapidly established corporate dominance, the Quafe subsidiary now controlling much of Ommare's extraction operations.


Patrie was initially just a waystop for colonization efforts into the rest of the Essence region, as well as Verge Vendor and what would later become the Citadel. Various settlements and outposts were established, with Wiyrkomi initially leading colonization efforts, still holding a presence in the constellation into the modern day. Caldari influence lingers, particularly when planetside settlement was finally given the green light. Initially starting with two worlds, Caslemon V and Jolevier III, further development was stunted when the Gallente-Caldari War broke out, with Wiyrkomi ferociously seeking to defend their stakes in the constellation.

Caslemon V
Heavily influenced by Wiyrkomi, who initially championed terraforming and settlement, the large urban conglomerates of Caslemon V are connected by long superhighways that stretch from one continent to another. Though the Caldari ethnic majority has been reduced since the end of the Gallente-Caldari War, their legacy remains with Wiyrkomi dominating economic activity, stimulated further by Patrie's proximity to the Caldari Border Zone. The remaining Caldari population, including expatriates, on the planet adhere to Wiyrkomi's honourable nature, living alongside their fellow Gallentean citizens in a sometimes uneasy harmony.

Jolevier III
Next door to Caslemon, Jolevier III was settled by a rival corporation of Gallentean origin to compete with Wiyrkomi. Despite having to work with a far less pleasant climate and environment, the colonization effort was able to succeed through the determination of its colonists, who had ironically learnt this trait from the Caldari. Alongside its sister world Caslemon V, Jolevier III now basks as an economically prosperous world, thanks to a large influx of goods from both across the State border and from elsewhere in Essence. This long-running competition for the dominance of Federation and State products in Patrie has provided much to its prosperity.


Arand sees healthy competition between the megacorporations FedMart, CreoDron and Ishukone, with Material Acquisition exploiting the constant demand for minerals from the Arandian big three. All of the Arandian business interests exist solely to support the megaworld of Perckhevin VI, with the previous corporations that came before now cast to the wind, replaced with three that now make home in Arand.

Perckhevin VI
Like Synchelle III, Perckhevin was marked as the latest mega-project by the Gallente-Caldari nations. Pouring countless capital into the development of the world, the surrounding systems were colonized to match the massive demand that was created by the mass urbanization of Perckhevin VI, with no other Arandian worlds seeing such an influx of settlement. The Perckhevinian megalopolises almost cover the entire extent of the planet, their golden hue shining its brilliance into space and beyond.


Balrille is located at a quiet corner of Essence, with far less traffic compared to elsewhere in the region. Containing numerous Astral Mining operations, the constellation is otherwise insignificant, being one of the homes to the least amount of population in Essence.

Deninard IV
Once a major colonization effort, Deninard IV isolated itself when the Gallente-Caldari War erupted, despite having a large population in the billions and a significant level of development and urbanization. Self-sustaining and independent, Deninard experiences the luxury of little Federation influence, if only because of the position it adopted in the war. Surplus mineral demands are met by Astral Mining, but otherwise, this backwater world is adept at taking care of itself.


The Peccanouette Circle is an old constellation of the Federation, though remains impoverished and underdeveloped, despite the flow of Caldari goods imported by the CBD Corporation and investments by Modern Finances. The Sisters of EVE maintain a notable presence here, supporting the ailing colonies found in and around Peccanouette. The sole world of the Circle is Laurvier X, which suffers from the same problems as the rest of the constellation.

Laurvier X
With a sub-optimum climate and terrain, Laurvier X was nonetheless colonized due to the increasing overpopulation elsewhere in Essence. The terraformation process was cumbersome due to anaemic funding and interest, resulting in its unattractive ecology. Ironically, Laurvier X ended up being overpopulated itself, with its worn megacities crowding entire islands on this archipelago world. Lacking notoriety due to its backwater location, the citizens of Laurvier will remain as a forgotten megalopolis world of the Federation, barely being able to rely on Caldari trade to support itself.


This core region of the Federation is home to the Jin-Mei and Mannar nations, whose proud and nationalistic nature frequently result in political clashes over the vast influence they hold here. Even with minimal Federation Navy presence in the region, and despite the conflicts, Everyshore remains one of the most peaceful and secure territories in the Federation, if only because of the ordered and structured society of the Jin-Mei.


Home constellation of the Jin-Mei nation, the majority of Ysiette was colonized with the assistance of the Federation, which some found controversial given the independent colonial efforts of the Intaki and Mannar before the founding of the Union. However, following the disastrous blunder in Aclan, which saw an entire planet's ecosystem wiped out by Astral Mining, the Federation took a backseat in colonization, as the Jin-Mei continued on their own accord. Ysiette is thus dominated ethnically, culturally and politically by the Jin-Mei.

Lirsautton III (Chakaux)
One of the two Jin-Mei homeworlds, what little land is present on maritime Chakaux is harsh and unforgiving, which played a major part in the creation of what would later become the caste system. Despite this disciplined and regimented nature of the Jin-Mei, particularly the Jing Ko, conflicts would consistently break out in the battle for territory, and although this fighting would wax and wane, it would return full force with the Sang Do Civil War hundreds of years later. Though adept seafarers, the Jin-Mei of Chakaux later utilized Gallentean oceanic colonization technology to settle the seabeds, which did much to assist the dominions with the least amount of territory.

Lirsautton V (Chandeille)
The other homeworld of the Jin-Mei is blessed with a far more lush and habitable environment, complete with healthy oceans and metal-rich mountain ranges. Continental, with plenty of land to go around, Chandeille had a notably less hostile political situation versus its sister planet. Her vast jungles and rainforests spawned vertical settlements that in turn would result in the caste system being created. Today, the Sang Do dominions are diverse and many, and while not coalescing into massive urban conglomerations unlike elsewhere in the Federation, each territory possesses a comfortable level of development.

Aclan V
Not ecological real estate, this world was nonetheless settled en masse by Jin-Mei from Lirsautton III, who, more than used to unforgiving climates, were extremely eager to settle the expansive swathes of land this virgin world possessed. As a result, there are countless Sang Do dominions dotted all across Aclan V with varying levels of population and industrialization. Some were assimilated and absorbed into others, which created the few megalopolises found on the world. Otherwise, Aclan V is the first real success of Jin-Mei colonization outside their home system, being able to keep their caste system and culture intact during the process.

Ardallabier IV
Ardallabier IV was colonized by the more powerful Jin-Mei overlords with the assistance of the Federation, while the other Sang Do were still bickering amongst themselves. Much larger, and fewer, dominions were established, and were able to expand and develop without the conflict and clashes of Aclan V. Thanks to this relatively peaceful colonization, Ardallabier IV is one of the few worlds which is home to expansive megalopolises while keeping the Jin-Mei political and cultural system intact.

Blameston III
A more Gallentean than Jin-Mei world in design, Blameston III was, like many other worlds in the Federation, initially colonized for extraction operations to support the colonization efforts of Ysiette, both in space and planetside. Similarly, it was able to utilize this market demand to industrialize and develop further than its initial colonies, and is now a notable industrial world with a majority Jin-Mei population. Despite its Gallentean methods of colonization, the caste system still lingers here, but is relatively weak compared to the cultural powerhouses of the other Ysiettean worlds.


Located at the far west of Everyshore, Elalan borders the Genesis region, and thus sees considerable influence from the Amarr Empire, mostly in the form of immigrants and religion. The constellation is extremely stable in all spheres, and is known for its peaceful and serene social climate. Elalan is also headquarters of two of the largest megacorporations in the Federation, CreoDron and Duvolle Laboratories, which has done much to contribute to the constellation's economic prosperity, and infuse the local worlds with state-of-the-art domestic technology. Elalan is thus the district that boasts one of the highest standards of living in the Federation.

Tolle V
The most populous world in Elalan, the initial arcologies that were constructed for the terraforming process evolved into gargantuan megacities that are home to billions in these self-sustaining urban and industrial conglomerates. These megalopolises house their own ecosystems, unique to each city, that shield its inhabitants from the actual, ecological realities of the planet. Tolle V, outside the climate-controlled areas, is a barren and subarctic wasteland that is barely inhabited. Though there are some mining operations that occur here, the planet otherwise relies on imports from elsewhere to sustain its massive industrial demands. There is a considerable population of escaped or former slaves that have migrated from the Amarr Empire to Tolle V, and the massive demand for labour means that they their living standards are still very comfortable, despite inhabiting the lower struts of Tollean society.

Tolle III
Naturally habitable, Tolle III is located inwardly, and thus has a far warmer, more temperate climate. Not marked for development (unlike the fifth planet of the system) due to its low mineral wealth, it was nonetheless settled by a diverse range of private individuals, mostly oceanically-minded ethnic Gallente and Jin-Mei. It is another so-called "paradise world", with a maritime culture and considerable tourist industry, boasting clean and unpolluted coastal cities. Those who wish to escape the bustling megaworld of Tolle V often come here for vacation or retirement, or otherwise migrate altogether, preferring the agreeable ecology and placid nature.

Averon V
Averon V was initially an unremarkable agricultural world that wasn't expected to amount to much. However, after the rise of CreoDron and Duvolle, much investment was poured into the world. Its somewhat comfortable climate with plenty of land was deemed as optimal for the vast amount of settlers coming from elsewhere in the Federation, who were invited for the opportunities provided by the development of Averon. Today, the world is comfortably diverse, but otherwise a standard Gallentean world of a few billion, with no other remarkable traits or features.

Averon VIII
The eighth planet of Averon was initially inhospitable without a breathable atmosphere, being outside the lifezone and considerably further out from the sun. Nonetheless, when the development projects of Averon V started, a terraforming corporation settled on this outer planet and attempted to race the inner world as to who would become industrialized first, with both attempting to tantalize potential immigrants. In the end, both projects were equally successful, with Averon VIII housing just as many inhabitants as its sister world.

File:Carirgnottin VII.png
Carirgnottin VII

Carirgnottin VII
This desert, continental world was jointly terraformed by CreoDron and Duvolle Labs when they initially settled in the system. Requiring resources for projects elsewhere in the constellation, Carirgnottin VII had the luxury of developing much quicker than other Elalanian worlds, but growth flat-lined once these other planets reached a self-sustaining level. With corporate influence having waned over the years, this world is now one of the many multi-government worlds that can be found across the Federation.

Odixie III
Another world settled for industrial use in mind, a large influx of Chakauxian Jin-Mei wishing to escape the caste system settled on Odixie III, being comfortable with its rough ecology. Not wishing to alienate these new citizens of the Federation, CreoDron invested in the development of the planet, which saw some turnover. Despite the Jin-Mei of Odixie III being against the caste system, their social and cultural relations remained mostly unchanged. This alienated the ethnic Gallenteans and Mannar that lived alongside them, and eventually many of them migrated to the two new terraforming projects in Odixie.

Odixie VIII
Distinctly Mannar, Odixie VIII was settled in the past century by Mannar colonists from the inner Odixien world, while the ethnic Gallente headed further out to the twelfth planet, of which eventually ended up with an ecosystem matching Gallente Prime. Arid and archipelago, this world has seen some impressive urbanization given its young status, but as Elalan's economic growth slowed down in favour of stability, so did Odixie VIII's development. The desert cities and towns inhabited by the Mannar citizens here are popular tourist destinations, as are the various coastal settlements.


Osnins is a large and spacious constellation that was settled during the first generation of Gallentean colonization, before the birth of the Federation. Adjacent to Crux, the area is dominated by the Gallente and their culture, but since first contact with the Mannar and the inauguration of the Jin-Mei, there is nonetheless a significant minority of these ethnicities located in Osnins (though any culture they brought with them was absorbed over time). The constellation has the luxury of financial bleedover from neighbouring Crux, but this benefit works both ways. At times, the economic vibrancy of Osnins rivals Elalan, but this eclecticism means that it is far less stable, equally as likely to go into boom as bust.

Bereye IV
With an ecology and climate matching Gallente Prime, the nations of Luminaire VI scrambled to colonize this pristine world. With more landmass than the homeworld, the major Gallentean powers settling Bereye IV were able to do so without clashing with each other. The legacy of this colonization can be seen through the Luminaire-styled crystalline cities that crowd Bereye IV, their white glow from orbit being the distinct mark of the Gallente nation.

Bereye III
As the fourth planet of Bereye was colonized with unmatched fervour, the minor nations of Gallente Prime were left in the dust, unable to leverage in on the settlement process. Many of them found their citizens migrating out of their territories to jump onto the gravy train, so the smaller states of Luminaire banded together to terraform Bereye III. While the results of the worldshaping produced a grey archipelago system with far less landmass, the colonial alliance made use of advances in climate control technology to establish their own crystalline cities, rivalling Bereye IV in their majesty.

Amattens IV
While the Gallenteans swarmed to Bereye in the hundreds of thousands, the Caldari noticed the system of Amattens as being home to a world which was almost identical to their own. Using the cover of popular frenzy over Bereye, the Caldari corporations moved to colonize Amattens IV with a fervour of their own. Establishing their own colonies that later grew into cities, Amattens IV was, for a while, and only by some, dubbed New Raata. When the Federation was founded, and war came, Amattens IV was conquered outright by the Gallenteans, but the legacy of the Caldari remain, with the architecture and design of the urban centers being that of the colonial Caldari.


Located in central Everyshore, Giatole is a trade lynchpin of the region, with extensive agricultural colonies run by Combined Harvest, and the retail market being dominated by Expert Distribution. As a stop-off to other constellations in Everyshore, many of the Giatolean temperate worlds were not developed beyond simple agricultural colonies. However, due to the fluid nature of the Federation, there are exceptions to this rule.

Colcer VI
Swampy and humid, Colcer VI was only made livable by the construction of massive atmospheric processors, which in turn created habitable zones. The Colcerian megacities were constructed within these zones, whereas numerous industrial behemoths can be found regardless of ecological biome. Isolated from the rest of Giatole, Colcer VI is very much its own world, sustaining itself with a massive industrial output that matches its sprawling population.

Colcer X
This outer planet in the Colcer solar system was colonized by Mannar terraformers, who shaped the world to its current desert ecology. Another backwater planet, Colcer X utilizes imports from its sister world to keep itself going, its Mannar settlers opting to not industrialize further than it already is.

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Leremblompes II

Leremblompes II
As a paradise world, Leremblompes II has a booming tourist industry, boasting vast turquoise oceans and lush jungles. As befitting of its status, its towns and cities are clean and healthy, and considerably prosperous. The population is cosmopolitan, with a diverse mix of Intaki, ethnic Gallente and Jin-Mei, and a considerable Minmatar minority of notable affluence. Its somewhat central location in both the constellation and region makes it an extremely popular vacation destination clusterwide.

Sinq Laison[edit]

The definitive border lynchpin and melting pot of the Federation has been rebuilt significantly from being on the frontlines of the Gallente-Caldari War, and is now one of the economically strongest regions in the Federation, ironically due to the amount of Caldari trade present. Adjacent to all of the other major powers in New Eden, Sinq sees a great deal of immigration, with the Minmatar segment of the Gallente population being strongest here. Since Empress Jamyl I's emancipation order in December 110, new Amarrian settlements have sprung up in the region, contributing further to its diverse nature.


Centrally located, it is no surprise that Agiesseson has become one of the more, if not the most, populous constellation in Sinq. Being home to TransStellar Shipping, the largest shipping corporation in the world, Agiesseson is a major importer and exporter, which has only contributed to the prosperity of its massive population and economy.

Doussivitte VI
Proving much more hospitable than its inner cousin, Doussivitte VI was colonized and industrialized in the millions thanks to its pangeaic level of landmass and extremely optimal climate. Covered in crystalline megacities that coalesce into individual planetary states, the world constantly competes with Iyen-Oursta VII and Bourynes II as to which planet is crowned the jewel of Sinq Laison, though the battle has never reached a conclusion. Many Minmatar immigrants who find the Algintalian worlds undesirable often compete for the right to move to Doussivitte instead, but their success varies; those living below the poverty line number in the millions, inhabiting the vast and many undercities of this crystal world.

Oirtlair VI
Oirtlair serves as a reminder of the fickle and ever-changing nature of the Gallenteans. An isolated system, an outgoing Federal government licensed multiple corporations to terraform and colonize the various worlds here. However, a bureaucratic mess followed, with absolutely no coordination between the various corporations. When they turned to the Federation government, they shifted blame and responsibility of the growing fiascos on the previous administration. As a result, the Oirtlair system has as many as six temperate worlds, but only two ended up having any significant level of inhabitation. Oirtlair VI was the most successful planet to be colonized, if only because of the ruthless business practices of the ruling corporation meant this was so. Today, the various terraforming colonies have expanded outwards into considerably populated urban centers.

Oirtlair III
Barely being able to call itself a success, Oirtlair III's worldshaping to an unpleasant metal world left much to be desired. The industrial cities here are smog-filled and polluted, a black mark in Federation colonial history. That said, its mineral production and manufacturing output is relied on considerably by Oirtlair VI, who exports a large amount from the inner world, another example of an interplanetary economic balance within the Federation.

Auberulle V
Found to be naturally habitable, sitting directly in the Auberullean sun's life zone, Auberelle was settled slowly and gracefully, with a healthy diversity of many different ethnicities. The population of a few billion are happy to import and export in conservative numbers through the TransStellar Shipping station that sits in orbit, with a little regulation by the local government to preserve the economic balance.

Stetille VI
Another warm world with a similar climate to Gallente Prime, Stetille has a large Caldari corporate presence planetside, the Caldari Business Tribunal holding a large amount of stations in the system. The naturally cutthroat competition of the Caldari corporations living alongside the more regulatory local governments here meant that Stetille VI never reached a notable level of population compared to other worlds in the constellation. Nonetheless, its central location in Agiesseson means that Stetille VI holds some significance as a centerpoint for business and trade, leaving the inhabitants to experience a comfortable standard of living in their clean cities and towns.

Unel III
At the far end of Agiesseson, this jungle world never proved to be a popular choice for colonization, as the Aclan Agreement prevented any large-scale ecological destruction without a license from the Senate, who refused in all cases. Instead, it was settled independently by drifters and nomads of various origins. The exotic, rainforest cities of Unel III are one of the many glorious sights marketed by the Federation, made moreso impressive by the lack of any governmental or corporate backing for the initial colonists.

Unel IV
Unel IV sits as a failed effort by a startup corporation originating from the third Unel planet. Despite having an extensive knowledge of the ecology of Unel III, and thus being able to terraform the world to that specification, the corporation lacked any practical knowledge in more critical fields, meaning that settlement was an ultimate failure. With no major corporate presence in space either, the corporation ended up folding. Instead, Unel IV was colonized by Gallentean naturalists, resulting in a mostly agricultural world with a notably eccentric set of governments.

Claysson VI
Sparsely populated on land, the mostly oceanic world of Claysson VI proved unattractive to settlers unaccustomed to such a terrain. Her overall environment, however, was still nonetheless optimal, and is a notable tourist spot for those wishing to explore Claysson's vast oceans. Its cities, if they could be called that, are mostly dedicated to this purpose, along with a niche industry in fishing.


True to its namesake, this constellation is the primary nexus of the region, being linked to the various other areas in Sinq Laison, making it crucial for trade and the free flow of goods that pass through. State businsses once again have a strong presence here, with the Caldari Business Tribal maintaining several officers in Nexus. Aliastra often competes with the Caldari brands, creating a vibrant economic climate.

Bourynes II
Initially a barren world, the Federation decided to ignore the other temperate worlds in Bourynes, due to their neglible mineral worth, and pile countless tax money into the terraforming of Bourynes II. There was enough natural resources on the world to make the mega-project completely self-sustaining. With immigrants flocking in from all four corners of New Eden to cash in on the opportunities provided, Bourynes II was a total success. While not as ecologically optimal as elsewhere, the urban-industrial conglomerations that cover the surface are testament to its prosperity.

Pozirblant X
The Pozirblant system was another massive colonial effort to be undertaken by the Federation, with much greater oversight and administration to avoid the blunders of Oirtlair. Enlisting the help of numerous Caldari corporations and businesses, work began on terraforming as many as five different planets. The tenth world of Pozirblant proved the most successful, with the highest population density, once again with a broad ethnic mix that has become characteristic of Sinq.

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Pozirblant VIII

Pozirblant VIII
As the outermost planet had its terraforming complete first, the corporations colonizing the eight planet were having trouble deciding how they would entice immigrants to their world, especially as their calculations estimated that Pozirblant VIII's ecosystem would end up identical to that of Pozirblant X. Instead, they decided to purchase the minerals to be used in city construction from Synchelle III, remarkable for their azure cities constructed out of a blue-coloured crystal. While Minmatar migrants were not fooled by the excess aesthetic, who preferred other Pozirblantian worlds, it did entice numerous ethnic Gallentean cities, who settled the azure megalopolises in their numbers.

Pozirblant VI
The careless sharing of terraforming technology between the Pozirblantian corporations created a third world that was set to, once again, hold the exact same ecosystem as the outer worlds. The Caldari firms, used to terraforming for practical applications instead of instead of for the sake of it, were only saved from the ultimate failure of their project by aggressively marketing Pozirblant VI to the Intaki populace of the Federation. Being closer to the sun then the eighth and tenth planets, Pozirblant VI is significantly warmer and thus proved more attractive to Intakis hailing from their tropical homeworld. However, the Gallentean influence reigned, and the spacious cities of Pozirblant VI ended up very much following the Luminaire design, despite its overwhelming Intaki population.

Pozirblant VII
Ending up as one of the least ecologically prime worlds following the completion of terraforming, Pozirblant VII was instead developed as a mining and manufacturing world to support the other worlds in the system. Dedicated to full-on labour, the majority of those that migrated here were thus of Minmatar origin, known for being hard workers. Their resilient work ethic paid off, with Pozirblant VII being able to develop respectable industrial cities with its Minmatar population.

Pozirblant V
The fifth planet of Pozirblant touted to be a total disaster, as the contracted corporation in charge of terraforming began to default and run into bankruptcy. The Federal government offered to bailout the Caldari company, but the CEP intervened and prevented the Senate from doing so. While Pozirblant V was marginally breathable, the abandonment of the terraforming projects unfinished led to a jungle biome being left unchecked, which gradually took over the entire ecosystem of the planet. Covered in an exotic rainforest, various private individuals and colonists decided to migrate to the planet on their own accord, squatting in the old terraforming colonies and eventually being able to develop them into respectable towns and other settlements over time.


Bordering the Republic, Algintal was originally settled by the extinct race known as the Yan Jung, and today has an overwhelming Minmatar population. It is home to several natural beauty spots, sporting several spectacular natural phenomena, making it one of the main tourist attractions in the Federation. However, its position at the border made it a prime location for smugglers, who have entrenched themselves in the resorts, driving the tourists out. In addition, the Wiyrkomi Corporation purchased the mining rights for Algintal, and massive construction projects are underway. This makes it one of the more dense constellations in the Federation in terms of spaceside population.

Colelie X
Once thought to be naturally habitable during initial survey, it was discovered that this paradise world was actually terraformed earlier by the Yan Jung, being so far out from the system's sun. Federal colonial corporations failed to market both its attractive ecology and enigmatic history to the Gallentean public, and thus relied on a wave of Minmatar immigrants to fill the labour jobs required for the construction projects taking place. Colelie X is thus a Gallentean world developed by a Minmatar population, who still form a majority demographic on this garden world.

Parchanier IV
This desert world was an attractive target for wandering Vherokior settlers, who were unmoved by the prospect of their very own Republic, preferring the freedoms and non-interference offered by the Federation. Settling on Parchanier IV due to its undeveloped status and preferential climate, their dreams for peaceful living were smashed as greedy corporations moved to exploit the small businesses of this village world. Heavily commercialized by Vherokior standards, the population were manipulated and puppeteered by corporate moguls, and thus Parchanier IV received its dose of various development projects for a reluctant population. Still, the dispersed nature of the large towns and relatively small cities (by Federation standards) can be seen from space, reminding passer-bys of its Vherokior legacy.

Deltole VI
Another suspiciously habitable world, Deltole VI was originally a Yan Jung homeworld alongside the fifth planet of the system, now an inferno for reasons unknown. Much of the surface land on this world are owned by a vast array of research organizations, including corporations and universities, and thus further settlement was strictly controlled by local authorities. The few areas that were colonized rapidly followed the typical pattern of initially being mining or agricultural projects, but have today developed into cities and conglomerations. Uniquely, the citizens here make extensive use of reverse-engineered Yan Jung technology, mostly for the purposes of domestic living conditions and civil engineering.

Deltole III
Finding the immigration policies of Deltole VI too restrictive, a group of private terraformers decided to set their sights on the third planet in the system. The project was never completed, however, and instead, the world serves as sparsely populated mining world for Core Complexion Inc., who control the station in orbit of Deltole III.

Jolia IV
Jolia is home to two worlds that share an interesting duality. This inner world is dedicated mostly to mining and manufacturing projects, and is thus inhabited overwhelmingly with Brutor labourers and Sebiestor engineers. The purposes of Jolia IV, other than supporting its own population, is primarily to support its sister world, the fifth planet in the system (of which it relies on heavily for agricultural imports).

Jolia V
In contrast, the demographics of Jolia V compose mostly of ethnic Gallenteans and Intakis, with a healthy helping of Caldari business interests from Wiyrkomi. Preferring the far more lush environment of this world, the locals allowed the Minmatar immigrants, who could care less about ecology, to head to Jolia IV instead. Composed mostly of large towns and villages focused around farming and tourism, any hi-tech and other industrial requirements are imported from the inner planet, while Jolia V exports its prized agricultural produce in turn.


Nestled amongst the more populous constellations of Sinq, Ambyre does not see much attention or limelight, instead sitting back as a causeway for trade movement across the region. The humble population are content to make use of Sinq Laison's economic strength, without making too much of a fuss themselves.

Trossere II
As the constellation was being chartered, Trossere was found off the main spacelanes as a potential candidate for colonization away from the more bustling projects elsewhere in Sinq. The district authorities, still fumbling as it began to create its local parliament, decided to bar Trossere IV from all colonization bar archaelogical endeavours, which led to the University of Caille deciding to settle in the system. Instead, the semiarid and warm Trossere II was settled and by migrating Intakis and Mannar colonists. The Intaki were reluctant to industrialize the planet, but the Mannar saw the plentiful land offered as an opportunity, and thus spearheaded development. Today, Trossere II prizes its autonomy from higher authorities, despite frequent clashes over resources and planetary policy.

Vittenyn III
A key chokepoint during the Gallente-Caldari War, Vittenyn was vigorously defended by the Federation to prevent the State from breaking free to other locations in the region. The third planet of this system suffered disastrously due to the Caldari's scorched earth policy that it commonly enacted across Sinq. It was only rebuilt in recent times by a vast amount of Minmatar immigrant labour, with many towns and cities that never coalesced into larger masses. Playing to the region's irony, Expert Distribution have a considerable commercial presence on Vittenyn III.

Fricoure VII
A multitude of terraforming projects were initiated in the system of Fricoure, but the threat posed by the Caldari State during the first war meant that any settlement and full colonization projects were abandoned out of fear of what might occur to planets such as Vittenyn III. It was Duvolle Laboratories that picked up development on this cold world, receiving a contract from the local district government to construct an array of hi-tech arcologies across the surface of the planet, using the latest advancements in living and domestic technologies. These advanced constructs can be found dotted all across the continents of Fricoure VII.

Fricoure VI
This world was settled independently after the end of the Gallente-Caldari War. Although assisted by several Duvolle subsidiaries, the attention focused on the seventh planet of the system meant that Fricoure VI eventually plateaued in development, a typical Ambyrean world of humility and serenity.

Fricoure V
Colonized by wandering Vherokior nomads, they were turned away by the governments of the other worlds in Fricoure, and decided to settle on the fifth planet of the system. Making homes in the abandoned terraforming complexes, they used their renowned flexibility to make create tourist attractions, showing off last generation worldshaping technology and abandoned battlefields to all those interested.

Ainaille V
Another azure world, the idyllic Ainaille V is home to luxurious low-rise cities, all clean and pristine in typical Gallentean style. The various ethnicities have mixed over the years, and the typical Ainaillean is rather exotic in appearance, something they take great local pride in. Similar to the rest of Ambyre, Ainaille is content to remain on the sidelines. They pride themselves in representing the Gallentean dream at its highest, experiencing the best life has to offer while free from government or corporate influence.


The forefront of New Eden's fashion and textile industries and home to the Coriault Couture Collective, Coriault is also heavily militarized with a large Federation Navy presence, after being a major flashpoint during the Gallente-Caldari War. Although bustling with space traffic, the Coriaultian worlds never saw a great deal of industrialization, with the majority of young colonies during the Federation's earlier years being burnt to nothing.

Botane VI
The capital of Coriault was vigorously defended by the Federation against Caldari raiders, but only at the cost of seeing other colonial worlds destroyed as the enemy seeked targets elsewhere. Refugees from the remainder of the constellation settled here without hindrance, with Botane VI being one of the more populated worlds in the region, holding a population of several billion.

Odotte II
The amount of stellar phenomena in the system of Odotte has rendered many of its terrestial worlds less-than-desirable for settlement. The superarid Odotte II was colonized regardless, its proximity to the sun lending the planet an extremely high amount of minerals and metals. It was subsequently settled by a coalition of megacorporations, and ultimately exploded in population, who live in vast arcologies and environmentally-controlled zones on the world.

Odotte VIII
As the University of Caille settled in the system to study the Odottean stellar phenomena, along with exotic biological life on the fifth and sixth planets of the system, several other colonists wanted to migrate to the backwater system of Odotte, but found the hyperindustrialization present on the second world undesirable. Instead, they terraformed the outermost planet with strenous efforts. Their hard work paid off, with Odotte VIII having the most agreeable climate in the system, which they marketed to attract more colonists and immigrants to make up for their losses. Today, Odotte VIII is pleasant, but not quite at the level to be classed as a paradise world. Its expansive oceans are a marvel of terraforming technology, fueling its modest tourist industry.

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Agrallarier III

Agrallarier III
Before achieving political franchise, Agrallarier III was a harsh and desolate mining world under the ownership of Astral Mining Inc. It was a constant target during the Gallente-Caldari War, which means it never saw the hyperindustrial development that places like Odotte II did. Regardless, the legacy of its mining roots remains, with urban and industrial conglemerates scattered across its cold surface.

Dodixie VI
An oceanic world that is home to one of the fashion powerhouses of Coriault, who control much of the planet. Feeding off the revenue generated by the local capsuleer trade hub, Dodixie VI has several megavillas dotted across the archipelagoes, being the only notable settlements other than various independent farming communities. The planetary authority hosts fashion shows and cultural events multiple times in a fiscal year, and the world is often selected for other functions, such as ocean sports.


Nestled in a corner of Sinq Laison, the population of Wyllequet are mostly concentrated in the systems of Atier and Croleur. The original settlers of the constellation were wealthy Minmatar who could afford to migrate to more greener pastures in the Federation, as opposed to the overcrowded border systems that the majority of immigrants would find themselves in. There is still a healthy amount of ethnic Gallenteans present, who dominate the political spheres of the constellation, despite being in the minority.

Croleur III
This lush jungle planet is crowded with the spires and towers of great megalopoli, constructed mostly by automation. In true Gallentean style, the aesthetic of these massive cities blend in with the local ecology and environment, rainforest-style buildings that dominates the skyline. The incredibly wealthy population rely heavily on drones and automated industry to support their lifestyles, with even the poorest Croleurian citizen being comfortably middle class. Despite a large Minmatar population, the culture is heavily Gallenteanized, though still holding the diversity this entails.

Croleur VII
Living space rapidly become premium on Croleur III, with whatever land left over from urbanization marked as illegal to develop on, in order to preserve the planetary environment. The seventh planet of the system was thus colonized using ecological samples from Croleur III. Due to heavy demand, Croleur VII was terraformed to match its sister world's climate very quickly, and was settled in similar haste. In anticipation of rapid urbanization, a large amount of crystalline construction materials were accumulated, and thus the cities of this world were erected as soon as possible, and inhabited almost immediately after completion. Both worlds hold a population of several billion.

Atier V
This planet was settled by a large amount of Amarrian immigrants passing through Spaen from the Bleak Lands. Although designated by the Senate as a refuge world, the immigrants did not have any governmental or corporate support, out of respect for the vast amount of Minmatar pouring across the border. Instead, the Amarrians of Atier had to develop the world on their own, building their own towns and villages that can be found across the desert archipelagoes of the world.

Atier VI
The swampy Atier VI is an unremarkable, post-terraforming world that hosts an equally unremarkable population. The original settlers found the Amarrian population of the naturally habitable fifth planet distasteful, though were adamant about settling in this system. Funding corporate projects, the planet was eventually rendered habitable, though its cities rely heavily on climate control systems to alleviate its extremely humid environment.


The constellation of Jonenor is dominated by the Caldari, most notably the megacorporations of Ishukone, Wiyrkomi and the mighty Kaalakiota. Being adjacent to the home constellation of Crux, the Caldari corporations decided to expand in this direction in addition to their secret colonies. When war broke out, Jonenor saw some extremely heavy fighting, although the large ethnic Caldari population spared the worlds from being scorched, unlike elsewhere in Sinq. Today, the Caldari corporate and cultural influence is strong, and can be found in all corners of the constellation.

Dunraelare IV
Originally Dunraalen, this planet was colonized as a Caldari multi-corporate world that was outrightly conquered and annexed by the Federation during the war with the State. While Caldari corporate presence was ejected from the system until the end of the war following the formation of CONCORD, they were eventually permitted to return during the boom of post-war cooperation, having found that Dunraalen had relied so heavily on the Caldari megas. Ishukone, Kaalakiota and Wiyrkomi all have a disproportionately large influence on this world of split Gallente and Caldari ethnicities, lending it to be one of the more relatively hi-tech worlds found in the Federation. Being located centrally in the constellation, it is also the dominant political heavyweight amongst the Jonenorians.

Gallareue IV
Being located in a dead-end system away from the heavy Caldari influence elsewhere in Jonenor, the naturally habitable Gallareue IV was able to be colonized independently by many ethnic Gallenteans migrating from the home constellation of Crux. Thus, it is the exception to the rule of the Caldari-dominated Jonenor. However, unable to find any significant corporate or governmental backing, the world wasn't kickstarted in development until deciding to import Caldari goods from elsewhere in the constellation through Federal Freight. As a result, Gallareue IV is a mostly Gallentean world in terms of politics and people, but relies heavily on Caldari imports to keep its economy in top condition.

Inghenges II
Another previously Caldari world under the name of Inghengen, this once-barren world was colonized en masse by different megacorporations. Erecting several terraforming projects with Federal financial backing and technological investment, Inghengen II was gradually touted to become a fully habitable world. However, at the outbreak of war, the project was stunted significantly, with various pockets having the terraforming process being left on automated, with significant overgrowth in flora being a consequence. At the end of the war, the Federation invested in the three Caldari megas of Jonenor (Ishukone, KK and Wiyrkomi) to repair the damage done where possible. As a result, the distribution of urban population is erratic and sees a relatively lower rate of industrialization. Despite this, the number of inhabitants is still quite high, given its stunted development.

Ansone III
The system of Ansone was completely ignored by both Gallentean and Caldari megacorporations and interests during initial expansion from Crux, and thus lacks any significant presence by any major firm spaceside. It was instead colonized by independent wanderers from both of the Luminaire homeworlds, not particularly interested in the hyperexpansion that was being undertook by the two races. For most of its life, Ansone III was an agricultural world of no real significance, but the relatively recent boom in the economy of Jonenor has allowed it to invest in some minor development, constructing a diverse range of small cities to inhabit immigrants that fancied the prospects and opportunities of the constellation yet preferred a more peaceful existence.


An anaemic and forgotten constellation that is victim to some of the worst living conditions in Sinq and the Federation as a whole. The constellation is devoid of any major corporate or economic presence other than a few Astral Mining operations, the turnover of which is mostly exported out of Disier. Being a centerpoint to all other areas in the region however, gave the area strategic importance during the Gallente-Caldari War, and was thus deemed mostly high-security by CONCORD. Despite its tactical value, Disier remains one of the least developed highsec constellations in the entire Federation, and its role as mostly a thoroughfare for space traffic means it has never been marked for any major projects, much to the disgruntlement of its destitute local parliament.

Grinacanne V
As an underfunded terraforming project, Grinacanne V never appealed to the richer colonists flocking from Crux, deciding to pass right through to head to the various other constellations on offer in Sinq. It mostly attracted poorer migrants, the local corporations easily being able to attract new inhabitants to fill the roles that they were otherwise struggling to man. With the spike in Minmatar immigrants, Grinacanne V took the overflow of those who were not wealthy enough to settle elsewhere. Ultimately, the world suffers from a basket case economy, poor living and working conditions, and otherwise weak prospects for any future investment.

Grinacanne IV
A low-class temperate world that was colonized by miners, hoping to supply the demands of the terraforming of Grinacanne V and make their fortune. However, the stunted and underfunded projects on the fifth planet meant that the miners were unable to cash in on the opportunity at all, and faced having to abandon their startup projects and move elsewhere. They were saved by a philanthropist, a major cultural icon at the time, and were able to offer their output to other projects in the Federation. This allowed them to develop their mining colonies to somewhat livable towns and villages, but have since plateaued. Today, the humid and swampy planet has all but been forgotten by the wider Federation.

Du Annes III
A pristine world that boasted optimal living conditions was nonetheless ignored by the governments and corporations, citing how its relatively low mineral wealth was not worth the investment. Instead, it was settled by a variety of rich Gallentean citizens of their own accord, constructing vast estates and villas for their friends and families. It has since expanded into modest, low-rise cities and towns that dot the surface with no cohesion, demonstrating its history in being privately colonized by a variety of different individuals. Though boasting a greater quality of living than elsewhere in Disier, it still measures low on other factors such as economic and research output, and thus does not save the statistical measurements of the constellation from the poor state it is at.

Gallente Border Zone[edit]

The GBZ was initially discovered by the Federation Navy in the years following the Caldari Breakout, using the constellation as a staging post to launch attacks into the Forge, hoping to strike directly at the the new Caldari capital. It was here that the bloodiest and most ferocious battles of the Gallente-Caldari War took place, with the newly-formed State defending their new homes with vigour and determination. The Battle of Iyen-Oursta took place here in the GBZ, which was the one of the largest and deadliest battles to take place in New Eden's historyr. It was only not until the end of the war and the brokerage of peace did the constellation ever see proper development and colonization, but remains heavily militarized in the wake of renewed hostilities in 110.

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Iyen-Oursta VII

Iyen-Oursta VII
Out of the ashes of the ruined system, which saw its infrastructure reduced to nothing in the intense fighting, the first Federation government after the settlement of peace marked Iyen-Oursta VII to be a grand project that would revitalize the system, and stand as a testament to the human spirit in the years following the bloody battle. Partnering with all of the Federation's major megacorporations, the Senate poured trillions into the development of Iyen-Oursta, with millions of migrants of both Federal and Minmatar descent flocking to make their new homes on the world. The Federation did not anticipate such a positive reception, and thus invested more tax money into the project. It paid off, and the massive crystalline megacities of Iyen-Oursta VII cover the surface of the world, housing billions of inhabitants.

Faurent III
The massive investments in Iyen-Oursta had a wider effect on the constellation as a whole, with the developments "bleeding off" into nearby systems. The desert planet of Faurent III was the first world to ride off the wake of the economic boom in the area, settled by xenophobic Mannars who heavily disliked the multiculturalism and ethnic diversity taking place in the adjacent system. Despite this, they were forced to trade significantly with Iyen-Oursta VII, contracting Federal Freight to do so. This allowed them to develop their world to a respectable standard, with various homegrown industries to support themselves. The Faurentians, however, would never match the majesty of their rivals just a couple of lightyears away.

Direrie III
The last of the worlds to ride in the wake of the booming economy activity was Direrie III. Mostly an agricultural and small-scale mining world during the war, the local governments were able to supply Iyen-Oursta during its initial development and industrialization waves, having not reached a level of self-sufficiency. The citizens of Direrie were able to reap the rewards of their investments, and saw a notable spike in urbanization and development, but their economic activity slowed down once Iyen-Oursta became self-sufficient. Today, thanks to the entrepreneurship of their grandparents, the inhabitants of just a couple billion are able to continue to live off the wake of those successes.


A bottleneck constellation connecting the GBZ and Metropolis to the rest of Sinq, the system of Lolbrerie sees many immigrants from both the Republic and State. Most notably, it is the location of the doomed Crielere Project, a joint undertaking between the Federation and the Ishukone Corporation. Its legacy has most notably elevated the technological levels of the two major worlds located in Lolbrerie, boosting the standard of living considerably.

Chainelant VI
Chainelant III was found to be rich in new lifeforms not found anywhere else in Federation borders, as well as being home to an array of ancient ruins. As such, it was designated a sanctuary world by the government, and settlement beyond research teams and their families was not permitted. The local district parliament, however, was getting anxious over the rapid settlement of Sinq that took place after the conclusion of the Gallente-Caldari War, and Lolbrerien deadspace was already getting packed. With Dodenvale not willing to accept immigrants, Chainelant VI was therefore marked as a terraforming project using organic material and gases from the third planet of the solar system, with the two worlds sharing an identical ecology. Chainelant saw a massive influx of Minmatar and Caldari immigrants, their strong sense of work ethic seeing the planet develop at a pace rarely seen elsewhere in New Eden. Many native Gallentean citizens soon migrated to the planet to cash in on the opportunities provided, as various white collar jobs opened up. Now home to several billion, Chainelant VI is sometimes prone to racial tension, despite its superbly developed infrastructure.

Dodenvale V
Settled long before a stargate network connected the system to the rest of the Federation, the first generations of Dodenvale's planetary development was undertaken single-handedly by the colonial frontierspeople that stumbled across the virgin world, with no support until contact was re-established. Many excited colonists flocked to the world when it became somewhat of a sensation, and left just as quickly when war erupted with the Caldari, being so close to their secret colonies. Today, having achieved political franchise, its healthy population sits just above the billion mark, and the world is often invoked to remind citizens of what an achievement Gallentean frontiersmanship has created.


One of the first constellations settled in Sinq Laison, Firille was colonized directly by the Federation government itself, who saw it necessary to establish a platform for wider expansion into the region. Unsurprisingly, most corporations and business interests steered well clear of the constellation, realizing that any opportunities the colonization may have presented would be heavily regulated by the Federal presence. The cumbersome bureaucracy meant that only one world was developed to any notable standard, and the anaemic local economy resulted in organized crime being allowed to thrive, forcing Federation Customs to establish a presence in the area. Though significantly reduced in recent years, the legacy remains.

Chelien V
The only world to be settled significantly in Firille followed a standard Gallentean design of crystalline aesthetic, as what would be expected of a planet developed directly by the Federation itself. However, over time, the lack of any decent economic prospects meant that many of the planet's cities were allowed to fall into decay, crystal spires now looking more like dull ice. There is a significant underclass in the undercities as well, compounding the world's poor state further. However, Chelien is well-known in the Sinq music scene for various working class artists that have risen to prominence, which has drawn the attention of Egonics Inc. nearby.


Dominated by the Intakis, Placid is mostly a lawless frontier, mostly due (in equal parts) to a fierce desire for political autonomy as well as Federation reluctance to invest heavily in the region, which has caused some resentment from the locals. Nonetheless, central government presence is minimal here, in what is mostly a lowsec frontier. Though some megacorporations maintain an industrial presence in space, the worlds of Placid are primarily agrarian societies that are self-supporting, the only real indication of being a Gallentean world is their positioning in Federation borders. There are some exceptions to this, however, with more to the region than just wood-and-stone villages.


Home constellation to the Intaki member state, Viriette may suffer from issues with security and criminality, but is one of the richest areas in the Federation regardless. Retail giant FedMart has its head offices here, as does Pend Insurance. Astral Mining, based in Intaki, has operated in the constellation for generations, being a key player in the region's original colonization and development. Recently, the Ishukone Corporation and Mordu's Legion were granted the Shipping & Security franchise respectively by the Intaki Assembly government, seeing a gradual rise of Caldari influence in the area, least of all from neighbouring Alselbosier, where Ishukone has historically operated.

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Intaki Prime

Intaki V
Homeworld to the Intaki race, she is described as a jewel amongst planets, tropical and arid. Its cities, including the capital of Lenoika, are notable for their flat-roofed terraces, though hybrid architectural designs exist across the planet. Though the population was previously confined to the polar regions, the only habitable areas before the advent of the modern age, the use of Gallentean worldshaping and climate technology means that previously inhospitable areas of Intaki are now livable. An ethnic Gallentean minority lives alongside the Intaki majority and, despite the lack of any central influence in the Assembly territory, the world is remarkably pro-Federation.


An old constellation that was one of the first Gallentean excursions into Placid space, before first contact with the Intakis, Beyt is somewhat of a behemoth in terms of economic output and population. Its positioning not far from the Federation capital and the Intaki Assembly means that it straddles the political boundaries of both cultures, sometimes causing tension, but other times creating a healthy hybrid society. While Beyt may have somewhat of a questionable underworld, given the hyperpopulated constellation's status as the only highsec Gallentean territory to share a border with the Syndicate, it is no doubt one of the powerhouses of Placid, as well as the Federation as a whole.

Orvolle V
The system of Orvolle was discovered to have numerous barren worlds that were prime targets for terraforming, and was subsequently settled en masse by various corporations. The sixth planet of the system, while naturally habitable, was rich in alien life found both in on land and in its warm seas, and thus the Gallentean nations settling the system agreed between themselves to declare the world off-limits (later, after the founding of the Federation, the Senate made the century-old treaty into law). When first contact was made with the Intakis, many who embraced space travel flocked to Orvolle to participate in the terraforming projects. The fifth planet was the first to be completed, and its grey pangaea landscape did not deter huge megacities from being erected on top of the old terraforming settlements. Although purely aesthetic, many buildings of Intaki design can be found nestled in the urban jungles that cover the planet.

Orvolle IV
The fourth planet in Orvolle was made habitable not soon after the mass Intaki migration to the system. Its climate matched the Intaki homeworld, although there was very little landmass to live on. Instead, its tropical seas proved apt for underwater settlement, while the islands that dot the world mostly became tourist hubs of pre-industrial Intaki design (some call Orvolle IV an "Intaki away from Intaki"). Nowadays, the fourth planet is often visited by citizens from the rest of Orvolle, whether spaceside or planetside, who desire a vacation.

Orvolle VII
The last to be terraformed in the system, Orvolle VII is a lot colder than its inner cousins, though its vast steppe regions is popular for adventurers and tourists alike. Mostly agricultural, few settlements can be said to have developed to full-blown cities. The world mostly exports, populated primarily by agarian-minded Intaki.

Osmeden V
Osmeden V was initially used as an exporter of biological material to the mineral-rich eighth planet of the system. However, an ecological disaster on Osmeden VIII, which saw much human and natural life wiped out by nanoplagues, meant that the naturally habitable fifth planet of the system became the new home for the millions of survivors. Though mildly prosperous, mostly thanks to the healthy spaceside economy, the history of the disaster casts a long shadow over the populace.


This constellation was one of the first to be settled by the Intakis who were swept into the interstellar era with by the Gallenteans. While the Intaki traditionalists mostly went on to settle the Placid frontier in areas such as Pegeler and Serthoulde, those who embraced Gallentean culture headed into Josmaert. Naturally, given the reputation of ethnic Intakis as clever businesspeople, several corporations were drawn to the constellation to assist in its colonization, with Duvolle Laboratories emerging as the primary megacorporate influence, alongside Combined Harvest who supports the heavy agricultural demand of the constellation. An isolated enclave of secure space in a mostly lowsec region, Josmaert is a curious anomaly, an industrial powerhouse that rivals the Intaki home system one constellation over.

Vivanier III
The undisputed capital of Josmaert, many an economist has stated that perhaps the only objective of spaceside economic activity in the constellation is to support the megaworld that is Vivanier III. Fiercely autonomous and self-sustaining, the world has established a monopoly on all political activities in Josmaert, Vivanier itself owning colonies on other planets in the area. Its population is composed of Intaki and mixed Gallentean, and with a considerable Minmatar minority, as can be expected on any major world in the Federation. Being surrounded by lawless space means that traffic in and out of Vivanier is relatively low, but this is a good thing as far as the locals are concerned.


Unour was settled by Josmaertians who were once proud of the political autonomy they wielded, but ultimately became disillusioned with the hypercorporatization of Vivanier. Instead, they settled in neighbouring Unour, which is in turn even more isolated than Josmaert, accessible only via Algasienan. Achieving political franchise as a district rather quickly, Unour contracted Material Acquisition for spaceside mining to support planetary settlement projects. To this day, it remains as the only major corporate presence in the constellation. However, disagreements between the Unourians rapidly festered, breaking away from each other to settle different planets in the territory. Today, the district government is hampered by disagreements and old rivalries, but it still remains proudly independent, isolated from the Federation who holds negligible influence in Unour.

Vilinnon III
First stop was Vilinnon, a dead-end system that the politically paranoid Unourians figured would be as far from Federal influence as possible. They followed standard Gallentean architectural design, seeing it as a political statement of being able to construct a Gallentean world without the assistance or influence of the Federation. Suffering from manpower issues, however, Vilinnon advertised itself elsewhere in the wider nation, hoping to attract colonists with promises of wealth and independence. It worked, and many settlers migrated to the system, particularly those who were patriotic about Gallente ideals but not so much about the government itself. The population skyrocketed, and the dream was fulfilled; a Gallentean world that sets a benchmark in both living standards and self-government.

Vilinnon I
Not everyone was particularly pleased with the sudden cosmopolitanism imposed on Vilinnon III, particularly culturally conservative ethnic Gallenteans (though many would point out that these individuals have forgotten the history of just how central Placid was settled). Contracting Material Acquisition in orbit of Vilinnon I, who were operating several mining projects on the ground, the Gallenteans settled on the once-barren world and began development under a conservative government that was intent on curbing influence from any outside forces. Internal politics broke down further, with sub-states settling areas of the planet on their own accord. Material Acquisition, however, supported all groups, and thus they were able to urbanize on equal footing. Despite the aesthetic attraction of the local cities and towns here, as well as the untouched countryside, outsiders are relatively unwelcome, even those from neighbouring settlements.

Mollin III
Mollin was settled by wandering, agricultural Intaki who found the less secure areas of Placid less than appealing, preferring the safe haven that Unour offered. The similar terrain and ecology to the Intaki homeworld (although far less inhospitable) meant that it proved a popular choice for Intaki immigrants. When Material Acquisition moved into system, the planetary government voted to purchase construction materials from the Quafe subsidiary, using the resources to fund a humble level of urbanization, not dissimilar to Intaki V.

Ommaerrer IV
Barely habitable, Ommaerrer was settled by miners who wished to cash in on the vast deposits of minerals on the world, despite its climate mostly being either swampy or superarid. Material Acquisition was quick to notice the opportunity in the system, and moved in, setting up their own operations planetside. The legal clashes that followed left the original settlers in the dust, but the mass migration to Unour meant that many other colonists with mining backgrounds decided to make Ommaerrer their home, now inhabiting the few cities that sit within environmentally-controlled lifezones.


Isolated from the rest of the nation, Solitude was settled before the Federation's founding from two directions, using massive colonial fleets housing millions of migrants that crossed open space using conventional warp drives, first from Kenninck in Placid to what was later called Eggheron. The second wave came from Arant neighbouring Villore, to Arasare in modern day Solitude. These two systems are thus home to the most populated worlds in the region, developed long before contact had been established with one another or the Federation itself. Citizens of Solitude are fiercely nationalistic and proud of their history, having developed the region with little aid from anyone but themselves. Not least of all is their autonomy valued, with the Federal Administration holding no presence in the region, despite traditionally being strong supporters of Gallentean values. Despite being the smallest region in the Federation alongside the Verge, it wields considerable political influence, with a relatively high population density.


After making planetfall in Eggheron, the colonists from Kenninck began to slowly colonize the worlds in the wider constellation, though had little in the way of spacecraft to establish a working systemwide infrastructure. The priority, other than the development of each world, was the establishment of a working stargate network, preparing for the arrival of the Federation once contact would inevitably be restored. The Navy was quick to establish a presence in the area after Mobrault was reconnected with the greater Federation, most notably in the Ratillose Corridor, due to the combined threats of the Amarr Empire and the newly-formed Intaki Syndicate. Material Acquisition set up a presence in later years to assist in the development of a working space infrastructure in the constellation. Politically speaking, Mobrault is a "Solitude within a Solitude", mostly autonomous as an isolated highsec area cut-off from the rest of the region by lowsec. Mobrault often clashes with other districts and worlds in Solitude for colonial rights over planets in the frontier systems, that of which constitutes almost half of the region itself.

Eggheron VIII
Eggheron VIII was the first planet to be settled in Solitude, with the colonial fleet making landfall countless decades ago. The millions of colonists worked together in establishing the foundation and infrastructure of great megalopolis the planet would later become. It was not until subsequent generations that expansion projects in space actually took place, and the arrival of the Federation, particularly with the Navy and later Material Acquisition, saw a further boost in both population and urbanization. Eggheron VIII legitimately holds the title of the most populated world in Solitude, if only due to it being the first world that was settled in the region.

Eggheron VII
The terraforming process on Eggheron VII was mostly automated while the eighth planet was still being developed. Once the colonists were ready to make the journey into space again, this world was the first stop in the gradual colonization of Mobrault. Mostly an overflow for its overpopulated mother world, the territories of are client states and vassals of Eggheron VIII.

Pochelympe IX
Pochelympe IX was terraformed in recent Federation history using ecological materials from the deserts of the naturally habitable fifth planet of the solar system. The population boom ongoing on Eggheron VIII meant that many citizens were forced to migrate off-world. Pochelympe V barred any immigration, seeking to preserve their jungle world. A comfortable network of cities and towns was thus established across the desert world soon enough, a respectable mining industry that keeps the world supported.