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Minmatar
Of the four major races of New Eden, none has endured more turmoil than the Minmatar. Once a thriving tribal civilization, the Minmatar were enslaved by the Amarr Empire for more than 700 years until a massive rebellion freed most, but not all, of those held in servitude. Modeling their recovery after the Federation's success, the Minmatar Republic was born. But despite rising to prominence on the world stage, more than one third of the present-day population remains enslaved. The Minmatar people today are resilient, ingenious, and hard-working. Many of them believe that democracy, though serving them well at first, will never restore what was taken from them so long ago. Instead, they long for a government truly reflective of their tribal culture, and remain deeply attached to their enslaved kindred. They will forever resent the Amarrians, and yearn for the days before their accursed ships ever reached their home skies.
Introduction
A tough, no-nonsense race, the Minmatars are a determined and independent people. Their home planet of Matar is a natural paradise, although centuries of abuse have taken much from its beauty.
For the Minmatars, the most important thing in life is to be able to take care of yourself on your own, and although kin and family play an important role in their society, they prefer identifying themselves by the clan or tribe to which they belong. A clan can have any number of people in it, and its size is largely dictated by the main activity of its members. Most specialize in one area of activity. While those who live on a planet can focus on agricultural or industrial activity, others who travel around the world of EVE concentrate on trading, pirating, and suchlike.
In the distant past the clans constantly warred against each other. Since then, however, Minmatars have learned that cooperation is more important, and although the clans still try to maintain their regional and ideological identities, they act as a single unit towards other races.
The fortunes of the Minmatars have ebbed and flowed continuously. At one time they had a flourishing empire with a level of mechanical excellence never before or since seen anywhere. Later, however, they had to endure centuries of enslavement, toiling and dying for the benefit of foreign masters. Today most of them have regained their freedom, but the legacy of their enslavement has been the diaspora of the race.
The Minmatars are the most numerous of all the races in the world of EVE, but their vast numbers are divided into many factions. While the Minmatar Republic is the official state, only a quarter of all Minmatars are part of it. The largest proportion, almost a third, are enslaved within the huge Amarr Empire, while a fifth resides within the Gallente Federation, creating a powerful political bloc which keeps relations between the Gallenteans and the Amarrians in a constant state of tension. The remainder, who are not part of any formal organization, live as freemen throughout the world. Many are itinerant labourers, roaming from one system to another in search for work. A fair number make their living on the darker side of the law, acting as pirates, smugglers and peddlers in all kinds of illegal goods, and many of the larger criminal groups in the world of EVE are run by Minmatars.
Tribes
The Minmatar society is very much based on tribal society. There are seven major tribes or clans, Sebiestor, Krusual, Brutor, Vherokior, Nefantar, Thukker and Starkmanir.
Of the seven clans, four make up the Minmatar Republic, Sebiestor, Krusual, Brutor and Vherokior. The Starkmanir tribe was almost totally destroyed by the Amarrians after a crushed rebellion four centuries ago, only a handful remain as slaves within the Amarr Empire. The Nefantars collaborated with the Amarrians during the latter control of the Minmatars. They were driven out alongside the Amarrians during the Minmatar Rebellion and today make up what’s commonly known as the Ammatars. Lastly, the Thukkers are scattered throughout the world of EVE, their tribal bindings are very loose and many of them don’t even consider themselves to be a part of a tribe any longer. These people have rejected many of the strongest traditions of the Minmatars, such as the tattooing process.
The large, fertile plains of Matar, home planet of the Minmatars, with endless herds of hoofed animals, proved ideal for a nomadic lifestyle. The fabulous conditions on Matar coupled with more than enough space meant there was less incentive to struggle to keep up the technology level after the closure of the EVE gate. For ages the Minmatars roamed this paradise, slowly divided by time and distance into numerous tribes.
The tribal community was ideally suited for nomads, but remarkably the Minmatars kept their strong tribal ties after urbanization began, even if some of its more strict aspects have declined in recent times, such as the stringent caste system and (for some of the tribes) acreage serfdom for farmers and workers. To this day, Minmatars identify themselves first and foremost through their clan.
The Minmatar tribes evolved their own traditions over time, but limited communications between them ensured a few basic similarities in their social structure. One of these is the pyramid structure of the tribe: each tribe has a number of family clans, which are then further divided into sub-clans based on occupation, geographical location and other traits (this is different between the tribes even if the overall structure is the same). Each of the seven major tribes has a tribal leader; this person serves pretty much the same position as a president or a head of state for the tribes. The authority of the tribe leader is unquestioned within the tribe, but he has little or no power outside his tribe. The clan structure is both one of the main strengths and main weaknesses of the Minmatars. On the one hand the strong tribal bonds have kept the Minmatars pure in their cultural heritage, but on the other hand it makes them politically weak and vulnerable versus the other empires.
Bloodlines
The Minmatar society is very much based on tribal society. There are seven major tribes:
Sebiestor - Widely respected as being among the most innovative thinkers of the cluster, the Sebiestor are an ingenious people with a natural fondness for engineering.
Krusual - The Krusual tribe is sly and cunning, shrouding its ways in lies and secrecy.
Brutor - The Brutor are a martial people who live regimented, disciplined lives.
Vherokior - The Vherokior are versatile people known for their access to all aspects of Minmatar society.
Nefantar -
Thukker - The Thukkers nomadic in nature, constantly roaming from one place to another.
Starkmanir -
