It’s easy to think that contemporary events are gamechangers. How many times have we heard some crisis as the “defining moment” of Roden’s presidency, or any battle as a “tipping point” in a broader war? And when you look back a few months or years later, you see that these events were nothing of the sort. It’s natural to think that the most recent events are the most important. But in most cases, events – even ones that at the time seem monumentally important (pun is very much intended) – are mere drops in the ocean of human history. It is rare indeed that an event actually bends the course of human events. It’s almost impossible for most people to objectively determine the effects that any one incident will have until we’ve had a chance to move on. In fact, it’s precisely that reason that most historians try not to look at modern events that closely, until time has passed, passions have cooled, and the repercussions have made themselves more verifiably known, leaving it to the more pedestrian punditry to give the who, what, where, and why of modern events.
Even with all of this in mind, I find it hard to look back at the now infamous battle in B-R5BR and see it as anything short of historic. This was not the first time that a capsuleer alliance had neglected to pay its bills to CONCORD, nor was it the first time that a tiny mistake led to a massive battle. The battle of B-R5RB doesn’t even come close to the record of largest naval engagement. Both Pandemic Legion and the CFC have fielded more ships in a battle and more pilots have lost ships before. But what makes this battle different, beyond the sheer amount of isk lost, is the effect it has had on the general public. Never before has the general public’s imagination been captured so much as the day that the titans began to fall. While there have always been niche news sites dedicated to covering capsuleer goings on, for the first time, mainstream media have started to look to the skies. New pilots are flocking to capsuleer training centers in record numbers, flooding the spacelanes with new opportunities and new fodder alike.
CONCORD, to its credit, has moved quickly to memorialize the battle site. Within days, the often slow-acting agency declared the system a place of historic significance, and acted to preserve the wrecks so they don’t decay away in the harshness of space. What’s left is a stunning, haunting (or, should I say spooky?) tribute to this very literal clash of the titans. To some, it’s a tribute to the victory of the CFC; to others, it’s the gravesite to thousands, if not hundreds of thousands of crew aboard the various ships. Whatever its meaning to you, this heretofore unknown cul-de-sac system has attained a new place of prominence in the interstellar consciousness, and its newfound memorial will ensure that it remains so long after the pundits have stopped their prognosticating on its meaning. Of course, the quieting of the punditry won’t keep Aura from becoming rather existentialist on us:
You are entering the graveyard of Titans, a silent memorial to one of the grandest, most violent, most cataclysmic battles New Eden has ever borne witness to. Halt your ship, capsuleer, and take a moment out of the mad swirl of your life to ponder your own impending deaths.
The beacon that CONCORD has placed on the site is a bit more on-point and a bit less poetic than Aura:
Here lie the wrecks of monstrous ships, commemorating a battle that blotted out the sky on Jan 27-28 in YC 116.
Two coalitions of capsuleers clashed in vessels numbering in the thousands, causing destruction on a scale of war never before seen by human eyes. CONCORD elected – after advising with the various empires – to leave a few wrecks left on the field for all spacefarers to see. Ostensibly this was a warning of capsuleers to where their folly would lead them, but those who’ve encountered the immortals will know it was more likely taken as an ideal of death and destruction to which they can aspire from now until the end of time.
As your view adjusts after warping through B-R5RB VIII, one of the first things you’ll notice is the bright gray of the temple that CONCORD’s erected on the site (why the temple is already battered-looking and worn is another discussion entirely). Examining the temple closely will reveal a list of all the pilots that lost a Titan in the battle. As your eyes adjust, however, you’ll notice a number of hulking, looming shadows surrounding on all sides. These shadows eventually clarify into the hulking shapes of shattered ships. Surrounding you are ships from all four empires, torn apart by the massive forces brought down upon them in the battle. Fires still glow from the interior, and possibly will continue to do so for years (especially if the ships were Caldari built). Each wreck is surrounded by a cloud of debris, which is especially dense near the site of the hull fractures where these gigantic ships finally cracked. Each of them dwarfed Scientia and its small crew.
To the left, ships blot out an appropriately blood-red star. To the right, now-nameless titan wrecks, worth billions of isk and with thousands of lives lost on each of them, gently tumble through space against the green backdrop of the Immensea nebula. And all around, there is an eerie quiet. The stark stillness of the scene stands in sharp contrast to the ferocity of the battle that took place here just days before.
Am I wrong to think that this battle was different from the countless others that have happened over the years in New Eden? Have even my amateur historian’s eyes been clouded by the media coverage and the endless echo chamber that has come out of this battle? After all, this will hardly be the last time that B-R5RB will change hands. PL has already finished reimbursing its pilots for the ships lost in the battle. Other battles will rage, breaking this record or that. Only time will tell of the grander effect, if any, of this battle. But for now, for once, more eyes are focused on the stars. For now, the happenings of New Eden are drawing the attention of the broader masses. And for now, at least, B-R5RB certainly seems like a gamechanger. And even if it isn’t, at least this monument will help us remember the day that the titans fell.
- Attraction: Titanomachy
- System: B-R5RB
- Security Rating: 0.0
- Region: Immensea
- Potential Hazards: B-R5RB is deep in 0.0 space, involving jumps across a number of different alliance territories, many of which may be operating under “Not Blue, Shoot It” protocol. Gate camps (including warp interdiction bubbles) can be found often in transitioning from 0.0 to high security space, as well as on other gates. Caution is advised.
Pilgrimages are a sacred rite of passage in many cultures, and important in almost all others. There are certain places, certain sites that are hallowed grounds for many cultures, for varied reasons. It’s not that you go there to witness what is happening at the site now. But there is something ineffable to visiting a place that has had such a marked impact on who you and your people are. Even though all that may remain are ghosts and stories, people still flock to these sites to remember what had been. Religions, of course, are particularly susceptible to deeming a site holy, but any culture seems to have their sacred areas. Even capsuleers have been known to make a journey out to the Eve Gate or Steve, to see where we came from. And while there, we reminisce about what it means to be us, what it is that ties us together. In traveling to these sites, we journey not just to a physical destination, but also to a psychological one.
And, of course, it’s not only rational people that have holy sites to make pilgrimages to. The Blood Raiders are perhaps the most devout in New Eden, in their own twisted ways. The more militant parts of the sect truly believe that drinking the blood of others (particularly us apparently tasty capsuleers) will bring them closer to salvation, and will endure almost anything to reach their version of immortality. But like just about any religion, the Blood Raiders have made their own holy sites as well. One in particular can be found in the constellation of OK-FEM, deep in Delve. The holy site itself is the former Amarr exploration ship Pagera Manton, which was discovered adrift by Blood Raider devouts and transformed into a place of worship. Why they decided to use this particular ship, I’ve never asked. But because Pagera Manton itself is heavily guarded, the Blood Raiders have constructed their own waypoint for weary pilgrims, named Blood Reach. As Aura explains:
Blood Reach is a fortified outpost run by the Blood Raider organization. Its purpose is to house pilgrims coming to visit the holy site in OK-FEM. In recent times it has also served as a base of operations for Blood Raider forces sent here to find and eliminate Amarrians who come to the constellation to sabotage the Pagera Manton.
Blood Reach is a bustling spaceport in the heart of fortified null sec. Despite being owned by capsuleers, the Raiders have carved out a substantial niche to call their own. The site is dominated by two massive structures. The first is your traditional Blood Raiders cathedral. Based off of the classic Amarr design, the colors have been changed to a bloodred to reflect the, well, you know, love of blood. But opposite that, an even larger structure is under construction. Although for now only part of the superstructure is complete, the design hints at a station that will dwarf even the current cathedral. Presumably meant to house the faithful and those passing through, for now the structure’s skeletal appearance gives a rather unnerving feeling to an already-unnerving area.
Beyond the two large stations, a variety of smaller structures can also be seen. Off to one side, a set of six bunkers can be found. Presumably meant to act as temporary housing for wayfarers until the larger structure is complete, their sleek Gallente stylings actually stand out quite a bit compared to the rest of the site. But around the cathedral is where the bulk of activity can be found. Although the cathedral sports a number of docking slips, the most notable thing here is what is rather untactfully called the “bloodsport arenas.” These are massive stadiums, whose tops are covered in clear materials. Inside, I could see hundreds, if not thousands of spectators surrounding a playing field that was already coated thick in blood. Despite blood being sacred to the Raiders, they seemed to be spilling an awful lot of it here in the thrill of competition. Right next to the arenas, a number of slave pens could also be seen. It was times like this that made me wish I didn’t fly an essentially unarmed Tengu.
A variety of Raider vessels could also be seen flitting between areas of the site. Thankfully, they seemed to ignore me, despite my obviously capsuleer-based ship. Whether they mistook me for a member of the faithful or just wanted me to make sure I could tell people of what I saw, I have no idea. But they left me alone, and for that I was grateful. The site also supported a significant industrial infrastructure. A number of mined-out asteroids could be seen surrounding the site, while foundries worked seemingly day and night. I decided not to examine too closely precisely why the foundries had been named “Clone factories.”
I didn’t spend long here. The Blood Raiders worry me more than any of the other factions in New Eden, with the possible exception of the Sansha. Religious fervor combined with cannibalism never seems to end well, and I couldn’t even begin to understand where they were coming from in their philosophy and theology. Still, even they are humans (though of a very deviant sort, I’ll concede), and like any humans, they need a place to call their own. Blood Reach and the nearby Pegara Manton appear to be precisely that. And so the faithful Raiders will continue making their pilgrimages, just like the devout have for thousands of years.
- Attraction: Blood Reach
- System: CX8-6K
- Security Rating: 0.0
- Region: Delve
- Potential Hazards: CX8-6K is deep in 0.0 space, involving jumps across a number of different alliance territories, many of which may be operating under “Not Blue, Shoot It” protocol. Gate camps (including warp interdiction bubbles) can be found often in transitioning from 0.0 to high security space, as well as on other gates. Caution is advised.
- Additional Notes: This site is a COSMOS site, and agents are available if you have the proper standing with the Blood Raiders.
One of the interesting things about human nature is how we gravitate towards certain ideas, even when ostensibly eschewing them. Humans (even immortal ones) are ultimately creatures of habit, and once we get certain ideas in our heads, it’s almost impossible to excise those ideas, regardless of how hard we try. Take null security space, for example. This area is ultimately dominated by people who have decided that big government isn’t right for them: they want to live their own lives their own ways. So what do they do once they get out to null sec? Why, they start collecting taxes. They start conducting diplomacy with their neighbors and, if necessary (and sometimes even if not necessary), conduct war against their neighbors. The alliances start providing infrastructure for their members, and cultivating loyalty. They set up structures to air disputes, while providing for the general common defense of their lands. If I didn’t know better, I’d say that this is precisely what a government does.
Even the pirate organizations, the ones who fled “civilized” life to strike out on their own, ultimately end up creating their own forms of governments. To be sure, pirate based governments tend to be more heavy handed than most. They’re not afraid to use extreme measures to maintain control, and they likely don’t exactly care much about popular opinion, but they are governments nonetheless. Indeed, it’s rare that you find true “anarchists” who want to bring the entire system and keep it down, rather than just being unhappy with the current form of the system or the policies of the current system.
A classic example of this can be found out in Feythabolis. It’s a distant region, found near the southern tip of the current gate network in New Eden. It’s essentially the furthest you can possibly get from CONCORD and the empires. And yet even here, you see the basic qualities of a system of governance for the region. Capsuleer governors keep an eye on their holdings, farm them when they can, quell rebellions when they must. The local pirates, the Angel Cartel, likely fled from Minmatar space to get away from the classic tribal structure, and yet here they’ve merely set up a government of their own. We can see this in this week’s site, Minecore HQ. Minecore headed out to null security space for the reason that many do: to make isk. And they ended up getting taken over by the Cartel in the process. As Aura explains:
Minecore Inc. is a corporation founded by groups of freelance miners and mercenaries who had ventured into Feythabolis in search of valuable asteroids and gas clouds rumored to be located in this perilous territory. By banding together they also hoped to withstand attacks from marauding pirates and other outlaws. Inside this area of space they have set up an outpost which operates mainly as a gathering point for their mining expeditions before they venture out into uncharted space in search of harvestable gas clouds.
Shortly after Minecore’s conception, the Angel Cartel came in force to I-3ODK to claim their share of the profit. Minecore was forced to concede a large portion of their earnings to the Cartel, and have paid tribute ever since to keep them off their backs. Today Minecore is partially controlled by the Cartel, and their outposts are guarded by Angel ships.
The Minecore site is now a classic example of an organization ostensibly dedicated to taking down governments and creating general mayhem doing the exact opposite: imposing order (albeit their own kind of order). They weren’t going to let something like a few miners get in the way of profit, so they took by might what they couldn’t take by right. And in doing so, the Cartel even goes so far as to protect their investments. Arguably, defense is the most important of all governmental functions, and the Cartel provides it with gusto. Indeed, the Minecore site is now replete with Cartel forces, probably as much to protect the Cartel’s investment as it is to keep an eye on the local inhabitants.
Beyond the heavy Cartel presence, however, there’s little really to see at the site (beyond my ability to let my political science geekery out to play, of course). It’s your standard mining site: a main base dug into a fairly large, arc-shaped asteroid, with a variety of supporting industries and habitation modules. The site is certainly on the larger end of mining operations that I’ve seen, but there’s really little to recommend it unless you have a pronounced fascination with mining efficiency and industrial processes (granted, I know some people love this kind of thing, though it’s not quite my cup of tea). You have your standard asteroid habitats, foundries, and the myriad of other things you can find in just about any system in New Eden. If it wasn’t for the slightly distinctive background, it wouldn’t be worthy of note at all.
I didn’t spend long at Minecore. Though I obviously sympathizes with the workers, I had no desire to face the wrath of the Cartel (who already are not exactly my biggest fans). After I finished taking my photos, I set off for my next destination, wondering if that one to would let my inner political science geek out.
- Attraction: Minecore
- System: K-X5AX
- Security Rating: 0.0
- Region: Feythabolis
- Potential Hazards: K-X5AXis deep in 0.0 space, involving jumps across a number of different alliance territories, many of which may be operating under “Not Blue, Shoot It” protocol. Gate camps (including warp interdiction bubbles) can be found often in transitioning from 0.0 to high security space, as well as on other gates. Caution is advised.
- Additional Notes: This site is a COSMOS site, and agents are available if you have the proper standing with the Angel Cartel.
We all have our skills in life. Some of us are fantastic at fighting. Others of us are great at dying. Some of us have found our calling in creation. While still others like to theorycraft destruction. The thing about capsuleers is that we’re a varied lot. We go beyond mere death and destruction. Political intrigue is well cataloged in capsuleer circles. We have such a robust community that incisive political commentary is not just a nicety, but a necessity. News sites cover not just what happened, but offer commentary as well. Some people have fantastic stories to tell. And that doesn’t even begin to cover the pirates, wormhole dwellers, and people who are trying out a little bit of everything. Oh, and then there’s me, who keeps taking pictures of the things I see in New Eden, and for some reason, people keep reading it. In short, New Eden offers such a broad array of insightful, colorful, and just all around fantastic characters in every imaginable combination.
I bring this up because for all of the stories there are to tell, for all of the things that there are to say (and have been said), there are 100 more that never see the light of day. In a galaxy of billions, with intrigue, murder, and shady deals a constant part of life, I can’t help but thinking of the untold stories of the cluster, even when inundated with plenty of stories that are. While many of these stories are undoubtedly less exciting than the ones we end up hearing about, I have no doubt that there are certain stories that, if ever exposed to the light of day, would turn the cluster upside down. But, for whatever reason, these stories are often lost to the ages, never to be told.
This entire train of thought was prompted by my investigations in the 760-9C constellation. It’s a backwater constellation, out in Wicked Creek, and certainly not some place that I would really consider taking a vacation in. But it’s notable because it’s the suspected hiding place of wanted criminal from Matari space. Martokar Alash sounds no worse than many capsuleers, being wanted by Matari authorities for booster smuggling, killing CONCORD officers, and capturing Matari citizens and selling them into slavery. Yet the Republic Justice Department has decided that Alash needs to be stopped, and is willing to step on the toes of the Thukker Tribe to do it. Alash was last seen in 760-9C, and the Republic has made the constellation a focus of its search. Indeed, when you first enter the constellation, Aura receives an automated pop-up message from Matari authorities:
Rumor has it that the infamous Thukker warlord, Martokar Alash, was last seen in the constellation 760-9C. He apparently fled his homeland after Republic authorities threatened an invasion should he not be extradited into their hands. It is believed that he has become involved in the booster smuggling business, working alongside the Angel Cartel.
Martokar’s previous crimes include the murder of CONCORD officers, kidnapping and sale of Republic citizens into slavery. Investigators also blamed him for managing a large criminal network inside the Republic territories, which had direct links to the Angel Cartel. And although it is common knowledge that the Thukker Tribe leadership has strong ties to the Cartel, Dulinar Nerhoger, chief of intelligence in the Republic Justice Department, believes that Martokar’s crimes are grave enough to warrant special attention. He advises all travelers venturing into 760-9C to keep an eye out for Martokar, he is considered extremely dangerous.
For the purposes of finding Alash, the Republic has set up base in an old, abandoned station in DUO-51 of Minmatar origin, now only known as The Tain. What an abandoned Minmatar station is doing out this way isn’t entirely clear. Records don’t indicate that the Republic has ever made a concerted effort at settling the region; indeed, Wicked Creek’s been in the hands of the Angel Cartel and its associated criminal elements for as long as anyone can seem to remember. It’s possible that the Thukker built the station long ago, only to abandon it when their seemingly insatiable wanderlust kicked in again, but if so, those records have long been lost. Indeed, whatever purpose the station served is now known only to the solar winds spitting off the meager local star.
That’s not to say that the Tain isn’t a lively place, though. As mentioned, the Republic Fleet has decided to use the abandoned station as their command center for the hunt for Alash. To demonstrate how seriously the Republic feels Alash’s capture is, it has moved a fully-manned Nighoggur-class carrier to the Tain. This showing of the flag is especially significant because it’s rare to see any of the empires in New Eden deploy capital assets (capsuleer-controlled capitals are, of course, another matter entirely), and downright unheard of to see such capital assets deployed this deep into capsuleer-controlled space. To help protect the vested interest the Republic clearly has here, they’ve also deployed a small support fleet, consisting mostly of the iconic Tempest-class battleships. To send such a provocative and high-value deployment to Wicked Creek is undoubtedly an attempt by the Republic’s military command to demonstrate the seriousness with which it would take any attempts to interfere with the search for Alash. The empires very much know that us capsuleers can turn on them at merely a moment’s notice, and it’s only the threat of CONCORD that really holds us off. Given the public record of his crimes, that, of course, makes almost no sense. This suggests to me that something far more serious is at stake. Either Alash is wanted for far more serious crimes than the Republic is willing to announce publicly currently, or they’re using Alash as a cover.
The Tain itself clearly has some stories to tell, if only anyone could understand it. The local space is littered with debris, apparently from some epic space battle. Intriguingly, it appears that the Amarr also deployed some assets to Wicked Creek at some point; the remains of one of their old-style battleships can be seen beached within a local asteroid field. The station itself has been pulverized. Minmatar architecture can often be mistaken as damaged even when in full repair, but it takes little skill to notice the gaping holes throughout the station’s superstructure, not to mention the station batteries and other equipment that has been ejected from the station. There’s even a few mummified bodies floating amongst the debris, though it’s impossible to tell whether these date from the time of the Tain’s abandonment or the Matari were having some disciplinary problems in more recent times. Regardless, it’s clear that neither the Amarr nor the Matari had a pleasant time of things here at the Tain.
Whatever the Republic is doing out here, I wish them luck. When someone wants to get lost in New Eden, it’s easy to do so, and it seems that Alash is giving the Republic a run for its money. But I couldn’t shake the feeling that there was something more at stake here for the Republic, given the profile of the deployment. But whatever it was, it was unlikely that they would announce it any time soon. And so what happens here at the Tain, along with happened here in the past, is likely to stay as another of New Eden’s countless untold stories.
- Attraction: The Tain
- System: DUO-51
- Security Rating: 0.0
- Region: Wicked Creek
- Potential Hazards: DUO-51 is deep in 0.0 space, involving jumps across a number of different alliance territories, many of which may be operating under “Not Blue, Shoot It” protocol. Gate camps (including warp interdiction bubbles) can be found often in transitioning from 0.0 to high security space, as well as on other gates. Caution is advised.
- Additional Notes: This site is a COSMOS site, and agents are available if you have the proper standing with Minmatar.
It’s a well-known but at times little understood fact that the interstellar economy requires constant destruction in order to not only thrive, but even survive. Without the vast amount of ships taken out of commission daily by my fellow capsuleers, New Eden’s economy would grind to a halt. Suddenly, people would no longer be buying ships or ammo. Prices for ships and the modules that go on them would plummet as supplies flood the market. This leads to a crash in mineral and salvage component prices, meaning that even the most isolated amongst us get hit hard as the economy grinds to a halt. It’s a sobering thought, because on the one hand the economy, such as it is, brings prosperity for billions. On the other hand, one only needs to look at the past day’s casualty lists to understand the cost of that prosperity.
Either way, it doesn’t appear that the economy will be grinding to a halt for lack of violence any time soon. Us capsuleers show no sign of abating our violent tendencies, either against each other or the multitude of pirates and other unseemly people who have made their homes in the stars. As such, there is a constant pressure to find new sources of raw materials to feed the ever roiling violent frenzy that is New Eden. It’s easy to imagine that in the vastness of any star system, resources are nearly limitless. But the key word of that phrase is “nearly.” While any one star system starts with a vast amount of resources, many of the core worlds in high security space have been in development for thousands of years. And the resources are therefore starting to dry up there. Such a trend is even evident in low security space, even though many systems have only been inhabited for a hundred years at best. Only null security and especially wormhole space still has nearly-untapped resources these days, and it is out there that you can still find the massive mining operations that keep our economy clipping along.
One such mining enterprise can currently be found in MY-W1V, in Catch. It’s a small colony, and nothing on the order of what you would see from a well-organized capsuleer mining operation, but it’s interesting to see nonetheless. Perhaps that’s because of late I’ve found myself more and more fascinated with how the non-capsuleer class lives. Though I of course used to be a non-capsuleer myself, I’ve recently passed my fifth anniversary of being a capsuleer, and perhaps my recent interest in the general public is a bit of nostalgia on my part. Regardless of where my current interest in what is otherwise a fairly normal mining operation comes from, it’s apparently also interesting enough to CONCORD to warrant a navigational beacon. As Aura explains:
Frolo Fatimar was a famous Amarrian explorer that passed away only a few years ago. During his later years he founded this outpost, hidden within a deadspace pocket which originally contained large quantities of Arkonor asteroids. Those are now long gone, having been mined to oblivion, but what remains is a sizable colony of harvesters and miners that have been scouring the 9HXQ-G constellation for the valuable gas clouds Frolo claimed to have found in massive quantities.
The colony has all the trappings of a modern day deep-space outpost. A number of asteroids have been hollowed out in the traditional format to serve as living and working quarters for the variety of crew that have settled here. A number of completely artificial habitats also populate the area. Beyond that, there’s also a shipyard and a number of huge storage containers, undoubtedly holding supplies as well as ore while waiting for the freighters to make supply runs out to Jita and back. There’s also a few solar energy harvesters to provide energy to the outpost. But by far, the scene is dominated by the massive sensor array and the central work outpost. The outpost itself is a standard Amarrian “let’s make everything look like a church” design, contrasting sharply with the utilitarian design of the dish.
It shouldn’t be surprising that even a minor outpost settled in the depths of null security space, away from the protection of CONCORD, should boast a substantial defense force. The colonists have not only built their own defense post (notably a rather non-Amarrian design), but have built a minor fleet to protect itself. The three battleships and assorted support craft won’t stave off a coordinated assault, of course, but it should be enough to scare off most minor pirate assaults. Considering the fact that they’re presumably supporting the defense fleet solely through earnings from the ore and gas they’ve mined, the colonists apparently know what they’re doing. But I guess high risk like this brings high rewards as well.
Anyway, I spent only a few minutes poking around on the colony. I was en route to other, perhaps more interesting sites, and I didn’t want to overstay my welcome. With another look around the system to make sure I wasn’t being followed, I was on my way.
- Attraction: Fatimar Outpost
- System: MY-W1V
- Security Rating: 0.0
- Region: Catch
- Potential Hazards: MY-W1V is deep in 0.0 space, involving jumps across a number of different alliance territories, many of which may be operating under “Not Blue, Shoot It” protocol. Gate camps (including warp interdiction bubbles) can be found often in transitioning from 0.0 to high security space, as well as on other gates. Caution is advised.
- Additional Notes: This site is a COSMOS site, and agents are available if you have the proper standing with Amarr.
Author’s note: This week’s EVE Travel will be a little different than normal, as I join into the discussion from Freebooted’s current Blog Banter. I don’t normally join the Banters as I keep EVE Travel focused on living up to its name as a travel blog, but this Banter’s prompt allows me to join in the discussions for once. The prompt is:
Some say a man’s home is his castle. For others it is wherever they lay their hat. The concept is just as nebulous in the New Eden sandbox.
In EVE Online, what does the concept of “home” mean to you?
Home. It’s an effusive concept that seems to vary depending on my mood. Home is where I grew up, in that small house on Luminaire with my parents and siblings. It’s the smell of fresh cookies coming straight out of the oven, ready and waiting for me at the end of a long day. It’s curling up in my bed with a good book as I wait to see what tomorrow brings me. It’s the one place in this hectic universe where I know I can return to, even when everyone and everything else seems out to get me. I may not have seen my parents in months, and may not have set foot on Luminaire since becoming a capsuleer, but that does not and will never stop me from considering that little house in Luminaire my home.
Home can also be where the heart is, as the old adage goes. Professor Science, my first true travel ship, is my home. I have more memories with her than I do any of my other ships. Be it running gate camps and hoping my cloak activates in time or seeing some of the wonders that space has to offer, I can recall nothing but fond memories from her. I remember the punch in the gut I felt the first time I lost her, and I remember the joy I felt when I managed to slip her through a heavy gate camp with no losses. In terms of sheer emotional attachment, and in terms of the ship that let me start doing the things I love, Professor Science and its successors have no equal in where I can call home.
But home is also where I feel the safest. Where I feel the most secure. Having been a pod pilot for four and a half years now, home is my ship. Legacy, my Drake, has been my trusty ship for years now. I know her and her crew like I know the back of my hand. I know her strengths, and I know her weaknesses. I know her capabilities, and I know her limits. Legacy is my old, reliable workhorse. To put it colloquially, “she takes a lickin’ and keeps on tickin’.” If I’m looking for the one place in the universe where I feel safe, where I feel like I can tackle anything, it’s my Drake. They say that capsuleers are hooked up to a ship to make it feel like a part of a pilot’s own body. Legacy takes that feeling to the extreme, so much so that I almost feel awkward in just about any other ship. Say what you will about the Drake, but Legacy has always been there for me.
In a more ‘traditional’ sense of where I primarily base out of, Pelkia is my home. For the better part of two years, now, the majority of my ships and belongings can be found in that lonely base in a fairly small system. It’s located conveniently near both Amarr for when I need to shop for new ships, as well as low security. It’s fairly equidistant from the other empires, making it easy should a new site pop up that requires investigation. But Pelkia is more than that. When I moved into Genesis for my research in Project Compass, it was Pelkia that I ended up yearning to return to. The familiar sights and sounds there are soothing, and I know I have no enemies nearby. Coming back after an extended excursion is like slipping into my favorite sweater. Something about it just feels right.
But maybe I’ve gotten to the point where I can call no singular place home. Maybe “home” is not so much as a place, but a feeling. In that respect, New Eden is my home. I am not just a native of the Federation. I am not just from Luminaire. I am a citizen of the broader stellar community. Us pod pilots are 300,000 strong and growing by the day. We live together, we fight together, we die together. And then we wake up in our cloning vats and do it all again. From the depths of null security space to the heart of Yulai, each and every one of us are bound to each other, be it through ties of alliances, ties of friendship, or ties of the marketplace. Each pod pilot is my neighbor, and each system is just a part of my home that I have yet to thoroughly explore. For four and a half years now, the stars have been my home. It thrills me that there are still more wonders out there waiting for me, and I can’t wait to see what else my home has to offer.
- Attraction: Home
- System: All
- Security Rating: -1.0 to 1.0
- Region: All
- Potential Hazards: Some of the neighbors can be less than friendly ;-)
- Home and Hearth by Parisma Calles @ Small Ships FTW
- I’m like the Gypsy Band by Drackarn @ Sand, Cider and Spaceships
- Somewhere I belong by Sugar Kyle @ Low Sec Lifestyle
- Home in the Stars by Lukas Rox @ Torchwood Archives
- Home is Where My Hole is… by TurAmarth ElRandir @ A Carbon Based Life
- A Sort of Homecoming by Rhavas @ Interstellar Privateer
- Home Is Where the Heart Is by Anshu Zephyran @ Structure Damage
- A Place to Hang your Hat by Rixx Javix @ EVEOGANDA
- A Question of Location by Druur Monakh @ Hazardous Goods
- A Long Time Ago in a Constellation Far Far Way… by Kirith Darkblade – EVE Pirate
- Home is where my Pod is by Emergent Patroller
- Sweet Home Alabama by Orea @ Notes From New Eden
- BB39: Home by Mabrick @ Mabrick’s Mumblings
- home…was it a random choice? by MinorFreak @ Ordoministorum
- Home is where your Family is… by Kuan Yida @ Random Posts from Auga
- Blogbanter 39 by splatus @ A Journey Through the Mind
- two kinds of places by Sered Woollahra @ Sered’s Lives
- Home by Kirith Kodachi @ Inner Sanctum of the Ninveah
- Homeward Bound by Mike Azariah @ A Missioneer in EVE
- Where The Heart Is by Xander @ Crossing Zebras
- It’s not a house, it’s a home @ Morphisat’s Blog
- A Captain’s Quarters to call your own @ A Scientist’s Life in Eve
- The Funny Thing… by Orakkus @ 2nd Anomaly From the Left
- Where Familiarity Doesn’t Breed Contempt @ Diaries of a Space Noob
- Where is home? by Sunatzero
- Nebulosity by Helena Khan @ Aggressive Logistics
- Here by blastradius @ Blastrad’s Tales
- Home is where the Hulk is by Satyrwood @ Satyrwood Industries
- There and Back Again; An Ex-Capsuleer’s Tale* by Eelis Kiy @ Sand, Cider and Spaceships
- Homeward Bound by Adhar Khorin @ Margin Call
- Home is Where you Stage by Poetic Stanziel @ Poetic Discourse
- Broken Home by Marc Scaurus @ MALEFACTOR
- Home is Where the Alts Are by Kaeda Maxwell @ The Wild Rose of Molden Heath
- No place like it by Ripard Teg @ Jester’s Trek
- Home is where the hangar is by Jace Errata @ Year of the Snake
- An unpleasant truth @ EveHermit’s Blog
- Home is what you make of it by Anabaric @ Inside My Skull So Many Demons
It seems odd to have to worry about urban planning in today’s day and age. In this age of buildings that, for all intents and purposes, can be built to limitless heights, what does it really matter how things are laid out? Why does it matter if we put the park here or there? Who cares if the recycling center is in the center of town or out on the periphery? Although modern strategies of urban planning originated to deal with how to maximize land use when land itself was limited, the planning of land use is all the more important when the usable space you have to work with is practically infinite. Odd little things, such as examining pedestrian flow or infrastructural considerations can have a vast impact on how successful a community ultimately will be, since it amounts to making things as easy for the inhabitants as possible.
Of course, such considerations become even more important for space-based communities, when that pesky gravity no longer adds such a two-dimensional emphasis on planning. Now, we can sprawl however far we want in all three dimensions, which makes the use of space almost MORE important. It’s a counterintuitive thought, to be sure, but it becomes a matter of practicality and ease of living for inhabitants. The problems that can pop up in unplanned communities can be seen in old fashioned ‘boom towns.’ These often crop up when some incredibly valuable resource is discovered, and people suddenly rush to the scene. As is always the case, when people congregate together, some kind of town is born, but if it’s unplanned from the beginning, it can grow haphazardly and unevenly, leading to major problems down the road as the community continues to grow. Of course, boom towns can happen just as easily in space as they can on planets… perhaps even more so given the comparative riches that can be found in space. An example can be found out in A8-XBW, in Fountain. As Aura explains:
Extremely valuable gas clouds have been discovered in the Pegasus constellation which have created a gold rush. ORE was quick to claim ‘ownership’ as the constellation borders its sovereign space, but the Serpentis and the Syndicate, as well as multiple entrepeneurs from the Gallente Federation, have all claimed their own piece of the pie. Inevitably collisions have occurred and the constellation has become a sort of ‘warzone’ between various groups of greedy claimants.
The Yakura Harvesting Depot very much has that feeling of a town that grew too much too fast. Structures sprawl haphazardly on the edge of the gas cloud that fuels the incredible growth of the Depot. Rather than there being any particular order to the area, things grow from wherever they happened to be plopped down. Some structures have grown so large as to be unwieldy (not to mention poorly positioned), while abandoned structures are left where they stood, with the community not even attempting to clean them up. It leads to an odd dissonance throughout the site: structures that are so new they sparkle are built on top of older buildings that show their wear, while those are built just a little ways away from abandoned buildings that are left to gather dust in the endless void of space.
The Depot can roughly be split into 3 areas: the primary industrial area, which appears to be asteroid based. Then there’s the shipping area, where cargo pads seem to tumble on to each other in an attempt to maximize berthing space for incoming and outgoing freighters. And then, for some reason closer to the valuable gas clouds than either the industrial or commercial shipping areas, lays the somewhat ramshackle living areas. Despite the great wealth in the area, the living conditions have yet to catch up for the workers who simply wanted to plant their stake as quickly as possible. The quick-construction asteroid habitats should be familiar to my regular readers, made up of smaller asteroids that are linked together via a series of metal tubes. There is also a second, larger living facility nearby, made up of three larger asteroids that are still hollowed out and linked together. The larger facility seems newer to me, and closer still to the gas cloud. And, for some odd reason, a THIRD asteroid colony can be seen clear on the other side of the Depot, out past the industrial base.
The primary industrial base of the area is located on a massive asteroid. Rather than being entirely hollowed out like the living areas, the industrial area has a number of facilities that peak out of the surface, including docking ports and the like to bring materials to and from the factories. Nearby, the ruins of a Quafe sign can be seen. The sign actually intrigues me. Did Quafe really manage to jump onto the bandwagon so quickly? Was this an attempt at corporate sponsorship that went awry? If so, why did relations break down? The sign appears pretty battered, with twisted steel beams being the only remains of the sign’s original framework. The power source is apparently still active, as evidenced by the flicker of the sign every now and then, while a ghostly image of a Quafe bottle flashes across the screen for a few seconds. Remains of the word “ENJOY” float nearby, though I’m not entirely sure what happened to the ‘O’. Perhaps not the most effective advertising campaign, but at least they weren’t trying to hide what they were selling.
The most interesting part of the Depot, I think, is the commercial shipping area. It’s a hodgepodge of various stores that have cropped up, allowing pilots and crews to spend their time (and, more importantly, their money) while waiting for their ships to be unloaded and loaded. Here, one can easily see that there is no overarching design philosophy. New cargo pads were built as they were needed, wherever the builders wanted. Some pads appear to built literally on top of others. That doesn’t stop the constant stream of freight traffic, though. Three separate freighters can be seen while I’m there. Surrounding the pads are various shops that showcase the free-for-all feeling out here. A casino floats near a brothel, while drugs can easily be purchased as well. A few battleships float throughout the site, providing a measure of external security from raiders, but they didn’t seem to be conducting any police actions within the Depot. With no CONCORD presence and little order, the very western edge of the Cluster is indeed pretty wild.
The Yakura Depot is a thriving town on the edge of lawless space, but whether that can be sustained remains to be seen. These kind of boom towns often don’t survive much past the exhaustion of their resources, and even massive dust clouds in space don’t last forever. Still, as I vectored my Tengu onwards in my journey, I wished them the best of luck, and hoped that they’d get around to planning out their space just a little better.
- Attraction: Yakura Harvesting Depot
- System: A8-XBW
- Security Rating: 0.0
- Region: Fountain
- Potential Hazards: A8-XBW is deep in 0.0 space, involving jumps across a number of different alliance territories, many of which may be operating under “Not Blue, Shoot It” protocol. Gate camps (including warp interdiction bubbles) can be found often in transitioning from 0.0 to high security space, as well as on other gates. Caution is advised.
- Additional Notes: This site is a COSMOS site, and agents are available if you have the proper standing with Serpentis.