I’ve often wondered what drives non-capsuleers to the pirate life. For us pod pilots, the reasoning is pretty simple: mayhem is fun and screw the consequences. But there’s a somewhat more nuanced decision chain for people who won’t wake up in a vat of goo with a new body should they take their craft a bit too far. Some, undoubtedly, are just like capsuleers: they just want to cause some mayhem even if it cuts their lives short. But many, if not most, have a different dynamic at work. Some may truly believe in the ideology behind their causes (such as they are). Others may simply have nowhere else to go. For whatever reason, they can’t return to civilization so they turn to the only people who will give them some food and not ask questions. For others still, some other reason may have brought them into the pirate life.
And the pirate life is not an easy one. Most pirate organizations tend to be rather… tough when it comes to troop discipline. Not to mention the variety of inter-pirate turf wars that can frequently pop up with little warning. And CONCORD, who would undoubtedly love to bring some civility to low and null security space if they had the resources. And 90% of capsuleers, who will go after pirate ships either as a way to ingratiate themselves with CONCORD or just to earn a few extra bucks between CTAs. Given what is undoubtedly the short life span of most pirates at any given time, any rational person would have to be pretty desperate indeed to willingly choose to be a pirate (the fact that most of these dangers exist at equal, or perhaps even higher risk levels for members of a capsuleer crew are another matter entirely).
Still, for whatever reason, pirates do exist, and in force. And given the size of most pirate organizations, they often need local gathering points to marshal forces. One of these sites can be found in Eurgrana for the Angel Cartel. As Aura notes:
Pirate hideouts are often found tucked away inside the deadspace pocket of a high security system or floating more openly in the lawless sectors of space, where they attract questionable clientele. For the Cartel, these places serve as a home and base of operations. At any given time, the occupants must be able to answer the call to arms or provide sanctuary to ranking members of the Cartel’s shadowy leadership.
The re-purposed toxic waste dump here was crawling with activity. Cruisers lumbered about, ready to respond warp out to some trouble spot at a moment’s notice, if necessary. Or flee should there be a hardened assault on the site. Smaller frigates flitted about, but that was about the extent of the fortifications to the site. A solitary missile batter ostensibly stood guard, but it didn’t look like it had been fueled, much less stocked with ammo, in quite some time. Presumably, sites like this were a dime a dozen in lower-security space. Should the Cartel lose one site for any reason, 10 more within a 2 jump area stood ready to take its place.
The area itself is suffused with a dull red glow that looked rather sickening. It seems one of the silos holding the toxic waste in the area has been melted by the goop it held (although for a melted silo it looked to be… exactly like a non-melted silo but I guess my sensors wouldn’t lie), spreading said goop around the area. Although shields easily held off the shower of radioactive particles being flung at me, it was still nothing I wanted to particularly concentrate on for any extended period. Thankfully, the other two silos appeared to be holding together a little bit better than the first one. So it looks like the Cartel found themselves a nice little hiding place: one that I was in no shape to assault in my Buzzard-class Professor Science. It didn’t look like it would take much to push them out, however. Still, it wasn’t going to happen in my frigate, and so I soon pushed on. As I left, though, a lyric from an old song from my childhood came unbidden in my mind. Awkwardly, thanks to the connection I shared with the ship, it blasted through the (thankfully empty) ship:
A pirate’s life for me…
- Attraction: Myxhaut K8 – Waste Yard
- System: Eurgrana
- Security Rating: 0.4
- Region: Metropolis
- Potential Hazards: Eurgrana is located in low security space. Pirates and gate camps should be expected, and caution is advised. Rats can obviously be found at the site, but it’s nothing too major. A cov ops or other cloaking ship is recommended.