[Editor’s note: Special thanks to Wilhelm Arcturus of The Ancient Gaming Noob fame for helping me find this site.]
Regardless of how much effort the Empires and the capsuleers (or at least the capsuleers who can be brought to care about these kinds of things) put into eradicating the various menaces of New Eden, at least one of the pirate factions or another always seems to be on the rise, each bringing their own particular kind of nightmare into the cluster. These days, the nightmares have been taking the form of those sanguinophilic cultists, the Blood Raiders. After exploding back on to the scene, so to speak, with their Crimson Harvest a few years back, they have managed to maintain momentum from their recent exploits, despite getting handily beaten back each time they manage to make the news.
Indeed, they seem to have only grown bolder over time. While a number of pirate factions have begun to expand their industrial base, the Blood Raiders have now gone public with exactly what they intend to do with their increased resource collection. Taking advantage of their recent successes, Bloody Omir and his lieutenants have developed their own capital ships, and have rushed headlong into the deployment process to get these ships operational as soon as possible using the new engineering complexes that have been recently released. As someone who has never flown anything larger than a battleship, I am hesitant say just how dangerous these new ships are, but regardless, the sheer tonnage of them raises the threat level and force projection that the Blood Raiders would be able to deploy with ease.
Needless to say, the Blood Raiders have made it difficult to find their new shipyard. However, regardless of any advances in technology, you can’t build a ship without raw materials. And to get those raw materials, you need to send out mining ships to collect them. Some relatively resourceful pilots realized that people just need to follow the ore (so to speak) to find out the location of the new Blood Raiders shipyards. With that tactic in mind, it wasn’t long before the pilots tracked down the location of the first shipyard to the system E-DOF2 in Period Basis. With the location found out, I made my way out there at the first opportunity.
The system itself was deep in null security space, but thankfully I managed to get myself out there with relative ease. With help from a fellow chronicler of the happenings of New Eden, I managed to warp to the Sotiyo-class engineering complex undetected. What I saw there was… odd. While the shipyard was defended by a small fleet of ships of various classes, their coordination seemed… almost lacking. Indeed, I witnessed quite a few ships, presumably defending other Blood Raider interests in the system, warp in to the shipyard, only to miss the shipyard and overshoot by several hundred kilometers. The ships would then have to turn around and warp once again to get in range to properly defend the system. Perhaps whatever ailed the Blood Raider navigation systems also affected my camera drones, as I was unable to keep them focused on most objects near the Sotiyo for more than a few seconds at a time.
The Sotiyo itself was skinned to make it obvious who owned it and what it was used for. Fires belched from the various processing systems as the Blood Raiders scrambled to build their capital ships before the capsuleer pilots, inevitably, arrived in force to boot them out and seek their prizes.
And arrive the capsuleers eventually did, bringing the Sotiyo down only a day after I was able to find it in E-DOF2. Despite the Sotiyo’s destruction, Omir Sarikusa sounded inordinately pleased with himself, suggesting that they would go on to rebuild the shipyard somewhere else in their native lands, allowing the legions of Omir’s army continue their bloody ascendancy.
- Attraction: Blood Raider Sotiyo
- System: Anywhere in the regions of Delve, Period Basis, or Querious.
- Security Rating: 0.0
- Region: Delve, Period Basis, or Querious.
- Potential Hazards: All three regions lie 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. Additionally, although the Blood Raiders seemed a bit cautious in attacking non-hostile ships, they were certainly present in force at the site itself Caution is advised.
- Additional Notes: As noted in the entry itself, AI seems to be a bit weird still, and the camera was acting oddly, not letting me track most of the NPC ships on the scene for more than a few seconds, if at all, before reverting back to my ship.
A few strands of amino acids. That, surprisingly, is all it takes to bind 4 systems together across the light-years of interstellar space. You wouldn’t know it by looking at it, but that short string of organic molecules has managed to entangle the systems of Efu, Muttokon, Oijanen, and Postouvin, tying their fates together across the harshness of interstellar space. But rather than uniting to tackle the threat posed by this tiny piece of matter, it seems destined to pull the four empires even further apart as they race to save millions, if not billions, of lives from a terrible fate. So far, only the Society of Conscious Thought, the newly-designated heir to the Jovian Directorate, has attempted to tackle the problem posed by the short string of carbon known as Kyonoke.
The story of Kyonoke starts, for our purposes, a few years before capsuleers arrived on the scene. The Caldari had found a particularly mineral-rich asteroid near the planet Kyonoke in Taisy, and had established a mining colony to plumb its depths nicknamed the Kyonoke Pit. Rather suddenly, Caldari authorities lost contact with the colony. The team sent to investigate the colony found a gruesome scene, with the entire mining colony dying rather agonizing deaths. Despite the full set of protective equipment, the investigation team succumbed to the disease within hours. The Caldari eventually managed to isolate the cause: a short and seemingly run-of-the-mill protein strand that managed to disrupt almost all biological systems within a few hours of exposure. Needless to say, since that discovery, Kyonoke Pit has been under round-the-clock Caldari surveillance to make sure that no one gained access to this potent pathological protein.
Even knowing about the heavy security cordon the Caldari used to keep Kyonoke secure, it was with a bit of trepidation that I recently began reading reports of a sudden quarantine appearing on an orbital platform in orbit of Muttokon II. Almost immediately thereafter, the city of Myrskaa in Oijanen experienced a rapidly spreading plague, which quickly led to the entire city being placed in quarantine. Three became a crowd after certain decks on a Society of Conscious Thought station in Efu were cut off after the appearance of another deadly plague. And any doubts that this was a coordinated effort were put to rest when the very next day, Federal authorities lost contact with a mining colony in Postouvin after sending out a distress call concerning a disease outbreak. Although rumors swirled, it took a full day for Caldari authorities to confirm that the disease at issue was in fact Kyonoke, albeit an apparently modified strain.
With Kyonoke identified, the cluster soon began to wonder how the pathogen escaped. Answers soon fell into place when an expedition into the now-abandoned Kyonoke Pit revealed the body of one Ohmon Kasaras, a former member of the Kaalakiota Home Guard, who had apparently ventured into Kyonoke just weeks before. Although reports identified him as a loyal Caldari, the fact that his family has gone missing suggests we do not know the entire story behind the Kasaras breach of Kyonoke, if that was not evident from the fact that it’s still unknown who Kasaras was supposed to deliver Kyonoke too. To say that fear has gripped the cluster is a bit of an understatement, with Caldari/Gallente tensions flaring to a height not seen since the days of Tibus Heth… which is all the more worrisome because there does indeed appear to be a Heth connection to all of this. Despite the hostility on both sides, the isolation protocols seem to have done their jobs, as no more outbreaks have since been reported, although that does little to help the millions already under quarantine.
Although the empires appear to be paralyzed either by infighting or paralysis, the Society of Conscious Thought has stepped to the forefront in researching ways to combat or eradicate Kyonoke. Recently, they announced the formation of the Kyonoke Inquest, a coordination center for research into the origins of the prion and ways to combat the disease. The Inquest is based out of the H4-RP4 Kyonoke Inquest Center, a massive Keepstar-class citadel built near the asteroid colony in Postouvin that suffered the outbreak. Given the sheer amount of news recently concerning the Kyonoke crisis, it should surprise few to learn that as soon as I heard that the Inquest would be based out of Postouvin, I made my way into Solitude to await its public opening.
The Keepstar itself is a massive station constructed near the sunward side of Postouvin IV. I have had few opportunities to really examine a Keepstar since their release, but everything about the station feels titanic. I’ve flown Professor Science near battleships and titans, and considering that Keepstars dwarf even the largest ships New Eden has to offer, it’s no wonder that I felt almost as small as the Kyonoke protein strand next to it. Despite only having gone public within the past few hours, the Inquest is clearly already in full swing, with hundreds, if not thousands of intra-station craft crawling their way along the edges of the giant citadel, hopefully working around the clock to solve the Kyonoke problem. And the Society has now called in capsuleers to join the research efforts, making Postouvin the center of the cluster for all intents and purposes. Aura performed a preliminary analysis of the station for me, although she didn’t have anything to say that I didn’t already know:
Widely considered by academics to be the single largest research installation in New Eden, its laboratories have hosted research projects from some of the most intelligent minds in human history.
The stricken RP4 hemorphite processing facility lays cradled in the arms of the Keepstar, with the citadel seemingly built around the mining colony. The colony, built into the crescent-shaped asteroid itself, pokes up from the surface of the colony, pieces of gray metal gleaming against the brown regolith of the asteroid’s surface. A lonely Obelisk-class freighter sits near the dock, apparently caught up in the station’s quarantine when the order came down. The entire colony is wrapped in a rather ominous cloud of debris, which is fitting because there appears to be few signs of life on the colony. Given the apparent speed with which Kyonoke acts, it seems unlikely that many are left alive at this point, and the colony acts as a somber reminder of the staggering human costs at play in this plague and the goal of their efforts for anyone who merely looks outside the Keepstar.
There are millions of lives at stake out there, and billions more hang in the balance if any of the containment protocols breach or whoever first released the plague decides that it is necessary to strike again. Right now, we can only that the answer to this crisis lies somewhere in the colossal depths of the H4-RP4 Kyonoke Inquest Center. And while not quite as important as solving the Kyonoke plague, I’ll sleep a lot easier at night if we can find out who released the disease and why. I may only be but one man, but I am ready to help out the effort however I can, for if this ordeal has taught us anything, it’s that the smallest changes can stretch across the galaxy.
- Attraction: Kyonoke Outbreak Containment Site
- System: Postouvin
- Security Rating: 0.7
- Region: Solitude
- Potential Hazards: If you’re below a -3.5 in security status, or -5 standing with the Gallente you’ll have to deal with some rather unpleasant policemen. Additionally, although the system is high security space, please note that this is a high sec pocket and is ONLY accessible through either null security space or a rather long low security route.
- Additional Notes: You cannot dock at the Keepstar, nor will it tether you.
Say what you will about the Amarr (and trust me, I could say quite a bit), but they do know their pomp and pageantry. Their ships and stations bring the art that is space architecture and design to a whole new level. I would say that they have overly prioritized form over function, but the fact that they stand as the premier military power in New Eden suggests otherwise (assuming the Jove are as dead as they appear and ignoring the Drifters…). Although I have never quite gotten the hang of flying Amarr ships myself, I have always admired their graceful lines and glorious golden hulls that make my preferred ships look they just escaped from a trash can somewhere. And, obviously, if you’re looking for a lot of pomp and circumstance in swearing in a new leader, look no further than the Amarr Empire.
Unfortunately, due to a previously-planned engagement, I was forced to miss the grandest example of Amarr pomp and circumstance in recent memory: the coronation of Empress Catiz I. Granted, it was to take a long-planned vacation (it never hurts for even empyreans to reconnect with their planet-side roots every now and then), so it’s not like I didn’t have some compensation for missing the coronation, but I was still somewhat bemused to miss the it, if only to make sure that the Drifters didn’t make another appearance at an Imperial event. But at least I was missing the coronation for a good cause. I would just have to cross my fingers and hope I didn’t miss anything too exciting, while keeping an eye on GalNet every now and then. I went on my vacation and had a delightful time, the coronation seemed to have gone relatively smoothly, except for a few minor surprises here and there, and honestly, I had assumed that that would be that.
A few weeks after returning from my vacation and re-settling to non-vacation life (always a more difficult transition then I’d care to admit), I was finally catching up on a market run I had been meaning to make for a while now. I undocked my trusty Viator-class Planet Express Ship and made my way to my closest market hub, Amarr Prime. It wasn’t until after I had finished my business and I was preparing to leave Amarr that I noticed something on my sensors. Having flown to and through Amarr countless times, I hope I can be forgiven for not necessarily paying as close of attention to my sensor returns in the system as I might normally do. Been there, done that, so to speak. However, if I hadn’t given even a cursory glance to my sensor returns, I might have missed that Aura was detecting a new beacon in the system. My curiosity duly piqued, I warped away from the jumpgate and over to the Empress Catiz I Honor Guard that Aura had discovered for me, not quite knowing what to expect.
As I dropped out of warp, however, it became clear that Catiz had never officially dismissed the Honor Guard that escorted her to her coronation and, like good soldiers, they had remained at their posts until instructed otherwise by their leader. It was certainly an impressive display of Imperial might, all the more so because what was surely a merely ceremonial honor guard was able to field 12 Avatar-class titans, along with countless other capital vessels and battleships. I was even able to spy one or two of the new Apostle-class force auxiliaries that are a relatively recent entry into the ranks of Amarr capital ships. And these were apparently ships that the Amarr Navy was content to just leave lying about. There is a reason that the Amarr are commonly considered to be the strongest of the four empires, and its displays like this that prove just how right the conventional wisdom is in that regard.
Needless to say, I felt a bit like a kid in a candy store in having the chance to examine most of these graceful yet powerful vessels up close. As I had mentioned, I always appreciated the artistry that Amarr ship designers brought to spacefaring ships, and seeing them all arrayed in perfect precision is definitely a sight to behold. From Avatars to Armageddons, many of the most iconic Amarr ship designs could be seen standing at parade rest, ready and waiting to serve the new Empress. It was enough to send a chill down my thoroughly-Gallente-loving spine. Indeed, I spent quite a while just wandering up and down the rows of ships, trying to notice all the details and structures that the Amarr have built in to many of their ships. I may never agree, even with the new Empress, with the vast majority of Amarr policy, but I will say this: they sure know how to put on a show.
- Attraction: Empress Catiz I Honor Guard
- System: Amarr Prime
- Security Rating: 1.0
- Region: Domain
- Potential Hazards: If you’re below a -2 in security status, or -5 standing with the Amarr you’ll have to deal with some rather unpleasant policemen.
(The Author would like to thank the Misfits crew of Markus Vulpine, Situla Vaire, Dr Zemph, Kaia Starchaser, and Cali Estemaire for helping him clear the site!)
Living just off the main pipeline to the Eve Gate, I’m used to seeing a certain amount of traffic fly by on a regular basis. Capsuleers making their pilgrimage to the Gate, capsuleers hunting down the pilgrims, research vessels, and a fair amount of Blood Raider activity really round out the area. It is perhaps not the quietest area in game, but for the past few years now I have called it home quite happily. Being in low security space was an added bonus, as I was able to get away from the increasingly worrisome oversight of CONCORD and its many, many regulatory heads. When you add in the bonus of more lucrative loot from exploration than you might find in high security and being able to check in on a number of significant New Eden historical sights on a regular basis, I find that choosing to live in my little corner of New Eden was a smart choice indeed. And while I may have moved on temporarily at different points in time, the area is always there to welcome me home when I’m done with my latest adventure.
When settling into the area, however, I quickly discovered something odd. This was shortly after Sansha Kuvakei had started rearing his ugly head in New Eden once again. At the time, CONCORD essentially abdicated defense responsibilities when incursions by the Sansha occurred, preferring instead to coordinate with the empire navies and focus on protecting civilian populations while leaving it to the capsuleers to rid the constellation of Sansha’s space-based presence. I, along with many others, were very vocal at the time, criticizing CONCORD for not taking a more proactive response to the clear threat. However, as time went on, it became clearer that CONCORD was at least gathering significant intelligence on the Nation, and a number of classified reports were eventually leaked, suggesting that CONCORD’s response to the Nation was centered in something called Operation ISHAEKA. This, along with clear evidence that capsuleers were able to handle the Sansha threat, eventually lessened the calls for a coordinated CONCORD response to the incursions beyond what they were already providing.
But back to the story at hand. As I was first settling into my new home, I quickly became aware that there was a heavier CONCORD presence than I would normally encounter in low security space. Generally, low security space should be beyond the reach of the Directive Enforcement Division, the part of CONCORD that most directly interacts with capsuleers (not to mention the part of CONCORD that seems to have the most anger issues…), but there was a suspiciously high amount of CONCORD activity throughout my local constellation, Monalaz. They didn’t seem to act like the CONCORD fleets in high security space, reacting to capsuleer aggression and the like, but they were there nonetheless. Within a few weeks, I discovered that Operation ISHAEKA was more than just intelligence gathering when my probes managed to dig up the ISHAEKA Tactical Headquarters.
Eager to see what kind of response CONCORD had planned, I grabbed the Professor and warped to the site. Although cloaked, my comm system pinged with an automated warning for all capsuleer vessels to stay away lest we be met with lethal force. I came out of warp near a large taskforce of combined CONCORD and Amarr vessels, along with heavy fortifications. Cruise missile batteries, stasis towers, and a large array of ships ranging from lowly frigates to the fearsome standard-issue CONCORD battleships. To say that it was a little intimidating would be, shall we say, an understatement. But your intrepid travel guide was intent on seeing all that there was to see. On the far end of the landing area, I could see an acceleration gate leading deeper into the complex. I maneuvered the Professor around the various fortifications, quickly decloaked, activated the gate and-
Died. Quite quickly.
I gathered one or two close friends to try again a few weeks later. The site had moved to another part of the constellation but it was still fairly easy to track down. We managed to take a few larger, better armed ships in. Needless to say, CONCORD and the Amarr agents, apparently a division of the Amarr military called the Justiciars, were not happy with our arrival, and scrambled a large reaction force. However, we managed to fight them off and even cleared out the fortifications of the landing area. Triumphant, we gathered up what loot we could and activated that heretofore elusive acceleration gate to take us deeper into the complex. Our small flotilla quickly dropped out of warp and then-
Dead. Again. Quite quickly.
Thankfully, CONCORD didn’t seem willing to attack our pods. Although we couldn’t progress past the second area, we were able to see the sizeable fleet that had so quickly and effectively destroyed us. The fleet’s core was a set of 16 battleships who locked us almost immediately upon warp-in, screened by lighter forces of frigates, cruisers, and battlecruisers. Clearly, something was here that CONCORD wanted to protect. Unfortunately, at the time I was not quite in a position to replace my losses. My interest drifted to other, more accessible locations and despite the fact that I still lived in Monalaz, I quickly stopped giving the Headquarters much more than a second glance as I saw what else the Cluster had to offer.
That is, until a few weeks ago. For what should be obvious reasons, I have been on pretty friendly terms with the Evesploratory Society, a group dedicated to exploration. Indeed, the members of the Society were kind enough to name an Astrahus-class citadel after Eve Travel as a tribute to my work (I was admittedly tempted to profile the citadel here but it seemed oddly self-serving to do so, though that hasn’t stopped others from talking about it). In any case, while chatting with members of the Society and some other explorers, the topic of the ISHAEKA Headquarters once again came up. After I explained my prior difficulties getting into the complex, a number of pilots agreed to challenge CONCORD and their Amarr allies yet again. A week or two later, we formed up in a fleet and headed off. Although some of the local pirates decided that our forming fleet was an ideal target, we eventually got in a ragtag fleet consisting mainly (though not entirely) of Stratioses. And so we brought the fight to CONCORD and warped in to the ISHAEKA Tactical Response HQ.
As before, the initial area surrounding the warp-in point consisted primarily of heavy fortifications for the rest of the complex. It was clear that CONCORD didn’t want anyone poking around (and we were once again threatened with lethal force if we tried to breach the rest of the complex). However, with the help of my fellow fleetmates, who called themselves the Misfits, we quickly cleaned up the initial fleet, and made our way deeper into the complex. As we worked our way through the defensive forces, it quickly became evident that although the forces were formidable, they apparently did not have authorization to utilize the classic anti-capsuleer technology that capsuleers rightly fear. Instead, the CONCORD forces appeared to be restricted to classical weapons. After the fighting had finished, I was able to pause and examine our surroundings a little more closely. The initial area was fairly bare beyond the defensive fortifications, as you might expect. On the other side of the area from the warp-in point, an acceleration gate led deeper into the complex. With some amount of trepidation given my prior history, we activated the gate and were flung deeper in.
As I remembered, upon dropping out of warp in the Justiciar Haven portion of the complex, we were immediately pounced upon by over a dozen battleships and another dozen smaller vessels waiting at the warp-in point for us (undoubtedly warned by their compatriots in the landing area of our impending arrival), and they opened fire almost immediately. As you might expect, they were cold and methodical in their attempts to eliminate us. Most, if not all, of the ships would target one person in the fleet in hopes of wearing us down. When it became clear the fleet member wouldn’t break or the fleet member had to warp out to repair, they calmly selected their next target. Eventually, however, we managed to eliminate the resistance, and I managed to get a good look at the second area. I had plenty of time to poke around after the fighting ended as we waited for our ships to repair themselves. The haven area of the complex seemed to be a central loading area for the allied forces. A number of landing pads and administrative centers were arrayed between two acceleration gates, both leading deeper into the complex. Notably, although there were plenty of pads to receive freighters and sort out cargo, they didn’t seem to be in use at the time. Since this was undoubtedly a mobile site, perhaps this site was where the construction ships were based out of, but that is only speculation. Finally, after everyone’s ships were back up to fighting status, we moved deeper into the complex, and on to the ISHAEKA Fleet Staging Area. As we activate the gate, a general broadcast goes out to all ships in the area:
We are under heavy attack! Capsuleers are breaching our staging area! All local files are to be transferred immediately from the archives to a secure location offsite. Initiate burn protocols for all hard data. DED forces will delay the capsuleer incursion at the staging area until we can secure all intelligence. Give ’em hell!
Once again, our ragtag fleet was met with heavy resistance. While there were 5 fewer battleships waiting for us, those missing battleships were more than made up for by the 20 smaller ships flitting between the battleship behemoths. But once again, our fleet kept its collective cool and we calmly worked our way through the various vessels. I only hoped we were giving the CONCORD crews enough time to evacuate their vessels: I only wanted to see what CONCORD had hiding here, I had no desire to cause mass destruction unless absolutely necessary. Eventually, however, all that was surrounding us were cooling wrecks and I had a chance to examine the area once again. As a fleet staging area, I was not surprised to find a large array of shipyards waiting for us, along with quite a few landing pads filled with freighters in various states of loading and unloading. Most of the drydocks were empty, but a few held various CONCORD or Amarr ships nearing the end of construction. Surprisingly, one of the drydocks also held the shattered remains of an Archon-class carrier that had clearly undergone heavy fire. Why had they bothered dragging it back to the shipyard for analysis? Perhaps it had been damaged by Sansha forces and they were studying it for purposes of developing countermeasures. It was at this point that I was startled to realize that I had seen few, if any, indications that the forces here were in fact organized to fight Sansha’s Nation. Indeed, I had seen few indications at all of any relation to Sansha. This struck me as very odd.
However, before I had time to ponder the mystery, it was time to move on yet again. We activated the acceleration gate, which somewhat unexpectedly took us back to the Justiciar Haven. However, the second acceleration gate, previously locked to us, had become active, and we headed to the final area: the Justiciar Archives. Although I was hopeful that our answers would be found there, another general broadcast shattered that hope:
The information you have come for is gone. All that awaits you now is the cleansing light of Amarrian laser fire! All pilots engage!
Not exactly the welcome I was hoping for. But we were quickly once again fighting for our lives against a combined CONCORD and Amarr onslaught. But we once again managed to prevail through sheer force of will (and the timely arrival of two logistics ships to help us repair). As soon as we were once again surrounded by cooling wreckage, I took a look at this last area of space. Clearly, this was the central administrative area of the complex. A large, though now abandoned, station formed the backdrop of the area, while a multitude of communications and other equipment could be found arrayed nearby. A quick scan confirmed that there was no information salvageable; the CONCORD technicians had done their job quickly but thoroughly.
As the rest of the fleet celebrated their conquest and rare victory over CONCORD, I couldn’t help but notice that once again, CONCORD was raising more questions than answers. Absolutely no reference was found to Sansha or combating the scourge of his forces throughout the cluster. What, then, is Project ISHAEKA actually concerned with? Their last message to us especially made it clear that they clearly thought we were after specific information. What were they afraid we’d find? What could force CONCORD to enact such drastic measures? I couldn’t help but feel that, as usual, if CONCORD were just more open with the capsuleer community, more willing to treat us as equals rather than rabid animals to be contained, we’d be able to help CONCORD achieve whatever goals they had… assuming it wasn’t something directed against us.
Whatever unanswered questions I had, however, certainly weren’t going to be answered that night. Those were worries for another day. Instead, I chose to revel in the feeling of finally overcoming something that had mystified me for years, and to do so with a group of good friends. Although we left a trail of destruction in our wake (and it is rare indeed that a group of capsuleers leaves behind anything else), successfully completing our mission in a group of friends is a feeling that can’t easily be described or replicated. As I set a course back for home, I felt happy that after five long years, I had finally met the neighbors.
- Attraction: ISHAEKA Tactical Response HQ
- Constellation: Somewhere in Monalaz
- Security Rating: Low Security Space
- Region: Genesis
- Potential Hazards: Monalaz is an entirely low sec constellation. Pirates and gate camps, especially when flying in from Amarr, are common, and caution is advised. Additionally, the rats are quite difficult in the site and heavy resistance is to be expected. Soloing the complex is not recommended, though you can see that we completed the site without too much difficulty with a number of smaller ships.
- Additional Notes: The Tactical Response HQ should almost always exist somewhere in Monalaz, though I did not confirm if the site respawns immediately after completion or whether you must wait until downtime before finding it again. It is listed as a combat site, and you do need probes to scan it down.
Do you ever get the feeling that you’re missing an important story? Do you ever run across something out in the world, and it seems significant even if you can’t place it into context or even say why it’s important? It’s a frustrating feeling. Even with the adage that ignorance is bliss, generally we like to know the full story on something. We long to be a fly on the wall in order to hear exactly how a crucial meeting went down, or just to have the schadenfreudic joy of hearing and seeing others get in trouble out of the public eye. We’re curious creatures by nature and the idea that there are things that we are not and cannot be privy can be a very maddening experience when you stop and think about all that happens around us that we don’t know.
I bring this up because I very much got that feeling while flying through Nalvula a while back. It’s a low-sec system a few jumps out from Tribute, in an otherwise nondescript area of space perhaps most notable for being in-between Taisy (the home of the notorious Kyonoke Pit) and Vuorrassi (the former location of the Terminus Stream). In the outskirts of the system, near planet 11, an abandoned Guristas transportation facility stands out easily on a ship’s scanners. This in and of itself isn’t particularly unusual; abandoned Guristas facilities can be found throughout Caldari space and beyond. Indeed, space is almost littered with their abandoned facilities (yet that doesn’t seem to stop them from making more…). No, what’s weird about this is that someone has clearly hacked the facility’s transponder, taking it off of private Guristas frequencies and broadcasting it throughout the system with a rather odd message. Aura interprets it as:
Once a hive of pirate activity, this Guristas Transport Facility now drifts in space blackened and scarred, left partially intact by its attackers to serve as a message to its former owners. As you draw closer, it is apparent that the facility’s distress beacon has been hijacked and reprogrammed to loop an audio message of defiance:
“You believed you could hunt us, but you have become the quarry. You believed you could subdue us, but we have risen up. You may be Fatal, but we are immortal.
We have proven that the Empyreans stand with us.
Do not test us again. If you attempt to do so, you will burn at the hands of the Valkyrie and our most loyal and skilled capsuleer wingmen.
A data packet is attached to the transmission, listing the DED profiles of a number of capsuleers known to have aided the Valkyrie during their fight against Guristas forces:
OneWay Trip Hunter
Antarah ibn Shaddad
An intriguing message. The reference to “Fatal” was particularly intriguing. Fatal, of course, is one-half of the infamous duo of Fatal and the Rabbit, the initial founders of the Guristas. Fatal is perhaps most notorious for pulling down the most ambitious joint Gallente/Caldari project to date, the Crielere Project. During a daring raid on the Project, Fatal was podded, and apparently his medical clone was not quite up to snuff. After the raid, Fatal quickly fell off the radar and it was assumed that he no longer held any significant position of power given that he had lost most cognitive functions. This message, from the enigmatic Kavik, suggested he has a more significant role than we had realized. If so, that could mark a dangerous return of one of the most notorious criminals the Cluster has known.
The site itself is pretty simplistic. Obviously, the Guristas had focused on a much more utilitarian design for their transportation hub, and its remains show little regard for aesthetics as well. A series of cargo pads and bunkers surround a central control tower. There are few evident signs of damage, despite the fact that a battle was apparently waged here; the most obvious one being the slowly expanding cloud of debris spreading from the control tower. Beyond that, however, the power systems seemed mostly operational, even in the satellite bunkers, so clearly the offensive wasn’t directed at the transportation hub itself. I made up my mind to ask about the event from a few contacts on the list that I recognized to see if they could provide any additional details.
I pondered the odd message a little while longer before heading out once again. I may not know the whole story here, or even most of it, but I wasn’t going to learn any more about it by just sitting around and hoping it came to me.
- Attraction: Abandoned Guristas Transportation Center
- System: Nalvula
- Security Rating: 0.4
- Region: Lonetrek
- Potential Hazards: Nalvula is located in low security space. Pirates and gate camps should be expected, and caution is advised. A cov ops or other cloaking ship is recommended.
In recent months, I’ve been dedicated to hunting down new or moving sites, often giving chase to half a rumor or some breaking piece of news that I had to see before it ended. Those kinds of sites are both exhilarating and, in their own way, exhausting, keying me up so that I can deploy on a moment’s notice but also meaning I rarely had the chance to completely relax, knowing that a new (or old site) might rear its head and require me to dash out on a moment’s notice. But with a bit of a lull, it seems, it means that I got to return to my roots a bit. After refamiliarizing myself with my home system for a few weeks, I found myself ready to go on a good, old fashioned roam. And not just any roam, but a roam to the outer fringes of New Eden.
Null sec is, by far, the area of New Eden I have spent the least amount of time in. Though comprising the largest chunk of New Eden proper, the untamed wildernesses beyond the empires has held little appeal to me. And why should it? Null sec is the heart of the capsuleer realms, where the big kids play with their thousands upon thousands of friends. The internecine alliances, grudges, rises, and falls hold little interest and mostly mean I want to stay out of its way, lest the interminable drama seizes a hold of me as well. That, of course, doesn’t mean that no sites exist in null sec to tickle my interest nor does it mean that I won’t go out there (clearly). It just means that I have to take care when I head out that way. Thar be dragons (and other sundry creatures) out there, after all.
And so, I loaded up my now somewhat-dirty Scientia and plotted a course for Vale of the Silent. Vale stands on the fringes of Jove space, and Caroline’s Star casts a baleful glare indeed from this bordering region. Had the Jove not completely cut themselves out, Vale would undoubtedly be a much more civilized border region between the Fifth Empire of New Eden and its more primitive brethren. Without that through-traffic, however, Vale seems much more sedate than it might have. That’s not to say that I didn’t run across anyone, of course, and I have little doubt that my presence raced across the various intel channels of New Eden, but I ran into few bubbles out that way and even fewer people as I steered towards my destination system. Today, that was the unoriginal name of BR-6XP.
Hidden in a far corner of BR-6XP was today’s destination, known only as Black Jack’s. A bit of research dug up that Black Jack was a rather notorious Angel’s pirate back in the day, known for terrorizing the denizens of Molden Heath before becoming too famous for his own good. After being unceremoniously shoved out of Molden Heath by Angels command, he retreated back to Vale of the Silent, and his various underlings and followers can be found to this day hanging out in the small gaseous cloud that he apparently claimed and, in true Amarr tradition, promptly named after himself. Although the small nebula bears his name, Black Jack himself is nowhere to be seen. Indeed, it’s not entirely clear what’s become of Black Jack, though further investigation may turn up his fate.
The nebula itself sits fairly close to the ringed gas giant of planet 5 and is remarkably dense. Indeed, it was difficult even for Scientia’s sensors to penetrate that thick soup. Camera drones flown to the middle of the nebula had difficulties determining in just what direction the local sun could be found, and in most areas, BR-6XP V was merely a ghostly outline of a planet, barely visible through the dense haze. In the depths of the nebula stands a ship that, if BR-6XP were a little more highly traveled, would undoubtedly spawn a few ghost stories. The ghostly outlines of a Machariel can just be made out from the fringes of the nebula. Closer investigation proved that the ship was quite real and belongs to one of Black Jack’s compatriots, but its eerie semi-appearance and the quiet of the surrounding system lends itself quite well to a spectral story or three.
All in all, it felt good to be getting back to my roots. Out here on the fringes of space, just seeing what there is to be seen. No rush, no particular goal, just a very cathartic trip all in all. After admiring the view for some time, I turned my ship to the gate and on to the next system.
- Attraction: Black Jack’s
- System: BR-6XP
- Security Rating: 0.0
- Region: Vale of the Silent
- Potential Hazards: BR-6XP 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.
[Editor’s note: Just a very quick entry as I don’t expect this to last past the Succession Trials next week. If you want to see these, get to Amarr ASAP!]
[Additional edit: As of 5/3, only 4 titans, the titans of the winning ‘retainers’ of the Trials, remain in Amarr. Not sure how long they will last!]
Just as the Empire races headfirst towards the Succession Trials to choose its next ruler, so too did I race headfirst towards the Empire’s homeworlds. With the end of the Trials close at hand, an honor guard has formed, the likes of which many space denizens have never seen before. The various champions of the two remaining Heirs in the Trials, Lord Aritcio Kor-Azor and Lady Catiz Tash-Murkon, have began holding vigil in spectacular fashion outside the Emperor’s Family Station in Amarr Prime, forming a fleet of Titans that haven’t been seen publicly in high security space since I’ve been a capsuleer. Next week, these titans will escort Lord Kelon Darklight and Lord Lysus, the two remaining champions, to the conclusion of the Trials.
Few denizens of high security space have seen a titan, much less a fleet of them. While I have before experienced the truly humbling experience of seeing such a, dare I say, titanic piece of engineering next to even my more sizeable vessels, seeing a fleet of them in formation is enough to once again remind me how small we truly are in the grand scheme of things. That being said, seeing these ships up close also helps to remind us the things that we can attain when we work together, and I have little doubt that the Empire hoped to instill that sense of unity when planning this display. Although I have little direct interest in the outcome of the Trials, I wish both sides the best of luck.
And if you have ever wanted to see eight titans in-person, now is your chance.
- Attraction: Honor Guard
- System: Amarr Prime
- Security Rating: 1.0
- Region: Domain
- Potential Hazards: If you’re below a -2 in security status, or -5 standing with the Amarr you’ll have to deal with some rather unpleasant policemen.
- Additional notes: No beacons are present; you can easily see the formation off of the undock point outside of the Emperor Family Academy station. These are not expected to last past next week.