It is perhaps needless to note that I have my hands full over the next few months. New Eden is in a state of upheaval, and CONCORD has deigned fit to mark quite a few new beacons and landmarks throughout and beyond the Cluster. I, of course, fully intend to canvass all of these sites here, but doing so will take time indeed. Over one hundred new systems have been added to the wormhole network, and it’s still not completely clear what can be found in them. I’ve already given myself the goal of visiting all new systems to ensure that I can bring the most accurate information here. But for today, we’re going to have to just settle for what is, from what I’ve seen at least, the least visually impressive landmark that has been uncovered in recent weeks, but what I think is perhaps the most important.
I wasn’t sure what to expect when I came out of warp. The beacon had appeared in space in my home system with little ceremony, and reports were coming in that these beacons had popped up across the Cluster. At first, I saw absolutely nothing. It seems the beacon, marked as an “Unidentified Structure” had been wrongfully placed in the middle of a normal dust cloud. But then a flash of light caught my eye. Lightning crackling in the distance. What was lightning doing in space? As I watched for it again, I noticed a faint shimmering. Lightning crackled again, and I noticed that the lightning seemed to travel up the edge of… the faint shimmering thing. Sensors were, of course, inconclusive, but if I had to take a guess, I’d say that a station’s cloaking device was failing. I’d never seen a cloak fail quite like this, but I’d also never seen a cloak on quite this scale before.
I strained my eyes (and my sensors) trying to see what was there. I couldn’t glean much either, though. It was tall, that much was obvious. Tall and fairly narrow. It seemed to have three prongs on the bottom of it, but that could just be my eyes playing tricks on me. Aura, with her prodigious analytical capabilities and access to various databases, couldn’t identify the station either. But something was tugging a bit at my memory nonetheless. With the nearly-cloaked station still seemingly flickering in and out existence a few kilometers away, I pulled up old archival photos of Jove stations. While certainly not identical, there did seem to be… similarities to the contours. A certain conical shape to them, though the Jove stations of old had a more organic feel to the harsher, almost crystalline angles that I could barely discern. It wasn’t a perfect match, but it was a plausible theory. For a better view of the general shape of these objects, Aurora Arcology News has an image enhanced view of the structure here.
Another thing leads me to think that these stations may be Jove related. Rumors have long swirled that the Jove know more than they have let on regarding the Eve Gate in New Eden. One of the key parts of that theory is that the Jove have long cloaked any wreckage leftover from the Eve Gate catastrophe to prevent us lesser-developed nations from getting our hands on technology that could very well disrupt (or destroy) the balance of power in the Cluster. I had never believed in these rumors myself (I tend to like theories that can be proven one way or another rather than just relying on saying the Jovians did it), but there was certainly evidence now that I couldn’t ignore. Assuming that the Jovians are, in fact, behind these newly discovered but apparently long-standing structures (and this is a larger assumption than I am generally comfortable with making), they would indeed have experience with cloaking structures and other items over large areas. Though New Eden itself showed no readings, it is notable that one of these unidentified structures can, in fact, be found there. More and more curious.
Of course, I would be remiss if I didn’t mention the other thing that can almost always be found in systems with these Unidentified Structures: the new Circadian Seekers. These appear to be Sleeper drones within the New Eden cluster. While initially a cause for concern given the reputation Sleeper drones have in being fearsome defenders of their turf in Anoikis, these drones appear to be docile. Despite numerous and repeated attacks on them, I have yet to run into any verified reports of them responding with any kind of force. Instead, they merely appear to roam the system, firing what appears to be a scanning beam on any objects they find. No negative repercussions of these scans have yet come to light. Given that these seekers almost always appear in systems with these new structures (Eram, apparently, is an exception to that rule), a substantial possibility also exists that these unknown structures are also Sleeper in origin, but the designs of these structures would represent a significant departure from known Sleeper architecture. Furthermore, the seekers have been seen attempting to scan the new structures like they would any other object in space, which suggests that they are unknown to them as well.
What is more disconcerting about the appearance of these seekers is what they represent in the evolution of the Sleepers. Since Anoikis became accessible to capsuleers a few years ago, Sleepers have been a purely reactionary force. Capsuleers and the empires would appear near Sleeper sites, and the drones would reactively attempt to repel them. Despite initial fears, the Sleepers never, to our knowledge at least, attempted to follow us beyond the confines of their small patrol routes. They never followed us back to New Eden, and certainly never attempted to discover more about us. We had lulled ourselves into thinking that the Sleepers were unintelligent drones with no curiosity. But then, a few weeks ago, it came to light that various Sleeper caches had started appearing in New Eden. Not only have the Sleepers been in New Eden for quite a while, but they were collecting information and items on us. For what purpose I don’t know, but I have little doubt that these Seekers are a more blatant attempt at learning more about us now that the caches have come to light. (Edit: Furthermore, for the first time, these Sleeper drones have active shielding systems. Sleeper drones prevalent in Anoikis have strong armored hulls, but they’ve never exhibited shield systems before. These new Circadian Seekers, however, have shields as well as armor. That they’ve managed to reverse engineer shield systems is yet another indication that the Sleepers are not as passive as they have seemed. Special thanks to @BlackDeathJazz for reminding me to note that here.) (Second edit: As of 1/13/YC 117, Circadian Seekers have begun responding to attacks with force. Seekers have been known to follow hostile pilots through warp and may pod hostile pilots as well.)
I realize that this has been a somewhat meandering entry, but I fear that this cannot be helped. I try my best to tell a clean and concise narrative in these entries: Eve Travel exists to give context to the universe around us. Unfortunately, right now there is no clean, concise narrative for many of these new objects. We don’t know everything yet, and you’ll have to bear with me as we all discover what all of this truly means. I don’t know what, if anything, the seekers are looking for, and I don’t know the purpose of these unidentified structures. There is a very good chance that there are other things out there that haven’t even come to light yet. And I, for one, am excited to see exactly what the universe has in store for us.
EDIT: I’ve received a number of reports (now personally confirmed) that the Unidentified Structures will appear and disappear in a system. It’s unknown at this time if they move positions when they reappear.
- Attraction: Unidentified Structure
- System: Various throughout known space
- Security Rating: Various throughout known space
- Region: Various throughout known space
- Potential Hazards: As noted in the second edit above, Circadian Seekers have begun to respond to attacks with force. Seekers have been seen to defend themselves with heavy missile launcher-strength weaponry. Seekers have followed hostile pilots through warp and may even pod hostile pilots. Caution is advised.
I picked a heck of a time to go planetside for a few days. Reports started trickling in a few days ago regarding a new star that has appeared in New Eden skies. Even scientists are baffled as to how a phenomenon like this could appear simultaneously across hundreds of lightyears. For now, theories abound but facts are few. What we do know is that the star’s position appears to be close to the edge of Jove space, and that the phenomenon is only growing brighter. What exactly this means is anyone’s guess at this point, but I will note that this is not the first time we’ve seen a phenomenon like this. As for me, given that I anticipate being planetside for the next few days still, I’ll continue to gather my information second hand. The situation is very much still developing, and information will continue to trickle in from a variety of sources. Keep watching the skies.
- Attraction: Caroline’s Star
- System: Unknown
- Security Rating: Unknown
- Region: Unknown
- Potential Hazards: Unknown for now.
My parents never quite understood why or how I would choose to live in the Empire for any extended period of time. Born and raised in the heart of the Federation, just a short shuttle ride from the gleaming Crystal Boulevard in the heart of Caille, they couldn’t understand how I could subject myself to the Empire’s conservative views. Now that’s not to say I don’t have my reasons. Anyone with any familiarity with my background would be familiar with my desire to stay close to the Eve Gate, if only so I could also occasionally check on the status of Sansha’s Violent Wormhole in Promised Land. And being only a few jumps out from Amarr Prime while still reaping the rewards of low security space certainly helps as well. And the fact that the Empire wouldn’t dare lay any of its religious strictures on capsuleers. They just happened to not particularly care about my reasons, and complain to me to move back whenever they sent me a communique.
Oddly, they seemed much more concerned that I lived in Amarr space than that I lived in low security space. I always assumed that was because they didn’t quite understand the differences between high security and low security space, and as long as they weren’t planning on flying out this way themselves, I had no desire to educate them on the subject. What they don’t know can’t hurt them… unless they decide to surprise me with a visit and get blown up in Ami by a few pirates. But that’s a discussion for another time with them.All this is to say that they were thrilled when I moved back to Gallente space, albeit temporarily. I had a mystery to solve, you see, and I’ve been moving more and more assets into Iyen-Oursta in an attempt to solve it. Being fairly secure money-wise for the foreseeable future, I uprooted the necessary ships and my parents were thrilled with the news.
Of course, they were less thrilled when I said that I was leaving again. Not for any extended length of time, of course, but I had caught wind of an Imperial military base in null security space, deep in Catch, and of course I had to go check it out. So I pulled out my trusty Tengu Scientia and was on my way to HY-RWO. As I warped in, Aura kindly gave me a heads up:
Local rumor has it that an Amarr Empire strike force has appeared in HY-RWO and are secretly orbiting one of it’s planets. Whoever they are after, he must be someone important.
Now, I don’t really consider myself a fancy person. I usually take “secretly” to mean “we won’t broadcast it for all to see,” at the very least. But apparently the Amarr Empire and I share very different ideas of the meaning of that word. Indeed, the Amarr were even kind enough to put up a beacon for Aura to lock on to for warp. Subtle, the Empire is not.
Still, given that I was deep in capsuleer-controlled space, I dare not test the Amarrian resolve by uncloaking in their midst. As such, I was relegated, as I usually am, to observing without interacting. Precisely why the Amarr were here, given Aura’s cryptic message, wasn’t entirely clear, but their base of operations around planet 3, moon 1 was apparently the place to be in HY-RWO. The Amarr had a sizeable military force here, consisting primarily of battleships and accompanying frigates. All glowed red to me and I shuddered to think just how quickly Scientia would die should the Amarr become aware of my presence. She was a ship built for reconnaissance and exploration, not combat, and she would fall quickly should she ever be caught.
The ships milled around. I suppose the Amarr would say they were engaging in military maneuvers, but frankly that seemed to be giving “maneuvers” a bad name. Still, they managed a modicum of competency by not crashing into each other as they all hugged the compact and movable lookout tower that served as their forward military base here. The battleships hugged close to the tower, while the frigates scurried around edges. At a distance, a Bestower-class transport, presumably the ship that brought the lookout tower and its accompanying necessities, sat and calmly watched over the area. Oddly enough, if I was reading the comm traffic here correctly, the local military commander has made the Bestower his flagship.
I sat and observed for a few minutes before gearing up to head back to Federation space and the mysteries that await me there. It was soothing watching the ships pass in front of the brilliantly blue star of HY-RWO when the camera drones were positioned just right. But I had more important demands on my time. That mysterious blue cloud wasn’t going to create itself, apparently…
- Attraction: Amarr Military Brigade
- System: HY-RWO
- Security Rating: 0.0
- Region: Catch
- Potential Hazards: HY-RWO 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.
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.