# mapLandmarks

landmarkName: EVE Gate
description:
  In the system of New Eden sits the impenetrable EVE Gate. Thousands of years ago the forefathers of all the human races used the gate to travel to the world of EVE. But the gate has been closed for a long time, a catastrophe that destroyed all planets in the New Eden system and plunged the fragile human settlements to the brink of extinction. Anyone foolish enough to get too close to the gate today will be ripped apart by the magnetic storms that still surround the massive gate.


landmarkName: Minmatar Republic
url2d: res:/Texture/Landmark/minmatar.jpg
description:
  The Minmatar Republic was formed over a century ago when the Minmatars threw out their Amarrians overlords in what is known as the Minmatar Rebellion. The Minmatars had the support of the Gallente Federation and to this day the two nations are close allies. Yet only a quarter of the Minmatars reside within the Republic, the rest is scattered around the world, including a large portion still enslaved within the Amarr Empire. Minmatars are independant and proud, with strong will and many tribal traditions.


landmarkName: Khanid Kingdom
url2d: res:/Texture/Landmark/khanidkingdom.jpg
description:
  The Khanid Kingdom, also known as the Dark Amarr, was founded a few centuries ago when the last Amarr Emperor was chosen. Khanid was one of the royal heirs at the time and, in accordance with tradition, should have killed himself after failing to become emperor. This Khanid refused to do and splis his vast domains from the Amarr Empire. The empire retaliated, but only managed to conquer some of the vulnerable outer regions from Khanid. The Kingdom still upholds many of the tradition of Amarr society, but has also wholeheartedly embraced the customs of others, mainly the Caldari. Many visitors to the Kingdom feel like it is a surreal mix of the Amarr and Caldari empires.


landmarkName: Fountain
description:
  The Fountain region was one of the first areas opened up to public colonization by CONCORD - it was intended to be the 'fountain of inter-stellar cooperation and prosperity'. Although the colonization process began fine enough, in time the lack of empire protection and coherent regional authority began to tell. Slowly at first, then more surely, pirate clans and bandit gangs started taking over the settlements one by one. In the end the region was totally in the hands of pirate kings and robber barons. Later, these criminal elements were the foundation of the illegal booster industry and today the region is best known for its neural booster production, mainly in the form of the Serpentis Corporation.


landmarkName: Curse
url2d: res:/Texture/Landmark/Curse.jpg
description:
  Curse is the old home of the Jove Empire. The Jovians departed their home centuries ago after the fall of their Second Empire and set themselves up in their current whereabouts to form the Third (and current) Empire. The cause of the departure was the dreaded Jove Disease, which only Jovians could catch. Having found no cure for the disease the Jovians decided to leave their home worlds in a desperate bid to rid themselves of the disease once and for all. The attempt failed. Today, the former Jovian systems are occupied by the Angel Cartel, the strongest pirate clan in the world of EVE. Rumor has it that the source of their power is old Jovian technology scavenged from the relics of old Jovian stations and settlements.


landmarkName: Great Wildlands
description:
  The Great Wildlands area has been the bastard child of all the empires at some stage. During the Minmatar Rebellion it acted as a base for Minmatar guerillas and was also the avenue through which the Amarrians and Jovians fought their war at the same time. The Caldari invested heavily in the region at one point searching for rare minerals, but later pulled out due to ownership conflicts with the other empires. Today the region is a mismatch of pirate havens and mining facilities. Its jump routes are still used as short cuts, but only by those bold enough. The nomad Thukker tribe is a common sight in the Great Wildlands and is the closest thing to a home to them.


landmarkName: The Syndicate
description:
  The Syndicate is the home of the Intaki Syndicate, an independent organization of exiles from the Gallente Federation. The members of the Syndicate are not pirates as such, but rather unscrupulous businessmen willing to strike any kind of deal. You can expect to find all kinds of scumbags lurking within the Syndicate borders, but they will probably let you be, as they can appreciate the necessity of a safe haven as much as the next guy.


landmarkName: Outer Ring
url2d: res:/Texture/Landmark/outerring.jpg
description:
  The Outer Ring is a mineral rich area controlled by Outer Ring Excavations, which was the first company to start operating in the system. The Outer Ring Excavations (or ORE) is an independently run mining company, the largest of its kind. ORE is very envious of their priced asteroid belts and have employed the service of Mordu's Legion to protect the region.


landmarkName: Stain
url2d: res:/Texture/Landmark/stain.jpg
description:
  The home of Sansha’s lost dream of utopia. True slaves once stood legion here, strong and unassailable, or so the Nation presumed. That presumption was crushed when the empires joined forces, for the only time in their existence, with the sole purpose of wiping Sansha’s Nation from the face of EVE.\n\nThe empires thought the Nation vanquished, but however undeniably powerful the eradication was it did not destroy all that was created. Now Stain is home to numerous planets whose dark sides are lit up by eerily symmetrical city layouts. Stations hanging in space that are unnaturally quiet, the passive stares of the denizens sending a chill down even the hardiest of spines. The Utopian dream may have been shattered centuries ago, but the nation persists, carrying on with its purpose unfeeling, unrelenting, a testament to Sansha’s shattered dream


landmarkName: Venal
url2d: res:/Texture/Landmark/venal.jpg
description:
  The Venal region lies far from empire space and few roam there except those that have direct business with the Guristas. The Guristas is a clan of pirates, though they like to describe themselves as 'adventurous opportunists'. The Guristas have no evil agenda beyond that of preying on the weak and stupid for quick profit. They have their own code of honor and can be quite amiable, but they're not to be messed with. Fighting the Guristas is one of the few things the Caldari State and Gallente Federation agrees on, but a lack of coherent action on their part means the increasing power the Guristas enjoy in the outer regions is only slowed down, not stopped.


landmarkName: The Cauldron
description:
  In the Cauldron the remnants of several supernovas render the space unstable and treacherous. Filled with volatile gravity currents and large chunks of stellar debris the whole area is much too dangerous for space travel. The Cauldron lies between the Amarr Empire and the Khanid Kingdom and acts as a convenient natural barrier between the two hostile factions.


landmarkName: Trace Cosmos
description:
  The fields of Trace Cosmos hold miniscule black holes and weird spatial rifts, making it much too dangerous to traverse. It is widely believed that the fields are the remnants of a massive collision between two galaxies millions of years ago. The colossal occurrence permanently altered the areas most affected, turning them into barren death traps.


landmarkName: Point of no Return
url2d: res:/Texture/Landmark/pointofnoreturn.jpg
description:
  Point of no Return is a small black hole located not far from empire space. The black hole is rather old and was formed by a sun only just large enough to create a black hole when it collapsed. One interesting fact about it is that it’s located more or less exactly in the center of the known world, if you only count those systems that have been linked with star gates.


landmarkName: Black Rise
description:
  Black void divides the western regions of the mighty Gallente Federation and the Caldari State, apparently without mass or dimension but still inexplicably closed to the eyes of science. During the Gallente-Caldari War, both empires tried to establish travel routes through the utter vacuum in order to outflank their foe, but all such endeavours were lost in the gloomy bowels of the Black Rise, never to be seen again. For decades no man has ventured far into it and no one really knows what secrets lie hidden in its murky depths.


landmarkName: Divinity's Edge
description:
  In the early stages of Amarr expansion through space they encountered Divinity's Edge - a huge void with little in way of solar systems or other stellar bodies. For a long time they believed this was the end of the galaxy and that beyond this point, nothing existed. Centuries later the Great Wildlands were discovered and this theory was abolished, although the name for the place has remained.


landmarkName: Vapor Sea
description:
  Vapor Sea, also known as Crib of Stars, is a melding pot of gaseous clouds where new stars are being born. Although new stars and solar systems are still millions of years away the area is of great interest to scientists. The lack of gravity wells makes it impossible to create stargates anywhere near the area.


landmarkName: Pool of Radiance
description:
  Space holds many spectacular sights and few are as spectacular as the crystal-clouds in the Pool of Radiance. The Pool is illuminated by surrounding stars, which makes it shimmer and shine in every color imaginable, radiating an almost hypnotic glow that delights anyone that sees it. The only problem is that the Pool is located in space controlled by Sansha's Nation, so any prospective visitors are advised to carry an armed escort.


landmarkName: Cord of the Elements
description:
  Winding through the Syndicate region is a natural phenomenon that has baffled scientists for centuries. The phenomenon, a super-dense dark cloud, bends time in such a way that all space-travel in or close to the phenomenon is impossible, or at least extremely hazardous. Most scientists believe that the Cord is the remnant of collision between two black holes millions of years ago that permanently 'scarred' space. Others belief the Cord to be the result of a science experiment, possibly conducted by alien life forms, that went seriously awry eons ago.


landmarkName: Ginnungagap
url2d: res:/Texture/Landmark/ginnungagap.jpg
description:
  Ginnungagap is a huge black hole at the edge of Minmatar space. It is the largest black hole close to civilized space. The black hole has already rendered several solar systems close to it uninhabitable, but otherwise it is not considered to pose any great risk to inhabited space for the foreseeable future. The black hole can be seen very clearly in the Konora system, located very close to it.


landmarkName: Golgothan Fields
url2d: res:/Texture/Landmark/golgothanfields.jpg
description:
  The Minmatar Rebellion saw many battles, both on ground and in space. The largest of the space battles took place in the Ennur system a few weeks after the start of the rebellion. The main Amarr battle fleet had returned from Jovian space and intended to break the power of the rebels once and for all by sweeping through their core systems. The Minmatars met the Amarrians with everything they got. The battle was fierce and lasted for hours. In the end the Minmatars withdrew and the Amarrians claimed a victory, but the Minmatars had succeeded in disabling or destroying the best capital ships in the Amarr fleet, thus reducing their offensive strength dramatically. Today the old battlefield, commonly known as Golgothan Fields, is littered with old shipwrecks and infested with pirates that have taken refuge in the giant hulks. They fiercely defend their base, but daring scavengers can still sneak in and rummage around.


landmarkName: The Myridian Strip
url2d: res:/Texture/Landmark/myridianstrip.jpg
description:
  Several decades ago the Amarr Empire was desperate to improve their relations with the other empires, mainly to increase trade and tourism. One of the projects they embarked on was to build the Myridian Strip vacation resort, located above the plasma clouds in the Ezzara system. From an aesthetic point of view the location was perfect: stunningly beautiful and exotic. The resort itself was also a wonder of the world and for the first few years of its operation tourists from all over flocked to it. But the location had one fatal flaw, one that was to manifest itself less than 5 years after it opened: it was located too close to Blood Raider space. The Blood Raiders eagerly jumped on the opportunity presented to them on their doorstep and hundreds perished in their initial raid. Not long after the resort was permanently closed and since then only inhabitants it has had are Blood Raiders, reveling in their prized asset.


landmarkName: R55 Colonial Ruins
url2d: res:/Texture/Landmark/A33colonialruins.jpg
description:
  In the system of Isie the Lai Dai Corporation once ran the largest bio-chemical research facility in Caldari space. The facility was intended to establish Lai Dai as the main biotech company within the State. But only a few years into its operation an accident ruptured the storage tanks and the station had to be abandoned. The myriad chemical substances leaking from the storage tanks mingled in unexpected ways in the zero-g vacuum outside the station and in time formed a eerily beautiful, but highly toxic, gas cloud around the station. After the accident Lai Dai scuttled their biotech ambitions and the station remained vacant for years. Recently, Guristas pirates have started using it as an outpost.


landmarkName: Serpent's Coil
url2d: res:/Texture/Landmark/serpentscoil.jpg
description:
  The Serpent's Coil is at once one of the most exotic and most dangerous of all space locations in the vast world of EVE. It is currently inhabited by agents of the Serpentis Corporation, which use the place as a gathering point for smugglers and raiders alike. At the heart of the Serpent's Coil lies a ruined military installation. This military base was constructed by the Gallente Federation during the Gallente-Caldari War to defend against marauding Caldari ships. After the war the strategic importance of the base diminished and it was eventually abandoned. The base is ringed by huge rock boulders the size of mountains. These magnificent boulders broke off a comet traversing the Vilinnon system long time ago and today they stand proud in their protection of the most audacious Serpentis base around.


landmarkName: The Traumark Installation
url2d: res:/Texture/Landmark/traumark.jpg
description:
  The Traumark Installation represents the proudest moment in the history of the Tash-Murkon family - a massive fortress guarding the southern space territories of the vastly rich royal family. But that moment came and went when the fortress, once thought to be impregnable, fell into the hands of Sansha's Nation. All efforts to retake the installation have failed and today it stands as a thorn in the side of the proud, but humbled, Tash-Murkons.


landmarkName: City of God
url2d: res:/Texture/Landmark/cityofgod.jpg
description:
  Built by the megalomaniac emperor Zaragram II some 2000 years ago, intended to be the home of the living god, namely himself. Zaragram set out to uproot and eradicate many of the most sacred traditions of the Amarrians, replacing them by his own mad ideas on divinity. He called his city Mezagorm, meaning Vision of God. Eventually, he was assassinated and later emperors, under pressure from the clergy, did their utmost to bury his memory. The ruins of Zaragram's city still exist, haunted by ghosts and pirates.


landmarkName: Okkelen
description:
  A sparsily populated constellation in the middle of the Caldari State. Long since claimed by pirates and smugglers, the State is now launching a concentrated effort to wrench control of the constellation from the hands of the criminals and outlaws living there.


landmarkName: Ani
description:
  Former home of the Nefantar tribe, now better known as the Ammatars, the Ani constellation has been largely ignored by the Republic. But the Republic badly needs to bolster its public image, and what better way to do this but to settle the ancestral home of their treacherous cousins?


landmarkName: Algintal
description:
  The Algintal constellation is a natural beauty spot. Sporting several spectacular natural phenomena of breath-taking splendor, it was once one of the main tourist attractions in the Federation. But being situated on the border of the Federation and Republic has made Algintal a prime location for smugglers, which have entrenched themselves in many of the resorts, driving the tourists out. To top it all of the Caldari mega-corporation Wiyrkomi bought the mining rights in the constellation and massive construction plans are underway. The environmentally minded Gallenteans are not about to let some foreign capitalists corrupt and damage their precious nature and are flocking to the constellation to oppose Wiyrkomi anyway they know how.


landmarkName: Araz
description:
  The Araz constellation typifies the feudal system found throughout the Amarr Empire. Wherever widely different ambitions and talents meet a power surge is inevitable. Uriam Kador, one of the five royal heirs, is the liege lord of Araz and he likes to employ the 'divide-and-conquer' approach in his governing; allowing his feudal lords to duke it out between themselves, making it unlikely they will join forces against him and also giving him a clear idea of their strengths and weaknesses. The two most ambitious and powerful noble families in the constellation are the Arachnan family and the Methros family. The two families have been rivals for decades, but now their rivalry is on the verge of escalating to a full fledged war between them. Kador is closely monitoring the situation, not the least because of the sudden appearance of a sizeable force of Blood Raiders that seem intent on taking over the constellation.


landmarkName: Kenobanala
description:
  A political crisis has encouraged the Amarr to militarize the zone between Kenobanala and Audesder, along with their allies, the Khanid Kingdom, Ammatar Mandate and Caldari State.


landmarkName: Audesder
description:
  Amarr militarization of nearby Kenobanala has forced the Minmatar and their allies to hastily build up a defensive perimeter inside Audesder.


landmarkName: E-8CSQ
description:
  The Caldari State have found something significant in G5ED-Y. The State military has set up a huge base of operations in that system, and its presence there is thick as sour milk. The Guristas on the other hand are extremely curious as to what their arch nemesis has discovered, and have set up many bases in the surrounding systems to oversee reconnaissance missions into G5ED-Y. A division from the Serpentis has also been sent to the constellation on behalf of the Smuggler Cartel, led by the infamous Black Jack.


landmarkName: 09-4XW
description:
  Settlers from the Caldari State and beyond took up residence in 09-4XW a few years back after incredibly valuable gas clouds were discovered in the constellation. They braved the Guristas territories to get there, but have now become embroiled in a bitter war with local racketeers and pirates. The migrant's force is vastly outnumbered and it is only a matter of time before the Guristas launch an attack on their outpost.


landmarkName: 9HXQ-G
description:
  The Sansha's Nation wishes to expand its borders, and 9HXQ-G is one of its targets. They have set up a major base of operations in 3GD6-8 and are slowly destroying all opposition to their forces, while their peons build their new starbases. The biggest hindrance to their plans is in MW-W1V. A gigantic mining colony, along with a trading hub, is located there and the inhabitants are extremely afraid of what might happen to them should Sansha declare ownership of their solar-system. They have assembled a sizable fleet of Amarr and Ammatar ships to protect their assets, and prevent the Sansha's Nation from expanding their sovereignity into 9HXQ-G.


landmarkName: OK-FEM
description:
  One of the most revered holy sites of the Blood Raiders is located in the constellation OK-FEM, called the Pagera Manton. The Pagera Manton was a giant space-ship that was at the head of a massive Amarrian exploration team that had ventured into unknown lands hundreds of years ago. A malfunction in its warp-drive stranded the ship, far away from the rest of the fleet. During that time space-communication was not as sophisticated as today, and it had no way of contacting other vessels of the expedition. Years passed and the crew had finally lost all hope of survival. Food supply was running dangerously low, and it seemed that starvation was inevitable. It was then that one of the officers, an Ammatar by the name of Kalorr Makur, took matters into his own hands. He staged a successful coupe against the commanding officer of the ship and had his most loyal followers bind and gag the dissidents inside a secure chamber under his control. These unfortunate souls became the crews new food supply, unbeknownst to most of the crewmembers. For over a year this plan worked, although Kalorr did have to turn to his own followers eventually to replenish his stock of human meat. \n\nOver a century later the ship was discovered by Blood Raider pioneers scouring the distant solar-systems of OK-FEM. They found the remains of the crew, and more importantly a few dozen gigantic tanks encasing millions of liters of blood. Unbeknownst to them the blood had been collected by Kalorr who dried the human meat before consumption. The blood had been meant as a final foodsource after the meat supply had run out, but was never actually consumed as the machine responsible for recycling the air supply malfunctioned which caused the remaining crew to slowly suffocate. Fortunately the blood containers were kept in sub-freezing temperature, which despite over a centry of decay were still up and working when the Pagera was found. And not only that, Kalorr Makur's body was discovered in its very own container, along with his closest allies. \n\nNews of the find quickly spread through the Blood Raider territories, and their revered High Priest at the time declared it a 'gift from God'. The blood was stripped from the tanks and brought back to the Blood Raider headquarters for examination and ritualistic purposes. Kalorr was cloned, using genetic material retrieved from his body taken from the Pagera, and he was immediately instated as an officer of the Blood Raiders. Years later he was even made into a saint. \n\nAnd to this day the Pagera is closely guarded by Kalorr and his small army of clones, extremely loyal to the Blood Raiders. Drugs, many generations of cloning and a terrible history has rendered the former Amarrian traveller completely insane. And despite the Pagera being a popular point of pilgrimage for the members of the Blood Raider organization, few venture there outside of large, heavily armed groups. Kalorr is known to pick off stragglers for his sinister rituals, no matter to which religion or organization they belong to.


landmarkName: Pegasus
description:
  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.


landmarkName: Assilot
description:
  The famous dueling tournament, 'The Legends Trial', has moved to PPG-XC, to escape various expenses associated with having its tournament inside Federation space. Also by staging the tournament here, it can choose from a larger variety of competitors, such as criminals and members of outlaw organizations which would be immediately arrested in Federation space. \n\nThe Legends Trial is a popular show on Federation TV, it is broadcasted to billions of screens across many regions. Huge money is at stake, and gambling on the events is extremely popular. It is therefore not surprising that various criminal networks are working hard to 'influence' the outcome of the show and rig fights. The organizers of the Legends Trials have hired a sizable mercenary fleet to protect its assets, but even so it has become extremely vulnerable to pirate meddling, especially due to its new location outside of the protective embrace of Federation space. Certainly a freelance merc pilots dream come true.


landmarkName: I-3ODK
description:
  A gold rush has stricken this constellation, as rumor has it that extremely valuable gas clouds were found in various systems in the area. Potential excavators from all over the Eve universe have come to I-3ODK in the search for the hidden treasure. Obviously this influx of people has caught the attention of the Angel Cartel, who already had a strong prescence in the area, and they have imposed high 'taxes' on any harvesters caught in their territory. \n\nBut the mainly Minmatar harvesters and pioneers are not the only outsiders the Cartel have had to deal with. The Sansha's Nation have also sent a fleet of worker-slaves escorted by an armada of warships to the constellation. Led by the brutal Sansha general Abufyr Joek, their task is to secure a supply route of booster regents to their headquarters. \n\nWhen the Cartel leadership found out about Sansha's meddling in their territory, they sent in their own armada, spearheaded by the military genius Krur Tajar, to secure total domination of I-3ODK. He has set up camp in BJD4-E, claiming the mining outpost Freeboter's Haven for himself, from where he has launched repeated attacks against all those who refuse to pay the Cartel their due tribute.


landmarkName: 760-9C
description:
  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. \n\nMartokar'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.


