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The Wiyrkomi megacorporation is known for the trustworthiness and stubborn patriotism of the founding Seituoda family, who are still thought to own the controlling interest in the company?

Author Topic: Thukker PF Compilation  (Read 14911 times)

Misan

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Thukker PF Compilation
« on: 17 Apr 2010, 08:51 »

Should note that as far as I know neither Jasuur or Baninez is currently active. Alternate contacts could by Havohej, Eran Mintor, or myself.

contributed by Jasuur Ibn'alnil (and others) at chatsubo

Thukker Prime Fiction Compilation

Welcome, this is an attempt by your friendly neighbourhood Thukker Caravan, the Kakhura'uta, to gather together all of the varied snippets of info we have been given by CCP directly and indirectly.

We invite anyone who has any prime fiction issued that has not been covered in this compilation to add to it. The COSMOS section is in the process of being updated.

CONTENTS

- Core Resources
- Ship Descriptions
- 'The Oasis'
- Cosmos Locations and Missions (Under Construction)
- Miscellaneous Appearances in PF


Thukker Tribe News Feed page (not RSS)

I hope this information comes in useful to any current or prospective Thukker roleplayer. If after reading you've suddenly thought 'hey, goddamn Thukkers sound cool, I want in' contact myself or Baninez Yarm to get on the bandwagon. [Check top of the post]

Jasuur Ibn'alnil
The Kakhura'uta Caravan
« Last Edit: 12 May 2010, 19:24 by Misan »
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Misan

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Re: Thukker PF Compilation
« Reply #1 on: 17 Apr 2010, 08:52 »

Core Resources

~ FACTION DESCRIPTION

Quote
The Thukker tribe is one of the seven original Minmatar tribes. After the Minmtar Rebellion the Thukkers left Minmatar space and took up the nomadic lifestyles of their ancestors, only this time in space. The closest thing they've got to home is the Great Wildlands region, where they are very numerous, but the Thukkers like to be on the move, constantly going from one solar system to another in their huge caravans, trading and scavenging. Respectable citizens of EVE frown upon the Thukkers, considering them to be nothing but scoundrels and thiefs. Indeed, the Thukkers often operate on the shadier side of the law, but their resourcefulness and diligence count a lot more for their success than their criminal activities.

~ CORPORATION DESCRIPTIONS

THUKKER MIX

Quote
The Thukker tribe is one of the Minmatar tribes. It is nomadic in nature, constantly roaming from one place to another. The closest thing to a home they've got is the Great Wildlands region, where they have several pirate havens.

TRUST PARTNERS

Quote
The Thukkers are by many considered to be scoundrels and pirates, but many of them actually operate on the right side of the law. Trust Partners has established itself as a decent shipping and trading company that even respectable empire corporations have started dealing with.

~ LOCATION DESCRIPTIONS

THE GREAT WILDLANDS

Quote
"Pirates. Scoundrels. Vagabonds. The most enigmatic of all the Minmatar tribes members are called many things, but no one truly knows them. I have researched them perhaps more than any scholar alive and still I know nothing.."
- The Travels of Germone Ferush

Quote
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.

MOLDEN HEATH

Quote
The common ground of the Heath, away from the bustling crowds of Heimatar and Metropolis, was in the days of the Elders committed as neutral ground between the Matari Tribes, to be claimed by none and developed by all.

Its scarcity of resources, as well as its proximity to the untamed reaches of Great Wildlands and the hated space of the turncoat Ammatar, have all diminished its value in the eyes of modern Minmatar society. Coupled with barriers imposed by bordering singularities and voids, this has created a region with an unsettled history and an uncertain future.

Today, as legitimate claimant to the title of "center of the cluster," and as the site of the Golgothan Fields, the region still evokes great national pride, but despite this it remains mostly undeveloped. Indeed, in recent years the outcast Thukker Tribe have been making inroads, which does little to enhance the region’s already tarnished image

WICKED CREEK

Quote
Forming the core of the southeastern cluster, this has long been a heartland of the Angel Cartel, as well as a frequent stomping ground of Thukker outriders. Its maze of systems, centralized position and multiple exits have also made it a favored hideaway of many particularly notorious criminals over the course of its long, tainted history. Some of the most infamous villains in living memory (including serially genocidal Black Harold, the arch-defiler Lucias, and the enigma that was Susa'tah) have run to - and occasionally been run to ground in - the Creek's dark embrace.

760-9C:

Quote
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.

~ NEWS ARTICLES

- Travel by Minmitar into Thukker space increases
- Minmatar and Thukker rade routes increasingly threatened by 'breakaway' Angels.
- Sanmatar Shakor announces Thukker Tribe visit
- Boundless Creation plays host to delegation from Thukker Mix
- REPORT: MINMATAR-THUKKER TASK FORCE ARE MINMATAR ELDERS
- REPORT: THIRD MINMATAR-THUKKER FLEET DETECTED IN DOMAIN REGION; FIERCE FIGHTING REPORTED OVER SARUM PRIME
- REPORT: SECOND MINMATAR-THUKKER ARMADA INVADES AMARR EMPIRE
- BREAKING NEWS: Mystery Armada Containing Thukker Tribe Warships Surround CONCORD Bureau Station
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Re: Thukker PF Compilation
« Reply #2 on: 17 Apr 2010, 08:53 »

Ship Descriptions

~ NOMAD

    There is continuing speculation as to how exactly the Thukkers manage to move their vast caravans throughout space relatively undetected, but their expertise with jump drive technology became glaringly apparent when they created the Nomad.  Now seeing widespread service with roving Thukker outrider detachments, the Nomad is rapidly becoming an essential part of Thukker life away from the great caravans.

    Thukkers spend their entire lives forever wandering the infinite in their vast caravans.  As such their technology is based as much upon necessity as their ingenious ability to tinker.  Their ship designs therefore tend to based upon the standard empire templates but extensively modified for the Thukkers unique needs.

~ PANTHER

    The Thukkers generally favor speed and offensive power over defensive capability. While many of them could be said to lack technological innovation, Thukker Mix vessels are invariably the swiftest and most agile of their kind.

~ JAGUAR

    Being the brain-child of the nomadic Thukkers, it is no surprise the Jaguar is as fast as it is.  Initially conceived as a way for the tribe to pack some added punch to their organized detachments, they've found it to be equally useful as messenger, scout and escort, and it is likely to become one of the most commonly-seen ships in the Thukkers' stomping grounds.

~ VAGABOND

    Improving on the original Stabber design, Thukker Mix created the Vagabond as a cruiser-sized skirmish vessel equally suited to defending mobile installations and executing lightning strikes at their enemies.  Honoring their tradition of building the fastest vessels to ply the spacelanes, they count the Vagabond as one of their crowning achievements.

~ CHEETAH

    It is unclear how Thukker Mix could master the intricacies of cloaking technology so quickly after the fall of Crielere. According to Professor Oggand Viftuin, head of R&D, the tribe managed to recruit some senior Caldari scientist that used to work on the Mirage Project at Crielere. Ishukone has denied this, claiming that the Thukkers aquired the technology from prototypes stolen by the Guristas.

~ RHEA (Caldari)

    It wasn’t long after the Thukkers began deploying their jump capable freighters that other corporations saw the inherent tactical value of such ships.  After extended negotiations, Ishukone finally closed a deal exchanging undisclosed technical data for the core innovations underpinning the original Thukker Tribes design allowing them to rapidly bring to the market the largest jump capable freighter of them all, the Rhea, a true behemoth of the stars.

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Re: Thukker PF Compilation
« Reply #3 on: 17 Apr 2010, 08:54 »

'THE OASIS'

This document is of unknown origin and was found on a CCP employee's webspace. We believe it may have been either an unprinted chronicle or back-up information for an AURORA event that never happened. It is an absolute goldmine of info.

Structure/Appearance

The Thukker tribe, being nomadic, has a very pronounced waste-not-want-not culture in which everything is recycled and reused. Devices are constantly being repaired or upgraded, and if something is beyond the point of repair its components can often be found in decorative objects, jewellery or even pounded flat and welded to a hull as a make-shift patch. It therefore comes as no surprise that when the decision was made to create a permanent habitat, the various clans in the Thukker tribe donated a number of ships whose life-spans as productive vessels was at an end. The core of The Oasis is formed by three freighter class ships. With their engines removed, these massive hulks provided the builders with over 45 million cubic metres of space to fill. Over time, the three hulls became somewhat specialised, however in keeping with the Thukker tradition of adaptability and self-sufficiency each is still capable of providing life-support to the permanent population (see Caretakers) should the need arise. Each of the three hulls is still referred to by a label derived from the original ship's name:

  • 1. "Lone Mountain Wanderer", referred to as the 'Mountain' hull
  • 2. "Source of Plenty", referred to as the 'Source' hull
  • 3. "Cavern of Shai Lat", referred to as the 'Cavern' hull

Mounted on top of the three freighters is a large bio-dome, salvaged from a derelict station and towed by one of the largest caravans in the Thukker tribe for generations before being donated to the establishment of The Oasis. The biodome is filled with flora and fauna from Matar and serves to remind the Thukker tribe of their origins. Central in certain rituals and rites that are observed only by the Thukker tribe, the biodome is regarded with almost religious zeal and it is the destination of at least one pilgrimage made by each Thukker at least once in their life. Sustaining the plant and animal life within it is a gargantuan task, and one that each clan contributes to with deliveries of fertilizers, water, fresh plants and animals and eventually with the manpower required to carry out the care and maintenance.

The Mountain Hull

The primary function of the Mountain hull is as a dry-dock facility. There are four dry-docks, each capable of servicing vessels up to 100,000m3 volume at a time. Two of the dry-docks are capable of being linked in order to repair larger vessels or even act as a construction facility for new ships, as this activity requires more space than regular repair. The Mountain hull contains the workshops, warehouses and heavy machinery required in the myriad tasks involved with getting a valuable vessel back into action or to recycle as much of a retired ship as possible. While the facilities may not be up to the standards of an Empire Space shipyard, the skills of the Thukker mechanics and engineers more than compensate for this handicap and keep ships flying for years beyond the point where they would have been condemned by anyone else.

The Mountain hull also contains a number of hangars in which the defence force of The Oasis is berthed. Due to space limitations the defence ships operate a hot-berth system, with one replacing the space vacated by another. It would therefore be unwise to base an estimate of the size of the defensive force on the hangar space available in the Mountain hull. Conservative estimates size the defence force at anywhere between 20 and 40 vessels of various classes. The nature of The Oasis' defences is discussed in a later part of this document (see Defences). Accommodation for ship's captains and crew is provided within the Mountain hull for standby crews, however most crewmembers with families live in the Cavern hull as the quality of accommodation is more suited to family life. The Mountain hull also contains limited stores of ammunition for fast resupply of vessels; however the majority of the ammunition is stored in floating depots from which ships can resupply themselves. This is as much an efficiency measure as a safety measure, as locating large stocks of ammunition within The Oasis would be an unacceptable risk.

The Source hull

Containing the equipment required to sustain life in the other hulls and in the biodome, the Source hull is located in between the Mountain and Cavern hulls as additional protection. While each vessel that is grafted onto The Oasis retains its original lifesupport systems, the demands of the population of the Mountain, Source and Cavern hulls is beyond the abilities of the original systems. The Source hull is divided into sections dedicated to the reprocessing of water, air and biological waste. There is a small hangar section into which the supplies for the biodome are delivered and stored, as well as a small habitation section where a core team of technicians are housed in order to provide rapid response in case of emergency. The machinery in the Source hull is a patchwork of modules salvaged from derelict stations and capitol ships, in addition to home-made creations tailored to the specific needs of The Oasis.

Power generation is provided by modified ships' engines as well as from hundreds of solar collectors that stud the outside of The Oasis and whose output is either sent directly to the end user or stored in massive capacitors in the heart of the Source hull. Hydroponics allow for the recycling of air and additional food production, with a large amount of medicinal herbs being cultivated in the controlled environment away. The Source is the heart of as closed a lifesupport system as the Thukker technicians can manage, with minimal resources being lost. However there are still significant quantities of waste sludge that defy even the most determined efforts of recycling. This waste is disposed of by jettisoning it into the atmosphere of the gas giant located in the system that The Oasis is anchored in. This task is handled by specially modified industrial ships whose piloting is determined either by rota or by assignment as punishment for transgressions.

One problem that is facing the Caretakers assigned to the Source hull is the increasing age of the machinery located within it. While patching and maintenance have kept many of the systems operational, there is a steady drop in efficiency which can only be addressed by replacing some of the massive modules installed hundreds of years ago. Acquiring the equipment is the least of the problems when confronted by the challenge of where to install it. Due to the location of the Source hull and the accretion of secondary hulls around and below it, any large-scale maintenance would result in a major disruption and potentially endanger the entire station. Currently the most favoured proposal is to graft a fourth freighter onto The Oasis and equip it from scratch. A potential hull has already been identified, however the difficulties in moving such a large, cumbersome vessel in secrecy is the main argument fielded by the opponents of the proposal. The debate on how to address the aging of The Oasis' systems has split the Caretaker community, and it is spreading into the wider Thukker society.

The Cavern hull

The primary life-support hull of The Oasis is the Cavern hull. The massive cargo hull has been filled with decks that are divided into habitation units ("machwa"), market plazas ("qariyya") and entertainment venues ("brej"). The accommodation would appear cramped to a normal EVE citizen, but is the pinnacle of luxury for the Thukker tribe members accustomed to the conditions aboard their vessels. When a caravan arrives, entire families decant into the Cavern hull and set up home, stretching their legs and engaging in barter, negotiation and diplomacy with the other caravan members who may be present. In this, The Oasis serves its primary function as a place where the social activity between clans can take place. Movement of individuals between clans through marriage or transfer, bartering for ships and modules, planning of raids and trade runs, it all happens in the Cavern hull.

Importantly, there are no fixed areas of sovereignty within the habitation decks. The decks are filled on a need-to basis, with provision of life-support and power decoupled from decks that lie idle. This ensures that no rigid clan territories can develop in The Oasis, enhancing social interaction. It also reduces the amount of wasted resources. Peace between the clans is maintained by strict adherence to a social code based on that which governs the everyday activity within the caravan but places an even greater emphasis on the mores governing communal interaction. It also contains much stricter penalties for those who break the code.

The Cavern hull is also the notional headquarters of the corporations that form the face seen by outsiders. Decisions affecting the long-run activity of the corporations are made in conclaves held at various points during the year or in emergency conclaves called on a need-to basis. Corporation materials and records are stored in The Oasis archives for reference during the conclaves, which are held in an amphitheatre in the biodome referred
to as the "Majilius". The shape of the Majilius, being a circle of stepped benches around a central speaking place, emphasises the Thukker concept of all members of the tribe being reliant on each other.

The Caretakers

The Oasis has a constantly fluctuating population as caravans come and go. however there is a core population which remains within The Oasis to maintain the station's systems, act as technicians in the Mountain hull's dockyard and control the flora and fauna in the biodome. This population has the highest average age of any concentration of Thukker tribe members, as it is composed primarily of individuals who have lived long, hard lives in the clan caravans. Their bodies are simply not up to the hardships of life on the move, but they are able to serve the tribe by living on The Oasis and ensuring that the valuable skills and knowledge they have managed to acquire throughout their lives are passed on to the next generation.

Caretakers are tough individuals whose appearance and age belie their abilities. They have survived many long years of travelling through the universe and are skilled pilots, technicians and warriors. A Caretaker will be a rich repository of Thukker lore and well versed in the social codes which govern the tribe. This also gives them authority to police the behaviour of the tribe members who are visiting The Oasis. Some Caretakers embark on further study of Thukker rituals and are elevated to the position of Khargai, the closest thing Thukkers have to priests. The Khargai perform the rituals in the biodome and also act as station management, overseeing the maintenance activity and resource allocation. The learning curve for Caretakers is steep, and a new arrival can take up to a year to absorb the enormity of the task ahead of them. Moving from maintaining a ship's systems to maintaining the systems of an entire station is a daunting task, as would be the acquisition of the botany and animal husbandry skills required for service in the biodome.  It is therefore the only time in a Thukker's life that he or she will actively specialise in one skill area in addition to keeping their piloting skills alive. Some manage to maintain two specialisations; however these individuals are few and far between.

Defending The Oasis

The Oasis is the focal point of Thukker society and is therefore its most closely guarded secret. Every Thukker caravan has only three ships that are in possession of the navigational data required to reach The Oasis. This data is in the form of a hard-coded chip that activates when slotted into the vessel's navigation systems and can only be used once. Activating the navigation chip, or Compass, is a decision not to be made lightly, as it commits the ship (or the entire caravan) to the long, complex journey. Guarding the Compass is paramount and has an even higher priority than safeguarding cargo, relatives or even one's own life. The Compass is usually contained within an ornate casket, and is often used as a totem of quasi-religious significance. Oaths are frequently sworn on the Compass, reinforcing the importance of it to the caravan. Once a caravan arrives at the Oasis, the Compass self-destructs and a new one is issued by the Khargai.

Secrecy is the primary defense of The Oasis, however it also maintains an effective array of weaponry. These are often mounted on the hulls of additional vessels grafted onto the core, and are therefore a complex variation of damage types and strengths. In addition to the weapons emplacements, The Oasis possesses a fleet of warships whose sole purpose is to patrol the space surrounding the station and destroy any vessel that ventures too near. The defence fleet mainly incorporates fast vessels that are able to quickly converge on an intruder and eliminate the vessel before it gets too close to The Oasis. Frigates are used for long-range patrols, and a contingent of cruisers is kept at medium range for fast response. Closer to The Oasis are several ancient battleships that are also used when the Thukkers require a show of strength in distant conflicts. Referred to collectively as the Ancient Khargai, these battleships are part of the Thukker legends and lore. Moving any of them away from The Oasis is a serious matter decided upon only after lengthy debate in the conclave.

The ships are crewed by Caretakers who are still physically fit to embark on short to medium length voyages. These skilled crews are a challenge even for advanced pilots, as they possess not only their own skills acquired through a lifetime of flight, but also those they have learned from their fellow Caretakers in training exercises. Their vessels are also extensively modified based on the ship-handling and construction knowledge of the Mountain hull technicians. Formidable opponents in the field, their devotion to the protection of The Oasis results in hard-hitting attacks beyond the point where other forces would withdraw. It is not uncommon for a critically damaged defence vessel to ram itself into an opponent in a final act of defiance.

The Outer Hulls

Over the generations, additional hulls have been grafted onto the three original freighters. Many of these are ships that have seen long and distinguished service within the Thukker tribe and are given the honour of becoming part of The Oasis. Some are attached out of necessity, such as the industrial ships mounted to act as storage spaces and waste tanks or the combat vessels whose turret emplacements become part of the stations own defence grid. The variety of ships clustering around the central core spans centuries of ship design and while at first glance a confusing mess there is a strict hierarchy of placement that ensures structural integrity and maximisation of resource utilisation.

Locations directly underneath the biodome are reserved for ships attached as a sign of honour. Some of these vessels are attached in such a manner that they can be accessed from within the biodome and act as smaller ceremonial halls and archives, while others serve as the habitats of the senior Khargai.

Many of the vessels retain their life-support functions, gravity systems and limited power generation as a safety measure. In the area surrounding the Cavern hull, many ships are secured with full functionality in order to be used as lifeboats, should a fast evacuation of The Oasis be required. In recent generations the Khargai have initiated a program of covering the inner-most hulls with a thin, uniform hull in order to provide a more easily maintained surface for the mounting of solar collectors, sensor arrays and weapons emplacements. This project is moving ahead slowly, mainly due to the perception by many Thukker tribe leaders that it is mainly a cosmetic exercise and a waste of resources.
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Re: Thukker PF Compilation
« Reply #4 on: 17 Apr 2010, 08:54 »

COSMOS Missions/Locations

~ NICKEL AND DIME STORE

Some say that the Nickel & Dime Store operated by the Thukker Tribe smugglers in Algintal is an indication that they are trying to go legit. Other, more skeptical, observers point out that the Nickel & Dime Store is the perfect operation for the smugglers to laundry their ill-begotten money. While the armchair sociologists debate the merits of allowing the Store to operate the average consumer simply rejoices in the good deals to be had there.

Briefings

~ PATTOK NURTUL

PART 1/3:

Welcome to the Nickel & Dime Store, Jasuur Ibn'alnil. It is a humble little shop owned and operated by the Thukker tribe, catering to the needy souls in this beautiful constellation. Hm, something tells me you can be of some assistance to us ― perhaps you've worked for the Thukkers in the past?

Let's see if you've got what it takes to help our fledgling business grow. I have a small task for you: nothing complicated or risky, but it should let me gauge your talents. Deliver a few crates of goods to a nearby station for me. The rewards are modest, since this is such an easy task, but it's only the start.


PART 2/3

Good work on your previous assignment. Despite it being a tedious one, you pulled it off without any qualms. Now for something a little more interesting.

You see, things have not been easy around here lately. The Caldari mega-corp Wiyrkomi is intent on tapping into the vast natural resources found in the constellation, much to the dismay of the many environmentalists here in the Federation. The struggle between the two sides draws unwanted attention to our little enterprise here and is making our operation difficult. Down the road, I might be tempted to have you help us with this unpleasant situation. But not just yet. First, we have to take care of another small problem that just came up.

The Serpentis drug lords are out in force here in Algintal, overseeing traffic between Federation and Republic space. We Thukkers are not into the drug scene, so we generally leave them alone. The same applies for them, for the most part. Live and let live, huh? Thing is, many of the Serpentis have grown too fond of their own goods and can get a little wild at times. One such incident occurred the other night when a gang of renegade Serpentis junkies stole some goods we were receiving from our associates in the Republic. The goods aren't all that valuable, but we must send a clear sign to the Serpentis that our goods are to be left alone.

I know that the fools who stole our goods are relaxing at the Skeleton Comet complex over in Deltole. If you're willing to go over there and teach them a lesson, a hard lesson ― a permanent lesson, get me? ― then I would be much obliged. And if you could return with some of the goods they stole, I'd be even happier.


PART 3/3

Oh, Jasuur Ibn'alnil, you've come at an opportune moment. Things are progressing as I feared they would. The continuous struggle between Wiyrkomi and the activists have cast a spotlight on the constellation. While we here are the Nickel & Dime Store are running a perfectly legal business, our associates and clients like to operate in the dark. Already, I've lost several important clients, and some employees are getting restless. So much so that I'm having difficulties making my more demanding deliveries.

Unfortunately, I do not have the means or the knowledge to do much about the situation, but my business associate Iliere Angetyn is a most resourceful Gallentean, and I'm sure he's already contemplating how to put things right. But Angetyn doesn't deal with just anyone. Only those clearly in favor with the Trust Partners company get his attention. So I have a proposal for you. Run an errand for me that one of my just-departed couriers was supposed to, and I'll give you a Trust Partners Business Card. Show this to Angetyn and he's certain to offer you something lucrative.

The errand in question is a simple delivery over the border into the Republic. It has a very small chance of getting you in trouble with the customs, but I'm sure a resourceful pilot such as yourself can pick the right route to avoid any unwanted attention.



~ THE CRYSTAL DUST COMPOUND

This is a secluded factory site operated by some Thukker tribe nomads. It is used to manufacture various illicit substances, most notable the brand new Crystal Dust neural boosters. The Thukker tribe have used the Ani constellation for several decades as a base for illegal operations and to hide themselves or valuable stash in. They’re not too happy with the increasing Republic authority in the constellation, but are hoping that by laying low will keep them under the Republic’s radar.

Of more immediate concern for the Thukker nomads here is the Angel cartel, which has earmarked the Ani constellation as an area ideal for organized crime. Even if the cartel and the Thukker tribe are nominally allies when it comes to dealing with the empires, the cartel is renown to tolerate no competition in those areas they consider their own.

~ LATENT TRANSMITTER

The Thukker tribe smugglers have acquired top secret technology from Egonics Inc. and are using it for their own nefarious purposes. The technology allows the transmission of latent messages over long distances. The smugglers have erected a huge transmitter station that is capable of reaching the whole constellation with its subliminal messages. Some are wondering why the local authorities aren't doing anything to stop this depravity, but they never seem to wonder for long…
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Re: Thukker PF Compilation
« Reply #5 on: 17 Apr 2010, 08:55 »

Other mentions of the Thukker Tribe in PF:

The Etherium Reach region description:

Quote
7-KXBJ - Etherium Reach
Considered by many to be the gateway to the Drone Regions, Etherium Reach rapidly became extensively colonized by those drawn to the opportunities opened up in the newly-accessible systems. Briefly, the Minmatar Republic pondered its strategic advantage over most other empires, with proximity to the regions through relatively short routes into the Reach no doubt tempting.

The Skarkon Incident showed how tenuous its advantage really was before other matters demanded the full attention of the Minmatar tribes. Even so, some Thukker caravan masters continue to maintain an interest in an area abutting onto their Great Wildands domains and have become authorities on the rogue drones. Expertise on the uses to which rogue drone parts can be put is not the least of the advantages the wily Thukker derive from their age old traditions of exploration and specialization.

The novella Theodicy mentions the demise of the Thukker Tribe elders on Diemnon; I haven't gotten around to reading it so I'll quote Camperific here:

Quote from: Camperific
Theodocy don't have much to say about the Thukker other than all of the tribes elders died on Diemnon.
I can only imagine the current elders knocking about in the wildlands have silver tongues,as none of them are actually members of the Thukker..Unless ccp changed their mind of course  :P

The second half of the Chronicle "Half A Life" is written from the perspective of a Thukker captain in an Outrider gang flying protection/scout for a caravan.

There is a single tiny comment in "Silent Furies", the chron about Shakor being visited by a Republic military officer while staying in a Thukker Sanctuary.  It's not much, but the first paragraph mentions Thukker art styles:
Quote
This configuration was new to him. A beautiful one, though it lacked the smooth subtlety of the Kaulas patterns, the ones from before the revolution. The Thukker as a whole had tended toward violent motifs after the great save, its people too drunk on their own rage to remember they were free, and every creation from its cultural womb since then had in some way borne fury’s jagged stamp.

The Chronicle "Scars" features a chance encounter between two Thukkers in the aftermath of the sudden influx of Nefantar and Starkmanir refugees into the Wildlands after the Elders' initial assault against the Empire and Mandate in the Empyrean Wars.

Great Wildlands System Descriptions:

O-OVOQ

Quote
"I once witnessed Hog Khatir, Outrider extraordinaire by his own admission, sell a pile of trash he convinced some pour soul was a dismantled Rifter, dismembered head who he pawned off as some famous blood raiders nonce and a poor Amarrian reporter who thought he was a good news story and ended up being sold without her realizing it all in the space of 30 minutes."

- Travels of Germone Ferush

Y-DSSK

Quote
"Those demons killed our Elder. You can have no idea what that did to the tribe.. none. I wonder how history will judge us, I wonder what picture the Thukkers will paint – who can say. All I know now is that we cannot stay, we are lost. And we will wander the infinite until we find ourselves again."

- Thukker Tribal Chief at the formation of the Republic

6EG7-R

Quote
"One by one the Thukker ships approached. An invisible hand tore them away and flung them visibly into the void that lies between the stars grabbed each. As even the great city-ships were seized, one by one the geometrically aligned vessels were sucked into their wake, disappearing from view. After I was alone once again in the cold, dead space, I knew I witnessed a great and terrible secret."

- Travels of Germone Ferush

VKU-BG

Quote
"Little did I know that all my efforts to hide my ship were for naught"

- Travels of Germone Ferush

AI-EVH

Quote
"My ship shuddered out of warp and before me floated the most fantastic vista I have ever laid my eyes on. To call it a Caravan would be to deny its chaotic splendor, it was a floating City, a space borne hive bustling with activity."

- The Travels of Germone Ferush

7Q - 8Z2

Quote
"The Amarr tried to 'Reclaim' us. They failed. Now it is time for us to reclaim who we once were. Freemen, roaming the wilds."

The Thukker Chronicles : Exodus


If you know of or find any others, post them here and I'll edit this post.







« Last Edit: 17 Apr 2010, 09:00 by Misan »
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Casiella

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Re: Thukker PF Compilation
« Reply #6 on: 17 Apr 2010, 09:02 »

Interested player can also ping Eran Mintor, or join the Thukker channel, and I have an archive of this stuff someplace.

I haven't checked lately, but I always thought this stuff should get copied into EVElopedia, too.
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Havohej

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Re: Thukker PF Compilation
« Reply #7 on: 17 Apr 2010, 09:22 »

Glue applied, thanks Misan!

If we get enough of these PF complitation threads, then we can unsticky the individual threads and condense it all to have them linked from one PF Complitations sticky directory.  Not sure how much info there is to collect on some factions, but I'm sure there's enough to collect for Angels and the four main empire factions at the very least, probably Blood Raiders as well.
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Eran Mintor

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Re: Thukker PF Compilation
« Reply #8 on: 12 May 2010, 19:19 »

If you could remove Baninez Yarm from there that'd be good. Or at least don't tell people to contact him. Pretty sure it's under new management...
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Misan

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Re: Thukker PF Compilation
« Reply #9 on: 12 May 2010, 19:24 »

I pretty much said that at the top of the post, but to be more clear I've edited it again. :P
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Jandice Ymladris

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Re: Thukker PF Compilation
« Reply #10 on: 16 Sep 2014, 14:11 »

You might like this old article about a joint Thukker/Republic operation: Konora Officials Arrested on Corruption Charges, Thukker 'Wormhole Strategy' Revealed

In it you'll find an interesting tidbit about Thukker using existing Wormholes as part of their combat-strategy.