Great Wildlands

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Great Wildlands
Security 0.0
Sovereignty Thukker Tribe (NPC)
Geographical Area Southeast of Empire
Bordering Regions Derelik, Molden Heath, Metropolis, Etherium Reach, Geminate, Cache, Scalding Pass, Curse
Notable Systems N-RAEL
Rats Angels
Empire
Aridia - Black Rise - Derelik - Devoid - Domain - Essence - Everyshore - Genesis - Heimatar - Kador - Khanid - Kor-Azor - Lonetrek - Metropolis - Molden Heath - Placid - Sinq Laison - Solitude - Tash-Murkon - The Bleak Lands - The Citadel - The Forge - Verge Vendor
The Southeast
Cache - Curse - Detorid - Great Wildlands - Insmother - Scalding Pass - Wicked Creek
The South
Catch - Esoteria - Feythabolis - Immensea - Impass - Omist - Paragon Soul - Providence - Stain - Tenerifis
The Southwest
Delve - Period Basis - Querious
The Northwest
Cloud Ring - Fountain - Outer Ring - Syndicate
The North
Branch - Deklein - Fade - Pure Blind - Tenal - Tribute - Venal
The Northeast
Geminate - Vale of the Silent
The Drone Regions
Cobalt Edge - Etherium Reach - Malpais - Oasa - Outer Passage - Perrigen Falls - The Kalevala Expanse - The Spire

The Great Wildlands is a pirate NPC sovereign region located just southeast of Minmatar Empire space. It is the home of the Thukker Tribe, which offers pirate faction missions. Unlike Stain or Curse, the Great Wildlands only has three stations and is mostly poor truesec.

The Great Wildlands serves as a common crossroads between many 0.0 and Empire regions and has many choke points and frequent gate camps. Its higher relative traffic lends to the region's volatility, making it very difficult for Goons to utilize its agent resources.