XENOARCHEOLOGY SITE 3-FOX-7-BAKER

Xenoarcheology Site 3-Fox-7-Baker, often shortened to XS-3F7B and designated as SITE: GLASS VOID by the Office of Naval Intelligence, is a stretch of desert twenty thousand square kilometers in diameter on the world of Kaer. Lightly colonised thanks to the exceptionally harsh environment of Kaer, 3F7B would remain out of the UNSC’s notice for several years after the colonization of Kaer, and ONI Section 3 was only made aware of its existence five years after the Human-Covenant War. While outwardly the region is entirely unremarkable, devoid of life or water, the real significance of the 3F7B is buried underneath its shifting sands: dozens upon dozens of ancient starfaring vessels of prehistoric humanity and the Forerunners. While many of them have suffered significant battle damage, presumably from a battle over the world, they are nonetheless treasure troves of understanding into a variety of topics regarding either of these ancient races. Handfuls of the wrecks are more intact than others, with parts of them jutting out from the ground, resulting in easy access. It’s these vessels that drew the interest of various human scientists from a variety of concerns, including the likes of Hannibal Weapon Systems and ONI’s Watershed Division. Extensive groundwork has been conducted in the region to retrieve ancient technology, however the extreme conditions of the world have limited progress in this area. As the UNSC have stepped up excavation efforts in the region, they’ve attracted Covenant attention as well, cooperating with Sangheili researchers in studying the ruins. However, 3F7B is also a target for less scrupulous entities, such as Covenant remnant groups and human mercenaries. While the region is technically a demilitarized zone, surveillance coverage is difficult to maintain thanks to the heat and intermittent yet intense sandstorms, and firefights between illegal scavenger groups break out somewhat regularly. Research and excavation teams are rarely deployed without armed guards. 
== Shipwrecks and Ruins ==
=== SUBSITE: CRAG REEF ===
SUBSITE: CRAG REEF is an example of one of the more accessible shipwrecks located within 3F7B. The research and analysis staff of Kaer’s colonial concern have been examining the vessel for several years since its discovery. Cursory scans and materials analysis of the vessel’s surviving superstructure indicate that it was likely a prehistoric human capital ship of some variety, with several mounts for energy weapons. It is suspected that the vessel was crippled by a hostile ship of similar capability before it subsequently crashed to Kaer's surface. The degree of damage to the vessel’s interior also led researchers to believe the crew may have attempted to scuttle their drifting craft. CRAG REEF measures approximately seven kilometers at its beam and three kilometers across. Analysis of onboard data terminals have done little to elucidate researchers on the specific nature of the vessel’s defensive or offensive systems, but it is assumed that they far exceed both UNSC and Covenant spacefaring technology. How CRAG REEF managed this level of energy generation is uncertain, its reactor is as of yet either unaccounted for or totally non operational. Nonetheless, CRAG REEF has proven valuable for the wealth of intact highly advanced small arms and armor and equipment, it appeared that the warriors embarked upon CRAG REEF were prepared for combat against both Forerunner and Flood hostiles. Jurisdiction of CRAG REEF remains under Kaer, and Hannibal Weapons Systems is on site to provide additional scientific and defensive military resources. These two entities work tirelessly to reverse engineer the weapons and equipment of found aboard the vessel.
=== SUBSITE: ENDEAVOUR HEART ===
SUBSITE: ENDEAVOUR HEART is another easily accessible shipwreck discovered by Kaer’s xenoarcheology teams, relatively far into the desert of 3F7B. ENDEAVOUR HEART was the first ship to be discovered and mapped by the researchers of Kaer, and they have a somewhat greater understanding of its workings. The construction and materials of the vessel match many of the others within 3F7B, leading scientists to suspect that other alien races may have also had access to the world. Another theory posits that ship design within the already cataloged races may have had significant divergence at some point, supported by the presence of similar technologies discovered across 3F7B. Unlike the ship in CRAG REEF, ENDEAVOUR HEART seems to be civilian in nature, with scientists being unable to discern any weapons systems from its wreck. This fact, combined with its massive sections of empty space have led archeologists to suspect that ENDEAVOUR HEART may have been a cargo vessel or colonization ship. What or who the vessel was meant to transport is still unclear, but a portion of a translated shipping manifest indicates that it originated from a world called ‘Erde-Tyrene’. 
Kaer’s scientists had made little further headway in their research until SinoViet dispatched a contract research team to assist. With these new resources, understanding of ENDEAVOUR HEART was expanded. In 2559, a research team had uncovered a stone-like artifact that could be connected to modern human computer systems. With a Smart AI assisting in decoding and translating the data, the research team had quickly realized that it was a map, operating on the assumption that the coordinates the artifact were leading to other ships or even colonies, the research team had conspired to keep it secret from the greater UNSC until further investigations could be completed. Nicknamed ‘The Guidestone’, once word got out about its existence it quickly became the most sought after artifact within the Zone. 
=== SUBSITE: FORGE WATCH ===
SUBSITE: FORGE WATCH is one of several sites directly managed by the Office of Naval Intelligence. ONI Xenoarcheology teams have discerned that FORGE WATCH is some form of Forerunner research vessel, likely employed to conduct experiments too volatile or otherwise unsafe to perform planetside or close to a civilian population. FORGE WATCH measures approximately ten kilometers at its berth and beam, most of this area being taken up by non-functional laboratory equipment and storage areas. The exact nature of the experiments being conducted by the Forerunners here is unclear, but they appear to be on a diverse number of subjects, ranging from extreme-theoretical slipspace involved physics theorems to biological testing on nanotechnological weaponry. It is assumed that at least one of these experiments had gone haywire during the vessel’s time resulting in either a slipspace translation into the mantle of Kaer. Whether or not this translation was intentional is unknown. Extensive ground penetrating radar scans and other forms of analysis have revealed no pathological contamination of either Kaer nor FORGE WATCH, but teams are advised to wear redundant CBRN suits at all times while on exploration duty. These incursions deeper into FORGE WATCH typically come away with a variety of presumed tools and artifacts, some of which have proven totally ignorant of modern physics models and theorems. Similarly, many phenomena inconsistent with modern human understandings of the natural world have also been recorded. ONI keeps a tight lid on FORGE WATCH, and only a handful of people not aligned with the Office are allowed into the depths of FORGE WATCH.
== Foreign and Domestic Interests ==
The primary body that controls a majority of the Site is the Immelman Colonial Concern, a moderately large but lightweight corporation specializing in the settlement of particularly hostile worlds. The world had settled Kaer due to scans indicating that it was rich in a variety of valuable minerals and elements. It was later determined that this extreme mineral wealth was merely the concentration of shipwrecks on Kaer. A small series of habitat domes were established on the moderately more habitable northern pole of Kaer and work commenced to exploit the resources of the world. It was these first miners who uncovered Site 3F7B and turned it over to the scientific teams of the Concern. Realizing the potential value and influence control over the Site would provide, the Immelman Concern had quickly moved to quiet the population of researchers with communications censors and gag orders, hiding the true nature of Kaer from the UNSC at large. It wasn’t until the mid-2550s that they were ready to allow their findings to reach the rest of the galactic populace. While a number of other entities have also staked their claims in the Zone, the UNSC has given oversight rights to the colony on Kaer, and many activities regarding the shipwrecks in the Site must go through them first, despite this authority the colony and the Immelman Concern at large lacks the manpower or the resources to enforce it, and as such they have contracted Hannibal Weapons Systems to assist in providing on-site security. 
As there are many legitimate groups currently operating in the Site, there are an equal number of illicit or independent parties that also seek to make their fortunes plumbing the wastes of the Site. Oftentimes, the artifacts recovered by these groups are simply sold back to governmental entities, but on occasion they keep the more powerful or esoteric for their own use. The most successful of these groups have veritable hordes of recovered technology and other flotsam they’ve recovered or stolen. While the legitimate entities have far superior resources at their disposal, the hostile environment makes it difficult for them to prosecute these scavenger and mercenary groups. Extreme heat limits the operational time of many vehicles, even ones specifically designed for use in the deep desert. Sandstorms make navigation exceptionally difficult for anyone caught in them. While the scavengers also must contend with the extreme environments, they are well adapted to the shifting sands on the world. They travel light and carry only what they need, leaving much room in their vehicles for transporting of artefacts and materials. Unlike the legitimate interests, these groups rarely decide to cooperate, instead preferring to rob or steal from each other. Often times, these confrontations often end in firefights. Many of the recorded illicit groups are humans, using both military and civilian land and aircraft to comb the wastes for their prizes, but a significant number of these groups also Covenant remnant groups, using Lich and Phantom transports to move across the vast tracts of desert
=== Illicit Interests ===
Chief among the illicit groups are the Dunewalkers, a mercenary group of indeterminate origin that prowl throughout Site 3F7B. Known colloquially as the Dusters by the people of the Immelman Colonial Concern and the foreign workers studying the wrecks. Their persistent presence in the Site indicates that some other body is bankrolling and supplying them, as they would have been wiped off the face of Kaer years ago. There is no barrier to entry to join the Dunewalkers, anyone with a basic level of military and desert survival competency are allowed into their ranks. However, betrayal of the Dunewalkers is punished extremely harshly, with turncoats or moles being promptly executed. Humans make up a sizable number of the Dunewalker’s fighters but , , , and even have been seen among the ranks of the Dunewalkers. The nature of their loose requirements results in a wide gulf of quality between the skill, discipline, and professionalism of their soldiers, but payment is often based on successful raids and number of artifacts recovered, incentivizing success. A number of entities pay for the services of the Dunewalkers, as they are often unable to put down assets on the world themselves. To this end, they are often hired to guard research and excavation crews, or stage assaults on locations secured by rival factions. The Dunewalkers prefer ambushes and subterfuge over direct assaults, as they are often outnumbered and outgunned by governmental or corporate entities, and prefer to strike during or directly after Kaer’s notoriously dangerous sandstorms.
Less a mercenary force and more a terrorist group, the Watchers of The Elders is a persistent thorn in the side of all factions operating in and around Xenoarcheology Site 3F7B. They operate in both the habitable and uninhabitable regions of the world, striking at targets of opportunity. The Watchers have proven quite difficult for the legitimate entities to handle, as they rarely congregate beyond cells numbering in the low dozens of people, typically only coming together to launch their attacks. It is assumed that they have a base deep within the desert, but the periodic sandstorms and heavy electromagnetic interference within the Site makes extended search patrols difficult, if not impossible. While it is clear that these attacks are ideologically motivated, the exact motivation behind each cell can differ. Most within the Watchers believe that any tampering with prehistoric humanity’s ruins is to open Pandora’s box and invite ruin to Kaer and humanity at large. Cells following this version of Watcher thought typically attack research outposts and convoys carrying recovered artifacts. It is rumored that these Watchers are looking for a way to destroy the remaining hulks on Kaer, or failing that, permanently prevent access to the Site by any means necessary. Rumors that the Watchers have acquired nuclear weapons and are intending to detonate them within the Site abound among the populace, but ONI has yet to uncover any evidence to corroborate this. Additional rumors that the Watchers are used as deniable operations have also spread throughout Kaer, with little evidence to confirm this. As of late, Watcher attacks have grown in intensity and frequency, leading to ONI and mercenary forces stepping up security measures in turn.
== Artifacts ==
Aside from the various wrecks within Site 3F7B, items known as Artifacts are also of scientific or commercial value to the various interests currently on Kaer. Colloquially known as Anomalies, Cryptids, Hyperobjects, or any other number of nicknames, they are highly prized by legitimate and illegitimate bodies alike. The nature, size, and effect of Artifacts are unique to each one, with some Artifacts being prehistoric human or Forerunner technology while others are, at least in part naturally occuring. While some have attempted to categorize Artifacts based on their effect on the world and how safe it is to handle them, for the most part Artifacts defy any form of modern categorization and study. Some Artifacts are relatively benign, some to the point of uselessness, but others have proven to be incredibly dangerous and concerningly widespread. The only known phenomenon that all Artifacts share is their near total disregard of known laws of physics. Despite repeated notices to leave the handling and recovery of Artifacts to trained professionals, the many treasure hunters and mercenaries nonetheless continue to seek them, looking for a quick payout without having to go through the proper channels. Many come back Artifact hunting empty handed, if they come back at all. ONI maintains a sizable contingent of soldiers, scientists, analysts, and engineers all specialized in the field recovery and examination of Artifacts. Only the most skilled and experienced of staff on Kaer are considered for Artifact Retrieval Teams, though few are happy to receive the news that they’ve been assigned to one.
Among the most common of Artifacts are called Linkstones, small items suspected to be quantumly entangled with one another in a manner that defies understanding of the phenomenon. While the UEG has a base knowledge of the concept of quantum entanglement, its application is nonetheless still strictly within the realm of theoretical experimentation. It is presumed that Linkstones are the result or a byproduct of ancient experiments into the subject. Linkstones are entangled with a duplicate, to such a degree that any action performed on the prime item will be immediately replicated onto the duplicate. The nature of the Linkstones makes them prized as effective long range communications devices, and many scavengers have at least one on their person at all times. For reasons unknown, Linkstones do not transfer velocity well, limiting their usage as a weapon. 
Hotrods are one of the most sought after and most dangerous Artifacts known to the entities operating in the Site. Hotrods are, in essence, limitless energy sources. They absorb all forms of ambient energy and through unclear methods and store it for a seemingly infinite amount of time. While an infinite supply of energy would have the entire galaxy rushing to Kaer to secure their portion of the Artifacts, Hotrods emit large amounts of radioactive particulates, necessitating the most advanced of CBRN suits to handle for any amount of time. It is assumed that some form of protection was used to handle them though if such an article exists, it has yet to be identified. The radiological output of Hotrods also leaves hazardous patches of terrain, and the ICC is currently attempting to locate and fence them off.