Okkar Homeworlds

The **Okkar Homeworlds** are one of the few special locations in *Everspace*, the others being Sector 7 and Ancient Depots, located on the western edge of Cluster 34. They can only be accessed via wormholes and are a useful source of Viridian Energy (from the crystal and from Okkar capital ships). It is an optional location in the main storyline, but must be traveled to to complete Karlie's questline. Leaving a zone through will not use fuel like a normal jump.

While at the homeworlds, an exit wormhole will randomly appear and disappear nearby, though each time it appears it will stay for plenty amount of time to get to it and use it. Leaving the wormhole will automatically send the player in the next zone in the system, without a choice in direction or viewing the sector map like a normal jump out.

## Codex Entry

Okkar society is organized in a strict hierarchical structure in which roles, whether servant, warrior or cleric, are established by birth. The exact origin of the species are still unknown and there is growing debate as to whether the Okkar might be derived from a superior species beyond their domain. Seemingly incongruous writing and belief structures support this hypothesis.
The Okkar homeworlds are powered and sustained by a mysterious energy source referred to as Viridian energy. While some experiments have been conducted on this energy source, no Colonial research has been able to stabilize it to date. Further research into the field of study, however, has been prohibited by a stipulation in the peace treaty which was insisted upon by the Okkar.

## Description

The location that Hero travels to is just one of the nine desert planets that make up the Okkar homeworlds. The only structure here is a single, large Viridian Energy crystal surrounded by a metal structure that likely keeps the volatile intact and transmitting power to the surface. More of the crystals and the energy beams can be seen in the distance, but cannot be traveled to. The planet itself appears to be a rocky desert planet, with several Okkar cities scattered around the surface. Each city is comprised of circular rings (with some subsections), with a Viridian Energy crystal beaming energy to the center.

Typically there are several turrets, a corvette, and several fighters/drones in orbit near the crystal. Destroying the crystal yields a significant amount of Viridian Energy, but also triggers large numbers of Okkar ships to jump in, including a Frigate, which is the only time in the game a Frigate will jump into an area. The lights in the city below the crystal will go out, as their energy source is gone.

## Wormholes

The only way to go to one of the homeworlds is through a **wormhole**, which are rarely found throughout the six sectors. If the player enters a zone with a wormhole, an alert will sound. However, the wormhole will not be added to the HUD and must be discovered visually, shown as a bright green light. When the player's ship gets close enough, the wormhole will open, and the player can travel through it, similar to an Ancient Warp Gate. Traveling through a wormhole in the final zone of any sector (with a Jump Gate) will do the same thing going through the jump gate would do, put the player in the next sector.

Naturally, wormholes are a byproduct of viridian energy, but the Okkar figured out a way to stabilize and use them. In the armistice agreement that was made to end the Colonial-Okkar War, only Okkar are permitted to use and research this technology.

The ability to use these wormholes is only obtainable from Karlie at a certain point in her questline.

## Gallery

* The popup when encountering a zone with a wormhole for the first time.
* A closed wormhole.
* A Colonial Sentinel flying into a wormhole, seen in the Encounters trailer.
* Another view of the planets and crystals.
* A bottom view of the structure.
* The crystal breaking apart after being destroyed.