Corpse Reliquary: Let the Chemosh Feed - Dread For the Ages

Proposal: Chemosh Corpse Reliquary

Elevator pitch

Give the Chemosh a unique Blood Raider mechanic that converts personally harvested enemy corpses into a temporary combat resource.

A new capital module, the Corpse Reliquary, slowly consumes corpses to empower the Chemosh’s signature systems. Overheating the reliquary increases those bonuses, but accelerates corpse consumption and damages the module.

The result would be a faction dreadnought that does not merely resemble a mobile sacrificial altar. It would actually fight like one.


Core concept

The Chemosh gains a dedicated Corpse Hold that can only contain capsuleer corpses.

Corpses become eligible fuel only when:

  1. The Chemosh pilot appears on the killmail that created the corpse.
  2. The corpse is recovered from space.
  3. The Chemosh pilot personally scoops or tractors it into their ship.
  4. The corpse has not previously been registered as reliquary fuel.

This makes the mechanic depend on genuine combat activity rather than buying thousands of corpses from the market or repeatedly killing an alt.


New module: Corpse Reliquary

Slot: High slot or dedicated Chemosh utility slot
Hull restriction: Chemosh, potentially other future Blood Raider capitals
Charge type: Validated capsuleer corpses
Function: Converts corpses into temporary Blood Saturation stacks

While active, the reliquary gradually consumes corpses and maintains the Chemosh’s Blood Saturation.

Higher saturation could improve the ship’s defining abilities:

  • Energy Nosferatu amount
  • Energy neutralizer amount
  • Stasis webifier range
  • Local armor repair effectiveness
  • Capital energy turret capacitor efficiency

The exact bonuses should be tuned conservatively, but the mechanic should strongly reinforce the Chemosh’s identity as a webbing, capacitor-draining capital predator.


Blood Saturation

The reliquary builds or maintains a limited number of saturation stacks.

Example structure:

Saturation Effect
0 stacks No reliquary bonus
1–4 stacks Minor enhancement
5–9 stacks Moderate enhancement
10 stacks Maximum normal enhancement

Each corpse supplies a limited amount of operating time. As corpses are consumed, the remaining saturation slowly declines.

This makes the corpse supply a tactical resource rather than a permanent unlock.

A pilot must decide whether to:

  • preserve corpses for a serious capital escalation
  • activate the reliquary during a smaller engagement
  • maintain moderate saturation
  • burn the entire pantry for a brief period of maximum violence

Overheating: Feast Mode

The Corpse Reliquary can be overheated.

While overheated:

  • Blood Saturation bonuses increase
  • corpses are consumed substantially faster
  • the reliquary takes heat damage
  • heat may spread to adjacent high-slot modules

Example balance concept:

State Corpse consumption Bonus strength
Active 1 corpse every 3 minutes Normal
Overheated 1 corpse every 45–60 seconds Approximately 20–25% stronger
Burned out No bonus generation Reliquary requires repair

Overheating should feel powerful but deliberately unsustainable. The pilot is literally feeding previous victims into a furnace to gain a temporary battlefield advantage.


Suggested bonus profile

A fully saturated, non-overheated reliquary might provide something in the neighborhood of:

  • +10% Nosferatu and neutralizer amount
  • +10% webifier optimal range
  • +5% local armor repair amount
  • −5% capital energy turret activation cost

Overheated maximum saturation could temporarily increase those effects by roughly 20–25%.

These are illustrative values only. The important design principle is that the reliquary should strengthen the Chemosh’s existing identity rather than simply adding generic damage.


Abuse prevention

The system should prevent easy corpse farming.

Possible safeguards:

  • Corpses must originate from a killmail involving the Chemosh pilot.
  • The pilot must personally recover the corpse from space.
  • Each corpse receives a hidden fuel-validation identifier.
  • Self-kills, same-account characters, repeated reciprocal kills, or extremely low-value manufactured losses could be excluded.
  • Only corpses created after the feature’s introduction would qualify.
  • A corpse can only be consumed once.

CCP could also require the destroyed ship or pod to meet a minimum value threshold, though killmail participation plus personal recovery may already provide enough friction.


Loss and loot interaction

Unused corpses should remain physical cargo.

When the Chemosh dies:

  • unconsumed corpses may drop normally
  • active Blood Saturation immediately disappears
  • the reliquary itself may drop or be destroyed according to standard loot rules

A destroyed Chemosh could therefore leave behind a wreck filled with the remains of its previous victims.

That is not merely loot. It is the ship’s operational history spilling onto the grid.


Visual and audio feedback

The Chemosh should visibly react to Blood Saturation.

Possible effects:

  • stronger internal red illumination
  • increasingly aggressive energy effects around the hull
  • darker or more turbulent engine exhaust
  • pulsing Blood Raider glyphs
  • an intensified reliquary hum while overheated
  • audible warning cues as saturation or corpse reserves decline

At maximum overheated saturation, the ship should look less activated and more fed.


Why this fits EVE

The mechanic would:

  • reinforce Blood Raider lore through gameplay
  • create a unique faction-capital identity
  • reward combat participation and battlefield recovery
  • produce meaningful decisions around resource consumption
  • create memorable stories, losses, and loot
  • give corpses a mechanically relevant purpose without making them ordinary market ammunition
  • provide a powerful ability that is limited by preparation, risk, and finite fuel

Most faction capitals are distinguished primarily through stronger bonuses and unusual fitting possibilities. The Corpse Reliquary would give the Chemosh something rarer: a mechanic players would immediately associate with that specific ship.

Maybe next time also ask the AI ‘what would an EVE player do’.

An EVE player for example would make a bunch of new alts to feed to the Chemosh to obtain the maximum bonus with minimum risk and effort.

I do not see any value in corpse-based gameplay besides flavour reasons. Corpses are too easily generated for free if they had any economic or mechanical advantages.

1 Like

I simply had the AI put my ideas into a more presentable format by the way. Name a mechanic in EVE that doesn’t get abused in some way? It wouldn’t even have to be corpses as fuel, but it fits Blood Reavers, and this idea wouldn’t be confined to the Chemosh. A unique sort of module for each pirate dread that plays to the themes of the dreads faction base. It’s simply an idea that adds both uniqueness to the faction dreads based off of their pirate’s faction “flavor” and a new game mechanic. I do understand and had thought of the abuse mechanic after I posted, but the Chemosh pilot would still have to on-grid his dread to collect the corpses making more opportunities for hostiles to find and drop on him.

What I mainly like is the idea of a unique module or ability tied to the pirate faction caps that gels with the lore or flavor of the factions they come from, that introduce some sort of unique or novel mechanic to drive them, that also require some element of risk to reap the rewards.

Another though, is maybe have it so the corpse has to come from a certain class of ship, certainly not an empty pod. Someone has to actually lose something valuable for the corpse to have enough “essence” or value to fuel the reliquary. That would go some way towards countering abuse.

But it already has a 1000m³ corpse hold.

I meant as fuel container, in the example the corpse hold becomes a fuel container for the Corpse Reliquary module, but it would only consume valid corpses as fuel like talked about in the OP and the comments following. I did know it had a corpse hold already, i just forgot to specify that when I had ChatGPT reformat my summary into something postable with better grammar and clarification. Sorry.

They’d look great lashed to the hull “Reaver” style…

1 Like

Name some?

Ideally mechanics get ‘abused’ in ways that the developers intended, or result in fun or interesting unforseen interactions.

Making and killing alts to boost your titan’s power is neither fun nor interesting and shouldn’t be a mechanic.

Any mechanic that is far easier to abuse resulting in unwanted gameplay than to do it the intended way is flawed and should be fixed or removed, in my opinion. Or should never be added in the first place.

1 Like

Like I said, this is mainly an example idea of adding interesting lore-based mechanics to the pirate caps. Making it so that the soul has to come from more expensive ship classes to have “essence” could be one method of mitigation, and I’m sure there are others CCP could think of as well. I can’t claim to see all of the edge cases people are going to use to abuse this example mechanic, or any mechanic for that matter. It’s just an idea, warts and all. Maybe corpses from a single account can only be acquired every so often, a cooldown on the “essence” of an individual person or genetic sequence. There will always be abuse to new mechanics, and to long-existing mechanics too, but there will be ways to mitigate it as well. Just thinking for a couple of minutes I’m come up with two that would make it more frustrating to farm alts, and more financially harmful to the dread pilot as well. There would have to be a threshold that would need balance changes AS the mechanic was abused.

I personally, am more in love with the idea of lore-based unique modules for pirate caps than I am welded to this specific example.

They’d look great lashed to the hull “Reaver” style…

A la Firefly. Yes, love that addition to the idea.