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Setting Overview

This overview is meant to give you a quick look at Khayr ad-Din, the specific setting of this MUX. If you want additional details or more informaiton on the world, check out the Setting section under the menu heading "The Game".



Physical Areas

The Core

The Core is probably one of the most civilized areas in Khayr Ad Din. The only people who walk around openly armed are Spider's enforcers, and even then that is rare. The Core is meant to be kept as nice as possible in order to attract vacationers from the Poles who wish to do business of one sort or another, or gamble on the Duels. The Oasis Hotel caters to such people in particular, having nice, expensive suites to rent and so on. Thus the core is one of the safest parts of the city – most gangs in general know better than to go cause trouble there.
The Sand Stone is probably the most prestigious bar in the city: It is three floors tall, with the third floor dedicated exclusively to a bar for Duelists. Most people are allowed into the lower levels, but weapons must be checked at the entrance.

Other establishments are also in the city, not necessarily in the core - there exist bars along the trade routes for example, and close to other major places of business, whatever they might be. Establishing a bar close to where a KADA unit or mercenary unit is stationed is always profitable also.

The Pit

Probably the worst part of the city – built around the gallows pool, which is essentially a pool of accumulated chemicals that have leaked from the trash, it is built mostly of shanties and violence is fairly rampant there. Those unlucky enough to be thrown into the pool (whether by Lawgiver decree or by rivals and whatnot) will either dissolve or drown, depending on the pool's chemical composition at the time.

The Hammer is the local bar, one of the few solid buildings there – crammed in with other buildings like it, only the large metal hammer sign distinguishes it from outside. Inside it is furnished with sturdy but uncomfortable tables and chairs, most of those bolted to the ground. The music inside is loud, and a fog of cigarette smoke lingers, making the atmosphere even more depressing. A few booths are available for private meetings. Deadly bar brawls are not uncommon at this place and this is where one goes to meet various mercenaries, drugs/arms merchants and other criminal elements, or just tough people in general.

The Heaps

This is where all the trash that arrives on the Gamma Maglev is deposited: Huge heaps of trash, featuring nearly every imaginable thing that could be thrown away. A lot of component can be salvaged from here, mechanical or electronic, sometimes entire vehicles or circuit boards, or V-Engines. Anything is possible. The Eastern Heaps are ruled by the vicious Ravens gang, lead by a black haired woman known only as Kora. The Aerie, their HQ, is located in a makeshift complex directly under the maglev line where is it said that Kora collects the eyes of her enemies. All members wear black cloaks and use a long sharpened hook, known as a talon as their signature weapon.

The Chop Shop is a large scale trasher operation headed by Hanna Dominic – she employs trashers, and even has her own gang of those. They scour the heaps – most likely on the western side as the shop is built on the west side of the city proper, returning with goods to be used for repairing vehicles and other things. Many Duelists patronize this excellent shop. Most successful trashers utilize various forms of sensors and work gears or other heavy vehicles to allow them to go after the most precious pieces of trash. Those can be sold to individuals or business for refurbishment, or the trashers can refurbish some things themselves and resell them.

The Coven House is located near the Chop Shop - it is home to a gang known at the Heretics, made up of Children who have escaped from Mother Superior's grasp.



Political State of the City

Being an Unaffiliated Badlands City, KAD is controlled by its people. It is perhaps an odd form of criminal anarchy - the Spider retains most control of the city, and of most enterprises. Indeed, save for the Polar establishments and the railway station, most businesses in the Core pay tribute to the Spider. The Arena is also Spider's doing, and he reaps many profits from there. The rest of the city is made up of small gangs, rackets and other criminal enterprises. The Spider by no means controls all, but he does keep a watchful eye. Mother Superior is also exerting some power, and indeed many businesses in the Pit pay tribute to both the Spider and Mother Superior.

The city employs mercenary units to defend itself with. Jarlson's Freelance is on a permanent retainer, while other units come and go. However, The Spider has funded the KADA, the Khayr-Ad-Din army at the urging of Katryne Sanz. A very unique Army, made up almost entirely of Duelists, it is probably one of the most elite outfits on the face of the planet, even if it does not look like it. So long as the Duelists use team play well, they can defeating any reasonable opposing force thrown at them with minimum casualties. The KADA does its best to disable Polar vehicles should they drive into their territory. Although Polar forces shoot to kill, KADA's policy of disabling vehicles and doing their best to return crews unharmed has prevented the Polar forces from bothering with diverting enough resources to overpower the small bands of Duelists. Currently KADA's objective is to protect the Westphalia-Azov Trade and rail routes.



Business Opportunities in KAD

Business in KAD can be anything from illegal drug trade to arms sales (legal or not) to smuggling refugees. Just about everything can and is done here on some scale. While sophisticated, edict-breaking crimes cannot be easily accomplished here (the city is unsuitable due to lack of facilities etc etc), just about anything else one can think of can be. From a simple profession like a trasher or trader on the caravan routes, up to Doctors practicing medicine and gear design, people from all walks of life can be found here. Duelists feature prominently, but they're not the sole bread and butter of the city. Professional Hosts are popular, so are Dueling Brokers. But this merely scratches the surface. Mother Superior for example 'employs' children to do petty theft for her and so on in exchange for food and shelter.



Scavenging

In order to keep things simple, scavenging will use simple thresholds for the Notice skill in order to find things.

Time spent looking at a particular spot would add a bonus, as would any appropriate sensor equipment. Each fifteen minutes spent looking in a particular spot will yield a +1 bonus, up to the level of the Notice skill. After the notice skill is rolled, one must roll two dice against an availability threshold appropriate to the rarity item one is looking for. If both rolls succeed, the item is found. The availability threshold is reduced by one for each day spent looking for the item, up to a reduction by two points, though during this time someone else may discover the part. Parts can be looked for every (availability threshold *3) days, though some can be found in greater quantities than others - this will be judged on a case by case basis.

Consult +threshold for the threshold table.

Simple electronics chips would likely have a threshold of 4 to find (they are small) but their availability would only be a 1 (you can find them everywhere) ... a working circuit board for a fire control system would likely be a threshold 7 to find and availability 8.

The scratch building rules for mechanical and electronics points from the tech manual will most likely be used for mass scavenging (ie. Something other than a specific part)



Notable NPCs

Saddik 'Spider' Jahmoon
More information soon...

Mother Superior
More information soon...



No-Weapon Zones


There are few places that weapons should not be worn openly, but the big one is a major one. The Core is kept fairly civil by Spider's thugs - mainly because a safe, weapon-free environment is good for business (and The Spider LIKES business.)

There are some places where weapons must be checked in:
  • TransRail Compound
  • The Sandstone
  • Polar Offices
  • Spider's Place (note, this is not, generally, open to the public)




Terra Novan Planetary Details


Terra Nova orbits its star, Helios, once every 168.2 days (About 260.7 Earth days) ... the 168-day cycle is divided into 4 42-day long seasons, and those are divided into 6 7-day weeks. There are three moons: Hope, which is only slightly smaller than Earth's moon, and Faith and Charity, which are just chunks of rock and ice probably captured by the planet's gravity. The days are 36 hours long, and the minutes are 62 seconds long (this way each hour still has 60 minutes). Terra Novan winters are only 5 degrees Celsius cooler than the summers, but the heat is bearable. Only in the Badlands is the heat so high that it would pose a threat to unprotected humans.