Thursday, February 27, 2014

Kindred and Mages for a City

In the 1990s and early 2000s I mostly GMed modern or near modern games set in the World of Darkness. For the longest campaign I ran, I pushed the setting out to the year 2013. Yes, that is last year, but at the time it was at least ten years in the future. The original notes I provided for South Bank cover the years 1992 through 2005. These pick up in 2013.

The only notes I have in a format that are easy to put online is a list of people and places of interest. Most of the latter are bars the characters visited. The people portion includes Kindred and Mages. The players were all vampire and I treated Garou as per first edition rules. Garou are the enemy and will kill Kindred on site. I only brought them in to play for the Gangrel and as combat monsters in one or two situations. Still, I struck home the lethality of a Garou by severely jacking up characters with one Garou versus a Brujah, Gangrel, and Ventrue. I do not remember how much I involved Mages. The Technocracy crossed paths with the characters. I may have planned for more, due to the Nephandi involvement or I may be misremembering something.

The game had three characters throughout the course of the three plus years I ran it. There was a fourth character for less than a year, when I had a roommate. They did not mix well with one of the regulars and it was abrasive. This was a building game and they wanted a more social game. Which, to their credit, was what they were accustomed to me running.

The game started with the turning of the characters and expanded to the characters being part of the Prince’s security teams. They would go on to fight one of my two Greatest Big Bad badass groups, one become True Brujah, one become part Immortal ala Highlander, one became an anti-tribu, and they all faced devils and angels as the world burned in an apocalypse. It was a grand game.

The tabs in the Clans section are meant to represent who sired whom. “(d)” represents deceased characters.

Thus, I present to you a listing of Kindred and Mages who populated a major city in my games set in South Bank. Some of the names are taken from White Wolf products, others are mine. It has been so long since I ran this game that I vaguely remember which are which.

Camarilla Clans
Chris Anderson:  Primogen, 7th Generation, biker style, owns a motor-cross park
                Razor:  Member of the Primogen’s primary security team, male, Nazi symbols on leather jacket
                                Robert Brown (d)
                                                Nigel Preseton (d)
                Laurie Parker:  owns several grunge bars/clubs
                                Buzz:  club DJ
                                                Peter:  Anarch
                                                Ed:  Anarch
                                                                Beth:  Anarch
                                                                                Carmen:  Anarch
                Curtis Smith:  Handles gang activity
                                David Chang:  Contact with the Tongs
                Randy:  Contact with non-Garou shapeshifters
(Ryan Johnson:  7th Generation)
                Bruce Warschilkshy:  Handles the Unions
                Tony Volczek:  Trade Industry
                                Cole Swanson: Minor Trade Industry
                                Cliff Castle:  Major Trade Industry
Bridge Hellstrom (d):  Idealist, considered rogue by most of South Bank’s Camarilla Kindred

Karen Spieletreff:  Primogen, 7th Generation
                Wade Sheats:  South Bank representative to other cities
                                Kathleen Moore (d)
                Jacob Sumpter:  South Bank representative to the local Garou
                                Len Higgens:  Rep from Elkhart
                Donald Durango:  Member of the primary security team for the Primogen
                                Agnes Gallows:  Member of the second security team
                                                Luis:  Anarch
                                                                Stephanie:  Luis
George Kruegar:  Handles local wildlife organizations (parks, zoos, etc.), Sabbat mole with Vicissitude abilities
                Kathryn:  Member of the third security team, has Vicissitude
                Andrea Newman:  Controls local game preserves not already under the control of the Garou
Adrian “Ivan” Petru:  Member of the third security team, drank and Immortal and gained a

Samuel Tippicanoe: Primogen, often found singing and playing the piano at Singalong Sam’s
                Sandy Bouchard:  Oversees County/State jails
                                Brian James:  Eccentric millionaire, plays the “Puritan”
                Jaques St. Clair:  Oversees the South Bank Institute for the Mentally Challenged
                                Randy Bloom:  Head of South Bank’s chapters of MUFON and NICAP
                                Maye (d):  Operated from within Chinatown, actually a Nosferatu
                Morgan Tyler:  Member of security team three

Simon Cielewski (d):  Primogen
                Patti Rieser (d)
                Isabella (d)
                                Ana (d)
                Timmy Smith:  Controls smaller, local colleges
                                Nicholas Voinea:  Security team two’s spymaster
                Mona Swanson:  Security team one member; Arabian in origin

Malinda Fuyakara:  Primogen, owns Club Zombie, dark appearance
                Billy Haynes:  Writer
                Kone-ko:  Runs brothels and underground casinos
                                Miles Rolstein:  Handles work for Kone-ko

Stacey Veidt:  Owner of Club Death, dark red hair, blue eyes, dresses very clean and modern
Kristina Kandler:  Owns several nightclubs, same sire as Stacey Veidt
                Evelyn Motz:  South Bank representative to Indianapolis
                                Henry Masterson:  Security team two member, involved with local kine politics
Colin Hutchinson:  Owns local theatre for the performing arts, same sire as Stacey Veidt
                Aryn Marca:  Poseur painter
                Theresa Charbonneau:  Owns a local auditorium
                                Melissa LeRousch:  pianists
Nick Meltzer:  Painter, representative from Indianapolis
Kim Drieburg:  Cellist, representative from Chicago
Robert Davis:  Jazz musician, owns three local clubs

Louisa Markoffe:  Primogen and Chantry leader
                Jasmine Parks:  Louisa’s lover and constant companion
                Paul Roesier:  Louisa’s enforcer and when doesn’t use Aluta
                Darius Van Hoeven:  Owner of Bethlehem Theological School of South Bank
                                Nikolai Werschaft:  Owner of various occult stores
                                                Lester Summers:  Occult researcher
Wade Deka:  Spy
                Adele Panzera (d):  Acolyte

Ian Stewart:  Prince of South Bank (future)
                Griffith Wyman:  Handles local paper media and sports teams
                Laura Styles:  Controls police and fire departments
                Chuck MacGregor:  Oversees the gang activities not controlled by the Brujah; black hair and eyes, hangs out at
Tommy Sheehan’s Pub and Grill
Eric Morcock:  Manages security teams two and three
                Frank Drascovic (d):  Computer systems
Jordan Studebaker (d):  6th Generation, assassinated in 2010 by an unknown Kindred (Aluta)
                Terrence Friedman:  Primogen, owns some Major Trade Industry and some local media, owns The Delta Night
and does not truly like the Prince
Tara Cho:  Representative to Chicago
Sandra Colwynne:  Representative to Indianapolis
                Igor Koziol:  Handles government offices involved with business and health
Louis Toscani:  Mafia relations
                Sabrina Giovanelli:  Drug and gun sales
                Antonio Perrelli:  Member of security team three
Byron Chapman:  Representative from Indianapolis
Paul Caldone:  Representative from Chicago

Neutral Clans
Deborah al-Muthlim Sedonia:  Chief of all South Bank security and personal bodyguard to Prince Stewart. Prince Stewar contracted the Assamite family in 2018. The most recent time a family member visited South Bank before Deborah was in 2010 to reassure the Kindred that assassination attempts on Prince Studebaker’s life was not an Assamite contract. Deborah’s contract is for five years. She typically dresses in black, skin tight clothing with no jewelry. However, she will dress up to match her Prince for social occasssions.

Daughters of Cacophony
Caitlen Eire:  Owner of Tombo’s, lead singer for Irish Mist, given the right to sire due to her participation in the Sabbat war of 1997
                Iva Walker:  Lead guitarist for Irish Mist, short and skinny, borne in 1997

Aluta:  Serves the Tremere and blood-bound to Louisa. She killed Jordan Studebaker after Louisa decided she had had enough of his actions against her clan. Aluta has heard of the gargoyle named Angel, but they have yet to meet. Aluta plans on playing with Angel as prey and then killing Angel. She feels Angels ways of pacifism are a disgrace to the Gargoyle heritage.

Angel:  Lives in the basement of a local university, does not serve the Tremere, and is not aware of another Gargoyle being in town

Leo:  South Bank media liason specialist on the occult, owns a very pricey, used bookstore that is only open by appointment. Leo is also involved with the city’s cemeteries, several funeral homes, and controls the city morgue. To this extent, he has made himself invaluable to Prince Stewart.

Orazio Lamberti:  Not Kindred, but rather Leo’s ghoul manservant. He is hunchbacked and uses a cane.

Jan Yuri:  7th Generation, controls various breaking and entering rackets, casinos, movie theaters, pawn shops, extortionist rings, and Zekes

Sandy Yuri:  Niece-Daughter of Jan, can be found at Zeke’s, a rough and tumble biker bar


Steven Cartwright:  Servant of the Giovanni Death Club

Suguru Fukuda

Liam O’Connell:  He once lived in this area, but has since moved away. He is rumoured to live somewhere in Michigan, but with an eye on the local activities. He still owns an old boathouse in Lincoln. The property is five acres of forest on a lake surrounded by an electrified fence.

Alasdair Ferguson

Markus Kuchenmeister (d):  Brujah
Christos (d):  Gangrel
Katja (d):  Brujah
Polly (d):  Toreador
Setsu-Otsuki (d):  Nosferatu
Barry Hooper:  Runs the docks, takes payments from various gun dealers and allows them to work out of his place
Mark Roseta:  Leader of security team two, an outsider even to his security team

Sabbat Clans
Mary Tarbert:  Member of the Giovanni Death Club

Hawk:  Owner of Nighthawk’s Flight Service. He will take jobs from either Camarilla or Sabbat Kindred. He is a member of the True Black Hand and knows the location of the Blood Brothers who are in torpor. He is unaware of the Nagarajas’ presence in South Bank.

Angelo Schatten:  Member of the Giovanni Death Club and True Black Hand, is considered rogue.

Thomas Smythe

Marcel Lisboa


Antitribu Clans

Henrik Hovgaard

Jean Dermond O’Callahan: Killed Victor Fleming in Kokomo Station, goes by “JD”

Malcom Morgan

Audry Graham

Meral Halid:  Works in the Archbishop’s office

Other Sabbat
Paul Dalsgaard:  Friend of Forcas, owns Dr. Damdhi’s Waxworks where he has Robert Brown and Kathleen Moore on exhibit as “Tragic Neo-Gothic Vampyre Lovers.” The Waxworks has been closed since 2003. There is a secret, underground hallway from the basement of the waxworks to an exit under the South Bank Mariner’s (baseball) pitcher’s mound.

Jeret Brandt:  Internet alias of “Crater-Man,” wants Pirrelli to be his mole within the Camarilla

Tradition Mages
Akashik Brotherhood
Miss Wu:  Elder, friends with Su (kitsune). Ms Wu owns several dojos in the area, most specialize in exercise and self-defense. She is a women’s rights proponent.

Brian Chang:  Contemplative Warrior

David Li:  Yogi, herbalist, runs an Oriental market

Celestial Chorus
Sister Isabella:  Elder, resides at the Catholic university
Brother David:  Elder, theological professor at the Catholic university
Sister Jasmine:  Social worker based out of a junior college associated with the Catholic university
Sister Diane:  Runs the local homeless shelter, often seen working in the soup kitchen
Sister Michelle:  Hunts down evil, is not a member of the Society of Leopold

Cult of Ecstasy
Pat Mansfield:  Medievalist
Garland Navarro:  Deadhead
Elena Wells:  Club owner
Debbie Shelton:  Owns casinos, hotels, and brothels
Camile Duvalle:  Owner of Fantasy, Unlimited

Jimmy “Red Bird” Smith:  Elder, very old and close to death, friend of the Garou
Alicia White:  Student of Red Bird’s, will most likely be asked to be the representative to the Garou upon his death
Jesse Coleman:  Student of Red Bird’s, works for the DNR, can sometimes be found at the local State Park
Lisa Wittman:  Ecologist

Keith Jones:  Low to mid-grade power level, from Chicago
Darren McCloud:  Low to mid-grade power level, from Indianapolis
Sadik Kadish:  Member of the Giovanni Death Club, not a known Mage of South Bank

Order of Hermes
Johnathon Carmine:  Elder, alchemist, thinks he is the most powerful Mage in the city, no one has ever tried to dis/prove this; House Bonsigus

Stacey Wilson:  Alchemist; House Quesitor

Hector Ramierz:  Professor of history and linquistics at the local Catholic university and related colleges; House Jerbiton

Sonya Meyer:  Astrologist, odd tattoos on body and face; House Criamon

Richard Ferber:  Professor of philosophy at the local state college; House Ex-Miscellanea

Sons of Ether
Thomas “Zip Gun” Choppe:  Elder, head of physics department at the local Catholic University

Kent Dixon:  Visiting biochemist from a Big Ten university, teaching at the local state college

Christopher Wagner:  Gadgeteer

Derek Stellner:  Elder
Aileen Thomas:  White witch, streak of white in her hair, former student of Stellner’s
Kathleen Greenburg:  Black witch, former student of Stellner’s
Aron Kelly:  student of Aileen’s

Virtual Adepts
Blake Wilder:  Elder, owns several computer firms, has ties to big money in the computer industry
Stephen Rurk:  Elder, owns several programming companies, known ofr his hacking abilities
Kathy Billingsly
Larry Schively:  Operations manager of local Tellus Enterprises, he does not realize what he is involved with

Hollow Ones and Orphans
Jules Fiorbjorn:  Elder
Amy Syrus
Marlene Jackson
Gabriel Ashcraft
Natasha Stark
Michael Tomlin
William Fischer
Kelly Burns:  Member of the Giovanni Death Club
Kimberly Allsop:  Member of the Giovanni Death Club


New World Order
Armin Khrolovich:  Reporter for national news agency

Iteration X

Has control of local news media and major religious charitable giving organization

James Wong:  Gene-engineer, has access to MIB and HIT Marks, teaches at both the local state college and Catholic university, he continues to work on his experiments with Garou DNA. He has been working on this project for more than twenty years and has come a long way. He has been cloned for the greater good of the Technocracy. He once knew the whereabouts of the Renegade pack. He had hoped to bring them into his scheme, but was unsuccessful.

Void Engineers

Francisco:  Frank’s wife was a Daughter (Son) of Ether. One night, a raging Garou lost cub attacked their home. Everyone in the family, besides Frank, were killed. Frank was left barely alive. At the point where the Delirium should have kicked in, Frank’s unAwakened Avatar awoke. The experience drove him insane. He learned his Spheres quickly, yet was completely unrefined in his learning. He found one of his wife’s diaries from the first days of her tutelage and studied it. He was able to discern how to find other Awakened individuals, whatever the race. He also found a Talisman of his wife’s, a Peacemaker .45 revolver. He has since embarked on a mission to rid the world of the supernatural, especially Mages. He knows of many in the South Bank area. He blames the other Mages and Garou, in general, for his wife’s death. He considers Kindred a plague to society.

Set of Seven
Ramiel:  Real name is unknown, but he is widely accepted as being Derek Stellner’s first student, who was lost to the Nephandi. He is an Order of Hermes-barabbi. He never had the time to develop into a certain House. He has completely black eyes.

Samiel:  Real name is Kevin Anders. He made a Pact with the Dark Ones to fix his blindness and paraplegic body. All that he must accomplish for the Dark Ones is the destruction of the Celestial Chorus and Dreamspeaker Mages of the South Bank Area. He serves as the public front-man for the Set of Seven. He is a Celestial Chorus-barabbi. He has completely white eyes.

Sameveel:  Real name is Ian Jamison. He serves as Ramiel’s advisor. He has a secret agenda. He has plans to bring forth the King in Yellow, an avatar of Hastur. He is an Euthanatos-barabbi. He has completely navy-blue eyes.

Caim:  Her real name is Tina Olson. She is a New World Order-barabbi. She has completely orange eyes.

Tumiel:  Her real name is Sabrina Elliot. She is a Verbena-barabbi. She has completely red eyes.

Forcas:  Her real name is Renee’ Kasmeerzak. She is a Dreamspeaker-barabbi. Her eyes are completely purple.

Marax:  His real name is Nicholas Wilson. He is a Void Engineer-barabbi. He has completely green eyes.

The Set of seven were the Big Bads for this campaign. They were introduced within the first five sessions and stayed until the party was able to kill them. I first described them in ways that were otherworldly and demonic. I did this, because I was not certain what they would become. In time, the abilities I wanted them to display were very much in line with Mage. Thus, they became barabbi.

Marax was killed and his soul is nowhere to be found. Ramiel is lost in Malfeas or another Nether realm. The others’ souls were placed in a glass ball. Tumiel was removed and chained to Stellner’s Umbral Realm with Stygian Metal. The others were dropped into the Set of Seven’s well of souls, which was then Hermetically sealed against man, beast, and time by Stellner.

When I think of organizations within roleplaying games that really made a game happen, this is one of my top two. The other was the “Circle of Thorns” from my WEG Star Wars game. I tend to revisit both organizations as nemesis in my games.

Places of Interest
A Taste:  Coffee house with low lights, wide spread tables, long bar, and a small stage; owned by Colin Hutchinson

Club Death:  Industrial dance club, sight of the 1996 slaughter; owned by Stacey Veidt

Club Zombie:  Loud metal, industrial, techno mix, doorman dresses as Mr. Samdhi, coffins and skeletons are everywhere; owned by Malinda (DeWinter) Fuyukara

Crossroads:  Mage-related bar, run by Zero, a former Consor

The Delta Night:  Luxurious nightclub on the upper floor of a downtown business, black tie, and name must be listed to gain entrance; owned by Terrence Friedman

The Dock:  A quiet biker bar where many weapons deals are made

Drumhoelfers:  Cheap, 1980s styled bar with pool tables

564 Club:  Traditional jazz and blues club, very pristine condition, suite and tie dress attire; serves “house wine” to Kindred

Fantasy Unlimited:  Strip bar in an old church; owned by Camile Duvalle

The Hole:  Trashy S&M club in the arts district

Hurricane:  Top 40s dance club

The Locker Room:  Huge sports bar, the building is three stories tall with at least one bar open on each level at all times, every booth or table has TV screens with large-screen TVs on all the walls; run by the Syndicate

The Lamp Lite:  Brothel in the casino district; run by Kone-ko

Luna’s:  Garou pub

Singalong Sam’s:  Piano bar with very bad singing by Sam the Man aka Samuel Tippicanoe

The Sunset Club:  A cheap venue for rock style bands, once a county clubhouse where the clubhouse, golf course, bar, and surrounding housing subdivision went downhill. 11550 South Crawford Avenue, the sign is half0lit with neon red lettering, the parking lot is filled with litter, cracks, and weeds. The exterior of the building is drab and gloomy, done in brick and stone. It is run by the Union Council, a South Bank Camarilla watchdog group

Tombo’s:  Rock style bar that plays music from the 1960s-1980s. They feature live music most nights. This bar was known as The Prancing Unicorn in the 1990s. Owned by Caitlen Eire.

Toucan Liquor Stand:  Tropical themed bar whose owner is a very gay Satyr

Location location location

Places of note for future game inspiration:

Hashima Island (Battlefield Island) - portrayed as being off the coast of Macau in Skyfall, actually part of Nagasaki Prefecture, Japan

The city of Ordos in Mongolia - built for one million, populated with ~25,000

Abandoned 6 Flags New Orleans - inspired a level within L4D2

The Cincinnati subway line - begun and never finished

Pripyat - featured in the Call of Duty video games and the movie Chernobyl Diaries

Also, this page on abandoned places around the world, courtesy of Wikipedia

Friday, February 14, 2014

Streets of Bedlam: A Savage World of Crime + Corruption quick review

I just finished reading Streets of Bedlam from FunSizedGames. Once again, Jason L Blair delivers product worthy of the genre for which it is designed. If you are looking for a noir or neo-noir game without all the magic and superheroes we often see in rpg products today, this game delivers. 

This game was produced as a Kickstarter project. I did not back it. I picked it up later based on word of mouth and having enjoyed prior works by Jason L Blair.

Streets of Bedlam uses the rules from Savage Worlds. This is a good fit and Jason provides new and interesting Edges and Hindrances for the setting. By using Savage Worlds, he's also set it up for GMs to drop in magic and superheroes, if they want to do so. 

The materials provides examples and samples culled from the neo-noir world of comics, books, and movies, making it easier to step into the game. The company website provides further digital enhancements for the game, including archetypes, Five Story Drop a scenario/story book, soundtrack, and a dice and dice bag combo. 

I think games in this setting can suffer from "more than one hero" syndrome. After all, most noir fiction features a hero, femme fatale, and sidekick at best. To account for that, Jason has provided rules for just such a game! However, I think a group that does character creation together can easily overcome "more than one hero" and a GM who plays to the Edges and Hindrances can easily create a campaign for the group.

Streets of Bedlam believes in the "investigators must gain all pertinent clues in every scene" methodology which fans of GUMSHOE are familiar with using. However, SoB goes a slightly different direction in that Jason L Blair provides a method of feeding the players clues that are spot-on and clues that are misleading. This prepares GMs to think about providing misleading information or information that gets the players to the end result in a different manner. After all, this is neo-noir, not everthing should come easy to the characters. There is a clue sheet at the end of the book to help GMs make proper notes about which clues are good or bad.

I really enjoyed was the sample scenario:  The Things We Do for Money. In the text, interviews with NPCs includes text written as the answers to potential questions from the PCs. This really makes the scenario much more fluid, more usable for any group encounter, and gives the GM flavor text to allow them to change up how the different NPCs come across to the players. 

All in all, this is the best Savage Worlds game I've seen in a long time and another feather in the cap for Jason L Blair and FunSizedGames' hats.

Page Count:
Credits and Intro:  16 pages
Setting:  27 pages
Character Creation:  68 pages
New Rules:  34 pages
Sample NPCs:  62 pages
Sample Scenario:  44 pages
Wrap up:  5 pages

Friday, February 7, 2014

Trailers for Film Friday: Sinbad, Helix, Vampires, and a whole passle of zombies, including the Walking Dead

A handful of trailers today for you. First up, we have Sinbad the Fifth Voyage which I understand will have a limited release today. After that, a surprise for many of my friends, a trailer for a Syfy tv show:  Helix. Next up, there is From Dusk til Dawn the tv series. Yes, this is a thing. So is a series take on Guillermo del Toro's book The Strain. I did not care for the writing in the book. I'm hopeful the tv series is not as dry. Zombies of the Living Dead is a low budget film with a style of its own. Buck Wild is the next film mixing comedy and zombies. It's no Shaun of the Dead. It's also not a British film. And for anyone who missed it, I end this post with the super bowl commercial for season four episode nine's Walking Dead episode with is due up this Sunday.

While there is no trailer for it here, if you aren't watching HBO's True Detective, you are missing out on something good. Twisted, jacked up, Lovecraft-referencing goodness.

Sinbad:  The Fifth Voyage


The Strain

From Dusk til Dawn the series

Zombies of the Living Dead

Buck Wild

Walking Dead

Saturday, February 1, 2014

Sci Fi Saturday: Star Wars New System, Household, and Character (systemless)

What follows is a write up I did for a short lived Star Wars game I played. I start with information on my character's star system, move on to the character's household, and finish up with the background of the character, himself. While the majority of this write up is systemless, the ranges/damages for weapons at the very tail end is for WEG Star Wars.

System Name: Subartu

Subartu is ruled over by a council of leaders from the various households in the star system. The most powerful of these households is Ur-Lagash. Two other households claim to be as old and noble as the Ur-Lagash:  Ur-Nammu and Ur-Enurta. Many minor households make up the rest of the council, most of them pledging allegiance to one of the three major households.

When one speaks of Subartu or Ur-Lagash, it is assumed that you are speaking of one in the same. The actual power of the Ur-Lagash versus the other two households is roughly 4:1:1.

Planet Name: Subartu
Type: Terrestial
Temperature: Temperate
Atmosphere: Type 1
Hydrosphere: Temperate
Gravity: Standard
Terrain: Plain, Urban
Length of Day: 25 hours
Length of Year: 350 days
Sapient Species: Human (N)
Starport Level: Space
Population: 100 billion
Planet Function: Government, administrative, trade
Government: Council composed of Household Lords
Tech Level: Space
Major Exports: none
Major Imports: all needed
Cities of Note: Simurru (capitol city), Kimash (home to House Ur-Lagash)

Planet Name: Kazallu
Type: satellite of the planet Anzan
Temperature: Cool
Atmosphere: Type 1 (terraformed), Type 2 at the poles
Hydrosphere: Moist
Gravity: Standard
Terrain: Forest, Mountain
Length of Day: 20 hours, divided in to four sections of 5 hours (day, night, day, night) as it cycles around its planet and the system’s star
Length of Year: 438
Sapient Species: Human
Starport Level: Space
Population: 25,000 (transient)
Planet Function: training, schooling
Government: Military run by Subartu
Tech Level: Space
Major Exports:
Major Imports:
Cities of Note:

Planet Name: Amurru
Type: Terrestial
Temperature: Hot
Atmosphere: Type 2
Hydrosphere: Dry
Gravity: Standard
Terrain: Crater field/desert
Length of Day: 32 hours
Length of Year: 1,129 days
Sapient Species: none
Starport Level: none
Population: none
Planet Function: none; wasteland
Government: none
Tech Level: none; formerly space
Major Exports: none
Major Imports: none
Cities of Note: none; remains of several cities exist, including the remnants of a Jedi Tower built by the Ur-Lagash as a gift.

Planet Name: Anzan
Type: Terrestial
Temperature: Searing
Atmosphere: Type 4
Hydrosphere: Acidic
Gravity: Heavy
Terrain: Volcanic
Length of Day: 20 hours
Length of Year: 438 days
Sapient Species: Human
Starport Level: Space
Population: 1000 constant plus trainees
Planet Function: none; wasteland
Government: Military
Tech Level: Space
Major Exports: trained soldiers
Major Imports: everything needed to survive
Cities of Note: none; the satellite Kazallu rotates around Anzan
Notes: Anzan now serves as the training location for the Subartu militaries. The planetoid is filled with mountainous terrain. The temperature on the planetoid varies between 4 degrees Celsius to -34 degrees Celsius. Snow and ice cover the landscape.

Potential other locations:
Individual planets for each of the major households
Food processing or growing
Major scientific colleges
Major industrial plants

Household:  Ur-Lagash (from “Ur” meaning “ancient and honorable” and Lagash, a placename.

Household Symbol:  The mushussu (deep red in color), rampant (standing on one hind leg)

The mushussu is a red snake with legs (akin to a dragon, but no wings), one horn on the head, lion claws for the fore feet and hawk talons for the hind feet.

Household Seat:  Subartu (planet and system name), city of Kimash (old capital city)

Business:  Military, mostly mercenaries, but also some scientific developments / modifications

Background:  Prior to the rise of Palpatine, the Ur-Lagash were known for their military prowess. 80% of all males joined the army or navy, with fewer than 5% of all females joining. Females made up the bulk of the scientific and administrative fields.

The worst military recruits were system bound, serving as defenders. However, the best of the Ur-Lagash were sent out as mercenaries.

With the rise of Palpatine as emperor, he sent a team of diplomats to the Subartu System to negotiate the mercenaries of Ur-Lagash serving in his empire. All of the households in the Subartu system put on their best regalia. Armies were placed on duty, navies had their ships lined up in dock, and everyone not on active duty somewhere, was recalled to the system.

The “negotiating” team arrived with ten Star Destroyers and decimated the parade ready Ur-Lagash militaries. The Ur-Lagash fully expected Palpatine to keep his word of peace and unification. What they didn’t realize was that by peace, he meant devastating the world used for training the militaries (Amurru) and that by unification, he meant all military members were viable for drafting into the Empires’ military.

People of the Ur-Lagash system reluctantly served in the Empire’s military. While enlisted, they were sure to learn everything they could about their enemies and feed that information back to the household leaders. In time, some of the information made it over to the Alliance.

The Ur-Lagash relationship with the Alliance was tenuous at best. The Ur-Lagash are a military people and not prone to soft feelings or taking it quietly. This lead to many confrontations between the leaderships of both groups. However, the Ur-Lagash spent more time fighting units such as “Vader’s Fist” than they did arguing with the Alliance. In the end, the Alliance forces were much larger than those of Ur-Lagash.

Upon hearing of the results of the Battle for Endor, the Ur-Lagash leadership instituted their own “66” against the Empire. Units were told to outright commandeer Empirical ships to fly home in and when that wasn’t possible, there were to fight their way home.

Now, the Ur-Lagash are back to their mercenary selves, going so far as to cut deals with the New Republic, the Hutts, and it is even rumoured that they have cut deals with members of the former Empire.

The current Ur-Lagash military is made up of equal parts male and female. The same can be said of the scientific and administrative communities.

Character Name: Basar Ur-Lagash
Title: Dast-Ayshnay (negotiator/vizier), Bel (lord/knight)
Background: Basar trained on Amurru as all Ur-Lagashians before him. However, due to his smaller size and not being as strong as his brethren, it was decided that he would remain in the system and not be allowed to serve in the mercenary units of the Subartu.

When the starships of the Empire arrived, Basar was serving as chidf supply officer on Kazallu. Even though he was of the House’s blood, his parents thought it best he serve in the military in whatever manner possible. Palpatine’s forces crushed the unexpecting Subartu forces. The Council of Households quickly signed a treaty for peace, selling out their freedom and their children.

Being one of the surviving military members, Basar was quickly sent off to serve Palpatine. Palpatine packed off his new servants to assist Stormtrooper units. The Emperor needed the manpower, wanted the hostages to keep the Subartu System in line, but didn’t trust them enough to allow them to serve such elite forces as the 501st. Basar’s unit was sent to assist with patrolling the borders along Hutt space. When not on the Victory I-Class Star Destroyer General Blackstar, Basar often accompanied the loyalist Imperial troops on missions.

Basar’s unit quickly learned the ins and outs of dealing with Imperials, Hutts, pirates, rebel spies, and other “businessmen.” To say the ship they served on was corrupt would be a bit of a misnomer. It would be more appropriate to say that they learned how to negotiate and keep the peace.

When word of the Battle of Endor reached his ship, Basar and everyone else that wanted out of the Imperial employ mutinied. Several shuttle craft blew their way out of the Star Destroyer, leaving it a burning wreck just outside of Hutt space along a space lane leading directly to Nar Shadda.

A small fleet of pirate ships led by Crimson Jack convened on the shuttle craft and took everyone prisoner. Through negotiations led by Basar, the Imperial mutineers were placed back on their shuttle craft and allowed to go their way. In return, Basar turned over all of the Imperial pass codes to the ship they had left burning.

The shuttle craft jumped several systems to make sure they were out of the reach of both Crimson Jack and the Empire. Then the mutineers held a conference. Decisions were made and plans hashed out. Everyone would be given the opportunity to make it to their respective homes.

Basar and his fellow Subartuans boarded one ship and began their journey home. Along the way, they met up with and freed others of Subartu descent. By the time Basar made it home, the Subartu System was already free of Imperial governance.

After his debriefing and a month-long vacation, the Lugal (head of house) of Ur-Lagash appointed Basar the title Bel for his bravery in bringing home his fellow Subartuans and the title Dast Ayshnay for his future service in the name of House Ur-Lagash.

Dast Ayshnay is an occupational title generally reserved for elder warriors who are smart enough to survive into their late 40s/early 50s. It signifies that the bearer of the title understands the meaning of war well enough to know that sometimes other “negotiations” are possible to accomplish the same feat. Dast Ayshnay are charged with taking the family business “on the road” to expand influence and make good money. They can be found in business offices, battle fields, and even seedy back rooms where Sabaac is played.

While many of those who traveled home with Basar died en route, he first offered up positions in his entourage to those who had returned with him. When he first set out, he had two teams of seven. After a few initial run-ins with left-over Imperials that recognized them for who they were, the count is down to where it is at the start of his time in the game.

Bel Basar has been functioning as a Dast Ayshnay for less than six months.

Potential Conflicts, Major: (not set) Further the influence, power, and monetary status of House Ur-Lagash. Destroy any remains of the Empire whenever possible.

Potential Conflicts, minor: (not set) If possible find the name of the person who led the destruction of Amurru and the old Ur-Lagash fleet. Discover whether or not the General in charge of the General Blackstar is still alive. If he is, see to his potential downfall. Avoid Crimson Jack, don’t want to worry about out-negotiating him a second time.

Physical Appearance: Skin the color of a light brown roux, black hair with flecks of grey starting to spot, brown eyes (all typical for the people of Subartu), medium build (small for Subartu), scar that runs from his right ear along his jawline to the mid-point of his chin, various other scars from battle, occasionally has facial hair, but never over the scar.

Potential Clothing and Gear: Breast/back plate with the family crest on it (crest in deep red, armor is medium grey), vambraces (same grey tone), black pants, red shirt that matches the family crest in color, knee-high, black cavalry boots, dark grey cape with cord not metal clasping (typically worn over the left shoulder and back), blast helmet, blaster pistol slung low on right hip, vibro dagger on left hip, fighting knife sticking out the top of the right boot, blaster rifle slung across his back under the cape, hold out blaster either up left sleeve or under breast plate, various pouches on belts.

Potential Personal Gear:
Blaster Rifle (5D-6D range)
Blaster Pistol (Heavy or Sporting) (4D-5D range)
Hold Out Blaster (3d range)
Vibro dagger
Fighting Knife
Blast Helmet
Blast Breast/Back Plate
Comlink (in Blast Helmet)
Comlink (handheld)
Glow Rod
Medpac (2)
Body glove

Potential Gear for the Unit:
Blaster Rifle (4D-5D range)
Blaster Pistol (3D-4D range)
Heavy Blaster Rifle/Repeating Blaster (one in unit)
Fighting Knife
Grenades (if appropriate)
Blast Helmet
Blast Breast/Back Plate (or something similar to Stormtrooper Armor for soaking blaster damage)
Comlinks (in Blast Hemet)
Glow Rod
Medpac (2 or 3 each)
Macrobinoculars (at least one for the unit)