Showing posts with label locations. Show all posts
Showing posts with label locations. Show all posts

Friday, July 18, 2014

City-States of the North Cascades Combine, Part 5: Other Settlements and Hazards

17.06.2014 by Beaver-Skin
CITY-STATES OF THE NORTH CASCADES COMBINE
Being a Series Outlining the Members of the Post-Apocalyptic Pacific Northwest's Preeminent Political Power, Part the Fifth:

(The following is a sampling of known settlements and hazardous locales in the greater Cascadian region.)

Ape Canyon and the surrounding volcanic slopes of Mount St. Helens are home to tribes of Sasquatch. Those that have chosen to remain in the canyons and caves, rather than joining the Sealth Chieftaincy, are a reclusive and dour people. They typically avoid contact with visitors, but will drive out those that outstay their welcome.

Devil's Lake, located on what was once the coast of Oregon, is infested with particularly troublesome -- some would say uncharacteristically hostile -- faerie folk that torment anyone foolish enough to dare enter their realm. Rumors persist that they are guarding some sort of invaluable treasure.

The Ochoco Conjunction is an unusual ley line nexus located roughly 20 miles to the northeast of the Barony of New Bizantium. It is unusual in that it is often inactive -- practically nonexistent -- but sputters to life at apparently random intervals. When inactive, the nexus is virtually bereft of psychic energy, undetectable to any but the most sensitive. When active, the nexus always opens a rift, and always to the same dimension: the fantastical world of Palladium. (However, the rift seems to connect to different points on the Palladium world each time it opens.)

The Olympic Rainforests have been colonized by an unknown, technologically advanced race of D-Bees that appear to be using the region as a sort of greenhouse for bizarre, off-world plant species, which apparently can be grown only in a temperate rainforest ecosystem. Very few individuals have interacted with these D-Bees and lived to tell the tale. They are said to be heavily armed and uniformly aggressive, and are thought by some to have some sort of connection to the Splugorth. It has been suggested that their entire operation may be part of an interdimensional, Megaversal drug trade.

The Red Shoulders Horde, a large Simvan tribe, herd dinosaurs and other creatures throughout the Cascades region. Their herds are comprised primarily of grazing animals, such as small ornithopods, which are sold to various Cascades settlements for slaughter or as beasts of burden. The Red Shoulders are considered to be relatively peaceful (for Simvan), but they occasionally raid travelers when they come across them, making sure not to leave any survivors lest they inform potential customers.

Smithville. (Former population: 7,000.) Located in the far northern reaches of the Cascades, in what once was British Columbia, the reclusive settlement of Smithville magically contacted the NCC member state of Weirminster almost immediately after the Combine's formation, practically begging to be accepted into the organization. When King Oswald sent his envoys to Smithville via TW biplane, they found it obliterated -- every single structure completely reduced to ash, with no survivors anywhere in sight. Smithville had a reputation as an out-of-the-way but politically stable and well-protected town. Its ruling Smith family were viewed as somewhat backward and xenophobic, but fair to their citizens. What happened to Smithville is a mystery, and the town's destruction has been kept a secret from most of the NCC's general populace thus far.

Triune Junction. (Population: 1,000.)  A rough-and-tumble place located in what was once southeastern Idaho. Triune Junction serves as a crossroads between the Pacific Northwest proper and neighboring territories, including the Pecos Empire and tribal lands of the Rockies, and is generally regarded as more of a checkpoint or trading post than a full-blown settlement. Under the watchful eye of Boss Hewitt Greene, Triune Junction caters to the tastes of its often rambunctious clientele, with a surprising array of services readily available despite the town's small size. Notable among its businesses (in addition to the expected saloon and gambling house) are a fully operational Body Fixer/Cyber-Doc medical clinic and Operator workshop. Triune Junction is reputed to be the only place for miles around that is capable of Crazy and Juicer conversions.

Ulterior City. Recently, wild stories of "living robots" that have claimed a ruined city somewhere in the Canadian Cascades have begun to circulate. The story says that a group of adventuring mercenaries stumbled across this so-called "Ulterior City" while exploring some ruins, when they were accosted by machines that "talked and acted like people". The mercs' leader, a Glitter Boy pilot, was supposedly challenged to a duel by a robot "General", who told the pilot that he and his "army" would pledge their service to the young human if bested. The story goes on to say that this mechanical General was impervious to harm, and destroyed the pilot and his mecha in seconds, but let the rest of the mercenaries go in peace. Whether there is a nugget of truth to this tall tale, which grows wilder with each retelling, is unknown, but the Mount Hood Banate seems interested in finding out.

Friday, July 11, 2014

City-States of the North Cascades Combine, Part 4: The Sealth Chieftaincy and the Cougar Mountain Holdfast

CITY-STATES OF THE NORTH CASCADES COMBINE
Being a Series Outlining the Members of the Post-Apocalyptic Pacific Northwest's Preeminent Political Power, Part the Fourth:

The Sealth Chieftaincy. (Population: 20,000.) A collection of small settlements rather than a single city, the Sealth Chieftaincy was itself a multi-member polity when it became the latest state to join the North Cascades Combine. Located in the Puget Sound region, most of the villages and towns that make up the Chieftaincy operate at a subsistence level, maintaining small farms and fishing the Salish Sea that they surround. The Sealth Chieftaincy emphasizes an "anti-invasive" policy, meaning that they work to preserve native (non-extradimensional) species and expel or eradicate all others. As a result, the population is almost exclusively human, though not necessarily of Native American descent. Exceptions are made for the small groups of Sasquatch that live in the area, who are seen as a returned "lost tribe" and native species. This emphasis on nature should not be interpreted as an indication that the Seatlh people are low-tech -- their towns are small, but fairly modern, if not especially heavily protected. Though the Sealth communities are nominally each overseen by a chief, each of whom votes on important issues in a Chieftains' Council, the real power rests with the operators of the Vancouver Island fisheries.

In recent months, a new, invasive predatory species of aquatic invertebrate has begun to appear in the fisheries, gorging themselves on salmon and other important stock. These "serpent eels", as they are nicknamed, are relatively easy to kill but are a persistent problem. Soon after the fisheries began concentrated efforts to exterminate the serpent eels, huge flying creatures, dubbed "ramjets" after their habit of crashing into Sealth defenses at high speed, began to attack the fisheries. The ramjets were largely immune to conventional weaponry, and the Chieftaincy lacked the firepower to deal with their attacks. It is this new threat that has forced the Sealth Chieftaincy to apply for NCC membership, which was ratified only after the chiefs agreed to allow Pilots from the Mount Hood Banate to begin excavating and exploring the ruins of Seattle, Tacoma, Vancouver, and other previously off-limits ruins in search of lost technologies -- a move which the chiefs' Shamans and Mystic advisors have warned will have grave consequences.

The Cougar Mountain Holdfast. (Population: 2,000.) A primarily subterranean community built in what was evidently some sort of underground military installation during the Age of Man, located in the Issaquah Alps. Cougar Mountain is contested territory -- the Sealth Chieftaincy argues that the highlands region is part of the Puget Sound area and thus within their lands, but Kaaltong Sluntch, a gigantes who proclaimed herself "Warrior Queen of Cougar Mountain" over a decade ago, refutes that claim, insisting that "the spineless fish-eaters and their stinking man-animal friends" have yet to defeat her, and that she and her subjects will remain in their "Holdfast" until driven out. Sealth counters that Queen Sluntch and her followers, most of whom are D-Bees and mutoids, have survived by raiding their towns, poaching their hunting grounds, and pillaging their lands. The Warrior Queen has verbally requested membership in the North Cascade Combine for reasons that are not entirely clear. She has offered the NCC access to a supposed "vast arsenal" of pre-Rifts technology if they will accept Cougar Mountain and expel the Sealth Chieftaincy, whom Queen Sluntch insists somehow summoned the so-called "ramjet" monsters to destroy her and her people. Thus far, this request has not been formally considered, but Ban Hathli of Mount Hood has pushed for Queen Sluntch's bid to be taken seriously, which has her counterparts from the other member states wondering if there is some truth to the giant's wild claims about the contents of the Cougar Mountain base. But if the mountain is full of relic weapons, why haven't the Holdfast's raiders used them in their attacks?

Friday, July 4, 2014

City-States of the North Cascades Combine, Part 3: The Mount Hood Banate

CITY-STATES OF THE NORTH CASCADES COMBINE
Being a Series Outlining the Members of the Post-Apocalyptic Pacific Northwest's Preeminent Political Power, Part the Third:

The Mount Hood Banate. (Population: 25,000.) Atop this active volcano rests an enormous, geothermal-powered military base and weapons factory constructed from a rift-disrupted spaceship. Over the last decade, the now stranded crew have retrofitted their craft into a combination of fortress and factory which they call Tharna Ulthesse in their native language. Their neighbors, however, simply refer to the base as "Mount Hood" or "Pilot Mountain".

The exact nature of these former soldiers is unclear. They are fully human in appearance, but with some interesting deviations from the norm. They are typically left-handed, and careful examination reveals that their internal organs are in situs inversus; that is, they are located on the opposite side of the body than they would be in a typical human being (with the heart on the right, liver on the left, etc.). Additionally, though there seem to be multiple ethnicities among them, many have combinations of hair, skin, eye color, and other characteristics not seen on Rifts Earth prior to their arrival. Magic and psionics were apparently previously unknown to them, though a majority of them have a least a few cybernetic implants or bionics, which are often intricately crafted, even beautiful. (Indeed, some are known to have implants that are entirely cosmetic.) Their language has thus far proven completely unrecognizable to any inhabitants of the Pacific Northwest, as has their culture and religion. They are familiar with the planet's geography, though their detailed maps show several major differences -- Atlantis, for example, is absent from their charts.

That these people originated on a highly divergent parallel Earth seems likely. As is often the case, their arrival on Rifts Earth was an accident. Apparently, in their reality, much of the Earth had been conquered by an invading alien race, and their ship, the Ulthes, was part of an effort to reclaim the planet. Their enemy used an unknown weapon against the expeditionary fleet, which evidently snatched the Ulthes, a mobile base intended to be to planted on the Earth's surface as a sort of staging ground, from orbit (and from their universe entirely). The rift from which their spaceship-base emerged was many miles away from Mount Hood. Disoriented and confused, the Pilots attempted to leave Rifts Earth entirely, but the Ulthes was badly damaged by the orbital satellites and debris field enveloping the planet (something of which they were unaware). They managed to steer their massive craft back to the surface, selecting Mount Hood as the best location for them to regroup, since they would be able to tap into its magma chamber for their energy needs.

The crew found themselves stranded in a familiar world that was nevertheless beyond their understanding: a world where their language was unknown, aliens lived alongside humans, regular attacks by nightmarish creatures were commonplace, and magic, an impossibility, was real. Perhaps understandably, the Pilots reacted to the inhabitants of the region with belligerence for several years after their semi-controlled crash landing. Early offensives led against the often-lawless local settlements in an overzealous attempt to "secure the area" and obtain food and basic supplies quickly degenerated into pointless aggression perpetrated by frustrated (and, ultimately, frightened) soldiers who had lost their purpose. Those that lived in the area surrounding Mount Hood were likewise terrified of the sudden appearance of strange-looking mecha, piloted by hostile people that looked human, yet unfamiliar, and shouted at them in an incomprehensible language.

Eventually, the Pilots, as they came to be known, started encountering determined resistance to their assaults, particularly from Weirminster and the Barony of New Bizantium, and even began to lose men and mecha in these military engagements. Soon afterwards, an officer named Hathli managed to convince many of her comrades that their leader, Sevna, had been rendered mentally unstable and unfit for command, and relieved him of duty after a brief and bloody coup. Hathli informed her troops that they were not going to be returning home without aid, and that they would concentrate on building alliances with their neighbors in the hope of doing so in the future. She declared herself Ban (military governor) of Mount Hood and the region around it, and arranged for a meeting with the representatives of the adjacent city-states. With the aid of a Tongues spell cast by a Weirminsterian Techno-Wizard, her overtures of peace were accepted, and the Northern Cascades Combine, an organization that had originally been proposed to defend the city-states of the Pacific Northwest against the Pilots, was officially formed.

In joining the NCC, the Mount Hood Banate (as it is now officially known) agreed to supply its neighbors with aid and weaponry, an obligation which it has begun to fill in recent months. Under the direction of Ban Hathli, the factory portion of the base has been named "Ulthesse Mechatronics" and has started to provide jobs and training to a select few non-Pilots, most of whom are humans that have chosen to live and work among their extradimensional cousins and communicate with them via Weirminster-manufactured TW translation devices. These men and women live in a swiftly expanding shantytown set up outside of Tharna Ulthesse proper, and are derisively known as "Hood Rats" by those who still hold a grudge against the Pilots. (It is widely believed by their neighbors that Mount Hood was allowed into the NCC as a member state only because the others were either afraid of further conflict, or wanted access to their advanced armaments. Many Pilots, likewise, have not warmed to the idea of "settling down" on Rifts Earth.)

Ulthesse Mechatronics vehicles are large and somewhat ungainly in appearance, but their use of lightweight ceramic armor, supplemented by high-powered force fields, means that they are as agile as any war machines on Rifts Earth. In fact, most UM mecha, even the largest, are capable of short-term powered flight. The "reporting names" the feudalistic Barony of New Bizantium gave these war machines during their conflict with the Pilots have stuck, meaning that most of them have unusual nicknames like "Mantyger", "Yale", "Basilisk", or "Zilant", all derived from fantastical or heraldic beasts. Though they are not mandated to do so by the terms of their NCC membership, Ulthesse Mechatronics is also considering mass-producing and distributing their unique cybernetic implants and bionics.

Friday, June 27, 2014

City-States of the North Cascades Combine, Part 2: The Barony of New Bizantium

CITY-STATES OF THE NORTH CASCADES COMBINE
Being a Series Outlining the Members of the Post-Apocalyptic Pacific Northwest's Preeminent Political Power, Part the Second:

The Barony of New Bizantium. (Population: 80,000.) A large walled city built from the ruins of both the pre-Rifts city of Bend and another settlement called Fulcrum (a border town originally located on the edge of the Palladium Fantasy RPG world's Old Kingdom and the Western Empire), which was dimensionally shifted on top of / into Bend during the apocalypse. A sporadically active rift is located roughly 20 miles east of the city, which when open seems "fixed" to the Palladium world. As a result, over half of the Barony's populace is descended from extradimensional refugees from the Palladium world, many of whom are non-humans. A large percentage of those citizens that do not trace their origins back to Palladium are human mutoids, psychics, practitioners of magic, or other D-Bees. 

Though a far cry from the oppressive, segregated arcologies and "Burbs" of the Coalition States, old prejudices die hard, and some social stratification exists. The Barony's large so-called "subhuman" community, comprised primarily of goblins and orcs, inhabits the Undercity, a cramped, dangerous, yet lively collection of subterranean hovels constructed in the labyrinthine lava tube network that runs beneath what once was Bend. The upper rungs of the Barony's societal ladder, on the other hand, are largely occupied by human families of extradimensional (specifically, Western Empire) descent, who live in the city's pristine Imperial Quarter, better known as Hightown. The most prominent of Hightown's families, the Serris clan, claim a kinship to the Imperial throne and invariably possess psionic abilities; perhaps because of their prestige, psychics have traditionally been held in higher regard than other citizens. 

The early history of the Barony, like much of what happened in the dark ages immediately following the apocalypse, is vague. It was apparently founded by a human of noble origins -- a Palladin or Cyber-Knight, according to some stories -- who hailed from the isles of Bizantium on Palladium; hence the Barony's name. This human's identity is lost to the ages, erased by the legacy of the Baron Chulgrem Shran, a ruthless and paranoid kobold who deposed the city's founder, instituted the worship of a Palladium death goddess named Tolmet as the state religion, and, with the aid of a police force that included evil Priests and pact-bound Witches in its ranks, ruled with an iron fist for more than a century. 

Shran died slightly over one year ago with no heir. His former right-hand man and bodyguard, a Mind Melter named Park Dae-sung, has ascended to the position of Baron. (Unbeknownst to the general citizenry of the Barony, Shran was in fact assassinated by Park.) Park, formerly one of the Coalition State of Iron Heart's most wanted criminals, escaped his native land, made his way to the Barony, and married a Serris clan woman roughly twenty-five years ago. Since assuming his title, the new Baron has joined his city-state to the North Cascades Combine, outlawed the Church Tolmeti, and created a specially equipped task force called ADWAT (Anti-Demon Weapons And Tactics), ostensibly to round up and combat remaining Tolmetian elements. (In reality, the ADWAT operatives seek out and destroy anyone and anything the new Baron sees as a potential threat -- especially practitioners of magic, who are usually "exposed" as Tolmet-worshippers before being executed.)

Baron Parkinson is seen as a harsh but comparatively reasonable and fair ruler by his counterparts in the NCC, though many Bizantines, the Imperial Quarter's families among them, resent his purge of the Church Tolmeti. The Serris clan, in particular, have little love for the new Baron, finding the sudden "disappearance" of Parkinson's wife, Artha Serris, shortly before his ascent to power deeply troubling.

The Barony of New Bizantium's small but relatively powerful military force doubles as law enforcement, and includes well-trained infantry and pilots. The Barony maintains an assortment of weapons, vehicles and power armor acquired from various North American manufacturers -- Northern Gun and Bandito Arms foremost among them, with shipments of Mount Hood armaments beginning to arrive. Citizens with psionic powers are encouraged to join the military police. Baron Park regards most spellcasters with mistrust, seeing little distinction between them and the Priests and Witches his operatives hunt down, but is willing to allow the use of magic weapons as long as their wielders are loyal to him. Leaders of elite units, especially ADWAT operatives, are therefore often equipped with magical items crafted by alchemists in the Palladium tradition (rather than products of Techno-Wizardry). 

Friday, June 20, 2014

City-States of the North Cascades Combine, Part 1: The Kingdom of Weirminster

CITY-STATES OF THE NORTH CASCADES COMBINE
Being a Series Outlining the Members of the Post-Apocalyptic Pacific Northwest's Preeminent Political Power, Part the First:

The Kingdom of Weirminster. (Population: 65,000.) A vast wooden dam-city built on the north Willamette River, with associated settlements covering the ruins of Portland, Lake Oswego, and (appropriately enough) Beaverton. A significant percentage of Weirminster's populace -- including the Gomperses, its ruling family -- consists of mutant beavers of uncertain origin and with varying levels of humanoid characteristics. (There is also a sizable, somewhat disadvantaged community of mutant otters of similarly unclear pedigree.) The beavers seem to have a knack for Techno-Wizardry, particularly when working with the timber of the wychwood, a type of giant magical tree that grows in the Willamette Valley.

The dam-city of Weirminster proper is a truly immense work of dizzying ingenuity, made almost entirely of wychwood lumber. Weirminster's small military fields similarly innovative war machines, including a variety of mecha, tanks, fan-powered patrol boats, and propellor-driven flying craft, many of which are handcrafted from (or fueled by) this magically-strengthened and enhanced timber. The inner workings of Weirminster-designed vehicles are incredibly complex, and historically most of them required multiple pilots, at least one of which had to be a Techno-Wizard. Recently, Weirminster has begun receiving a small amount of more conventional, nuclear-powered battle vehicles from Mount Hood in the hopes of increasing the city-state's military potential.

Weirminster, perhaps predictably, has an overall reputation as an industrious and harmonious community, though its ruler, King Oswald of Gompers, is a notoriously prickly and cantankerous individual. Weirminster was nevertheless the first city-state to join the North Cascades Combine (NCC) after its formation, as King Oswald's air force has shot down more than one Coalition long-range reconnaissance aircraft in the past several years. Like his neighbors to the Southeast, the Barony of New Bizantium, Oswald fears an eventual full-scale conflict with Chi-Town. Even though Oswald harbors distrust for many of his neighbors -- both Mount Hood and the Barony included -- he is willing to set those concerns aside for the moment.

The King's only child, Princess June, is young, pretty (if one is willing to overlook some castoroid features) and available. She is widely considered one of the region's most eligible bachelorettes, though she has declined the suitors her father has championed. Rumor has it that the Princess is a romantic, and is holding out for a hero.

Friday, September 6, 2013

Hug a Jug o' Wine


If you're here for Dungeons & Dragons content, you'll probably want to move on. Today I'm writing about Rifts. A lot.

I have spoken in the past of the Rifts campaign I and my friends played in for years as young adults. Rifts is a game with a lot of warts, but its setting remains one for which I have a lot of affection. We've returned to it once before, in a play-by-post campaign that fizzled out (as they all do eventually). Recently, my good friend Kent has started a private Google+ Community for the old gaming group, and is slowly building a new campaign backdrop: Serendipity, an independent town with a commanding position at the mouth of the Mississippi River, since New Orleans was completely submerged after the apocalypse. Kent asked us to pitch some ideas for neighborhoods in Serendipity, and I obliged.

So, with a tip of the hat to the Borderlands video games and to Neil Hamburger's track of similar name, I give you:

Jugtown

The ramshackle bungalows at the northern edge of Serendipity are home to scrapyard workers, petty operators, and rail laborers. These people unload and process the scrap and excavated technologies taken from the McComb Metal Reclamation Camp, several miles further north. They work hard and drink hard. Sandrine Quang is happy to cater to their needs, and from her sprawling establishment, the Scrap Car Saloon, she effectively rules the neighborhood that has come to be called Jugtown.

The Quang family claims Cajun, Creole, and Vietnamese heritage. They have roots in the area going back to the time before the war, where they helped to operate the Ponchartrain Vineyards once located in the town of Bush (now a half-submerged ruin). The Quangs are still winemakers, growing grapes not far from the Ottley farming operation, but now produce a cheap, easily manufactured variant of the spirit labeled "Rasteau Pardo Tonic Wine". Detractors say that the Quang wine is adulterated with corn syrup, turpentine, and less savory additives. Sandrine Quang insists that it is “fortified”. At any rate, Pardo has been popular with the local workers for generations, and the trademark one-handled glass jugs in which the beverage is sold litter the streets and corners of the neighborhood. It is from these discarded containers that Jugtown takes its name.

The Quang family has its hands in more than making cheap wine. Sandrine's husband, Sullivan, works to ensure that the best pieces recovered from McComb find their way onto the black market. Her sister, Corette Quang, oversees prostitution and drug dealing in Jugtown. And Sandrine’s son, Orson, is directly involved in enforcing the family’s protection racket. (A full-conversion cyborg with the words “BOW DOWN” emblazoned on his chest, Orson Quang is among Serendipity’s least popular residents.) Quang family members are involved in practically all areas of business – and crime – in Jugtown.

Since the residents of the area depend either directly or indirectly on railyard activity for their livelihood, Jugtown's political affairs are largely handled by Serendipity's Rail Guild. However, the Quangs have assembled the Brotherhood of Maintenance of Way Employees, a militia named after a trade union from the Age of Man, and are aggressively recruiting area toughs to join it.

According to Sandrine Quang, the BMWE (or “Brotherhood”, as it is more commonly known) was formed to voice the unique concerns of Jugtown's workers. More often, they try to strongarm the Rail Guild into paying Sandrine in return for the militia's (and therefore, the workers’) support on the council. The militia is made up of two dozen or so local hardcases loyal to the Quang family, mostly low-level men-at-arms with cheap body armor and weapons. However, the Brotherhood supplies a valuable defense asset to Serendipity in the form of a fully operational Titan Combat Robot, purchased by the Quang family and piloted by the militia's leader, Rachel Bailey. 

Bailey, a former combat pilot, had a history of squabbles with the Rail Guild before joining the Brotherhood. When still a newcomer to Serendipity, she married into the Quang family without fully understanding what she was getting into. A conscientious deserter from Whykin who disliked her homeland's increasingly xenophobic military policies, Bailey found herself pressured back into the pilot's seat and into acting as a figurehead for the BMWE. She has an honest desire to better represent Jugtown’s citizenry, but has found herself alternately manipulated and intimidated into serving Sandrine’s interests by her husband (and Sandrine’s nephew), Denis. As a result, her standing in the community is steadily plummeting.

The Scrap Car Saloon

Sandrine Quang's saloon is, like most of the buildings in Jugtown, a jury-rigged, ramshackle structure, apparently bolted together from the bits of a half-dozen other buildings. Unlike most of the quietly depressing drinking holes in this neighborhood of Serendipity, however, the Scrap Car goes for bombast. Bright orange power cords are strung haphazardly both inside and out. A loudly buzzing neon sign advertises “SCRAP CAR - WINE - GIRLS - WILDE - NTERTAINMENT [sic]” in hot pink letters, and loudspeakers pointed in all directions blast skip-ridden recordings of Vietnamese pop, Cajun zydeco, and Gobblely drum n’ screech (often all at the same time). 

Past an entrance guarded by large, largely disinterested doormen lies a poorly lit, smoky, but slightly less shabby interior. Beyond what one would expect to find in a saloon – i.e., a bar -- the Scrap Car boasts a small stage for live performances (complete with scavenged sound and lighting system, and which can be surrounded with chicken wire at a moment’s notice) as well as an octagonal pit used to host tough-man tournaments, cockfights, dog fights, and the like. (An ill-fated experiment in carnosaur baiting once nearly led to the destruction of the saloon.)

The entire operation is monitored via video camera by Sandrine Quang, who occupies the well-guarded second floor of the establishment with a rotating cast of other Quang family members. While there are nude dancers (Thursday is “D-Bee night”), and plenty of alcohol is available, hard drugs and sexual favors are not offered here. (Customers interested in such services are quietly directed to other venues, also Quang owned and operated.)

Quanglish

A pidgin language composed of bits of half-remembered Vietnamese and Cajun French, mixed with American (and more recently, Gobblely), used exclusively by the Quangs. "Quanglish", as outsiders derisively call it, has allowed effectively coded communication among family members for generations. Individuals not raised in the Quang family -- even those that speak the languages that make up its vocabulary -- find Quanglish incomprehensible, as it also incorporates cross-lingual rhyming slang.