Little Adhomai
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| Lore Arcs | Tajaran Cold War Arc · Bad Moon on the Rise Arc · Ghosts of War Arc · Cold Dawn Arc | |
Little Adhomai, also known as the Imperial Plaza or District 6, is the home to most of Mendell City’s Tajaran population. A vibrant but shady district of various dives, bars, clubs, restaurants, and makeshift amenities. While somewhat clean on the surface, organized crime, shady activities, and para-legal operations are as common as the famous street food vendors. What infrastructure that was present in the district has been since gutted for phoron by black market salvagers, only haphazardly replaced with lackluster stand-ins either by residents or Adhomian governments. While, by most definitions, a slum, its location, presence, and cultural presence sees a variety of traffic.
The local population has divided the district along political lines, a matter fueled by the Adhomian nations who maintain a presence in each neighborhood. Clashes between supporters and cronies of the Adhomian factions are not uncommon. Some conflicts have given rise to riots or further violence, only quelled by the MCPD or the Adhomian nations when they go too far for too long. Little Adhomai has become an increasingly important proxy theater for the Cold War, seeing investment and supply from Adhomai as each nation vies for control over the large off-world community, taking advantage to win favor and build up the district where the Republic of Biesel neglects the majority of its Tajaran population.
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History
Before the migration of Tajara to Tau Ceti, the Imperial Plaza was a sparsely populated residential district. Biesellite administration and investors paid little attention to the location. With the end of the First Tajaran Civil war and the opening of the Adhomai, the first wave of Adhomian migrants reached Mendell City. The low prices of District Six were attractive to Tajaran migrants, and as such the first communities of immigrants were created in that area of the city. Despite its growing population, the government neglected much of the district’s urban development. Crime and gang activity soon became serious problems in Little Adhomai.
The lack of urban planning has transformed the Imperial Plaza into a maze. Apartments, shops, restaurants, and clubs pile upon each other. Many housing units are constructed in traditional PRA fashion: large square buildings hosting several families and built using cheap construction materials. Tunnels, hiding places, and bunkers can also be found in the underground of LIttle Adhomai.
The Second Tajaran Civil War caused a wave of factionalism between the inhabitants of the Imperial Plaza. Little Adhomai was divided into sectors supporting the different warring Adhomian nations. Organizations were recruited and supplied by the People’s Republic and the Liberation Army; these groups were used to further expand their influence in Mendell City. Riots became more common, with violence spilling into other districts. Biesellite police had little success in solving the delinquency problem in District Six, forcing the locals to create their own neighborhood watch squads. In recent events, District Six was the stage of heavy fighting between its warring factions in 2462.
With the end of the Second Revolution and the galactic phoron shortage, the turmoil in Little Adhomai has only shifted. The district’s infrastructure has fallen apart, the Republic of Biesel and Mendell City indifferent to the treatment of Tajara. Constant outages, massive black markets, and other civil unrest is common across the district. However, where the local Mendellian government has chosen to avoid the costs of regaining control of the district, the Adhomian nations have seen extensions of their control. Overbearing neighborhood organizations act as proxies of the Adhomian nations, merely extensions of their governments in all but name, attempting to wrangle the district for their own means. However, it remains to be seen if the proxy theater is yet another region destined to collapse under its own divisions, or if it can rebuild as a microcosm of Adhomai.
Demographics
Most inhabitants of District Six are Tajara. The People's Republic of Adhomai citizens are the majority. Since the end of the Tajaran Civil War, the presence of Democratic People's Republic of Adhomai and New Kingdom of Adhomai members has increased steadily. Many of the original humans that had populated the district prior to the beginning of Tajaran immigration left for the Xinghua Prefecture or District Eleven. Non-Tajara are not as common anymore, however some continue to find a home in the district. Whether it be due to the pricing of Little Adhomian housing, an interest in the culture of the District, or simply being a temporary thrill-seeker, a sizeable minority continue to find a place in the community. Xenophobia from the local Tajaran population is highly dependent on location in the district, with many of the core sections of gang territories being particularly hostile and harassing non-Tajara out of fear the xeno-residents will eat away at their respective nation's influence. However, the Social Harmony Committee and buildings on the fringes of gang territories can be neutral if not accepting of outside demographics, so long as the non-Tajara attempt to co-exist and assimilate rather than thrill-seek and vlog life in the Tajaran district.
Culture and Society
Because of its relatively short existence, discrimination, and other barriers present in Tau Ceti, most Tajara of Little Adhomai still cling to their native culture. The first wave of migrants and their descendants had an easier time adapting their values to Biesel's culture. However, since the dawn of the Second Revolution and the Armistice, they have become a minority in Little Adhomai. Despite the lack of efforts towards integration, alongside the growing presence of Adhomian-funded organizations, the overall morals of Little Adhomai are varied and fractal. Many cling onto the morals of their homeworld, while others, often young, jaded, and rebellious, cast these aside for whatever appeases them at their stage in life. Those most jaded even dare to venture off, casting Little Adhomai off for new communities.
Tajara not employed by megacorporations will usually be engaged in Little Adhomai's informal economy. Due to the hands-off approach of the MCPD, illegal shops can operate with impunity. While some Tajara consider the opportunity to work for the corporations a blessing, others see Little Adhomai's situation as being directly caused by the corporate entities. This informal economy is where the heart of the Little Adhomian experience lies. Goods from Adhomai, cheap eats for the returning worker, and the little comforts to ease a homesick heart can be readily bought. Visitors enter the district for all manner of shops not found anywhere else, or to experience the nightlife that defines so much of the district’s culture to those not living in it. So long as a visitor isn’t a corporate executive, specieist, or others that so many in Little Adhomai blame their woes upon.
Little Adhomai has an active nightlife. Bars and clubs stay open late, bustling with activity. Most restaurants specialize in serving Adhomian food, while other establishments have started to experiment with Tau Ceti’s cuisine, creating a unique blend of Biesellite and Tajaran flavors. The streets of the district are famous for their many street vendors and sidewalk displays.
Each neighborhood often has a strong communicable unity. Control by the Big 3 organizations within Little Adhomai has seen these neighborhoods develop into miniature states in of themselves. Each operates in their own way, with the rules and benefits promised by each organization leading to a variety of experiences within the district. However, transcending these divisions is a strong sense of Tajaran identity. The collective experience of the Tajaran condition in Mendell has led to neighbors helping each other, sometimes even where political divisions may exist. Neighborhoods are constantly transformed, building facades and murals reflecting the community present to build a stronger sense of home among residents.
Life within the Imperial Plaza depends highly upon where one lives within the district. Those within the neutral territories, areas without a major organization in control, experience life much like how it used to be within the district. Relative lawlessness. Building maintenance is highly dependent on the efforts of residents to maintain it. Communal unity remains the only reliable safety net when one falls on hard times. Crime is rampant, be it break ins or gang violence. Gun ownership is high, seen as a prerequisite for safety. Businesses operate without concern, Biesellite standards not restraining how any business may operate. The rampant anti-corporate sentiment ensures no corporate venture survives long, being pushed out when costs become too high. The sole exceptions, Orion Express and NanoTrasen who maintain small businesses and clinics operated by locals and too vital to local needs to be run out of town.
This anarchy is contrasted by the stability and structure of the Social Harmony Committee and House of Hamiyeh territories. Here, life is closer to that on Adhomai. Crime is controlled by the local organization, violence only being permitted by the local gang. Buildings are well maintained with building codes and business standards being enforced by gang enforcers. In many ways, life within these territories is relatively normal, existence under a parallel government that, despite being illegal in nature, allows for a civilized life. The exception to this remains the Liberators who run their territory much like neutral lands. Lassaiz-faire attitudes and control, with enforcers only stepping in to protect Liberators interests and ensure the monopoly on violence remains in their hands. However, unlike neutral lands, vast amounts of community support for the downtrodden exist. Soup kitchens, community clinics, and all other charitable activities make the backbone of Little Adhomian welfare. Life in Liberators territory is not as free as in neutral lands, however for many it is a worthy trade-off for easier access to charity, and slightly better protection.
The Imperial Plaza is the birthplace of the subculture known as the “Greasers”. Formed by young Tajara disillusioned with life in Tau Ceti, they are characterized by a rebellious attitude, leather jackets, and an interest in Adhomian monowheels. They are often associated with delinquency, with some of them forming their own gangs or joining existing ones.
The art of Little Adhomai revolves around the Tajaran condition and culture in Tau Ceti. The challenges of living in an alien world, the effects of the Tajaran civil wars, discrimination, and employment under megacorporations are common themes in District Six’s cultural productions. Local artists are commonly sponsored by the Tajaran governments. Adhomian media is also frequently imported and consumed by the population of Little Adhomai.
Little Adhomai is home to a notable concentration of homosexual and transgender Tajara. These Tajara left Adhomai in the hopes of finding more tolerable communities elsewhere. However, much like the rest of the district, one’s experience depends on where within the community they choose to live. Many find safety in the neutral territories where some apartment blocks have transformed into safe communities, where the majority within the block are non-conforming. Collective security and, at times, paying off local gangs for protection offer an insulation from traditionalist attitudes elsewhere. It is here that the Horticulture Society often organizes. Those within the Big 3 territories are subject to the views of local enforcers. House of Hamiyeh lands are rarely accepting beyond the few Biesel Nobles who hold more progressive views, while Harmony Committee blocks have some level of security albeit with stronger scrutiny. In spite of the challenges, Little Adhomai continues to foster a strong and vibrant community, being the centerpoint of the cultural creations pushing for a change among Tajara society.
Cuisine
Thanks to Biesel's climate, much of the traditional Tajaran food consumed in Mendell City is exported from Adhomai; however, small hydroponics farms allow the population to grow some Adhomian crops. This scarcity of homely flavors led the Tajara to adopt and adapt the local food into their meals. Chefs replace Adhomian ingredients with native substitutes, while others prepare human dishes using Tajaran alternatives.
Notable Dishes
- Adhomian Pizza: while regular pizza flavors are already deeply appreciated by the Tajara, mainly due to their contact with the recipe in NanoTrasen's stations, some restaurants have tried to innovate the dish with Adhomian ingredients. Some combinations, such as the Zkah'nkowa and Sarmikhir toppings, are considered a success. The existence of earthen-root pizza is a contentious subject.
- Little Adhomai Avah: loosely inspired by the eponymous dish, the Little Adhomai Avah is N'fri-hi batter fried into the shape of a sphere. The dish is then filled with human ingredients; chocolate, cow beef, and sugar are the most common options. Getmore products are usually used to prepare the filling. Little Adhomai Avah is sold by street merchants operating inside and outside of District Six.
- Biesellite Lunch: a cold dish composed of Adhomian Hardbread, earthen vegetables, and fruits generally served alongside jam or fat. The meal was created by the first wave of immigrants who needed a packed lunch. Since the only Tajaran food available at the time was the hardtack, they complimented the bread with locally made products. Despite the increase in importations and homegrown Adhomian foodstuff, the Biesellite Lunch is still a staple dish in Little Adhomai.
Music

The District is the birthplace of "Little Tajaran Electro swing", a Biesel-based variant of the classic Tajaran Electro swing known for its stronger focus on electronic dance music and Tau Ceti Basic lyrics. Traditional Tajaran music is still popular among the older Tajara and newer migrants to Biesel. Pirate radio stations, many of them working at the behest of whatever government they pledge allegiance to, operate in Imperial Plaza, bringing propaganda, music, and news to the population. Bloodstorm took residence in Little Adhomai after their ban from Adhomai. The presence of the band renewed the District's interest in Tajaran heavy metal.
Because of the corporate control in Tau Ceti, most of the radio stations operating in Little Adhomai are unlicensed. Since they rely on outdated equipment, their broadcasting is limited to Mendell City. Stations in faction-controlled territories are subject to censorship, while ones in neutral gang areas are far freer to dictate their own broadcasts.
Notable Radio Stations
- Adhomai-Ceti Connection: a radio station focused on news and general utilities. Created by Second Revolution migrants as a way to receive reliable information on the conflict, the Connection attempts to remain neutral and transmit all from all sides of the story. This attempt at neutrality is currently being challenged as factionalism ripples across Little Adhomai. Many staff members have already left to create their own faction-funded radio stations to transmit their "truths".
- Voice of Little Adhomai: the largest music-based radio station in Little Adhomai; it transmits both traditional music and Little Tajaran Electro Swing. The Voice of Little Adhomai is famous for broadcasting Adhomian war songs; to please all sides, one song from each faction is played at least once a day. The station also has a segment dedicated to local amateur musicians.
- D6 Citizen Radio: a pirate radio station in Little Adhomai. Its broadcast content is a mixture of anti-corporate propaganda, political commentary, and public utilities. Its main show, Mendell's Truth, is infamous for its Natediist tendencies; it urges the Tajara living in Tau Ceti to engage in sabotage against corporations. Despite the controversy, Citizen Radio is frequently used by the district's inhabitants because of its live reports on ongoing shootouts and police raids.
Literature
The literature in Little Adhomai is mostly focused on exploring the dilemmas and difficulties found in the life of Tajaran migrants. Longing for home, exploitation, discrimination, crime, and disillusion with the promises of wealth are the most common themes. Thanks to its anti-corporate motifs, District Six's literature never made it into mainstream media. However, Little Adhomai is home to printing shops adept in producing propaganda pieces and works of literature alike.
Influenced by recent events and the growing interest in urban legends, Little Adhomai became the birthplace of Tajaran Otherworldly Literature. This literary genre combines aspects of fantasy, horror, and speculative fiction alongside Adhomian paranormal elements, frequently reimagining mythological creatures and events. Tajaran Otherworldly texts are usually published in magazines or on extranet sites.
Notable Books
- Unto an Alien Land: a novel describing the story of a Tajaran migrant family, told from the perspective of the youngest daughter Agashka. The Rhikaslav household migrated to Tau Ceti because of the Second Revolution; they settled in Little Adhomai under the promise of finding work with NanoTrasen. The book describes the poverty and discrimination that most of District Six's inhabitants face. The novel ends with the family disintegrating after the death of the father and two sons during a riot. A sequel is currently under production.
- A Neverending Night: a book about a fictional Tajaran heist crew operating in Tau Ceti. The novel starts by describing the lives, motivations, and crimes perpetrated by the characters during their career. The narrative takes a different turn when the criminals involve themselves in a deep political conspiracy after they are hired to steal a Phoron shipment.
- Outlandish Tales: a magazine specialized in publishing Tajaran Otherworldly Literature stories. The periodical features texts submitted by amateur and established writers alike. Since it is printed using cheap, recycled paper, Outlandish Tales is sold for a couple of credits on the streets of Little Adhomai. The magazine also has a section dedicated to exploring the urban legends and mysteries of Mendell City.
Television
Cinema and holovideos are a thriving industry in Little Adhomai. Both professional and amateur studios are involved in the production of films. Popular genres include military dramas, period pieces, and crime thrillers. Arzjun Haurjuhrl is one of the most famous film-makers of District Six; he is notorious for the blockbuster “When Summer Came to Nazira”. Tajaran telenovelas are also widely popular, with an audience beyond District Six’s population, including the rest of Mendell City. Aired during the afternoon, they generally deal with daily life melodramas and historical romances.
Notable Shows
- Astray Spirits: a telenovela produced in Little Adhomai. It attempts to mimic the Adhomian format but uses Tau Ceti as its setting. The show follows the life of a migrant family and their attempts to succeed in Biesel. Astray Spirit is currently available via the extranet; the producers have been rejected by all major media outlets in the republic. Despite this, it became a hit with the Tajaran population.
- The Adventures of Captain Azzam: a low-budget comedy movie set during Nated's coup. The pictures tell the story of a dim-witted PRA army officer who thanks to his own confusion and a series of unfortunate events, ends up switching sides multiple times during the conflict; Captain Azzam ends up fighting for the Hadiist, Al'mariist, and Royalist causing by accident in a span of a few days. Azzam then flees to Little Adhomai to avoid being purged by President Hadii for his disloyalty. The film ends with the protagonist accidentally saving Miranda Trasen from an assassination attempt.
- Bloody Moon: a police thriller movie about an MCPD Tajara detective, Harun Dziri, involved in the investigation of Raskariim activities in Little Adhomai. Harun ends up uncovering a scheme involving the authorities and is forced to retire; the protagonist continues the investigation on his own. The picture was criticized for its cheap special effects and jump scares. However, Bloody Moon was praised for its commentary on police corruption and extremism within the Tajaran society.
Sports and Games
Because of District Six's urban nature, traditional Adhomian sports are limited by the few existing sporting avenues. However, the Tajara have created their own ways to entertain themselves in Tau Ceti. Besides street sports, Little Adhomai has an expressive video-game scene. Many arcades operate in the District. Due to hardware and monetary constraints, the Tajaran youth prefer older games over new ones. Independent titles have been created by D6 developers for both arcades and tabletop games.
Notable Games and Sports
- Rham'nirr: a bat-and-ball game played on the streets. In Rham'nirr, two pairs take opposite sides on the field, where they will take turns throwing and batting a ball. Behind each team, there is an item, usually a bottle or can, that the thrower can knock down for points. In case the batter manages to hit the ball, they can run between the wickets to score. The game ends when one of the teams has thirty points.
- Baghrar'zhir: developed by the first wave migrants, when guns were not common due to widespread smuggling, Baghrar'zhir is an adaptation of the Adhomian martial art to the realities of District Six. Unlike the Adhomian versions, it allows hits below the waist and encourages the use of the claws for eye-gouging. Improvised weapons, such as chains and wrenches, have also been incorporated into the style.
Winter Quest
Winter Quest is the first pen-and-paper role-playing game created by a Tajara. Its rules are known to favor interpretation over dice rolls. Combat encounters are notoriously deadly and short. Since character death is common, the tabletop has a fast character creation system. Winter Quest usually uses a fantasy world inspired by Adhomian mythology; however, other settings have been published using its rule set.
Character Creation
Characters are one of the most important parts to a Winter Quest game. The process of creating a character is fast as a result of the punishing combat.
- Choose an Ethnicity
- M'sai, Zhan-Khazan, Hharar, or Njarir'akhran
- Choose a Name
- Choose an Archetype
- Hunter, Mystic, Warrior, Scholar, Outlaw, Noble, Priest, Laborer, Frontiersman, etc.
- Define Three Traits
- Examples: Strong, Clever, Loyal or Silent, Quick, Cunning.
- Define One Flaw
- Examples: Impulsive, Cowardly, Distrusted.
- Equipment
- Each character begins with one weapon, one tool, and one personal item.
- Background
- A one or two-sentence origin story.
- Example: Raska, a silent M’sai hunter, is strong, patient, and loyal, but distrusted by the village. She carries a bow, a hunting knife, and her father’s Ma’ta’ke talisman.
Challenges
Throughout the quest, the Story Master will provide challenges to the progress of the questers. These challenges must be resolved through resolutions. These resolutions are short answers as to how the equipment, archetype, and traits of your character are capable of conquering the challenge. The other players alongside the Story Master then examine this resolution to determine whether it solves the challenge, or is incapable of besting the test.
- Story Master’s Question: The Story Master will present a challenge, then ask “How would your character conquer this challenge?”
- Player’s Answer: The player answers the Story Master with how their character’s traits, equipment, and archetype would solve the challenge.
- Other characters may assist if permitted by the Story Master.
- Judgement: The other players and Story Master determine if the answer is convincing. They may ask questions to clarify.
- Convincing: Success
- Weak/Contradictory: Failure
- Flaws matter: If a character flaw is relevant to a challenge, it may override the traits of a character and automatically fail the challenge.
Combat
Combat utilizes the same resolution system as normal challenges. The order of combat is determined narratively. The first character or creature to attack goes first, followed by the defender, then other characters and creatures as determined by their traits. One of three outcomes may result from combat: Deathly blow, wounding blow, or shielded blow.
- First Strike: The initiator of combat narrates their attack, and how their traits and weapons support their action.
- Defender’s Retaliation: The defender uses their traits, equipment, and environment to explain how they survive the attack.
- Judgement: The other players and Story Master determine who has the advantage, and to what degree.
- The Verdict: One of three results may occur based on how high the advantage is for one side over the other.
- Fatal Blow: The defender dies.
- Wounding Blow: The defender survives, but is left with a new scar or permanent injury (new flaw).
- Shielded Blow: The defender survives successfully.
- Riposte: The defender may choose to either escape or counter attack.
- Escape: The defender runs from the confrontation. This may lead to a negative effect depending on context.
- Counter Attack: The defender becomes the attacker. The combat sequence resets.
Progress
Progress on a quest comes in many forms. Knuckles, items, and maybe even reputation. However, each character progresses in their own way on a quest. Following key events along one’s own winter quest, certain changes in a character may occur.
- Survival: Surviving strenuous events, and possible combat, can result in a new flaw.
- Success: Completing a quest or major event can result in a new trait.
- Change: Some story events may change a character. Replace a trait with a flaw.
Remember, flaws are not a bad thing. Stories are best when a character overcomes their flaws to achieve great feats. Each character is defined by their traits and flaws that show their history, their battles, and their successes or failures.
Supplementals
Rredouane Mode
In lieu of the narrative conflict system, the use of Suns and Moon dice can be included into standard Winter Quest play for an additional level of tension, conflict, and a little luck. All challenges and conflicts are no longer decided by table judgement, but rather the results of the dice.
- The Story Master presents a challenge or conflict.
- Difficulty dictates the number of dice. Easy challenges have one die, but range up to 6 dice for the most difficult tasks.
- The Player is granted one to six dice based on their answer.
- Much like a traditional challenge or conflict, the Player may use their character’s traits, equipment, and archetype to justify a higher dice count.
- The Story Master and Player roll their dice.
- Any die with a number four or above is counted as a success.
- If the Player has more successes, the character succeeds. If the Story Master has more successes, the character loses.
- In conflicts, if the defender wins by one or two successes over the attacker, they receive a wounding blow.
Discipline
Discipline is a point that is awarded by the Story Master which may be used to change the outcome of a challenge or conflict. It is recommended to keep Discipline a rare resource handed out for especially daunting, heroic, or legendary actions.
- Story Masters may hand out Discipline to a character.
- Recommended reasons are for heroic acts, cunning or creative answers, or completing major quests.
- Players may use Discipline to alter the outcome of a challenge or conflict.
- During a challenge, the outocme flips.
- I.E. A success becomes a failure, or a failure becomes a success.
- During conflict, the outcome improves by 1 level.
- I.E. A wounding blow imrpoves to shielded blow when a discpline point is used.
- During a challenge, the outocme flips.
- In Rredouane Mode, Discipline adds one die to a player's dice pool.
Character Sheet
While not strictly necessary to play Winter Quest, a character sheet may be preferred to keep track of traits, flaws, and items. An example sheet is provided below.
[table][cell][center][b]Winter Quest[/b] [i]Character sheet[/i][/center][hr][b]Player:[/b] [field] [b]Character:[/b] [field] [b]Quest:[/b] [field] [hr][b]Ethnicity:[/b] [field] [b]Archetype:[/b] [field] [b]Traits:[/b][list][field] [/list][b]Flaws:[/b][list][field] [/list][b]Equipment:[/b][list][field] [/list][b]Background:[/b] [list][field][/list][/table]
Crime
Due to poverty, segregation, political tensions, and governmental neglect, crime is a notable facet to Little Adhomai. Once rife with individual crime and violence, the strong drives from the district organizations and gangs have seen a sharp shift in the criminal activities in the district. Violent clashes, homicide, and violence are no longer individual efforts, rather a sanctioned practice performed by the gangs. Skirmishes between gangs are not uncommon, with gunfire being a familiar noise to long-time residents of the district. However, it is no longer the rampant occurrence it once was. Now, clashes are planned between the large controlling organizations. Small-time gangs clash in neutral territories, unless they seek the wrath of the larger gangs. Planned assassinations, kidnappings, and other such occur with careful consideration to keep the acts clean and untraceable. Riots and unrest are common in neutral lands, sometimes spilling into gang territories when particularly potent or when directed at Biesel and the corporations. The black market in Little Adhomai is massive, goods flowing in and out with impunity. The Mendell City Police rarely enter the district anymore, the city disinterested in the costs to retake the district. Rather, only stepping in when unrest or activities spill out into adjacent districts. Raids by the BSSB are not uncommon, the federal organization utilizing their home-field advantage and funding to operate with little concern, however even these raids often end with casualties on both sides. Due to the efforts by each of the major organizations in Little Adhomai, individual and unorganized crime is kept low. The Mendell City Police use this to claim that violence and crime in the district is low, therefore not requiring further investigation.
Small-time gangs, whether affiliated with the Big 3 or independent, are still noticeable. Petty crimes and rackets are common practices when not skirmishing with each other or running drugs and goods for the district black market. Many are used as disposable workforces by the Big 3 until such gangs are useful enough to be annexed entirely. Many of these smaller gangs last for a handful of months, ending in death, annexation by the Big 3, or disbanding peacefully. Many members are young Tajara without strong access to institutional education or meaningful employment, both issues being steadily eradicated by the strengthening of the informal institutional power of the Big 3. As a result, small gangs are becoming increasingly uncommon in Little Adhomai. The relatively few that remain exist in the neutral territories.
One matter rarely left alone, however, is the rampant phoron theft and scavenging performed across the district. Much of the phoronic infrastructure built into the district has since been ripped out and scavenged with lackluster stop-gaps placed in by the local populace. As much of this equipment was corporate in origin, and has an effect on the overall Mendell city grid, it is not uncommon to see larger police operations performed against suspected phoron-possessing gangs. These confrontations are intense and result in multiple deaths on average, typically those of the scarcely armored Tajara than the well-equipped police.
The crime in D6 is further complicated by criminals in the neighboring districts of Vega De Rosa and Eleven using Little Adhomai for their own purposes. It is not rare to see humans working with Tajaran crime groups when it benefits them. The district’s proximity to Flagsdale also brings its own issues. Anti-Vaurca sentiment in Little Adhomai runs deep, and skirmishes and reprisals between the Tajara here and their Vaurca neighbors are a monthly occurrence. These tensions reached their peak in 2460 when Vaurca Queen Ta'Akaix'Zoleth’akeh Zo'ra ordered the killings of several Tajara associated with criminal leadership after it was discovered that the bodies of Vaurca slain by Tajara were being smuggled away from the hive.
Notable Criminals
- Little Adhomai Skinner: a semi-legendary serial killer known for skinning its victims. The first death attributed to Little Adhomai Skinner occurred in 2457 in Little Adhomai; later cases would be registered in 2459 and 2461. Despite having a low body count, the Skinner became infamous for its method: strangulation followed by masterfully removing the entire fur pelt from the body. Some speculate that the murderer collects the skins to manufacture Tajaran coats for eccentric billionaires buyers. The identity of the Little Adhomai Skinner is still a mystery.
- Klyuch and Yana: a Hharar criminal couple who were active with their gang in the 2450s. They were famous for their heisters around Mendell City and its outskirts; the criminals preferred assaulting banks and corporate-owned stores. Klyuch was the team driver and planner, while his wife, Yana, was a skilled gunslinger. The couple was killed in a police operation in 2456. Their life history remains popular with the Tajara in Little Adhomai; works of fiction romanticizing their actions have become a hit with the younger generations.
- Nuray Triha'dar: a robber notorious for taking part in one of the largest heists in Tau Ceti's history. Nuray and his gang ambushed a shuttle transporting phoron as it landed in Mendell City's spaceport in 2455. Overpowering the security team and its defenses through the use of pre-planted explosives, the criminals managed to hijack the ship and steal millions of credits worth of goods. Triha'dar was the only gang member who avoided capture in the following years; he escaped to Adhomai in 2457. He now lives peacefully in Sren'dul. Despite several requests by the Republic of Biesel, the Democratic People's Republic of Adhomai refuses to extradite him.
Drug Trade
Little Adhomai is one of the main targets of the Adhomian drug trade. Tajaran-made substances reach the district thanks to the efforts of the smugglers. Despite these imports, D6 also has its own local production; synthetic drugs are the specialty of Biesellite chemists. While all factions are involved with the trafficking to some degree, the Little Adhomai Liberators control most of the trade. Besides the typical drug houses, District Six has some establishments where users can consume drugs under the tutelage of the local gangs. Since the end of the Second Revolution, Vorothy has become one of the most sought-after substances.
The Church of S'rand'marr and the local community work together to aid the victims of substance abuse. In public clinics, Tajaran doctors work alongside the Parivara to help recover the addicts. These hospitals run solely on donations and the clerical budget. Since the church is involved, the gangs do not interfere with these efforts
Notable Drugs
- Raskara Dust: a synthetic drug created by Little Adhomai's chemists. When inhaled or injected, it causes a relaxing trance. It is infamous for being cheap and very addictive. However, it has highly corrosive properties. The flesh of the user's muzzle and face will begin to slowly disintegrate over time, leaving nothing but a gaping maw behind. While richer addicts will usually pay for treatment, poorer ones rely on masks or simple veils to hide this deformity. When injected, Raskara Dust is far more potent, but will slowly cause fatal damage to the heart. Rumors claim it is used by Raskariim during rituals.
- Bistry: a substance made from modern medicine and traditional Adhomian herbs. When ingested, it induces a feeling of euphoria and provides a boost of energy for up to two days. After its effects fade, it causes lethargy and drowsiness. Bistry is frequently used by overworked corporation employees or gang members during prolonged periods of warfare. It is commonly distributed in pill form for easier storage and consumption.
Extranet
Thanks to Mendell's highly developed infrastructure, the Extranet is easily accessible to the inhabitants of Little Adhomai. Personal computers and PDAs are ubiquitous, even if most can be some generations behind the newest models. The D6's online presence matches the Adhomian one in content and infighting between its factions. It is not uncommon for the Tajaran nations to outsource some of their website development to Little Adhomai's developers. Tajara living here have also been useful in providing electronics for the Tajaran smuggler vessels to bring to Adhomai’s markets.
Notable Websites
- D6Guide: a website that lists all of the current and future cultural events of Little Adhomai. Its schedule is updated on a weekly basis. Besides having the location and description of the festivals, it provides information regarding any possible ongoing violent conflict in the area.
- OutwordlyTruth: a forum focused on esoterism, occultism, mysteries, conspiracy theories, and urban legends related to Adhomai and District Six. The website is infamous for having little to no moderation regarding its contents. Some rumors claim that OutworldlyTruth is used as a recruiting ground by Raskariim cultists in Tau Ceti.
- CetianGarage: created by Adhomian migrants to bypass some of the economic restrictions present in Tau Ceti, this website serves as a platform to announce sales and trades of used goods. Since the CetianGarage makes no profit from the transactions - the method of payment and delivery is the responsibility of the parts involved in the deal - it is not technically considered a commercial site by the Bieselite law. The domain remains active thanks to donations.
Festivals
Despite its shady reputation, Little Adhomai is home to many cultural events. As a way to remain in touch with their native culture, the Tajara in D6 have organized their own festivals to celebrate their roots. These fairs are one of the rare moments when the district receives a considerable flux of outsiders visiting. While security is still a concern during these times, the gangs usually take up the duties of keeping the party-goers safe; it is not uncommon for two feuding organizations to call a truce for a day or two to also celebrate.
Notable Festivals
- D6 Gastronomy Fair: held once every month, the D6 Gastronomy Fair brings together many restaurants, food street vendors, and amateur chefs to offer Tajaran dishes at an affordable price. The festival also hosts a drinking and eating competition; the winner is awarded a Zhan-sized tankard.
- Dholmatyr: celebrated one week after the Dholma Festival, Dholmatyr is a mixture of Tajaran folklore and Halloween. On this day, Tajara carve Earthen-Roots with haunting and funny faces to place on their doorsteps; these charms supposedly help ghosts find their way to Messa due to their blue color. Younger Tajara will also dress in costumes and receive bottles of mead or soft drinks.
- Little Adhomai Spring: organized every two months, the Little Adhomai Spring is a music festival held in the Long Eclipse Club. The event allows professional and amateur musicians to play for the community and make connections. Corporate liaisons and Crevan moguls are also present in search of new talents.
Gangs and organizations of Little Adhomai

With the abandonment by the Mendell and Biesel governments, Little Adhomai has been forced to organize itself. For much of its history, this was done through gangs, neighborhood watches, and other anarchic systems. However, as the Cold War has gone on, the Adhomian nations have seen an opportunity to expand their influence. Where the Biesellite governments failed, the Adhomian governments stepped in, operating through proxy organizations commonly referred to as the “Big 3”. The Social Harmony Committee, Little Adhomai Liberators, and House of Hamiyeh while technically illegal organizations provide enough benefit to the district for the MCPD and BSSB to let them operate without major issues. As a result, the Big 3 have developed into parallel states to Mendell and Biesel, operating their territories like independent states.
On the other side, apolitical organizations are common. Be these extensions of the Raskariim cult, mercenary groups utilizing the immense wealth of martial experience among the Tajaran population, or other criminal organizations in the Republic seeking to use the lack of police attention to their own ends. Many of these organizations face an ease of operating on Biesel, with the protection of Little Adhomai from intrusive Biesellite authorities. Others face discrimination from the controlling organizations. Others simply use the district as a base of operation, preferring to remain out of its affairs.
Social Harmony Committee
The largest and most powerful organization is the Social Harmony Committee. Funded and subservient to the People's Republic of Adhomai, the organization has a focus on the improvement and stability of the territories it controls. Hadiist funding, alongside mandatory dues and taxes, fuels the construction, renovation, and revitalization projects that are common across its territories. Every building, business, and operation within Harmony Committee territory must meet the Committee’s standards, or else it faces being demolished and replaced. Committee enforcers keep the peace, following the neighborhood codes that are not unlike their Adhomian counterparts, albeit less strict. As a result, crime is low, at the expense of higher costs and scrutiny living within the Committee’s territory.
The Harmony Committee maintains itself primarily off the dues, taxes, and Adhomian funding. The flow of credits appears on the surface as a net loss, the cost of the many construction projects and community support taking a large chunk of the budget. However, beneath the surface, the Committee has a criminal element. Black market trade, covert operations, information brokering, and all manner of subversive activities to gain an advantage to the People’s Republic, disadvantage their enemies, or bring in a stream of credits to alleviate the costs of their community operations. Clashes with the BSSB are not uncommon when these activities inevitably cross district lines, especially when such activities further the PRA’s PSIS operations in Biesel. However, the Committee's dedication to Little Adhomai, a PRA-funded PR image, and the well armed nature of its enforcers have made contending with the Committee enough of a headache that local MCPD and BSSB agents have avoided too much conflict.
One notable aspect to the Harmony Committee is the presence of corporate influence. Harmony Committee territory is one of two areas corporations maintain a permanent presence, the other being the House of Hamiyeh. However, unlike the Idris-affiliated House, the Harmony Committee sees the presence of Idris, NanoTrasen, Hephaestus, and Orion Express. Corporate presence is curtailed, much to the chagrin of the corporations. The Committee offers assistance in operations only within designated community spaces. Outside of these areas, the Committee drops support, often leading to sanctioned arson and violence leading towards corporations retreating their presence.
Residents living within Harmony Committee territory find the cleanest streets and best-maintained buildings. Costs are low thanks to the dense brutalist constructions. However, the cost is in committee dues and stricter laws. Violence is quickly stamped out if not Committee approved. Particularly outspoken critics of the PRA vanish overnight. Hadiist citizens may face extradition or worse should they dare go against the Party. Non-Hadiists may live within Committee territory, however they must have a Hadiist sponsor. Those facing tough times can find welfare in the committee, should they be a loyal Hadiist. However, stronger scrutiny and demands are levied to ensure only those aligned with the Party receive assistance, and further to prevent dragging and living off the Party’s benevolence.
Members of the Harmony Committee must be dedicated Hadiists. Mandatory classes, communal meetings, and quotas are common for members. Treated as extensions of the Party and its ministries, for all intents and purposes, Committee members are the PRA itself on Biesel. Most lower-members can expect to be simple social workers, enforcers, or construction workers. However, rising the ranks leads to better benefits. Better apartments, amenities, and more protection. All associates, however, receive baseline benefits. Free-housing, honorary Party membership, and guaranteed food. The head of the Committee is the chairman, a full-time Party member who is appointed quadrennially. The current chairman is Tryahazkul Rhazikul, who also founded the organization. The chain of command from here is strict. A system of sub-committees covers all aspects of governance over Committee territory, operating and appearing much like a government rather than a neighborhood organization or gang.
Little Adhomai Liberators
The Little Adhomai Liberators, also known as the Liberators, is the second most powerful organization in District Six. The gang is a proxy of the Democratic People's Republic of Adhomai, although within its own structure, elements loyal to Nated and the Adhomian Liberation Army exist. The organization initially formed from separate gangs that were generally aligned to the DPRA, united together following the expansion of the Social Harmony Committee. The core purpose of the Liberators is increasing Tajaran autonomy, combating corporate exploitation, and expanding the influence of the Al’mariist ideology. To achieve these means, the Liberators use a system of semi-independent cells and groups that answer to a central, government-affiliated command.
The territory of the Liberators is one of the most loosely controlled parts of Little Adhomai, second only to neutral territory. Buildings are given little support for construction or upkeep unless they are in a truly dire state. The laws of the Liberators are particularly short, quelling only unsanctioned violence. However, within Liberator territory, community support is strong for the less than fortunate Tajara. Soup kitchens and community clinics are highly concentrated in these areas, drawing in the needy from across Little Adhomai. Support for unemployed Tajara and protection is a frequent offer. The support is offered alongside propaganda in attempts to draw residents to the side of the DPRA.
The underside of the Liberators, however, is the vast black market that underpins the Little Adhomian economy. The vast majority of the Liberator’s wealth flows through the black market, which is ostensibly controlled by them. Additionally, the Liberators frequently raid other organizations. Whether it’s stealing building supplies from the Harmony Committee, goods from the megacorporations, or credits from the House of Hamiyeh. Of the organizations in Little Adhomai, the Liberators are the most violent, further fueled by the presence of Liberation Army advisors and easy access to arms. The cells of the gang often have to be wrangled by other cells to maintain order, and to avoid the frequent clashes with Biesellite authorities. Unlike the Harmony Committee, the BSSB has little caution in handling the Liberators. Most BSSB ventures into Little Adhomai are to deal with the Liberators due to their heavy involvement in the phoronic black market and drug trade.
Liberators territory has a strong diversity of political affiliation. The relaxed presence of the gang has led to the territory being second only to neutral lands in cultural and political mixing. However, those not aligned with the DPRA or ALA are often forced to remain quiet, less they receive harassment or worse from Liberator enforcers or particularly loyal Al’mariists. Regardless, local buildings are highly customized. Many solutions to the district’s infrastructural woes find innovative and improvised solutions here. Rent is cheapest here, thanks to lackluster building standards, however in turn maintaining oneself within Liberator territory is essential. Gun ownership is near mandatory, and having the skills to fix one’s own apartment is quickly learned. For those wanting the safety net of the Liberator community support, but the freedom from hierarchical rules, Liberator territory is the place to be.
Most members of the Liberators are devout Al’mariists or Natedists. Commonly former gang members and Liberation Army veterans, the Liberators are some of the most skilled enforcers of the Little Adhomian organizations, second only to the Kazarrhaldiye Operations Group. Membership entails requirements to participate in community support. Enforcers are frequently seen either protecting or running the clinics, kitchens, and other support activities across their territory. With a loose hierarchy, rising the ranks of the Liberators is as much a test of survival and connections as it is performance.
House of Hamiyeh
The House of Hamiyeh, called “The House” by its members, is a New Kingdom of Adhomai proxy organization operating in Little Adhomai. It was established by a landless noble family, the Njaqrii Hamiyeh, residing in District Six. Seeing the lack of support and hierarchy for Royalist citizens in the Imperial Plaza, the Njaqrii built up a neo-feudalistic system of “Biesel Nobles”, set upon a foundation of tithes, protection rackets, and debt handling. However, for those willing to weather the hierarchy, Hamiyeh territory is one of the most stable, prettiest, and structured territories within the district.
The core operations of the House are reliant on a system of nobles. While not officially titled nobles within the Kingdom, these “Biesel Nobles” are individuals given authority and control by the central Njaqrii Hamiyeh elite. Each noble controls a section of territory granted to them by their liege. This rises from singular buildings, to entire blocks, until reaching the head of the Njaqrii Hamiyeh. Every noble pledges fealty to the noble above them, their lot provided by their liege as with any feudal system. The principle lot most within House territory interact with is the building. Residents and businesses within a given building are expected to pay dues to their liege, who often uses their power to achieve the House’s desires within the district. These dues are utilized to maintain buildings, construct gaudy facades, and line the pockets of the House. Each resident of Hamiyeh territory is promised work. Whether within the territories or within a corporation. Those finding work through the House are therefore tied to the noble who found their job, paying fealty and loyalty to the noble. Going against a patron noble is a cardinal sin within Hamiyeh territory, frequently leading to visits from Hamiyeh enforcers, or death if one doesn’t back down and bend the knee.
Reflecting the outward organization of the House is the darker crimes underneath. Protection rackets, illegal trades, and extortionate loans are the backbone of the House’s illegal affairs. The heavy emphasis on loan and debt trading has earned the Njaqrii the nickname of “Little Idris”, in no small part helped by the ties to Idris that allow for corporate IRUs and Idris-run businesses to operate within Hamiyeh territory, one of the few areas where corporate influence is even present. Additionally, the drug trade among Little Adhomai sees a high amount of its supply originating from Hamiyeh territory, rivaling the Liberators and neutral regions in output with active investment from some Hamiyeh nobles. This drug trade has led to an awkward relationship with Biesellite authorities. The House as a whole is highly cooperative, however on the other side, many drug operations face deadly raids from the BSSB. These drug nobles are disowned by the House after their profits are pocketed, and left out to dry as the next up-start noble takes their place. The booms and busts of drug nobles within the House is a simple fact of the business. Produce the product, steadily increasing volume until the BSSB catches on and shuts it down. Rinse, repeat.
Living within Hamiyeh territory is highly structured. Every resident knows their noble, pays dues, and minds the laws of the land. Reminiscent of the order in Committee territory, ironically, these neighborhoods are relatively safe, so long as one is not an enforcer. Due to the feuding of nobles, the relaxed policy on who may enter the territory, and corporate incursions, clashes between organization enforcers keeps blood on the streets. Residents find stability in work, housing, and food. However, this comes at the price of fealty. One cannot leave their current lot in life without permission from their noble, or else they face being treated like a fugitive. Escapees must flee off Biesel, should they have the funds, or find respite in an opposing organization’s territory. Neutral lands are rarely safe, let alone Hamiyeh territory, where escapees, “T’Kraiye”, are bagged. Disloyalty only comes with one chance to make amends. Those “escaping” the House through sanctioned means often go off-world with the megacorporations, namely Idris. However, a small due is still expected, less they have a target painted on their back for betraying the House.
Members of the House of Hamiyeh are loyal Royalists, typically impoverished Adhomian nobility or ambitious commoners. The House does support elevation and assistance in ennoblements, however to achieve this requires immense loyalty and dedicated work. Most commoners of the House see themselves performing enforcement duties. Check-ins, moving messages, protection duties, all dirty work needed to ensure the House operates and its residents can live the promise made by Hamiyeh. Those Njarir and impoverished nobles of the House find work as the clerks, managers, and ‘Biesel Nobles’. While not every Njarir is promised land within Little Adhomai, they are promised clean work within the administrative apparatus of the House. Midhat Hamiyeh is the current head of the organization, inheriting his position after the violent demise of his father. Traditional Harr'masir clothing is demanded of its members to maintain a professional image.
Society of the Hidden Dusk

The Society of the Hidden Dusk, originally the Organization for the Study of Tajaran Past, is a secret society operating within Tau Ceti. Funded by Tajaran intellectuals and nobles after the first contact with humanity was made, it had the mission of exploring Adhomian history in search of ways to combat the alien threat. Despite realizing expeditions across all Adhomai, the organization obtained no success. The Society fell into irrelevance after the end of the First Revolution. The remaining scientific interest was replaced by occultism and discredited theories; the outlandish belief that the Tajaran antiquity still held a mystic key to great power and fortune. Its members used the Nal’tor Museum of Mystery for their meetings, pretending to be a harmless circle of friends to avoid raising suspicions. Relying on the black market of relics and what little influence they had left, they continued their mission.
The ascension of President Njadrasanukii Hadii spelled doom for the Society. Branded as a subversive element, many of its members were arrested. Those who escaped fled to Tau Ceti. The organization established itself in Little Adhomai. Their ambitions are not limited to Adhomian artifacts this time; they seek to collect any object or occult knowledge available. Working alongside smugglers introduced the Society of the Hidden Dusk into the crime scene of Mendell. Theft and forgery are among their most common illegal activities. The organization also hires non-Tajara to act as their agents outside of District Six.
With the end of the Second Civil War, the Society has begun to slowly return to Adhomai; its current ties with Olokun Curios give them some influence in the city of Crevus. Besides buying stolen artifacts, it is unknown what else they plan to do with their new foothold.
Raging Ha'rron Club
Posing as a monowheel club, the Raging Ha’rron Club is the last non-aligned gang that holds any considerable power in Little Adhomai. Formed exclusively by Greasers, they embody the subculture's rebellious ethos by maintaining their independence from the Adhomian factions. One of their main characteristics is their fascination with monowheels; all members must own at least one before joining. Illegal street races are commonly held by the club as one of their main activities. Due to its emphasis on freedom, the leadership is heavily decentralized and decisions are usually made through a general consensus.
Regardless of the Club's attempts to resist the outside influence, their power is rapidly diminishing. Unable to compete with the gangs backed up by the Adhomian powers, they frequently lose members and territory to better-equipped and prepared gangs. The Club’s future is bleak; their neutrality has doomed them in the ever-polarizing atmosphere of the Tajaran Cold War.
Kazarrhaldiye Operations Group
The end of the Second Revolution brought about a wave of de-militarization for Tajaran society. Most fighters who left the armies returned to live as civilians. Some sought to use their new skills to earn fast credits. A group of now-unemployed veterans came together in Little Adhomai to form Kazarrhaldiye Solutions. This was an illegal mercenary group that would be hired by unsavory elements in Tau Ceti for various jobs. Smash and grabs, arson and sabotage, assassination and targeted bombings were available for the right buyer with the right credits. Kazarrhaldiye Solutions was disinterested in the gang warfare and refused to operate within Little Adhomai, even going as far as to separate the mercenary groups by citizenship.
While Kazarrhaldiye began its operations, the Tajara under the EPMC had established themselves as accomplished fighters in their own right. However, there existed issues that caused these Tajara to become dissatisfied with their employers. Discrimination, low pay, and conflicts with humans created a growing split among some Tajara and their co-workers. A trio of EPMC veterans who held sway among their fellows took note of this. When the PMCG had formed, they reached out to Kazarrhaldiye with a proposition: To legitimize the group as a PMCG company. Thus, Kazarrhaldiye Solutions became Kazarrhaldiye Operations Group. This trio would go on to become its leaders.
KOG-G-P (Motorheads) is the PRA division, KOG-G-D (Last Chancers) is the DPRA’s division, and KOG-G-N (Starry Knights) recruits from the NKA. KOG-G-P’s specialization lies in motorized warfare, utilizing armored vehicles to provide rapid response over vast distances. KOG-G-D focuses on sabotage and explosives, blasting apart the enemy after infiltrating in the dead of night. KOG-G-N focuses on fortifying areas against various sorts of enemies with extensive datasets on various armed organizations around the spur. It is believed this dataset was stolen from Eagle Corp after its leader had left, which is vehemently denied by the KOG. The divisions are made to avoid conflicts due to differing loyalties among the Tajara. KOG-G-M (Messa’s Men) is the KOG’s medical corps. Separate from the field medics the other groups have, the KOG-G-M was made to capitalize on the number of doctors the Second Revolution produced and lucrative medical contracts.
KOG members typically refer to themselves as “kogs”, an inside joke that refers to them as cogs in the warmachine. The KOG retains some presence in D6 to recruit from the Tajara in the district. Their neutrality is maintained with their singular planetary office being located on neutral grounds in Little Adhomai. The KOG’s station is the KOGSS Saba Yarra, formerly a NanoTrasen industrial station, modified with defensive weaponry and plates of armouring. The station can be moved through the attachment of the KOG’s fleet which consists of a handful of old destroyers. Saba Yarra is considered generally unpleasant to be on thanks to its cramped interior and faulty air conditioning. The destroyers are kept in pristine condition despite their age. They are designed to move KOG troops quickly and rapidly, and are built for speed and stealth.
The Three Generals of the KOG are referred to as the Triples by its workers. The triumvirate structure prevents one political side from overriding the other, ensuring stability in leadership and preventing a schism. The wizened Bokrum Koril leads KOG-G-P and is the most senior Triple, having fought on both sides of the First Revolution as a mercenary. He has received extensive augmentation to continue leading his battalion. Sani’ka Mirjoka is KOG-G-D’s vicious leader and received her first taste of war as a liberator under Rrhaza-Akhran Alexeii K’marr. Firahir Dis’merrut is KOG-G-N’s hot headed leader, a former cavalry officer who only fought a single year in the Second Revolution before leaving for Eagle Corp.
Little Adhomai Horticultural Society
Originally a front for homosexual and transgender Tajara to organize in society, the Horticultural Society is becoming a force for gradual change in Little Adhomai. The group is built around mutual benefit and trying to assist Tajara in navigating their non-heteronormative life as peacefully as possible. The society meets often in dive bars, backrooms, closed-off urban gardens, and select apartment blocks in neutral territories. It is an open secret now as to the Horticultural Society's true purpose as they gradually build to becoming a force for social change in Little Adhomai and beyond. For now, their efforts of increasing awareness of their identities have had low success.
Places of Interest
- President Hadii Living Complex: the tallest building in all of Little Adhomai, a large concrete square in the center of the neighborhood. Built in the Hadiist architectural style, the President Hadii Living Complex has more than two thousand apartments. Most of the construction was financed by the People’s Republic. It is home to countless families and businesses, both legal and illegal. Higher flats have better accommodations; those are usually reserved for Party members and individuals with the right connections. The complex is controlled by the Social Harmony Committee; it also serves as their headquarters and main recruiting grounds. It is currently being expanded into a sprawling mega-complex designed to bolster the People’s Republic’s influence in the district.
- Great Plaza Warehouse: a warehouse constructed before the migration of Tajara into district six, it was abandoned shortly after the rate of crimes started to rise. The deposit was shortly turned into a market by the locals, hosting many shops and street vendors. Alien, Adhomian, legal and illegal goods can be found in this location. The bazaar is under the control of the Little Adhomai Liberators; the place is commonly used for meetings and selling smuggled cargo. Other gangs, as long as they do not bring weapons, are allowed to browse in the warehouse.
- The Sleeping Cannon Pub: a renowned pub in the New Kingdom-aligned area, serving as a community gathering center. The bar is named after an old Adhomian naval cannon displayed in the lounge of the building. The owners claim that the gun is just a display piece, as it is supposedly unable to fire. Mead and traditional Tajaran cuisine are served daily. This public house is under the control of the House of Hamiyeh; it is used for congregations and initiations rituals of the mafia.
- Long Eclipse Club: a nightclub that operates in the typical Tau Ceti fashion; it is open all night. Adhomian and Biesellite drinks are available. Little Tajaran Electro swing is usually played by its DJs. The club resides in an area controlled by a non-aligned gang, sometimes serving as a neutral zone for the three major groups fighting over Little Adhomai. Rumors claim that the Raskariim uses the Long Eclipse as a meeting point.
- Bochonok Brewery: the leading producer and distributor of alcoholic beverages in District Six. Outside of manufacturing its own drinks, they also export Adhomian products to Tau Ceti. Established by the first wave of Tajaran immigrants, they are one of the most respected industries in Little Adhomai. The Brewery lies in a Republican-aligned area.
- Wild Rafama Garage: an automobile workshop specialized in repairing and modifying Adhomai vehicles. It is a popular gathering point for Greasers; a place where they can tune and fix their monowheels. It serves clients of any faction, as the administration attempts to stay uninvolved during gang conflicts. This building lies in a neutral area controlled by unaligned gangs.
- Blessed Suns Temple: one of the first S'rendarr and Messa temples outside of Adhomai. It was founded by the first Tajaran migrants moving to Tau Ceti. Found at the historical center of the District, the temple is regarded as neutral grounds for the members of the warring factions. Fighting in the vicinity of the building is taboo and doing so might is certain to draw the wrath of the gangs. Rumors claim that the Temple's basement is used as a meeting point for members of the Kin of S'rendarr.
- Little Adhomai Crime Museum: a privately-owned museum dedicated to the history of crime in District Six and Adhomai. It started as a private collection until the owner acquired its current location, a house that was supposedly used by the Odin Killer. Several items and stories are on display for a small entry fee. The museum is considered rather controversial due to its dedication to cataloging the life and crimes of Drea Mirmtar, the Odin Killer.
Urban Legends
Owing to the Tajaran rich folklore and mythology, Little Adhomai has given birth to multiple urban legends. These tales mix Adhomian figures with the realities of Tau Ceti; the shadows of Adhomai serve as the dressing for the new fears found in Mendell. These stories are the subject of books, movies, songs, and all kinds of cultural manifestations. Gangs are also known to make use of these legends to sow fear among the district's inhabitants.
Notable Urban Legends
- Sewer Geist: rumors talk of a Cavern Geist that dwells in the deepest sewer and tunnels of District Six; brought to Mendell as a pup by the Raskariim, smugglers, or some eccentric collector. It later escaped captivity or was released into the depths of the district. The creature supposedly feeds upon anyone wandering the underground.
- Night Cars: an urban legend that refers to unmarked black trucks or Adhomian cars that are allegedly used to kidnap Tajara during the night. According to different sources, the cars are driven by the PSIS, Raskaren, ALA terrorists, or even a manifestation of Raskara. But all versions agree that anyone who is taken away by them will never be seen again. While used to scare children, this story has its ounce of truth based on the actions of the Hadiist secret police in Adhomai.
- Phantom Radio: among all radio stations of Little Adhomai, one known as the Phantom Radio has become the subject of much speculation and interest. It broadcasts a non-stop buzzing sound; these transmissions are commonly interrupted by random words spoken in Siik’maas. Despite several attempts, the location and purpose of the station are currently unknown. Theories about the Phantom Radio speculate that the frequency is used by smugglers, spies, undercover police agents, or even NanoTrasen for a myriad of purposes.
- Cursed Mirror: a story about a wall mirror that mysteriously appears inside one’s home, usually caused by ignoring a chain message sent via the PDA or extranet. The appearance of the object heralds a series of tragedies for the occupants of the house, including their own death. The curse can be avoided by covering the mirror or giving it away as a gift. Other variants of the legend imply that the mirror is used as a gateway for Raskariim and other Moon creatures to invade someone’s residence.
- Bayonet Hand: a tale about a Tajara serial killer with a bayonet for a hand that stalks District Six. Born after a streak of unsolved murders in 2457, the legend says that the murderer kills his victims by slashing their throats with his deadly prosthesis. While the most common versions depict the Bayonet Hand as nothing but a crafty assassin - others claim that he is a vengeful ghost who hunts down those who left Adhomai to escape the law. The legend exploded in popularity after a series of crimes in 2463, and his eventual death at the hands of Biesellite police with assistance from NanoTrasen employees.
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| Planet and System Pages | Adhomai · S'rand'marr · Hro'zamal · Gakal'zaal · Adhomian North Pole | |
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| Governments and Organizations Pages | People's Republic of Adhomai · Democratic People's Republic of Adhomai · New Kingdom of Adhomai · Tajaran Military Structures · Tajara Space Capability · Crevus · Little Adhomai · Free Tajaran Council · Tajaran Educational Institutions | |
| Lore Arcs | Tajaran Cold War Arc · Bad Moon on the Rise Arc · Ghosts of War Arc · Cold Dawn Arc | |