Places of Kalandar:
Ghastal
At the center of the northern zone rises what
is usually considered the main inhabited area of the region, the
village of Ghastal.
It is a city of average dimensions, risen from
and developed inside a huge structure in stone of the old times,
perhaps once a city itself, or as it seems from the decorations
and recurring themes of the inner architecture, all alike amongst
them, just one vast living structure; perhaps a palace or the
court of the original civilization. Today the whole village is
closed within the gigantic outer walls of the original structure
even if these walls have fallen down and in other places they
have been perforated and demolished to make room for the entrance
conduits, speeder runways or walkways.
It is also true that with the increasing flow
of clandestine to Kalandar many have started to live in Ghastal's
outskirts, building homes, prefab structures or fortuitous
dwellings out of the walls. But in the little officialdoms that
the village has, these are not considered true and real
inhabitants of Ghastal. Of the many settlements that can be found
in the region, Ghastal is the only one that has a relative
officiousness and is inhabitable. This is due to the fact that
there is an Imperial garrison in the city and also because
Ghastal is the only one that brings to Kalandar a minimum of
consumer goods typical of the civilized life of the rest of the
planet which are scarce in the zone. It has an emporium, a
network center, vehicles for sale and to rent and even many
entertainment centers.
Those who visit Ghastal for the first time
perceive the same feeling of fascination and disgust together
that all of Kalandar seems to inspire. Most of the road and
buildings are in smoothed old stone, impressive and severe in
their arrangements and in the architectural schemes that entwine
with each other. In many places though metal and modern inserts
have torn the stone weave to implant repeaters, generators,
transmitters and conduits. On top of this all there is a coat of
grime, negligence and carelessness.
There are many signs of abandon of the region
that the high society of Coruscant has left on the local life:
many buildings have been abandoned and locked, entertainment
centers and houses are closed, have gone bankrupt or are about to
go. The only thing that Ghastal is not short of is the
population. The Empire is not easy with it's citizens so there
are more and more exiles that for legal problems, economical
failures or other personal mishaps decide to abandon a normal
life on the rest of the planet and decide to hide in Kalandar.
Roads and plazas are filled with aliens, humans and droids... all
in miserable conditions and well determined not to call any
attention upon themselves. Up to now the people of Kalandar and
of Ghastal in particular, wishing only to go unnoticed, would
desert the streets of the village at sunset. But with the
continuous arrival of newcomers Ghastal has started to develop
nightlife of it's own, along with criminals. Till now the tacit
law of outlaws to not attack each other was working relatively
well but with the arrival of newcomers and the worsening of
conditions for everybody in the Galaxy have begun to change
Ghastal in another underworld just like others that can be found
in the planets on the edge of civilization.
Guide to Ghastal
The following are places of particular interest
in the village of Ghastal. The guide is not complete but has only
the more known locations inside the village that are not always
the most interesting.
Indeed there is the unsaid rule for which the
things that really count in Ghastal lie well hidden and far from
curious eyes, concealed by the old stone walls and approachable
only by those who know the right people and have the right
reputation...
1 and 2 - Imperial Command of the zone and
Landing Bay
One of the biggest and oldest constructions in
Ghastal, the Twin Cathedral, so-called for the two big towers
that form most of the buildings facade, has been readapted to
hold Kalandar's Imperial command in the zone. The outpost is
presently under the command of Capt. Varn, a cynical and
disillusioned Officer who gives vent to his own bitterness for
his missed opportunities in his career by once in a while being a
tyrant with the residents. But in reality he has lost any
interest in the place and worries only that he does not attract
his superiors' interest.
The building includes the personnel's command
offices, the troops quarters, technical workshop for the vehicles
and not too far away there is a landing platform for the
shuttles. The company stationed in the outpost, though it varies
sometimes in number and quality, is usually comprised of:
- 20 commanding officers
- 80 security guards
- 200 stormtroopers
- 40 specialized troopers (scouts, AT-ST
pilots, speeder bike and landspeeder pilots, etc.)
- 60 technical and assistance personnel
- 80 droids
Transports:
- 10 patrol landspeeders (with light
repeating blasters and exploration lights on the hull)
- 20 speeder bikes
- 6 AT-ST's
- 2 lambda shuttles
- 8 TIE/in fighters modified for atmospheric
flight
This personnel has to divide itself between the
outpost and the administration of the detention area, another
Imperial complex in the city.
If needed other transports and personnel may be
requested to the section command but Varn prefers not to request
them unless it is inevitable and the section command prefers not
to concede them unless it is inevitable.
The Imperial activities in the zone are limited
to brief and occasional inspections of suspicious areas and
buildings, checking out documents and identi-cards. All these
activities are done only to carry out the shifts that the command
has determined, but without hoping to make any difference in the
melting pot of clandestine and outlaws that the region has
become.
Imperials and residents have, unwillingly
learned to wearily live together, the first by closing an eye and
often and happily accepting money and favors in exchange of not
noticing anything, the second being careful in carrying out their
most illegal and turbid activities well hidden and far away from
the eyes of the rest of the population so as not to attract too
much attention or let the sector command reprimand the duty
guards of the region. Naturally all this without taking into
consideration Varn's changes of mood or leaps of pride when he
will then order a mopping up or summary measures without
forewarning, or the occasional inconveniences in which the
surrounding Coruscant will drag the region. For example if an
exceptionally dangerous outlaw or one at the top of the Imperial
bounty list is seen in Kalandar both clandestine of the zone and
the Imperials stationed there will shake and worry about the
consequences that the attention of the rest of the planet on the
local situation can bring...
3 - Network Center
In the rest of Coruscant computers are the base
of civilized life. They control everything: from communications
to shipments of files and goods, to trade to programming office
operations and even controlling the traffic.
Though what is an integral and familiar part in
the life of the rest of the planet, in Kalandar it is a luxury
that few can allow themselves. Almost no connection line runs
through the region. Few are the structures of the days of the
Republic that could grant a decent connection, as they are old
and in bad conditions. And useless to say a great many of the
residents cannot afford to set up their homes with computerized
structures due to economical reasons or more often to
"privacy".
Dysol Inc. has shrewdly taken advantage of this
situation of abandon and isolation. It is a small company with a
daring management and many turbid deals that at the end drove it
away from the big planetary network companies.
Investing the little funds left in a planetary
repeater, obtaining the rights for a local holonet connection and
moving in in one of the big towers in the heart of Ghastal, Dysol
found the way to raise the bad state of its turnover and to
virtually be at the center of all the traffic, information and
contact exchanges that happen in Kalandar.
The rooms of the old tower have been
transformed into communication centers so that anybody who can
pay can use the holograph and info devices. From the tower of
Ghastal it is possible to connect rapidly to the rest of the
planetary network and for those who can afford it there are also
repeaters and intersection communication stations that permit
immediate communications with most of the known Galaxy.
Useless to say that business is prospering: the
people of Kalandar are more than happy to have an
"official" and anonymous service that sorts out and
manages their dishonest communications and do not care much for
the price as long as they can use Dysol's structures.
The current owner of Dysol, who is often seen
at the network center carefully and cheerfully looking on at the
always-active terminals and monitors, is a small Sullustan with a
cunning look, Shyn Symm. Rumors about him say that he founded and
almost sank Dysol when he separated his company from the
multisection company Soro Suub Corporation and that only now in
Kalandar could he lift up the fate of his company from the abyss
in which it was about to fall in. Other rumors though suggest
that Symm is not the sole owner of Dysol and that there are other
partners not in Coruscant that do not participate in the daily
management of the network, but who would be very quick to
intervene and claim both the business and Symm's skin if things
would not continue doing well.
The rooms of Ghastal's network center are
always open 24 hours a day. Symm can be found almost always there
while he supervises and surveys the intense activities at the
terminals. When he is not there a human boy replaces him, Keon, a
computer maniac that Symm has recently employed as assistant.
Both Symm and Keon are helped by many droids that do the
maintenance and checks in the network center.
Shyn Symm
Type:
Sullustan Trader
DEX 2D+1, Blaster 5D, dodge 4D+2, KNO
2D+2, Business 5D, Value 6D, Bureaucracy 5D, Streetwise 6D+2, MEC
4D+1, Communications 7D, PER 3D, bargain 5D, Con 5D+1, STR 2D,
TEC 2D+2, Computer prog/rep 6D, Droid prog/rep 5D+2, Security 6D
Keon
Type:
Kid
DEX 3D+2, running 4D, pickpocket
4D+2, KNO 2D+2, business 4D, MEC 3D, communications 5D,
streetwise 4D+2, PER 3D, bargain 4D, con 5D, STR 5D, climb/jump
4D, MEC 2D+2, computer prog/rep 5D, droid prog/rep 4D+2, security
4D
4 - Visiting The Dragon's Coils
Kalandar in general and Ghastal in particular
have a multitude of taverns. The residents ask for nothing better
than to be able to forget their miseries and privations with a
jug of Kirano cider in front of them Naturally the premises are
also a meeting point, for sorting out of information and selling
goods that are more or less legal. The public houses vary in type
and quality. Some alongwith supplying food and drinks also rent
rooms for a small amount, others instead have only alcohol of
dubious origin. Others, which are many, are degraded taverns
almost abandoned save for the worst cutthroats of the region that
hang around them, others (a few) as the Talkron, on Lostreen's
shore, are inns that manage to keep an appearance of cleanliness
and quality often thanks to some excellent food and special wine.
Even if every citizen of Kalandar can point out
a different tavern according to their preferences, almost all
will agree that the most important and best known is The Dragon's
Coils, which is not far from the center of Ghastal.
The owner was scrupulous in fixing up the
place: on the outside in fact the Coils seem like one of the many
aging and stern buildings of the city. Even the typical noise
cannot be heard from the outside and the only thing that could
alert the occasional passer-by that there is a tavern is the
strong and aromatic smell of Ithorian mushrooms - the cooks
special - that rises from the darkened windows.
Once gone beyond the stone arch of the entrance
though, all this changes: the visitor finds himself in front of a
wide hall in stone with a low ceiling held by old columns (the
archeologists would see in it an old weapons room but nor the
owner or the patrons worry much about what it once was). Tables
occupy all the hall (the Coils can easily hold up to 100 persons
but in certain evenings it cannot hold all that want to enter and
a sitting place is nigh impossible to find). On the left there is
a long counter made from a single block of stone (and even if the
owner denies it the evident similarity of the marble of the
counter with that of an equestrian statue that was destroyed not
far from the tavern leaves many doubts on the origin of the
stone). On the opposite side there are the kitchens and rest
rooms separated by a small corridor that give to a discreet back
door that has saved the neck of the patrons and the owner many
times.
The storeroom is downstairs along with small
living quarters for the owner and some small crypts now used as
"private rooms".
The patrons of the Dragon's Coils are various
and many: be they alien or humans, rich or penniless, those who
come here are of any kind. In Ghastal the Coils in fact socially
replace what is the function of the town square: even without a
precise reason people go there to meet friends, talk about the
latest news or to get information on what they are looking for.
In this view the tavern not only soon became
famous as a neutral territory in which armed fights and clashes
are prohibited but it has also earned a sort of sacred respect
from the citizens who are careful in respecting the tranquillity
and protection that the tavern offers and they are even ready to
intervene against anyone who will threaten it.
In fact those who usually violate the peace at
the Coil's is usually a newcomer or a foreigner. In the nights in
which there are only the usual patrons the atmosphere in the
tavern is almost unreal: smoke clouds rise to the stone ceiling,
the aroma of the mushrooms permeate the air and there is the hum
of the patrons that discuss among themselves at the tables or
that drink a jug of Kirano cider.
The owner of the tavern is a Duros called
Kilgarr with forthright manners and of few words. Great appraiser
for the tranquillity and discretion that the tavern enjoys
Kilgarr is careful that it remains that way up to the point that
often he is rough or rude if he sees newcomers or people
particularly "colorful" enter the tavern. With the
recent arrival of residents and the increase of outcasts, Kilgarr
has even taken extra measures to be sure not to have trouble, and
has employed four or five "permanent patrons". They
aliens and humans taken from the streets sit at the tavern's
table for the whole night, having a meal and drink offered by the
owner and in change they are ready to assist in case a hothead
goes looking for trouble.
Naturally The Dragon's Coils is also a meeting
point for information for sale, contacts and illegal goods.
Especially it seems a meeting point in which contraband spices
switch hands but with the clients covering it all up and the
owner's conspiracy of silence, anyone who would investigate too
much ends up loosing his time but some times winds up with a
broken rib. And as for the information it is obvious that Kilgarr
himself is the most reliable and informed source to turn to. The
quiet innkeeper of Ghastal, with his penetrating eyes always
half-closed is the focal point for information, business and
conspiracy. Most of the times he decides who can know what.
Along with it's status of town meeting-place,
The Dragon's Coils is also famous for two special dishes:
Ithorian mushrooms that are served with many of the meals
prepared in the tavern's kitchens and Kirano cider, a strong and
clear beverage envied and much sought for by the other taverns in
Kalandar. Of course the owner keeps his secret on the origin of
these specialties locked away. Some say that he has a trusted
smuggler that every week supplies him with provisions directly
from the planets of origin of the goods. Others instead say that
in some way Kilgarr has done an important favor to a Kirano and
Ithorian that live in Kalandar and that in reward he received a
big quantity of the food and contacts as to where find more.
When asked the reason of the tavern's name, he
just shrugs his shoulders and explains that when he renovated the
building and turned it into a tavern he had to get rid of huge
slabs of stone that adorned the inside walls that reproduced in
full-size a Dwinogwuin Star Dragon.
It might be a tale that was divulged just to
increase the tavern's fame, but one thing is sure: it does really
seem that there is a Dragon's blessing on the business of the
most famous tavern in Ghastal...
5 - Emporium
Without a centralized service that administers
all the needs and structures of a house, life is much more
difficult for those who decide - or better who are forced - to
live in Kalandar. When a newcomer decides to move in and make his
own with one of the many buildings that are crumbling down which
dot the region, they will end up with just four stone walls and a
ceiling on their heads (if they are lucky!). The remaining
necessities have to be moved in every time. Since there are no
electrical or energy hook ups, big portable generators have to be
brought in to give energy, heat and light. Not even the most
desperate of the refugees of Kalandar would dream of drinking
stream or rainwater, and therefore large water tanks have to be
transported and refilled every time... And the biggest store that
supplies the region with commodities is the emporium of Kalandar.
Inside it's big rooms made out of rough stone
there are piles meters and meters long of groceries, water
supplies, medical supplies, building goods, excavation tools and
anything that is needed to live in Kalandar's hills, except for
weapons that Lubenn the owner will not sell.
Ironically, even though the emporium and its
owner have more good will than those who are behind the network
center business is not good and life for Lubenn gets more
difficult with each passing day. Part of the emporium's
economical failure is due to the owner's trusting nature but what
causes most damage to the shop is the continuous series of thefts
that afflict the emporium.
Lubenn's shop in fact has been the aim of
repeated raids by many of the worst refugees of Kalandar who do
not want to pay honestly whatever they can easily rob with a
minimum of risk and a few threats.
The building's position does not make matters
better: even though it is inside of Ghastal's walls the building
that houses the emporium is old and crumbling: in more than one
place the walls offer an opening or can give under with just a
minimum of effort. Lubenn tries to protect his goods by keeping
it locked or setting the warehouses up with sensors and
electronic alarms, but the plunderers seem to deride even the
automated alarm system.
Lubenn's family helps him out at the emporium:
his wife Tossan and his two children Kiva and Zeed. At least one
of them is always present at the emporium to keep an eye on the
goods and to discourage further sacking.
6 - Imperial Detention Center
The fact that the Imperial zone command has
limited resources and little motivation does not mean that the
cells of the detention center of Kalandar are empty. On the
contrary it is anything but.
With nothing but the intent to make his
presence felt and to remind once in a while who is the boss in
town, every so often Varn orders some arrests and searches among
the residents of Ghastal or some other village. Once that the
stormtroopers are sent out to take prisoners, reasons to arrest
any citizen of Kalandar do not lack. In theory since every
resident of the region is illegally in the zone he can be
arrested and held according to the Imperial laws. Add to this the
many illegal activities or pending charges that usually hang over
their heads and they are sure of a long stay in the cells of
Ghastal.
Curious enough Kalandar's residents have almost
gotten used to this and even if they try to avoid falling under
Varn's grasp during these patrol days, there are many that
philosophically boast to have had a month's stay at the Empire's
expense. In fact procedure wants that the arrested citizens
undergo a deeper control. If it is found that they have nothing
more than an illegal stay or petty theft all they get is a fine
and a month's detention. But those who have more serious crimes
are transferred and sent to the section command of Coruscant, and
often they never come back.
The detention level of Ghastal is in a gloomy
and massive brick building that in the old days had the same
function: there are many small and narrow cells that receive air
and light from single slits along the walls, without bars or
shields, but narrow enough that not even the most slim alien can
pass.
The cells are on the first floor and up and
except for the slits that give light there are no other entrances
to the superior floor with the only possible passage the one on
the ground floor, through the Imperial's offices, the
interrogation rooms, the personnel's rooms and the morgue.
It is strange that some criminals of Kalandar
with serious charges pending but that have a good income have
been released from the detention center after the usual month of
arrest; a sign that the toleration between the scum of Kalandar
and the Imperial garrison could mean something more...
7 - Speedroad for Coruscant
The Old Republic had built one big access road
that entered Kalandar from south and crossed the region till
Ghastal, easily linking the center of Kalandar with the rest of
Coruscant. The speedroad that was conceived to canalize both
luxury landspeeders and the big transport barges loaded with
supplies and provisions not only was left intact by the Empire
but it was even enlarged with a series of branches with the
purpose of connecting the different corners of the region (when
it was about to become one of the most prestigious residential
areas of the court). But the branches were only started and never
finished. As soon as the Emperor saw that his scheme on Kalandar
was working out, there was no reason to further continue to
pretend to be interested in the project, and so the works were
called to a halt.
Therefore even today the speedroad to Coruscant
is a double-edged weapon: it is the only easy way to get to the
region and specially to Ghastal and while the trip is taken on
the main road, the Republican one, vehicles proceed regularly.
Not even the most reckless pilot though would even dream to
travel on the secondary branches that are incomplete or that have
fallen down: carelessness and nature have rapidly made havoc of
them and unstable bridges, collapsed tunnels or that are about to
collapse and even roads that end up in the middle of nowhere are
nothing compared to what can happen to the careless pilot that
ventures on detours and exits. He may just as well take his
speeder directly into the hills and woods, say the residents of
Kalandar. And almost every time it is a foreigner that is the
victim of accidents or disasters along the secondary road of
Kalandar.
"Nobody that lives here would be so dumb
to use the speedroad to get around" these are the words of
Kilgarr at The Dragon's Coils. And as always the innkeeper of
Ghastal speaks for all.
8 - Monorail
Another means of connection with the rest of
Coruscant, this time from the northern part of the region, was a
gigantic monorail with wagons travelling on magnetic fields that
would journey between Ghastal and the rest of the planet. Once
out of Ghastal the monorail goes underground and it is assumed
that once it was linked to Coruscant's planetary traffic. But it
is just an assumption because while the speedroad is still used
the monorail has been deactivated for more than twenty years.
There are scary tales in Ghastal about what now dwells in those
abandoned underground tunnels, wide and dark galleries that are
marked only by the steel rails that wind in the dark and it is
indicative that no resident, not even the most anxious to
disappear from circulation have decided to use the tunnels of the
monorail as a base.
On the contrary, one time about five years ago,
a group of willful and eager citizens that wanted to improve
their city went out with the intention to reactivate the magnetic
train and make the monorail start working again: after all the
system had simply fallen into disuse, but with adequate work it
could be possible to restore it. The volunteers boldly entered
the galleries of the monorail with the best intention only to
disappear without trace. The worried citizens of Ghastal
organized three relief expeditions. When even these disappeared
the people of the village decided to forget every thing and stay
well away from the tunnels of the monorail, a wise principle that
is scrupulously followed today.
9 - Manarai Door
The great stone wall north of the city,
officially classified by the archeologists "door of the
dancing moon goddess of Kar Dhelba" (the bas-reliefs appear
to represent something like that) was renamed by today's
residents, with typical common sense, Manarai door. In fact this
city exit leads to the northern part of the region, the
mountainous one. For a few kilometers it continues along the old
Republican road, then the ground becomes steep and uneven to end
up in a tangle of hills and slopes.
About a year and a half ago Varn decided to
place an outpost for the stormtroopers in front of Manarai door
and Lostreen door in an attempt to operate a more careful
surveillance of the movements of the citizens of Ghastal. Even
though this idea was working at the beginning, soon the
population started to show signs of intolerance towards the
Imperial surveillance and simply started to use other roads,
going in and out of the city through the many breaches that time
has made in the city walls. Soon the surveillance of the two main
doors became useless and Varn abandoned the idea so the two
outposts that are still leaning on the outer town-walls are now
used as temporary shelter for vagabonds and wayfarers.
10 - Lostreen Door
Lostreen door is one of the few republican
constructions that are today still intact and successfully
carries on its original function. Built by the Republican
management to allow a better guided visit of the region Ghastal's
south exit gives on to a series of paths totally covered by roofs
and canals in plastisteel that were supposed to permit to
continue visiting the region during winter or rainy days and
admire the view in sheltered corridors.
The structures in plastisteel have withstood
the passage of time quite well and the walkway from Ghastal to
Lostreen is almost all in one piece. And that is a welcome
advantage because with the climate regulator down the weather has
become uncontrollable and unpredictable, specially in the region
around Lostreen where the waste-waters and fumes of the many
rivers of the region condense. Almost all the residents of
Kalandar are used to walk and travel during storms but when
lately the rainfalls have become acid or toxic the walkways of
Lostreen door are not only a pleasure but also definitely a
necessity.
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