recursal/Fanatic-Fandom huggingface dataset:
Hungry Dog

* **Name:** Hótameháeaná
* **Position:** Enforcer working for the Misko-ziibi tiwahe, answers directly to Half Face Woman.
* **Affiliation:** A registered member of the Ohmésêhese Nation, former member of the Dog-Man Society.
* **Metatype:** Pte (*Homo sapiens robustus*)
* **DOB:** 3/14/2045, Meaveʼhoʼeno, Tetonwan CF, Oceti Ŝakowiŋ
* **Education:** Sioux National Education; Dog-Soldier Combat Training

The Hungry Dog would not appreciate it if you called him a 'thug', although he is the second-most feared legbreaker for the Misko-Zibii tiwahe of the Tiošpaye only after Half Face Woman herself. He doesn't think of himself as a thug, a legbreaker or an enforcer, although he does all those things and pretty well.

The Hungry Dog is a soldier.

He did his two years in the SDF, same as anyone, and then did two more, excelled at it to the point where he was inducted into his nation's military order, the Dog-Man Society, and was on the short list to apply for Wildcat training, when he and his unit were deployed into the ongoing mess that is the Algonkian-Manitou Civil War as peacekeepers to enforce the latest cease-fire. There's a couple of stories about what happened there, the story they tell in the shadows, the story the SDF Prosecutors told, the story Hungry Dog told at his court-martial. But it ends with the death of a superior officer and a lot of missing munitions. There's a joke that Hungry Dog might be the only guy kicked out of the SDF for unnecessary roughness.

But don't ever tell it to the Hungry Dog. He doesn't think its funny.

After the SDF army, he did another two year service, this time in Sioux military prison. It was in prison that he was recruited by the Tiošpaye, and would have done more time, except that Half Face Woman used her connections and got him out early to work for her. The Hungry Dog has never forgot this and he went back to being a good soldier, Half Face Woman's soldier.

But, and here's the thing, the thing about a soldier is that he needs a war to fight. And the Hungry Dog is always at war.

**Return to: Tiošpaye**
Dilly Queen

* **Location:**24 So 8th St, Moorhead,  MN 56560, UCAS
* **Ownership:**Owner and operator is Ally Bell (born Aleister Belasco)
* **Gang:**None. Doesn't need one. Nobody would even think of drekking with the Dilly Queen. Seriously.
* **Style:**Unaltered, mid-twentieth-century food service.
* **Description:**Iconic ice cream and fast food stand, open six months out of the year.

The downtown Dilly Queen (which was a Dairy Queen for a hundred years and is still referred to as such), has been an icon of downtown Moorhead for over a century and a quarter and remains so to this day. Opened in 1949, the contract signed was far looser than other, new franchises and the downtown location had far more control over their menu than the other area Dairy Queens, often able to ignore corporate altogether. This paid off early in its existance with the invention of the Dilly Bar (basically soft-serve ice-cream dipped in chocolate, butterscotch or cherry sauce on a stick), which became a staple of Dairy Queens nationwide.

When Dairy Queen's parent company (Jefferies-Berkadia National Financial Group) was bought out by Aztechnology  in the mid 2040's, the current owners were able to cut a separate deal with the Azzies. To this day nobody knows what went on in that negotiating room between Dante Judd, third owner of the Dairy Queen and Carlos Donez of the local Aztechnology branch, but when they emerged, the Dairy Queen had been cut loose entirely from the corporate structure, operating under the name Dilly Queen. The Azzies maintained the Dairy Queen name (although by 2050, Dairy Queens had been folded into the Aztechnology-owned 'Helado Hut' franchise). But Dilly Queen was able to market most of their flagship products.

Since the mid-2060's, the Dilly Queen has been in the hands of its fourth owner, Ally Bell, an alumnus of Concordia's Applied Theology Department, who gave up a position with the Principia Group to go into business for herself. Some say its just a desire to work for herself, but others point to speculative work by Principia scholars that points to the Dilly Queen sitting on some kind of minor nexus in Astral Space.

Not that there's a history of supernatural activity at the site. In fact, there's a startling lack of activity on the site. Its not been robbed since before the Awakening, smashed in a manastorm, flooded out by the angry River, overrun by the walking dead from Prairie Home Cemetary  or any of the other perils of living in the Red River Valley in the Sixth World. And, to a certain way of thinking, that is notable in and of itself...

Return to: Moorhead
Erendis

The word *Erendis* is a Sperethiel word of uncertain definition that has been connected to three different contexts so far as we know:

1. The best known use is as the full name of the 'Mad God Dis' from the Neil the Ork Barbarian Franchise, and is the patron deity of the 'Atlantean' faction in the game 'Neil's Fourth World Online' (see the Atlantean-aligned 'Guild of Erendis' on the Khistova Server). Often considered to be one of the more 'cartoony' villains by Neil purists.
2. ERENDIS is the name of the code, also known as "Code X" associated with the as-of-yet-undiagnosed corruption of TANNIN during the recent "Solstice Blackout".
3. The name *Beletre te Erendis* ("Sworn to..." or "Servant" of Erendis) was used by the "Hoodlum" captured by Linc Yellowjacket and the Team to identify itself. The implication is that "Erendis" is the guiding intelligence of Scourgeatory and chief of the Wailers. Those in the shadows know that destroying or foiling it was one of Soteria's original goals. Possibly the source of the corruption within TANNIN. Little else of this ancient entity is known.

Return to: **Scourgeatory**
Callahans

## The Callahan Family (Minneapolis Combination)

* **Leader:**Capo Michael 'Cave' Callahan

The second major family of the Combination, the Callahans, is a descendant at least in spirit of “Dapper” Danny Hogan’s Irish mob outfit in 1920s Saint Paul. The prohibited brainbender of choice for the Callahans, though, is BTLs . A lot of it’s hacked together in Minneapolis, but the imported stuff from LA  and Toronto  are a lot higher quality in general, and that quality difference makes it profitable to import, by and large. They’re also in the protection business, and do such a thorough job that the SPPD doesn’t really have to go into the poorer parts of the East Side and North End, which are the Mob’s real power bases, all that often, since the Mob has better response times anyways. This of course boosts the profit margins of their other trades. Police attention cuts into those profit margins, so be careful about stirring up trouble in their parts of town.

*Most Mafia outfits abhor anything that at all resembles cooperation with the authorities; in Saint Paul, the SPPD and the Mob will work together to track you down if you make enough trouble. It’s much more like some of the Yakuza or Triad outfits in Asia in that sense.*
- Gopher Eater

*Hey, it keeps the khwv khwv safe and happy. That’s all they care about anyway*.
-Ginebig

As some of the chief smugglers of BTL's in the midwest, the Callahans have contacts with a remarkable variety of smuggling crews and smaller, affiliate, outfits. To the West, the Underberg Family holds Fargo for the Callahans, a major chokepoint on the 'Long Weekend' Route that carries the top-shelf 'Cal-Hots' up from Denver, to the south, the McGrands distribute their goods through Rochester, to the north, they control the routes to the Three Fires Alliance through the Chinook, a mixed Algonkian-Anglo gang and the Mustafa Clan in Duluth that that does a lot of the Callahans' dirty work in the north, and to the east, the Black River Boys run the BTL's from the Callahans to the McCaskill Family in Milwaukee.

* Micky 'Cave' Callahan, head of the Callahan Family, answers directly to the Don
* Izzy Blumenfeld, Cave's attorney
* Jimmy Eyes, Cave's chief investigator in the field

Return to: Minneapolis Combination
Fade

### **Shadowsona: FADE**

**Shadowsona Profiles: Supplemental Asset Management Solutions (a Horizon Product)**

**Last Updated 2/21/2076**

* **Identity:**[Unknown, Status: Research Initiated]
* **Description (Metatype):**Human (*Homo sapiens sapiens*)
* **Description (Gender):**Male (he/him)
* **Description (Magic):** Adept (Physical)
* **Magical Tradition:** Path of the Warrior (presumed)
* **Skillset:**Hand to Hand Combat, Disguise, Infiltration
* **Affiliation:**"Junkyard Dogz" gang (associate), Max Lou Crew (temporary), Norse Warriors initiation group (member)
* **Area of Operations:**Fargo , RRDMZ
* **Availability:**Presumed High
* **Reliability:**(Data Still being calculated)

**Notes:**Has been active in Supplemental operations for less than a year, largely in a support role, with no major operations before the beginning of 2076. Only two major operations on file, less than the three required for confirmation by site policy.

Return to: The Team
Council Fires Hall

## Council Fires Hall, Capitol Building for the Seven Council Fires

* **Location:** W. 24TH ST. AND CAREY AVE th St and Carey Ave, Tsêhéstáno, Tetonwan CF, Očéti Šakówiŋ

On the site where the Wyoming state capitol building used to exist now stands Council Fires Hall, capitol of the entire Očéti Šakówiŋ. The Council Fires Hall building is a sixty-story, modern-looking spire. The top twenty-eight floors are reserved for the Seven Council Fires themselves, with each Wichasa Yatapika utilizing a story for themselves and their staff. Five stories are for tribes that are Recognized by the Očéti Šakówiŋ but that do not have representation on the council, and the space on them is primarily used for lobbyist offices. The other twenty-seven stories are devoted to the various bureaus and administrative functions for the Sioux Nation: Health and Welfare, Resource Management, Agriculture, Civil Enforcement, Justice and Cultural Preservation.

The Bureau of High Technology is located near the Oyate Owa Yawa, while the main headquarters/offices for the Bureau of National Security can be found on the Tsêhéstáno Military Complex , formerly the Warren Air Force Base. The Council of Chiefs hall also has three sub-levels. Two of the sub-levels are set up for conference rooms, auditoriums, and magic lodges, including several of the chambers used for full meetings of the Seven Council Fires while the final sub-level is a grand hall used for religious ceremonies. Access to this grand hall is highly restricted.

Despite its modern exterior, the interior for the spire is decorated in tribal designs that come from each of the Očéti Šakówiŋ member tribes. The Council Fires Hall is one of the most secure locations within Tsêhéstáno, if not in the entire Očéti Šakówiŋ itself. The Hall relies heavily on magical security including astral vines, watcher spirits, wage mages, and patrolling spirits.

Return to: Tsêhéstáno
Acknowledgements

Listen, I don't do this alone, not by a long shot. No full names of people I know, but if they see this, they'll know who they are.

My players have contributed a lot of these articles, either directly or by way of in-game suggestions. It makes the universe bigger than just one guy and that is Beautiful. This is not an exhaustive list of their contributions, just a smattering of examples.

* Chris aka Techno  (ex. Future Shock)
* Liz aka Kelp / Hyde (ex. Sterling Consulting)
* Matt aka Linc / Ivory (ex. Wailers)
* One Mike aka Gild  (ex. Friday Night Club)
* Another Mike aka Fade (ex. Norse Warrior Club)
* Rob aka Kirin  (ex. Herkimer Battle Genie)
* Susan aka Ether  (ex. Todd Anderson)

A few specific shoutouts: to my fellow Unstable Orbital, Trish for Lake Tabula Rasa, to fellow user *mithrilkitty* on the SCN discord for Killstarter,  and to the wackos at the FM Observer for the Glyndon Dome. And those are just the ones I can remember. I assure you I've ripped off WAY more ideas than those.

And of course none of this would exist without the foundation it was built on, a couple campaigns ago, the iconic Wirefrog's Guide to the MSPlex by Wirefrog/Ryan Bolduan long ago and far away. My SR stuff has been built on that foundation for the better part of a decade (!) now...

Oh, and no thanks whatsoever to The Old Man... my players know who I'm talking about...

Return to: Main Page
Double Devils

## The Double Devils

* **Turf**: Rice Street between Maryland and University
* **Colors/Apparel**: Black and red logo, red double Ds with pointed arrowhead tails overlaid on a red pitchfork with a black background. Clothes black.

An all elven  go-gang, these guys operate largely out of the Ace’s junkyard in the 700 block of Rice Street, near the Coda  bar. They race all over town at night, and steal vehicles for both personal use and to fence through the Mob . While they mostly clash with human  and orc  gangs, they also have a largely nonviolent rivalry with the Ancients , which seems natural, considering their similar natures.

*It’s largely nonviolent because they’re too small for the Ancients to even take seriously. And the Devils aren’t stupid enough to pick a fight. But it sure makes recruitment a challenge for them*.
- Iab Npauj

*Their connection to the junkyard and automotive resources can make them a useful contact for riggers, especially those with low-end machines.*
- Gopher Eater

*If you’re rigging the Flintstones’ car.*
- Wired Rose

*Who the fuck are the Flintstones?*
- Gopher Eater

*These guys don’t hang around the Coda much since they signed on with the Triads  to distribute BTL s. It’s allowed them to grow a little bit, but they’re having to keep a real low profile to keep the Mob from teaching them a violent lesson.*
- Hyasynth

*Seriously? They fence cars through the Mob and distribute Triad BTLs at the same time? I’m not sure what phoojywg thought that was a good idea…*
- Ginebig

Return to: Twin City Gangs
Half Face Woman

## The Half Face Woman

* **Name:**Half Face Woman (no former names on record)
* **Position:**"Elder" (*tuŋwiŋ*) in the Misko-ziibitiwahe of the Tiošpaye.
* **Affiliation:**As 'Half-Face Woman' is enrolled as a member of the Notameohmésêhese band of the Ohmésêhese Nation, although records of a 'Half Face Woman' on the rolls only go back to 2065. Claimed as an absent member by the Hunting Cat Akichita Society.
* **Metatype:** Human (*Homo sapiens sapiens*)
* **DOB:**Unknown, presumed to be sometime in the early to mid-2030's somewhere in the Oceti Sakowin .
* **Family:**(records not found)

The Half Face Woman is more legend than fact. She doesn't (for fairly obvious reasons) make much in the way of public appearances and, as the chief enforcer for the *Misko-ziibi* tiwahe, if you do see her, the cant on the street goes, its already too late. Tales of her brutality during the Tempo-Drug War are one of the things that keep the peace that's maintained in the Red River underground for the last few years and her abilities have been inflated (I hope) and twisted by word of mouth. And as for why she doesn't get the ruin that is the left half of her face fixed, she is, after all, a person of wealth and influence, the speculation there goes from the psychological (she keeps it as a reminder of past betrayals goes one tale) to the magical (some kind of extreme geas) to the ridiculous (its a curse from some terrible thing out of a horror sim) and beyond.

Even her past is a story. Around the watering holes, SDF troopers and Tiošpaye hustlers tell a story, and I don't know if its true or not, but they tell a story about a Wildcat officer, a real badass, sent behind enemy  lines during the Third Ghost Dance War , they tell a story of betrayal (how and by who changes from telling to telling), of a unit wiped out, an officer scarred, left for dead. In some versions the officer crawls back to civilization to find Whiskey Jack and cut a deal to get her revenge, in others Whiskey Jack pulls her back from the brink of death and brings her back to serve him. But the truth of it is still unknown.

The known facts of the Half Face Woman are this: She is the fiercest of Whiskey Jack's four lieutenants, his Wichasa Akicita ("war chief"). She leads the enforcers, the assassins and runs the protection rackets he runs outside of town (as part of an agreement with Underbergs  to keep it out of Fargo ). She tends to spend more time out in the country than in town. And she's nobody to be messed with.

Return to: Tiošpaye
Cassandra Polecat

## Watch Captain Cassandra Polecat

* **Name:**Resting Polecat "Cassandra Polecat"
* **Position:**Watch Captain of the NeoSec Team for Borderlands Security Inc
* **Metatype:**Canoti  (*Homo sapiens pumilionis*)
* **DOB:**6/2/2045, *įhą́ktuwąna*, Tetonwan CF, Oceti Sakowin (formerly Ft. Peck MT)
* **Education:**Officer Training Schoole, Sioux Defense Force, Sioux Nation Basic Education Certification, 2063.
* **Family:**Sleeps-in-Winter (father, Tsêhéstáno, Tetonwan CF), Diana Evening Star (mother, deceased), Captain Vince Sees-the-Sun (brother, Nekoma Pyramid, Upper Yankton CF)

The Sioux Defense Force is one of the most technologically savvy forces in the western world. Not the best-funded, mind you, that's the Azzies, and not even the most technologically-oriented, that's the PCC ,  but the Sioux, with more time in the field in the last fifty years of any North American military north of the Azzie border, cultivate a do-it-all culture, where the average soldier can perform most of the basic specialties of any of their compatriots. Many of them drawn from the technological and industrial sectors specifically for the operational memory they bring to the force. The Sioux ethos of self-reliance means that they rely more on their skills than expensive gear.

And those like former Tech Warrior Polecat, they take that ethos to a whole new level. Cassandra Polecat is a problem solver. Not just as a job skill, but compulsively. She needs a puzzle, a mystery, a problem. Not a decker, but with a professional knowledge of the Matrix. Not Awakened, but she is conversant in Astral theory. And when she was offered a chance to continue solving problems with BSI after she left the SDF, well, that was all Cassie Polecat needed to hear. As one of the youngest team leaders in BSI, she is proving herself every day, liaising with Minuteman head LT Ryan Kelly and NeoNET to protect corporate assets just as she once fought to protect national interests.

Return to: Great Plains Campus

 Return to: Borderlands Security Inc
Dat Clinic

* **Location:**1401 Reed Dr, Fargo , RRDMZ  58102
* **Type:**Underground Clinic
* **Leadership:**Doctor Dat Nguyen and the Highland Crew of Riverlings

North of Hector  and west of the Harwood Securitract lie the ruins of houses and once-nice residential areas ravaged when the Red River rose up in anger during the Awakening . After Fargo began rebuilding, areas close to the river like the Highland Park neighborhood were largely left abandoned and the residents relocated to housing areas like The Block  and the new Securitracts being built.

So, like everything taken by the river, when the Riverlings began to emerge, they moved in and claimed it for their own. This building, the former home clinic of a local veterinarian, has been claimed by "Doc-guana" Doctor Dat Nguyen  as a clinic for Riverlings, Changelings, Roamers, Refugees and other SINless, all those denied treatment by the official corporate health care system. Despite its dilapidated exterior (which is left that way as urban camouflage), the actual clinic, most of which operates in the still-intact basement, is clean and the equipment is well-maintained, if well-used. The Doc even has the capabilities to do basic bodywork, cyberware  and even bioware  installation, provided the materials. Most of her patients that need to stay here are kept in the house, although several other buildings in the area are maintained by her crew as overflow locations and back-up in case they ever need to flee from the primary clinic.

Besides housing the clinic, it also serves as a crashpad and headquarters for the "Highland Crew", the band of Riverlings who look to Doc Nguyen for leadership. These Riverlings act as her assistants, her 'bladerunners' or underground medical suppliers and security. The Highland Crew is one of the larger and better organized Crews working the Red River. Their rep as 'white knights' and for the daring of their inland raids to get food and medical supplies are legendary in the informal networks of the Riverlings.

Return to: Dat Nguyen
KSA

KSA, Oceti Sakowin Security AI

* **Brought Online:** 8.1.2071, Nekoma Pyramid
* **Affiliation:** Matrix Warband, Sioux Defense Force, Oceti Sakowin
* **Function:** Matrix Defense and AI Containment
* **Classification:** Engram "E-Ghost"
* **Seed Code:** May Owichapaha Engram System, built on the HHG Kernel from Warpdrive Systems, based on recordings from the late Matrix Scout Dreams-of-Thunder.

Depending on how you measure things, this current incarnation of Ksa is either five years old or fifty-three depending on how you count it.

Strictly speaking, Ksa was brought to sentience in 2071 in the labs of the Matrix Warband, part of the MW's *Wanaghi Tachanku* Initiative, which uses the brainscans of their best and brightest to create AI's with the loyalty and social connections of a Sioux Citizen. Generally these are the 'scans of Matrix Warband members who have passed on, so that the citizenship and rank of the late subject can be transferred directly over the newly-created MAI (Military Artificial Intelligence).

In this case Ksa (an old Lakota Spirit of Wisdom) has been modeled on the recordings from top-rated combat decker and one of the security spiders for the Nakoma Pyramid itself, Matrix Scout Dreams-of-Thunder, who was killed by biofeedback while defending the pyramid from some shadowrunners back in early '71. Dreams-of-Thunder was 48 at the time, second-generation SDF, who had lived long enough to see her own daughter (Speaks-with-lightning) follow her footsteps into the Matrix Warband. So while the entity Ksa has only existed for five years, she has more than ten times that in memories.

A loyal soldier, cunning detective and dedicated to the Oceti Sakowin cause, Ksa has been a pillar of the information security apparatus since coming online, putting her increased cognitive abilities to good use. Her sterling service is why, when Pipe Holder Harold Standing Bear, the Oceti Sakowin Commissioner for Region 3 in the RRDMZ decided, after the recent crisis there, that he needed beefed-up Matrix security, Ksa was the AI recommended to him.

Currently Ksa acts as a Security Advisor, liaising with Knight Errant and the UCAAF garrison through the OMI's observer Vivian White Crane. Always aware of her duty, it is never far from Ksa's mind that after ZIZ returns to orbit she will be the face of Matrix law enforcement in Region 3 and makes sure its never far from anyone else's mind either...

Return to: Oceti Sakowin
Fargo Theater

## The Historic Fargo Theater

* **Location:**The Block 3-6, Ground Floor Atrium, Fargo  RRDMZ  58102
* **P2  Rating:**2:24:48
* **Style:**Restored original Art Deco
* **Description:**Arthouse Theater and entertainment venue

Built in 1926 as a cinema and vaudeville theatre, the beautifully restored Fargo Theatre now serves as an art house theatre featuring independent and foreign film. The Theatre is also Fargo’s hottest downtown venue for concerts and other live events. It was restored in 1999 to its historic appearance and now is a center for the arts in the Fargo-Moorhead metropolitan area. In spring of 2009, the Fargo Theatre opened a second auditorium to increase our offering of film and event programming. A major Matrix hub was installed in 2032 as part of the The Block's 'New Unity' renovation projects (2032-2035).

Entertainment provided ranges from the ultramodern, including shared Matrix environments exclusive to the Fargo's servers, to the truly old-fashioned, exemplified by the Mighty Wurltzer, a fully-restored theater pipe organ from over a century-and-a-half ago.

The Mighty Wurltzer is a 4-Manual, 21-Rank WurliTzer Theatre Pipe Organ with console on independent lift. The Theatre Organ is maintained by the American Theatre Organ Society, Red River Chapter. Preliminary studies conducted by the Thaumatology department at NDRU confirms a strong magical aura around the Organ, which theater aficionados claim is the ghost of one of the original restorers, although an actual spirit presence is as of yet unconfirmed by experts.

The Fargo Theatre is a non-profit organization working in partnership with the Group and was placed on the National Register of Historical Places by the United States Department of the Interior.

Return to: Hotspots
IOPOS Group

## The IOPOS Group

* **Name:**IOPOS (Investimento Organização do Produção o Segurança, "Production and Security Investment Group")
* **Rating:**A (Holding Company)
* **Headquarters:**Edifício Martinelli, R. São Bento, 405 - Centro Histórico de São Paulo, São Paulo - SP, Metrópole  01011-100, Amazonia
* **CEO:** Adriana De Rastas
* **Chairman:** Ramon De Naira
* **Status:**The IOPOS Group is a privately-held Holding Company with all stock held by members and friends of the De Naira Family .
* **Subsidiaries:**UHL Farmacêuticos (drugs, telesma), Detentores de Confiança (communications, electronics), Naira Fabricação (Manufacturing), Compania de Segurança do Covil (Financial Services) and others.

A major umbrella company in the business districts of Sao Paulo in Metrópole, the largest city in the world. It serves to group together the vast wealth and possessions of the powerful and prominent De Naira Family, one of the pillars of the elite classes of Metrópole, with interests in Finance, Industry and Pharmaceuticals among other sectors.
Community Response Inc

## Community Response Incorporated

* **Name:**Community Response Incorporated, an Očéti Šakówiŋ Corporation
* **Headquarters:**716 W 19th St, Tsêhéstáno, Tetonwan CF, 82001, Očéti Šakówiŋ
* **Leadership:** Jinnefer Yates, CEO
* **Rating:**Although, as an Očéti Šakówiŋ company, CR Inc doesn't have a formal Corporate Court rating, it would qualify as a single 'A' under that system.
* **Description:**Construction, safety installation, infrastructure and fire prevention and fighting. CR Inc makes most of its income on public contracts.

Founded in the early 2050's by Baxter Yates, a registered member of the Chicasaw  tribe of the PCC , Yates took his expertise in architecture, design and public service problems gained during his time with the MOWA  Corporation. Originally a repair and maitenance firm that contracted to Tsêhéstáno public utilities, Yates branched out into construction, building repair and finally, beginning in 2060, gaining the contract for municipal firefighting services for Tsêhéstáno.

When Baxter Yates retired in the late '60's, his daughter Jinnifer moved up from Santa Fe to take control of the business, with a certain ruthless flair that eclipses even her hard-driven father. She's taken what was simply a mainstay of Tsêhéstáno civic life into an urban franchise across all the sprawls of the Očéti Šakówiŋ, with sewage, firefighting and civil planning contracts across the nation.

Return to: Tsêhéstáno
113

* **Location:** 113 10th St S, Moorhead MN 56560 UCAS
* **Style:** Well, it hasn't been renovated since before the Awakening, so you do the math.
* **Description:** The safehouse you squat in when they're looking for you everywhere else.
* **Gangs:** Various, the 113 is patronized by a veritable who's who of the Moorhead underworld, including the Nibs, Rebels, Icehousers, Moorlocks and even occasionally used as a stop-over by Blind Pigs on the run.

Alright, so you know this is a Shadow-y sort of wiki, right? I mean, if you're reading this, its because you're in the Business or somebody in the business thought you should see it. Or you hacked it. But you're definitely doing business on our side of the fence.

So there's stuff here that isn't for what you'd call public consumption. Like the legend of the 113. As far back as anybody living remembers, its been the last refuge of people who have nowhere else go, beginning with low-cost, badly-maintained housing for desperate college students at MSUM. As the Awakening began and disaster cascaded over disaster, and the area crowded with refugees and the authorities lost control of the area. It was a lawless time and just getting through it often required criminal activity. It also required pulling together as former college students often became armed camps. Desperate times made this a hideout from danger. The return of law, Corporate-backed this time, made the hideout a safe-house, largely on the strength of it begin the last place anybody would look.

For anything.

The 113 is kind of a community-run safehouse, if the 'community' you mean is the dregs of the criminal underworld in Clay County. Every gang that uses the place pitches in to 'maintain' it. Insofar as it is maintained at all. In fact the lack of maintenance is part of the security, not only does the 113 lay at a convergence mana- and matrix- dead zones but the crumbling structure poses a physical menace to anybody trying to get at those inside. I mean, yeah, it also poses a physical danger to those inside.

But lets be honest, if you're laying low at the 113, you're probably already in some pretty bad danger...

Return to: Underworld
Ijiraq

## Ijirait (sing.Ijiraq)

* **Classification:**The classification of the Ijirait is a matter of great debate in academic circles. The one thing that can be agreed on is that Ijirait are transformed metahumans of some variety. Beyond that, however, there is very little that can be agreed upon. Some scholars maintain that they are victims of a heretofore undiscovered strain of HMHVV where others insist that they are a specific type of Changeling (possibly tied to winter or shadow aspected mana), while still others theorize that the Ijirait are the product of a possessing entity changing the body of its host, although no such entity has yet been observed.
* **Description:**The Ijirait are shapeshifters which makes them hard to pin down or describe. However, observers of them during attacks have yielded a general visual description. While shapeshifting an Ijiraq can appear in any form it chooses, making it particularly deceptive, however their eyes will always stay red, no matter what they shapeshift into. Their real form is just like a metahuman, but their eyes and mouth are sideways.
* **Abilities:**Ijirait are known to be Dual-Natured creatures, operating simultaneously in the Material and Astral planes. Observed abilities demonstrated by various Ijiraq include shapeshifting (limited to humanoid forms), complimented by an eerily-accurate mimicry of nearly any voice or sounds, as well as regeneration or protective abilities. In hunting mode, Ijirait can conceal themselves from the eyes of both astral and material creatures, appearing as only a flicker of movement in the corner of the eye. The Ijirait also possess extensive mental abilities, causing an effect very much like the 'Confusion' spell, as well as being able to influence the actions of victims and induce fear.
* **Behavior:**Aggressive hunters, Ijirait hunt and kill other metahumans, largely to feed on their life Essence. They often pick groups off one by one, often taking the form of those picked-off to infiltrate the group. Ijirait can generally not be negotiated with, although they certainly understand normal metahuman communication, and while there a few tales of shamans in the far north cutting deals with the Ijirait, these tails are from suspect sources and entirely unsubstantiated. Ijirait are well-organized and maintain metahuman cunning. They are often found hunting in cooperation with Tariaksuq, who share their range, often the with the Ijiraq in charge.
* **Range:**The Ijirait are found only in the most northern and desolate parts of North America that cross over into the Arctic, generally in the Inuit Nunangat and Na-Dené Nén, venturing into Niswi-mishkodewinan, One of the most noted places in the Arctic for sightings of these shape shifters (and Tariaksuq) is the Freeman's Cove area of Tuktusirvik (Nunangat). This rich oasis is surrounded in a horseshoe pattern by dormant volcanic mountains. and even then only in the depths of winter. Ijirait have been observed south of their normal range, but only in the greatest cold or during the most severe Manablizzards.

Return to: Mana Storms
Club Regent

## The Club Regent Casino and Funplex

* **Location:** 1425 Regent Ave W, Winnipeg, Region 1, RRDMZ, R2C 3B2
* **P2 Rating:** 3:53:99
* **Style:** Caribbean neo-kitsch
* **Description:** Winnipeg's largest casino, hotel and entertainment complex

Club Regent Casino is a gaming of chance facility located in Winnipeg and is owned and operated by the North Wind Cooperative. The casino which opened its doors to the public in 1993 is connected to the North Wind Club Regent Hotel. The casino and hotel are ideally located in the neighborhood of Transcona just a 25 minute drive from the Winnipeg International Airport. On entering the premises you will notice the Neo-Caribbean influenced interior décor theme.

The gaming area of the casino is divided into two main areas, which are connected via an aquarium tunnel containing exotic saltwater fish. The first section with a large selection of VLT machines and slot machines and the second section with slot machines and Table games. Games played at the casino include; Black jack, Texas Hold’em Poker, 3D Roulette, Baccarat, Pai gow poker, Red Dog, the Moccasin Game, Ohuyuhmunpi and different kinds of AR slots. The Hotel features quite a number of state-of-the-art amenities including 162 guest rooms as well as a fitness center. Other places of interest at the property include the New West Restaurant, Dunkie's Lounge, the Ice Cream Shoppe, HoloFun Sims and Shooting Range and the Ledohowski Stage and Venue.

**Return to: Winnipeg**
Icehousers

* **Home Base:**The Icehouse, 400 9th Ave S, MoorheadMN 56560, UCAS
* **Colors/Signs:**Only the Icehousers know. They wear a bewildering array of t-shirts, buttons, patches, bandanas and tattoos. And only other Icehousers know which ones are important and what they mean. And that's the point.
* **Description:**Trashy, party people living beneath the legal radar.
* **Rackets:**The Icehousers are a wild bunch, people who just can't leave the party world behind. Their main racket is now and has always been their drug game. They take them, they buy them, they sell them. That's most of the income they actually make. However, these are bums and people who spend a remarkable amount of their time stoned and/or drunk, and so decisions (often bad decisions) get made, so stuff gets stolen, things get vandalized, scams get run when the nuyen gets low, people skip out on bills etc. And they cover for each other. They live almost entirely off the grid so even the normal things they do are still technically illegal.
* **Allies/Rivals:**So, they're a pretty random bunch and they have some pretty random relations. However there aren't a lot of gangs who love the Icehousers. But they have gotten a lot of attention. The Icehousers have on-going beefs with the Brawlhallans ,the Squad and the SOMA  crew. They have a special rivalry with their fellow college students from across the River , the Herd . Over the yearsthe Pain 's vigilante side has brought them down on the things the Icehouseallows to happen more than once and they have developed a history of mutual hostility with the Icehousers as a result. Naturally, the Icehousers are also closely tied to the groups that run the other party/safehouses in town, like the 113 and the Hubcap Palace.

Return to: Gangs
Draco Foundation

## Twin Cities Council - Draco Foundation

The affiliate of the Draco Foundation in the Twin Cities Area. The Draco Foundation not only administrates the distribution of the late Great-Dragon-cum-President Dunkelzahn's horde as listed in his will, but also the administration of the various organizations set up in that will, including the DIMR  (Dunkelzahn Institute for Magical Research) and ASPS  (Astral Space Protection Society).  It is in this capacity that the Twin Cities Council was established.

Originally set up as a branch of the ASPS dedicated to repairing the much-damaged astral space of the Twin Cities, ripped apart by the Ghost Dance in the Awakening, work that still occupies much of the Council's resources to this day. They also work to monitor and mediate the finding and use of powerful artifacts, either found locally or brought in with the magical telesma  through the smuggling routes that come through the 'Plex and intervene in any magical concern that they decide requires them to take a hand. Their remit stretches from the Twin Cities out through Minnesota, western Wisconsin and as far as the Red River Disputed Military Zone .

While in charge of significant resources as part of the Draco Foundation's network of interrelated organizations, it is really the personal power of the variouis members of the Board of Trustees that makes the Twin Cities' Council such a force in the MSPlex.

### Board of Directors

* **Current Chair:** Professor Juoska Gabrielson (Dwarf, Shaman: Noaidi ), Chair of Summoning in the Thaumatology Department, University of Minnesota. Acting head of the Twin Cities' Siiddastallen .
* Vang  Ta (Human, Shaman: Txiv Neeb), Headmistress of the Kev Siv Yis Academy.
* Rev. Katherine Grace (Human, Hermetic: Christian - Laestadian ), Presiding Bishop Minneapolis Synod, ELCNA, ex-UCAS  Special Magical Forces
* Declan Chance (Human, Hermetic: Chaos Magick), Metroplex Council Member, Spellcasting Consultant for Knight Errant
* Francis 'Frank Rice' Wildrice (Ork, Shaman: Midewiwin), Oceti Sakowin Embassy, Magical Liaison
* Ramona A. Stone (Human, Hermetic: Thelema), expert in magical antiquities, founder of the Millennium Fetish Project, a major Awakened art collective.
* Ananias Harper (Human, Hermetic: Enochian), philanthropist as well as Founder and Chairman of the Magical Futures Foundation . Chairman of A New Century for Minnesota and husband of Senator Mariah Baxter-Harper .

Return to: Minnesota Politics
Fort Snelling

## Ready to Rumble

Posted by: Red Hawk

   In case you forgot how close you are to the NAN, take a look over at the Fort Snelling area sometime. It was the first place the old US  militarized when they drove our people out, and when the insurgencies began after the Awakening, the same area was just south of the epicenter of the trouble, Minnehaha Park, and it already had a small airbase on it. Strategically, it is placed right up against the Minneapolis-St.Paul International Airport, between it and the Awakening's front lines, and thus controls access to that vital logistical hub.

That small airbase has grown to a veritable fortress, with about 2000 United Canadian American Air Force and Air Guard personnel, on top of another six thousand ground pounders from the UCAS Army and Guard. Besides the UCAS personnel, Ft. Snelling also plays host to several local PMC's (including the nationalist Sibley Company and TCS) and the local office of American Space Force (ASF), an Ares company (although not answerable to the local office). The reasoning goes that the Cities are ideally placed to defend against either the Niswi-mishkodewinan or Oceti Ŝakowiŋ, should they attack. In practice, it’s just another hurdle for shadowrunners to jump through.

That said, certain individuals in the base might see fit to allow something to fall off a truck now and then, if you get my meaning. The Mafia gets some of its milspec gear this way (although they get more from Ares). Just don’t get caught fucking around on the base. They’ve had enough close calls with smuggler T-birds on the river and with crazed spirits out of the Park area that they don’t ask too many questions before they let loose.

*The Guard guys are locals, so they’re the ones you want to go through if you need anything done. The others are from elsewhere in the country, and are annoyingly incorruptible.*
-Hyasynth

Return to: Neighborhoods
Danger Zone Records

* **Location:**302 N University Dr, Fargo, RRDMZ  58102
* **Ownership:**Owned and operated by Castle Nielson
* **Description:**Local music production and event management company.

Founded in 2067 by former NeoNET  employee Castle Nielson (who made their money helping to implement the Wireless Matrix locally afterthe Second Crash), who left the IT world to set up an entertainment company in the style of their grandfather, Jade Nielson. Danger Zone Records began life as an online music production business with Castle gradually expanding the business to include promotion and even reaching out to get the Danger Zone bands gigs around town. Castle also did a lot of sideline work as a sound/lightning technician at local clubs and venues, which gave Castle a lot of the right connections around town to better promote their clients' careers in the local music scene, and even down in The Cities, exploiting their school-days friendship to Mike Leckie and Roy Courdrey of Background County.

Danger Zone has grown to become the most prominent local events company and music producer in Region 3 of the Zone (and the unofficial talent scout for Horizon, as a lot of Castle's discoveries have been signed on to Shangri-La in the 'Cities). And Castle's reputation has grown to the point where they no longer have to work tech for shows to keep their connections (although they sometimes still do, when they want to). Their most recent major discovery are local favorites the Ex-Mrs Scratch and the Red River Orchestra.

Needless to say, given the origins of the business, Danger Zone is still largely a Matrix-based business, although Castle does maintain an office just across the street from the Block.

Unusually for the music business, Danger Zone doesn't seem to be particularly mob -related. Well, no more so than every other business in the Region, that is...

Return to: Business
Bakaak

## Bakaak (ghoul  variant)

   The Human-Metahuman Vampiric Virus IIIE (HMHVV IIIE), also known as Morlock Variant Krieger Strain is a regional varient of the Krieger Strain of HMHVV that creates ghouls. HMHVV IIIE is found throughout the Red River Valley and Lake Superior areas.

Victims of HMHVV IIIE, known locally as 'Bakaak' (pronounced 'Bay-kok') manifest the same symptoms and traits as main-group ghouls with the following exceptions: a higher metabolism (requiring 1.5-2 times the flesh to maintain function than main-group ghouls), which is tied to a notably thinner, more emaciated frame. They also have thinner skin, nearly transluscent. Notes from incomplete research by Dr. Brett Morlock, who first isolated HMHVV IIIE as a separate strain, indicate that they are adapted to better process internal organs and extract nutrients from them, which often translates to cravings for livers and other organs.

For all the basic research that exists there's a still a lot yet unknown about the Bakaak's condition. For example the well-recorded paralytic ability has yet to be quantified so that its transmission vector remains unknown. And then there are other, unverified abilities, such as unlikely reports of flying bakaak in the countryside...

Return to: Underworld
Courtney Rugen

## Doctor Courtney Rugen, KUD Researcher

* **Name:**Courtney Olivia Rugen
* **Position:**Head of Research at Kilbourne Urban Design, Ritual Planning Associate of the Supermodern Design Team.
* **Metatype:**Human  (*Homo sapiens sapiens*)
* **Magical Tradition:**Hermetic  (Societas Rotae Fulgentis)
* **DOB:**3/4/2032, Camden NJ, UCAS
* **Education:**Doctorate of Astral Cosmology, Massachusetts Institute of Technology and Thaumaturgy

The Old Man always demanded the best and was generally willing to pay for it. It was a policy he passed on to the company he founded. So when it came to time for Helen Ness to find someone to replace the retiring Julius Biggest Bear as personal healer to the Old Man, she went abroad and paid top nuyen to poach Doctor Rugen, then a rising star researcher at the Boston-based Manadyne, to become the head of the Old Man's personal medical team.

For nearly a decade, Doctor Rugen, on the personal payroll of the Old Man and his family, has been at the forefront of researching new and cutting edge ways to keep the Old Man alive, often bringing in experts and fringe researchers in a variety of fields, often to the despair of the very conventional Ness.

With the Old Man's death Rugen, like a lot of his personal medical staff, accepted a position with KUD, in her case as Head of Research for the KUD, a new position seemingly created for her. In her new position, she has a budget for 2075 that is several orders of magnitude larger than she had previously, and its said that Belasco  or Ness has to seek her out personally for reports as she has stopped attending KUD team meetings altogether, and is only at SDT rituals long enough to fulfill the minimum requirements.

Return to: Kilbourne Urban Design
Locksmiths

## Rom-Key Locksmiths

* **Home Base:**Lockhouse, an apartment building they run in Romkey Park, Moorhead  MN, UCAS
* **Colors/Signs:**The symbol of the Locksmiths is a key with an 'R' in it. Usually appears on the back of their jackets or t-shirts.
* **Rackets:**Burglers primarily, who use their apartment building as a home base for robbing mostly university dorm rooms and others outside Romkey Park.
* **Description:**Mostly-Human gang of punks and burglers
* **Allies:**The Locksmiths have business dealings with most of the gangs they fence their goods through, like the Junkyard Dogz and the Swing Blades. A lot of the Locksmiths are former members of the youth gangs like the Rebels or drop-outs like the Icehousers  and they maintain friendships with the people they knew from those.
* **Rivals:**The Locksmiths exist in state of armed almost-truce with their fellow Romkey Park gangs, the Grendel Society and the Nibs, but that could change at any moment. The only time they put their differences together is to see off theThe Squad on their occasional raids. They also have a professional rivalry with the Max Lou Crew.

Return to: Gangs