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Table of Contents
Races | Economy | Buildings & Organizations
SALOON GLORIA
Overview
- Location: Public Services Ring, Firetown
- Address: NE Public Service Ring Road 4
- Surroundings: Located within the infamous Entertainment District, nestled between the Red Wheel (Beta Age only) and the Firetown Billiards Saloon.
Saloon Gloria is a legendary bar with a storied history and a rebellious spirit. It was founded by Guy Mikkelstein, the saloon's founder, who was known for his anti-authoritarian views, shaped by his family's defiance aboard the Last Frontier. The saloon takes its name from Gloria, a shepherd dog smuggled aboard the Last Frontier spaceship by human pioneers who defied strict regulations against pets. Tragically, Gloria was euthanized by the Guardian Troopers on board as punishment for this rule violation, becoming a lasting symbol of resistance to oppressive authority. Her taxidermied figure still sits proudly by the bar, a tribute to resilience and loyalty in a world fraught with restrictions.
After the Great War and the implementation of Communardism, the administration of Supreme Councilor Aisha Patel initially sought to close Saloon Gloria, along with the entire Firetown Entertainment District. This decision was aimed at aligning with the restrictive resource-management rules outlined in the Peace Treaty, which prioritized communal ownership and resource conservation. However, the former Mayor of Firetown, James Mc Antie, successfully argued for a special exemption for three key venues: Saloon Gloria, Firetown Billiards Saloon (Fire Bill), and the Firetown Darts Club. Mc Antie emphasized the unique hardships faced by Firetown’s residents, including perpetual darkness, harsh working conditions, and the isolating nature of their temporary stays. He reasoned that Firetown’s workers, such as miners from the Federal Copper Plant and Mine, needed more than a single communal saloon to maintain their morale and mental well-being.
His advocacy led to the “communardization” of these establishments, transitioning their ownership to the Federal Confederation while allowing them to operate under special permits. Unlike Federal Hostels and Saloons, Saloon Gloria and its counterparts retain their informal structure and do not require advance booking. However, they adhere to Gamma Age resource-conscious regulations, including strict drink limits. This compromise preserved a semblance of the district’s vibrant Beta Age culture while meeting the broader socio-economic goals of Communardism.
Architectural Significance
The building is build like most of the other buildings in Firetown:
- Construction Materials: Assembled from stacked and welded cargo containers, reinforced with salvaged starship hull panels, steel beams, and reclaimed timber. Exterior surfaces show dents, weld seams, rivets, and patched insulation — clear signs of years of modification and repair.
- Floors: 2
- Design: A utilitarian, modular design optimized for high-capacity service and efficient movement of diners, featuring a simple, functional layout.
- * Geothermal Feed Vents: Insulated steel stacks and vent assemblies integrated into the rear façade, channeling heat and hot water from the Geothermal Power Plant to maintain interior temperature
- Air Vents / Heat Recovery Ventilator: The building's air exchange was managed by a centralized, mechanical ventilation system with a central intake on the exterior of the building.
- Power Supply: Quantum Fusion Battery
- Lighting The most rooms in the building are lighted by candles and torches.
Building Structure
Interior and Atmosphere Ground Floor
- Main Bar Area: Visitors enter through a heavy fabric curtain, stepping into a space where tradition and warmth mix with defiance. Dark Lumira pine from Morningstar panels the walls, emanating a soft bioluminescent glow that complements flickering candles on the ten wooden tables scattered across the room.
- Framed photographs and taxidermied figure of Gloria: The photographs recount Gloria's story, with her taxidermied figure displayed on a pedestal by the bar, a bone placed reverently in front of her.
- Iconic clock: A clock hangs above the bar, around which is written in a circle:“If it never gets bright, you will never have to get sober.” The hands of the clock stand still on a stylized time called “Pleasure Time”.
- Stools & Tables: Scrap‑metal frames with wooden tops — bolted to the floor to prevent easy tossing. There is a candle on every table, in an old Space Beer bottle
- Restrooms (4): Four unisex stall with AuroraSan fixtures, tucked behind the stage
Interior and Atmosphere Upstairs Rooms
- The Upstairs Rooms: Saloon Gloria’s second floor houses seven guest rooms. Each room, numbered 1 through 7, has unique characteristics, yet all carry a rustic, worn charm. In the Gamma Age, the rooms are no available for guests as the guesthouse business had to be discontinued due to Federal law.
Exterior
- Front Appearance: Saloon Gloria stands out with its large, iconic neon sign atop the roof that reads “Home of Gloria.” Though deactivated in the Gamma Age, it remains a symbol of the saloon’s storied past. Outside the entrance, a doghouse houses an eternal flame encased in glass — a tribute to Gloria and the saloon's ethos of loyalty and defiance.
Look and Feel
Beta Age
When you step into Saloon Gloria during the Beta Age, you are plunged into a riot of color, sound, and spirit. Candle light glow spills from every table , throwing reflections across sweat-smudged faces. The air is thick with the tang of spilled Space Beer and drifting tobacco smoke, all punctuated by bursts of laughter, shouts of “Hear, hear!” and the heavy thunk of dice against scarred wooden tables. Stories flow as freely as the drinks — miners trade tall tales of cavernous riches, pioneers boast of daring escapades on the Dark Side and opportunists hawk contraband games of chance. As the barkeeper slams down another round and a Service Bot clinks glasses behind the bar, an intoxicating undercurrent of camaraderie and lawless delight surges through the crowd—here, in this frontier bar, you will taste the heady glow of unrestrained possibility.
Gamma Age
Under Communardism’s watchful eye, Saloon Gloria survives as a hushed relic of bygone rebellion. Conversation is a soft murmur beneath the steady hum of the geothermal heat pipes. Yet in the hush lies its own thrill: furtive nods pass between conspirators trading extra swigs of Shika, and a subtle exchange of currency for unregulated drinks glimmers in the candlelight. The taxidermied Gloria, her glass-encased doghouse flame, and the frozen hands of the Pleasure Time clock stand as silent beacons of resistance — reminding all who enter that, though the rules have changed, the spirit of defiance still burns bright in every whispered deal and every covert toast to freedom.
Roles and Responsibilities
Beta Age
- Guy Mikkelstein (Owner & Innkeeper): Ensures a good mood and organizes the evening events as well as the entire operation.
- Barkeeper (Trixi Da Vinci): Serves drinks and takes care of the guests
- Butler Bot (1): The Butler Bots assists behind the bar and is the contact persons for all those who want to reserve one of the rooms upstairs.
- Bouncers (2): Armed guards, one positioned behind the door one in the main bar area.
- Facility Manager (1): A somewhat battered looking Cleaning Bot takes care of the cleanliness of the bar and the upstairs rooms.
Gamma Age
- Federal Host: Trixi Da Vinci oversees the operations and serves drinks
- Security (1): Doorwoman Iona Lynge is responsible for access control and compliance with rules
Prices and Conditions
Menu Beta Age
| # | Label | Style & Flavour Note | Quick-Play Table Quirk | Price |
| 1 | Space Beer | Light, foamy lager; faint citrus (5 %) | First pint grants +1 temp HP; drinker emits a joyous shout audible 30 m | 4 K |
| 2 | Lebensfreude Lager | Rare, crisp, mineral-bright pilsner-style lager (5.8 % ABV) | First pint in a sitting → *Advantage on any single Morale/Fear save* for 1 h.<br>Second pint before effect ends → *Disadvantage on Stealth* for 30 min. | 8 K |
| 3 | Slivovitz Superior | Double-pot, oak-smoked plum brandy (48 % ABV) | After one shot +1 on Constitution saves vs. cold for 1 h (body-warming kick) | 27 K per 250 mL wax-sealed ceramic flask |
| 4 | Red Dwarf Firewater | Cinnamon-hot liqueur that self-warms (45 %) | Resist cold damage 1 h; must pass Con DC 12 or take 1 fire dmg | 2 K |
| 5 | Gravity Grog | Heavy amber ale (8 %) | Move speed –1 m for 30 min; Advantage on Intimidation checks | 6 K |
| 6 | Starshine Schnapps | Virel Spice-infused schnapps (30 %) | Breath fog glitters; Stealth checks –2 for 1 h | 4 K |
| 7 | Water | Glass of Water from a Mistspring Water Inc. jerrycan | Removes one level of exhaustion; advantage on saves vs. dehydration for 2 h; regain 1d4 HP if below half max HP | 1 K |
Menu Gamma Age
| # | Label | Style & Flavour Note ( ABV ) | Quick-Play Table Quirk | Price |
| 1 | Federal Beer | Light, foamy lager; (5 %) | First pint grants +1 temp HP; drinker emits a joyous shout audible 30 m | 1 max upon presentation of a Federal Allotment Card |
| 2 | Water | Glass of Water | Removes one level of exhaustion; advantage on saves vs. dehydration for 2 h; regain 1d4 HP if below half max HP | 2 max upon presentation of a Federal Allotment Card |
| 3 | Slivovitz Superior | Double-pot, oak-smoked plum brandy (48 % ABV) | After one shot +1 on Constitution saves vs. cold for 1 h (body-warming kick) | illegal 35 K per 250 mL wax-sealed ceramic flask |
| 4 | Red Dwarf Firewater | Cinnamon-hot liqueur that self-warms (45 %) | Resist cold damage 1 h; must pass Con DC 12 or take 1 fire dmg | illegal 6 K |
| 5 | Gravity Grog | Heavy amber ale (8 %) | Move speed –1 m for 30 min; Advantage on Intimidation checks | illegal 12 K |
| 6 | Starshine Schnapps | Virel Spice-infused schnapps (30 %) | Breath fog glitters; Stealth checks –2 for 1 h | illegal 12 K |
Rooms for Rent (Beta Age only)
| # | Room | Details | Price (in Kourou) |
| 1 | Puppy Room 1 | Simple bed with a worn mattress and clean bedding, table and stool, warm, lockable door, bottle with water | 30 K/8h |
| 2 | Puppy Room 2 | Simple bed with a worn mattress and clean bedding, table and stool, warm, lockable door, bottle with water | 30 K/8h |
| 3 | Dog House 1 | double bedroom, armchair, table, mini bar with Space Beer and free bottle of water | 40 K/8H |
| 4 | Dog House 2 | double bedroom, armchair, table, mini bar with Space Beer and free bottle of water | 40 K/8H |
| 5 | Playroom 1 | Large bed with handcuffs, sideboard with simple sex tools, over the bed mirror on the ceiling, mini bar with different drinks, free bottle of water, armchairs | 60 K/8h |
| 6 | Playroom 2 | Large bed with handcuffs, sideboard with simple sex tools, over the bed mirror on the ceiling, mini bar with different drinks, free bottle of water, armchairs | 60 K/8h |
| 7 | Home | Larger room with wardrobe, full-length mirror, double bed, kitchenette, desk and chair | 70 K/8h |
Illegal Activities in the Club
Beta Age
- Drug Sales: Drugs were sold under the table at the bar
- Prostitution: In the bar were so-called “freelancers”(prostitutes) that you could take to your rooms. Although prostitution was not illegal in the Free State of Settlers, inexperienced guests were often ripped off or robbed in the rooms (if they were too high on drugs)
Gamma Age
- Recruiting in Room 7: Despite the Upstairs Rooms are actually closed, Room 8 is exclusively reserved for the Jane Mendoza Gang’s recruitment process.
- Drug Sales: Trixi Da Vinci sells Shika to guests who ask the right questions …
- Unlimited Alcohol: Although patrons are technically limited to one alcoholic drink per night as part of the Federal Saloon regulations, this rule is widely disregarded in Saloon Gloria. The black market, facilitated by the Jane Mendoza Gang, enables patrons to purchase additional drinks using the Black market currency Kourou
Public Access, Operating Hours & Operational Rhythm
Beta Age
- Public Access: Open to adults
- Opening Hours: 24/7
Gamma Age
- Public Access: Open to adults
- Opening Hours: 17:00 to 01:00
Security Measures
Beta Age
- Entrance Supervision: One armed bouncer ensured only “matching patrons” could enter. The bouncer was armed with Melee Weapons.
- Bar Area Supervision: A second, armed bouncer, screened the Main Bar Area for troublemakers
- Firearm: Trixi and Guy had access to a Windstrike Rifle, placed under the counter
- Private Trooper Pay-offs: Monthly bribes ensured few patrols or raids during peak hours.
Gamma Age
- Analog Alert System: An Analog Siren System is installed to notify the Local Sheriff’s Office in case of emergencies or disturbances.
- Security at the Entrance: Iona Lynge, a former brawl fighter from the Old Netter's Rest in Hope, is now maintaining order and deterring unwanted guests. With her imposing presence and unwavering loyalty to Trixi Da Vinci, Iona is a well-known figure in Firetown's Gamma Age.
- Supervision of Jane Mendoza Gang: Regulary present Members of the Jane Mendoza Gang guarantee that guests behave according to the rules.
Tactical Advice for Dungeon Masters
Saloon Gloria provides a unique blend of intrigue, rebellion, and secrecy, making it a rich setting for interactions, espionage, or combat. In the Gamma Age, the saloon’s ties to the Jane Mendoza Gang allow DMs to use it as a gateway for players to explore the gang’s operations or uncover hidden connections within Firetown.
Adventure Hook Example Beta Age
- Vanished Farmer – Late one evening, Jacob Lenz, a devoted father and farmer from Hope, slipped away with a friend for a quick night out in Firetown’s Entertainment District. Their bar‑hop ended at the neon‑lit dive known as Kittens from Space, where Jacob’s last coherent words were “I need to chat with Madama Talara.” When he didn’t rejoin his friend, panic set in. Another witness places Jacob, Madama Talara, and an unknown man entering the notorious Saloon Gloria. Now his desperate wife has hired you to retrace his steps through Firetown’s seedier spots, unearth what happened behind those swinging doors, and bring her husband home — alive, if he still is …
Adventure Hook Example Gamma Age
- Infiltration Orders – The Federal Sheriff assembles a team of “common people” handpicked by GAIA for a covert mission. Their objective is to locate the Jane Mendoza Gang’s hidden headquarters in the perpetual darkness of the Ralar Region. Under the pretense of seeking initiation, the PCs must contact the gang’s recruiter — rumored to meet in Saloon Gloria’s closed Room 7. They will exchange coded riddles on battered napkins and trade Kourou to prove their worth without revealing their true allegiance. Success means pinpointing the gang’s lair; failure could mean vanishing into Ralar’s dark tunnels forever.
Related Pages and Further Information
- Ceremonies of the Jane Mendoza Gang (Further explanation how recruiting via Saloon Gloria works)
Venues within the Firetown Entertainment District (Beta Age):
Venues within the Firetown Entertainment District (Gamma Age):
