o Ok, T’Jinnamin is a neighborhood, the one that we will be starting our story in and around. T’Jinnamin is one of the larger and one of the oldest neighborhoods in Haddar. It covers four levels; two hab levels and two market levels. there are over two million people living in T’jinnamin. The topmost hab level is and arena complex that his home to several training schools for both fighters and fencers. It is the training ground for the militia the market district for the weapons makers and dealers. Some of the best arms in Haddar come from T’Jinnamin. the arena games bring in contestants from all over the city.
This neighborhood is governed by a council and they have a council guard and a militia. These two groups don’t always work together or get along. Each of the fighting schools has a large contingent of fighting students that act as guards or enforcers.
the schools are
Spinning Leaf – fighter, hero school of legend (see below)
Curled Fist – fighter
Naughty Monkey – fighter /ninjaesque sneaky stuff
Slashing Palm – fighter / dirty fighters – arena fighters
The Six Fold Blade – dualists
Falling Rain – dualists and spiritualists
Cold Wind – dualist
There are also several covenants that work and teach in the open
The Veiled Eye – a group of seers
The Torchbearers – Ritualists
there is even one open school that teaches gunfighters. And there are countless small schools and “masters” who will teach anyone who has the money or who will stand around long enough to listen.
T’jinnamin was founded by the hero Dojen the Wanderer who lived about seven hundred years ago. Dojen was a monster hunter and adventurer- in the next note I will tell you about some of the famous places in T’jinnamin. . T’Jinnamin sits over two elevator fields and one of those goes directly to the leg village of Lakton. So there is a robust trade between the Hood and the village and by extension communities outside of the city.
The Hood of T’Jinnamin has a token economy that is based around technology. You bring your technology to the Marketing guild on level twenty in the Council Hub and they will exchange it for tokens. This is a combination bank and pawnshop. They will take technology from anywhere and give you tokens to spend in the rest of the Hood. T’Jinnamin has a good treaty with at least one or two other Hoods but don’t try and spend your tokens in Hoods like Bokereska or areas like Undermountain or Dubbloh. Since it is like a pawnshop you can get your stuff back from the guild if you can pay back the loan and the interest. The trade commission of Lakton has a deal with them to trade resource script for tech tokens. In Lakton it is all about the quantities of goods you bring to the village.
The Hub is on level twenty in an area that the SAI left open for a park or galleria type mall but over the years it has been filled with all manner of building that make it look totally different from the miles and miles of nearly identical hab levels. Level nineteen is a standard hab level and is the lowest recognized part of the Hood. Small shops and vendors have been wedged into open spots or some habs have been converted over to other uses. Level nineteen is considered to be a very poor and basic part of the hood. Most of the people down here don’t have anything to do other than exist. Crime and violence are common down here as ways of breaking the monotony. The Militia patrols down here to make sure that gangs don’t mass down here and to sweep for Nightmares or paraphysical critters. This is also a section that is very popular with Simes because the Militia doesn’t bother them down here. There are many unclaimed rooms and whole sections of the halls haven’t been lived in in years. Gangs and smugglers like this level because it lets them be in the hood but out of site from the Militia. The gangs often kill Wreckers and leave the bodies mounted on the walls as a sign to look for salvage somewhere else.
There are smaller hoods that claim areas of level 18 but it is not considered part of T’Jinnamin at this time.
Level twenty is pretty standard for a hab level except for the Hub. Most of the council offices are converted hab units and this is considered a pretty safe and respectable level. What we would call middle class today make their homes in this part of the Hood. Many who work for the council live here along with visiting traders and merchants from other Hoods. Artists and musicians can be found in greater numbers here than on the upper levels and many festivals are held in the galleries around the Hub. The more discrete vice dealers center their operations here with plenty of bribes given to the Council guard and to the Militia.
Level twenty one is the real heart of T’Jinnamin, even more than the Hub. The hero Dojen founded the city on this level and his bar The Handsome Wanderer is placed in the center of the Hood on this level. Some people say that the backroom deals going on at the Wanderer have more to do with the running of the Hood than the Council does. This level of the Hood is like on giant marketplace. Stalls and shops for just about every service you can think of are found in this part of T’Jinnamin. The Hood is about three miles across but this is the largest slice. Visitors from all over Haddar come to the Hood and often end up staying and setting up shop here. There are miles of ghetto and slum around this section of the hood so there are shanty like shacks but as you move inward you begin to see much grander permanent structures.
The Wanderer takes up the whole four story section of the level here and is built around the bar which is referred to as the Pig Iron. The Pig Iron is named after the hide of the legendary Ferrohog King Tusker. Dojen killed the King on this level. The enormous hide looks like the metal shell of a very nastily armored and spiked van with the head of a hog. Tuskers tusks are still sharp after several centuries and are longer than dueling swords. The whole thing looks like it was cast as one piece from the forge of some demented giant. In the center of the hog’s skull is one fist print in the iron that leaves a two inch deep impression.