Prominent Locations in Carthag
Harkonnen Residency
The red banners streaming down the sides of this luxurious palace advertise that it serves as the headquarters for Baron Harkonnen and his retinue, including Feyd-Rautha Harkonnen and Glossu Rabban Harkonnen. However, the Baron tends to leave operations to Rabban and he rarely visits Arrakis himself.
The Residency is surrounded by towering statues, and made up of several buildings with many levels. Much of the architecture of the Residency is designed to give the illusion of greater space, including false tapered pillars, craftily-arched ceilings, and high windows. The palace displays all the opulence expected of a Harkonnen residence, including antique furnishings, expensive art objects, perfumed air, and other lavish décor. Like the buildings of Giedi Prime, the Harkonnen homeworld, the buildings of Carthag are sealed and climate controlled as much as possible. On Giedi Prime it is to keep out the pollution, on Arrakis the heat and dust. But it has the effect of making the whole place feel just that little more like home for the Harkonnens.
On the Baron’s orders, the main square out in front of the Residency hosts regularly-scheduled military parades. Trumpets blare as fully-armed soldiers march in dress uniforms, observed by Rabban (and occasionally the Baron) on an observation platform high above the square. Attendance is mandatory, and in the case of the poorer residents of Carthag, it is physically coerced. Cheering is expected as well.
City Guard Complex
The Carthag City Guard is tasked with obeying the Governor, protecting Harkonnen interests, and preventing violence (except where authorized by Harkonnens). Whenever they see fit, the City Guard can sound alarms and lock down the populace of the city, instituting martial law. The Guard boasts over a thousand members, and their complex near the Residency contains the barracks, an armory, a prison, a training center, and an administration facility. (That last one might not sound intimidating, but it’s where the City Guard’s legendary interrogations take place.) The square at the center of the complex features the second largest statue of the Baron in Carthag. Guards are hired based on their obedience, strength, and ruthlessness, though they display varying degrees of greed and dedication to their job. Those who serve well are rewarded, and those who fail to enforce Harkonnen brutality or prove too soft hearted are similarly punished.
Carthag Spaceport
With room to land a dozen vessels up to frigate size, Carthag Spaceport size and accommodations rival those of some larger cities in the Imperium. The buildings here were constructed from blocky prefab components, modeled after the architecture of Harko City on Giedi Prime. Ships park on a landing field paved with fused silica, where they can be moved into nearby hangars for maintenance.
Fuel is stored in enormous silos, and crews use cranes and suspensor barges to unload crates of supplies and load outgoing shipments of spice. A plaz observation bubble has visibility over all spaceport operation. Shortrange transports are available at the port for carrying passengers to other locations in the city.
Merchant District
Anyone shopping for merchandise, food, water, transportation, or services—of any level of legality—will find a multitude of options in Carthag’s merchant district. Both shops and street vendors sell all kinds of wares and experiences, including some shipped in from other worlds. The largest part of the district is taken up by a packed bazaar, always noisy and chaotic from the constant give-and-take of individual commerce. Here a shopper can find water-sellers, stillsuit makers, taxi and ‘thopter drivers, tailors, weapons dealers, drug suppliers, information brokers, and more. City guards patrol the area regularly, but they are more interested in preventing violent crimes and accepting bribes than stopping any illegal transactions.
The Colloseum
The Harkonnens in general, and Rabban in particular, love a good gladiatorial fight, and Harkonnen cities almost always have an arena for this purpose. ‘Good’ does not mean ‘fair’, of course, and Harkonnen fighters win almost all the fights they participate in.
Modeled after one on the main Harkonnen world of Giedi Prime, the structure in Carthag is centered on a triangular arena with a sand-covered floor. Eager observers sit in packed stands and galleries arranged in tiers around and above the arena floor, where they wave pennants and sometimes sound horns. The Baron himself has a private (shielded and guarded) golden box from which he and his entourage can look down on the action. Rabban can often be found there if the Baron is not in residence.
Musicians play as slave-gladiators emerge through a red door. Combatants typically wear tights or leotards along with a shield or semi-shield. Duels commonly involve the customary pairing of dual knives: a poisoned one in the white-gloved right hand, and a non-poisoned one in the black-gloved left hand. The finale of a combat involving a Harkonnen is typically a foregone conclusion—thanks to a variety of tricks from drugs to hidden weapons to psychologically-implanted trigger words. But in case a Harkonnen is losing, they can escape through a prudence door on the arena floor that only opens for those wearing an Ixian-designed authorized identification band.
Spice Storage Yard
Ten huge silos on the outskirts of Carthag store the Harkonnen spice stockpiles—highly-visible ‘official’ ones that the Emperor knows about—the spice containers inside earmarked for shipment from the nearby spaceport to the Landsraad, the Guild, CHOAM, and the Emperor himself. Each silo has a lift on the outside and a platform at the very top, where one can view the entire storage yard. The entire area is well-guarded by Harkonnen troops and by scanner technology. Wellarmed ‘thopters constantly patrol the area for Fremen thieves.
Waterfall District
Not named after an actual waterfall, ‘Waterfall District’ is the name given to the wealthy part of Carthag by the city’s poorer residents, reflecting the common view of the rich as extravagant water-wasters. In addition to the local Guild Bank, this area is mostly filled with mansions and other less-than-humble estates, commonly those of water merchants, arms dealers, and other business magnates. Such residences typically feature rare art objects and statues, fancy draperies, exotic silks, an abundance of cushions, a rooftop ‘thopter pad, water misters, and in a few cases fountains that contain real water (demonstrating that the district’s nickname is not pure exaggeration). To protect such amenities, these dwellings tend to also be equipped with advanced security systems and armed guards.
Residential District
This is where most of Carthag’s middle-of-the-road residents live: the functionaries, merchants, mechanics, accountants, service providers, and other civilians of modest means. Homes here are decently maintained, if austere, constructed from simple pre-fab molds as is done nearly everywhere else in the city. The district offers apartment buildings (with rooftop ‘thopter pads) as well as small- and medium-sized houses (the large ones being confined to the Waterfall District). Temporary residences are available for rent as well, in the form of low-price inns and mid-priced hotels.
Slums
Though a visitor can see dingy homes, piles of rubbish, and shifty-looking people just about anywhere in Carthag, the city’s slums contain the pinnacle of the downtrodden and the damaged. The streets are narrow and cluttered, the pavement broken, the buildings dilapidated. Structures here mostly consist of simple prefab constructions—stained, blocky plazcrete buildings erected for use by spice workers and other laborers. The architecture is unadorned, and many of the taller buildings lean precariously. Buildings are commonly held together by haphazard sheets of metal and plaz. The refuse dumps in the slums make those in the rest of the city look like gardens.
The people of the slums are a mixture of the desperate, the dangerous, and the downtrodden. Here you will see dirt-covered servants and laborers, nervous beggars, and wild children playing among the junk and vermin. This is a good place to find an underworld contact, though it is also a likely place to be mugged by an assailant stepping from a shadowy doorway.