Star Wars Roleplay: Chaos

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Approved Location Frightworld [HAUNTED DESTINATION]

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OUT OF CHARACTER INFORMATION
SETTING INFORMATION
  • Nexus Name: Fightworld
  • Nexus Alignment: Dark
  • Location: Onderon
  • Affiliation: Frightworld LLC, a generic privately traded company.
  • Size: Small
  • Strength: Moderate
  • Accessibility: While fairly remote, Frightworld has dedicated landing pads, a small shuttle terminal, and a public transportation hub tied to Onderonian transportation infrastructure. Security is present, but not terribly threatening. Frightworld LLC keeps a handful of "passable" Sith Sorcerers (mostly deadbeat outcasts of modest skill) on retainer, but as their legal status is uncertain they only deal with 'strange issues'.
    • Since there is no precedent for theme parks built on a foundation of hubris having issues, there is no need to worry about the Nexus growing out of control, even if the obelisks are destroyed (which they won't be - they're stone, stone is sturdy). Worst case scenario, there is no way those Sith Order dropouts who haven't seen action in years can't handle whatever the Nexus can throw at them.
    • Two concentric Security Pylon perimeters protect Frightworld from the planet's fierce predators - the outer perimeter runs on the same power grid as Frightworld itself, but the inner perimeter uses visium cells as a safeguard against power loss.
  • Description: Frightworld is a theme park built around the concept of horror - there are several haunting houses (from the tame to the quite literally haunted) and a variety of themed but otherwise generic attractions. Most sections cater to everyone down to younglings, but some have an age limit. Generally, these also exclude individuals with stress-triggered heart conditions and similar ailments.
NEXUS EFFECTS
Those who dare trespass on the unhallowed soil of this site will feel a looming dread and are likely to experience horrific visions of war, murder, and pestilence if they persist. Possessions have been known to occur - primarily of inanimate objects, but organics are not entirely safe. Technology has a habit of malfunctioning within the nexus and trespassers have been known to experience symptoms of diseases they do not have.

That is the original, unmarketable, effects, anyway. By erecting a series of 'ornamental' obelisks inscribed with spooky-looking nonsense on the outside and Sith Runes on the hollow inside, Frightworld LLC has succeeded in 'taming' the nexus into something more fun.

Most of the area has a vaguely spooky atmosphere, but it is less stroke-inducing dread and more adrenaline-building tension. This makes attractions seem more exciting than they actually are and has been proven to increase revenue - at least partially due to restaurants and souvenir shops being completely shielded from the effects; in other words, they seem like a comfortable safe haven to the subconscious of overexcited tourists.

Certain areas retain most of the normal effects - notably the Old Opera House - but even here everything is safe.

Perfectly safe. There is just no way the amateur Sorcerers on retainer would lose control of an incident.

POINTS OF INTEREST

  • The Forest of Frights: A large section of meticulously cultivated forest divided up by a web of cobbled paths, the Forest of Frights is one of Frightworld's most unique attractions - there are a few exhibits, most of them 'spooky', but the unique part is that the place genuinely feels haunted. Because it is. That said, the effects are mild enough that younglings of any age are permitted inside.
  • The Graven Obelisks: Seven stone obelisks are scattered throughout Frightworld to 'serve as decoration'. Their outsides are inscribed with spooky-looking nonsense, but the hollow interiors are covered in Sith Runes infused with potent sorceries. These obelisks regulate the effects of the Nexus into a more palatable form, but cannot make any permanent changes. Should they be sabotaged, problems might arise.
  • The Old Opera House: The only surviving structure from the settlement on whose carcass Frightworld is built, the Old Opera House is very, very haunted. This is exactly the point, of course. Those brave souls that venture within are likely to experience a dread that is difficult to imitate through mundane means - afterwards, they will hopefully relax in an overpriced cafe and/or share stories with their friends.
  • The Halaanian Museum: Dedicated to providing lip service to the settlement on whose soil Frightworld stands, both to attract historically inclined tourists and to direct attention away from the macabre reality. There is, of course, a gift shop full of tasteless souvenirs.
  • The Maintenance Tunnels: A web of tunnels, storerooms, and support systems is buried under Frightworld. In places these tunnels almost connect buried ruins and ancient crypts - the contractors who built Frightworld threw up some cheap drywall to seal off these sections and called it a day. Some tourists find their way into the crypts on a dare, but this is not park-endorsed due to unpredictable nexus effects.
HISTORICAL INFORMATION
Once, Frightworld was a small but vibrant walled settlement known as Halaan - albeit one with a history of tragedy.

Across the years, it has been wiped out no less than five times, first my the beasts of Dxun, then during the Clone Wars, then during one of the conflicts that scarred the galaxy in the decades after the collapse of the Galactic Empire, then by the Gulag Plague (a few survived, but they fled the settlement due to the horrific death rate), and finally by the Netherworld Crisis of 844 ABY.

It was this last event that transformed the site into a nexus after a short-lived rift pulled people and buildings alike into the Netherworld.

Two decades later, a holding company was able to secure the permits required to transform the site into a theme park, of all things. How exactly the regional government was persuaded to accept this is unclear, but bribery may have been involved. Whatever the case, construction began soon after, despite vigorous protests from historical societies and the families of some of those who perished during the last tragedy.

Having already secured funding, the fact that the nexus was 'uncooperative' was destined to be a mere roadblock - by hiring a cabal of Sorcerers to stabilise the nexus, it was transformed from horrifying to merely scary. Since proper Sith Sorcerers are on the pricy side, Frightworld LLC later decided to cheap out and hire a mixture of failed apprentices, Academy dropouts, and middle-aged scholars with minimal practical training.

With 'sufficient safety measures in place', Frightworld LLC felt no obligation to inform the Silver Jedi Order or other, more local authorities about the true nature of the nexus. This decision was made after a 'concrete evaluation' that heavily weighed the desire to not be put out of business.
 
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