Star Wars Roleplay: Chaos

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Approved Location The Blackout

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OUT OF CHARACTER INFORMATION

SETTING INFORMATION
  • City Name: The Blackout
  • Classification: Urban Center
  • Location: Katarr, On the Black Sea east of Defiance
  • Affiliation: Darth Abyss
  • Demographics: 70% Human/Near Human, 25% Twi'lek, 5% Other
    There is no racial tension between the different species on the Blackout, as all citizens of the Free Cities they see themselves as one people, no matter where and as what they were born.
  • Wealth: Medium. The people of the Blackout hold levels of wealth that vary greatly. The higher levels are owned by those that would be considered rich even by intergalactic standards, while those that lurk the lowest levels often have nothing more than the clothes on their body. Most income on the Blackout is generated either by the clubs, or by selling "party favors" to the clubs guests.
  • Stability: Low. The Blackout is 49 levels of debauchery, crime and violence. Drugs are sold around every corner, almost everyone carries some kind of weapon and no one, including the Darth Abyss, does anything to change that. In the upper levels these dangers are far smaller, but even there it is quite possible to get mugged or attacked for a handful credits.
  • Description: The Blackout had once been a drilling rig before the end of katarr. Now it is something else, but no one has a word that really does the place justice. Able to hold up a few thousand guests at once it was a bit of an understatement to simply call it a nightclub. Where the large drill had been was now just a large hole, with countless makeshift elevators allowing for travel between the different levels.

    With 49 levels from top to bottom there was a lot of room, to much for one single nightclub. Instead the levels where split between various groups and gangs, and on almost all of them a club or bar could be found, each of them greatly variable in their style, guests and prices. Right on the top was the area of the wealthy and corrupt, where the drinks were almost bearable and the rooms at least pretended to be clean. With every level down the establishments got nastier, and at the bottom there where no clubs left at all.

    In the dark were broken, almost empty levels where every step could lead to fall into the depths of the black sea, where only lifeless water and pollution waited. Gangs, and other criminals used these levels as hideouts or safe rooms for the wealth they earned with their respective business on the Blackout.

    Despite the rumors the Blackout hasn't earned its name for its wild, booze and drug fueled parties, but for the generally rather faulty energy network installed on the former drilling rig.

POINTS OF INTEREST

The Preheater
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The landing pad on top of the Blackout. A makeshift construct only held together by repulsor generators, crudely linked steel and a bit of hope, the Preheater is the first thing the guest of the Blackout see upon arrival. While it is generally considered to be safe, it is not unheard of overstuffed ships randomly dropping into the black sea below.

From there various self made elevators lead into the levels below.


The Catalyst
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In level one the guests would find the Catalyst. A mix of bar and club that stretched over the level that served the best drinks on the whole rig and was widely known to be to expensive and exclusive to be afforded by mere mortals. At least that was what their flyer said. The less impressive truth was that the Catalyst was like any other mix of club and bar in the galaxy, only that the stripers looked slightly better and that the same drinks had been doubled in their price.

The Catalyst goes above and beyond to seem as exclusive as possible, considering that it is build inside of a derelict drilling rig. Offering a relaxed bar, stripers and high stakes gambling alongside its dancefloor, the club is a common choice of the high society, or at least those criminals that are wealthy enough to pretend to be the high society.

Owned by the same family that owns the Broker's on Malachor, and the White Lotus Den on Katarr the Catalyst is part of a multi planet network of exclusive clubs and bars, which has turned out quite helpful in drawing new guests into their overprized establishments.


The Wildcard
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In the second level the Wildcard was placed. Someone had ripped out all walls that weren't needed to keep the whole rig from falling apart and made the level into one large dancefloor, with music so loud that more than one person left the Wildcard with permanent damage to their hearing. Also the bar there sold a wide collection of drugs additionally to their drinks which are cheaper put otherwise identical to those above.

Many prefer the Wildcard over the Catalyst, because the music, the parties and the drugs are harder, the guest and staff are less snobby, and the lack of gimmicks. Yet the Wildcard is also known for being really dangerous and dirty considering that it is placed on the second floor, being an exception from the general rule that the clubs and bars higher up are also the more safe and sane places on the Blackout


The Afterglow
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Initially the Afterglow, placed on the fifth floor, was a hotel that rented out rooms to guests of the clubs and bars. Really quickly it turned out that it wasn't just hard, but impossible to keep the wasted partygoers under control, which was why the place was quickly abandoned by its owner and staff. Now the Afterglow is a free for all home for the night, at least for those able to find an empty room.

Yet the people grew oddly creative. Pretty much every room, including the lobby and the pool were turned into hubs filled with whatever could be made into makeshift beds. At times the afterglow is so crowded that there is no way in and no way out of the former hotel, and more than a few actually died because they were crushed by the drunken masses.

The Afterglow is also commonly used as a hub for selling drugs, and it is better to not enter the rooms without knocking to avoid being shoot, beat or otherwise killed by thugs trying to conduct their business in private.

Another thing commonly associated with the Afterglow is the rather loose (meaning no existent) restrain concerning things like nudity and sexuality. Upon entering it should be clear that it is quite possible to catch people before, during and after the act with little to no concern to how public the location is.


Little Malachor
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One of the few levels not dedicated to a club or bar is the 19th. By many called "Little Malachor" the level is a hub for trading goods on the Blackout. Most bars and clubs buy their supplies here, but more things than drugs, booze and glowsticks can be found here.

Named after Malachor, the home of the original free cities, and a world known in underworld circles for its black markets, the level sells everything, from weapons, to stolen technology and random trinkets that are mainly brought by guests to remember nights they don't actually remember.

Also known for its strong ties to Darth Abyss, or rather the Prophet as he is known inside the free cities, is also one of the few places were a base level of order is established. Violence and crime still run rampant, but only to a degree that is not harmful to business. The people of Little Malachor also take care of keeping the Blackout up and running.


Little Nar Shaddaa
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Level 27 holds a small housing area, dubbed "Little Nar Shaddaa", refereeing the many dirty slums on the notorious smuggler moon. While those in the upper levels often own private rooms, those in level 27 live in makeshift huts that are scatted throughout the level. Not much wealth can be found here, and those that inhabit Little Nar Shaddaa are generally workers in the clubs above, or doing other work on the Blackout.

This area is generally avoided by the guests, as there is nothing a outsider would find appealing about the place. Yet Little Nar Shaddaa has a lot to offer for those that know where to look. Smaller bars that often serve both better and cheaper drinks than the clubs above, and cuisine that is an interesting mix of the various cultures that boiled down into the free cities.


The Deep End
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The last bar worthy of that name is found in level 42. The Deep end is a dirty hole, where violence and death are as common as hard drugs and cheap love that more often leads to a robbery than anything else. Not many frequent the Deep End, yet below all the dirt the bar holds one of the most effective networks for information on the happenings of the Blackout.

Generally only those with broken hopes or those looking to learn something about an rivaling gang end up in the Deep End. It is advised to never enter the bar without a loaded weapon and the intent to shoot anyone slightly suspicious.


The Black Holes
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The Black Holes is the name given to the last 7 levels of the Blackout. While the upper levels still have some rooms that pretend to be bars, the lowest levels are so utterly broken that any misstep could lead into a fall into the black sea. Only criminals and homeless end up in the Black Holes, hiding from the small world above them. Most levels of the Black Holes even lack electricity or light.

HISTORICAL INFORMATION
Ages ago the Blackout had been build by the former inhabitants of Katarr, the miraluka, in a time before even faster than light travel became a common practice for them. Build as a drilling rig it had mined something from below the surface of the sea, which was now the dubbed the Black Sea for its lack of life and surprising amount of toxic waste for a dead world. What exactly was a question lost even to those with deep insight into the history of the galaxy. Back then a few thousands had lived and worked on the 49 levels of the oversized rig, and somehow the structure had defied time, war and even the eventual death of Katarr by the hands of Darth Nihilus.

Maybe that was the reason why the new people of Katarr, mostly refugees of the Free Cities of Malachor that had fled the influence of the resurgent empire on their homeworld, had decided to make it into something new. It was a symbol that nothing was ever truly gone, that neither death nor destruction could erase the traces left by them, that there was always something that remained despite the uncaring element of time.
 
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