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Nasarro (Nuh-sar-roh)

  V4   Nasarro is the premier entertainment and tourism destination among Scalatoran society. <>s of Scalatorans visit, every year, with the wealthiest staying in private villas scatterred around the naturalistic environs of the island, and the more common visitors staying at resorts or hotels.
The permanent residents of the thaig mostly work at these tourism destinations, and live in underground, high-density housing on the edge of poverty. At least 80% of these workers are Nasarran (by law), and their families date back to the founding days of Nasarro, before it joined the Scalatoran state (they received navy protection from pirates, at the cost of... well, everything).
These resorts are owned by Nasarrans; individuals who have sold out their countrymen to become fabulously wealthy. The resorts use this identity of nasarrans *against* the workers, calling upon their pride and identity to keep up the 'appeal' of the thaig.
Permanent Resident housing is passed on through Nasarran families, and there are protections around it. So the way the resorts keep the nasarran workers dependent is through the cost of water, food, and power. So much of it is priced toward the tourists, and that raises the price to nasarrans. much of the arable land has been develoepd for tourism, so food that isn't grown underground, comes at an additional cost for the import (and the resorts want to use it for ingredients in their parks). WAter is similar, but perhaps more egregious, as it's used in WATERPARKS. All but 1 or 2 (of at least 10) water recyclers on the thaig are given to the resorts, and the nasarrans have ot use the oldest equipment.
(there are probably scenes of nasarrans negotiating for portions of incoming food/water shipments.)  
NEED:how did the parks begin their landgrab? (research beginning years of hawaiian tourism industry. consider what Walt Disney did - buying under dummy corporations, so it looked like different people were getting different, adjacent plots.
  • it will be a progressive slide. arguments that one small resort will benefit the island and let them show what's capable to other dwarves. next it's developing the land of the zoo. next it's some development as a solution to some other problem ("narcisists present an A or B choice, because they don't want you to think about pursuing C or D")
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    Why Players would Go Here

    hearing about the wonder of it. see monsters in the zoo. finding someone who's visiting here, or in-hiding in a getaway if they're super rich.  

    Civic Life

    The workers live beneath the city in an economic struggle for survival. water and power are incredibly expensive, and the only afordable food on a Nasarran worker's wages are shrooms grown in the underground.   (expand this section. much of it already exists in the Description).  

    Layout

    There's a central mountain. zoo to the "western" quarter. amusement park on the "east". resorts to the "south"   Nasarrans and workers live underground.  

    History

    after founding, those that moved-in 'terraformed', working to cultivate the natural beauty of the land? meta: i need some cultural identy of nasarans to build off of. it's ok if the corps did all the terraforming. it can be gross. but i need a culture for the native nasarans that can be disrupted by the arrival of tourism.  

    Government

        Nasarran Council is a senate, with percentage votes relating to the amount of land owned ('arable' or something like that. so only the surface land counts?!). (i think. new idea. haven't thought it through thoroughly, but it works for now).  

    Nasarran Identity

    Nasarro was founded by _ Marino, who had humans, orcses, and elves on her crew. She conceived of a thaig built on a new idea of society, and one in which the thaig lived in harmony with its ecosystem. They recruited nature druids from Almira, among others, and Nasarro grew as a thaig that wasn't exclusively dwarven.   Over the years, despite the pressures of outsiders to shape and define nasarran identity, what they can't remove from that identity is the central tenant of harmony. Nasarrans are not solely dwarven, and wholely reject ideas of specism. And they wish to live in a place that maintains itself within the ecosystem of the sky.  

    Religion

    Conjunctivism has a huge presence here. though, obviously, only underground.  

    Law Enforcement

    individual parks' security oversee those parks. A small contingent of Feds are stationed on the island (or nearby) and they are brought in to deal with nasarran resistance. They patrol the area around Nasarro under the guise that they're upholding a defense against pirates.  

    Power / Utilities

    very expensive, as the parks have a huge energy bill. they own and operate much of the mechanisms for generating power, which drives up the price for the nasarrans. they mostly go without - or rather, they use it very selectively.  

    news

    underground flyers put up. activist group <need to create. following nasarran culture>  

    Public Transportation

    Park rail system  
     

    Culture

    Just tourism. no other culture. everyone here is a guest, so the actual creativel elements are from the nasarans living underground.   need: nasarran culture that's been displaced

    Art

    n/a, unless nasarran culture provides that in an interesting way.  

    Music:

    n/a, unless nasarran culture provides that in an interesting way.  

    Sport

    Kegby is played underground. Sandals makes a periodic thing of it, letting them play in the open air, on a spot where Nasarrans used to play.  

    Holidays

    some practiced by the nasarrans. but as a player experiences this place, it's probably Park events like opening of new exhibits or things like that.  

    National heroes.

    Donato marino - founded some native nasarran cultural heroes.  

    Religion

    some fomorian and even conjunctivism meeting places underground.  
     

    Enterprise (businesses: Services/Goods)

     

    The big 5(ish) of Tourism

     
    Amusement park (east)
    stormfried foods (like funnel cake). cloud candy. roller coasters that go into the mountain, and off the edge of the thaig.      
    Cliffside (north)
    (skydiving, climbing, open-wall rooms, underhiking)  
    Sandals Resorts (south)
    (including spa. wave pool. maybe other hotels too)  
    The Monster Zoo! (west)
    magic barriers around exhibits. Promise them jurassic park (not just a zoo - an environment in which YOU get to travel through. protected from the creatures. Jurassic Park is a safari, not a zoo. So consider the methods here. sarpedon bog creatures (zoo or safari), muhatan desert (would have to be zoo-ey exhibits. forest (safari or zoo). The more i think about it, the more it would have to be zoo-ey. but maybe like an amusement park. heavily themed to that area. lazy lazyriver through the back of the zoo area.  

    Agriculture

    Much of the potable water (for residents) and food is imported. <pick a company to have standing supply orders>, which makes it extremely expensive.   (when workers strike for cost-of-living issues, what's the response?)  

    Restaurants

    n/a (found in individual park entries)  

    Joints

    <pending nasarran culture. but probably a joint somewhere underground>  

    black market goods

    Meta

    Role:
    Theme .
    touchpoints:Hawai'i, Orlando, Sandals, a Resort City
    power dynamic: There is a city council commission. Employees of the enterprises are unable to vote. Excellent legal teams prevent action against the parks - all about using obscure laws against people. it's that part of dwarven archetype.
    Look:a mountain in the middle. with roller coasters comprising the theme park portion. and one side with a waterfall (generated by labor) etc.
    feel:Beautiful and impressive and "holy shit the power of the tourism industry" is felt. hidden oppression of labor
    Villains people within the enterprise admin. but who else?
    Patrons ? but that's ok. this can be a destination for quests and not necessarily a hub
    Adventures: ?
    Demographics (resident)
    Population 5860
    Dwarves: 66%
    Orcses: 14%
    Humans: 12%
    Elves: 4%
    Kin: 4%
    Galvan: <1%
    Demographics (visitors at a given time)
    Population 7600
    Dwarves: 96%
    Humans: 2%
    Orcses: 1%
    Elves: <1%
    Kin: <1%
    Galvan: <1%
    Type
    Large city
    Location under

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