Pleasure Haven (Risan Resort)
Detailed Involvements
Events with rich location context
The Risan Pleasure Haven lobby is a sensory overload of blissful faces, exotic ambiance, and hedonistic energy, designed to immerse guests in relaxation. However, this idyllic setting becomes the stage for a high-stakes conspiracy as Picard materializes into the chaos. The lobby’s open layout allows Vash to spot Sovak’s arrival and use Picard as a shield, while the presence of the Horga'hn shrine and the pond adds layers of symbolic contrast—sensuality vs. deception, tradition vs. intrigue. The lobby’s bustling atmosphere provides cover for Vash’s maneuver, but its very openness also makes it a vulnerable space for confrontation.
A chaotic blend of sensual relaxation and underlying tension—laughter and music mask the predatory glances of Sovak and the watchful eyes of the Vorgons.
Inciting incident location and conflict initiation point, where Picard’s forced vacation collides with Vash’s conspiracy.
Represents the clash between Risa’s reputation as a paradise and the darker forces at play, as well as the disruption of Picard’s personal space.
Open to all resort guests, but the tension between Vash, Sovak, and the Vorgons creates an unspoken exclusivity to their interactions.
The Risan lobby of Pleasure Haven is a sensory overload of wicker furnishings, exotic decor, and the blissful expressions of vacationers. The space hums with a relaxed, hedonistic energy—until Vash’s kiss disrupts the calm. The pond and Horga’hn shrine add to the lobby’s sensual ambiance, but the tension between Vash, Sovak, and Picard transforms the environment into a battleground of wits. The open layout allows for easy observation (e.g., by the Vorgons) and quick exits, while the crowd provides cover for Vash’s maneuver. The lobby’s dual role—as a place of leisure and now a stage for deception—highlights the collision between Picard’s forced vacation and the conspiracy unfolding around him.
Initially relaxed and sensual, but charged with tension as the kiss and Sovak’s retreat inject a layer of danger into the hedonistic setting.
A tension-filled meeting point where Vash’s deception plays out, using Picard as an unwitting pawn. The lobby’s public nature allows for both concealment and observation.
Represents the clash between Picard’s Starfleet duty and Risa’s culture of indulgence, as well as the unexpected ways in which leisure can become a battleground.
Open to the public, but the Vorgons’ presence suggests some areas or interactions are being monitored by external forces.
The Risa lobby, a sprawling space designed for indulgence and leisure, becomes the epicenter of the confrontation as Sovak ambushes Picard and Vash. Its airy design—wicker furnishings, sensual cultural symbols, and open terraces—is undermined by the phaser threat, turning a place of relaxation into a pressure cooker. The lobby’s neutral ground (ironically) is where alliances are tested and betrayals exposed. The space’s grandeur and opulence serve as a stark contrast to the mercenary motives of the characters, highlighting the absurdity of their conflict in such a setting.
Oppressively tense, with the lobby’s usual hum of leisure replaced by the hum of Sovak’s phaser and the characters’ raised voices. The air feels thick with deception and the threat of violence.
Neutral ground turned battleground, where Sovak’s ambush forces Picard and Vash into a high-stakes negotiation under duress.
Represents the corruption of Risa’s idyllic veneer by the treasure hunt’s darker realities, and the characters’ inability to escape their roles as hunters and hunted.
Open to the public, but Sovak’s phaser creates a 'no exit' zone, and the Vorgons’ prior warnings add an unseen layer of urgency.
The lobby of Pleasure Haven is the epicenter of the event’s escalation, where Sovak’s ambush begins and the phaser threat culminates. The airy, humming space—with its wicker furnishings and sensual Risian symbols—becomes a battleground of words and wills. Picard’s initial attempt to disengage (‘If you’ll excuse me’) is thwarted here, and Vash’s desperate maneuver (slipping the disc) sets the alliance in motion. The lobby’s open design allows for Sovak’s dramatic entrance (‘And you said you didn’t know her’) and his later pursuit, while its public nature raises the stakes: violence here risks exposure and retaliation. The space also serves as a symbol of moral conflict—Picard’s Starfleet principles clash with Sovak’s greed and Vash’s pragmatism, all under the resort’s hedonistic guise.
Chaotically tense, with whispered arguments, phaser threats, and the looming presence of the Vorgons’ earlier surveillance. The lobby’s usual sensual hum is drowned out by the urgency of the confrontation.
Confrontation hub and escape route; a public space where private conflicts threaten to spill into violence.
Embodies the *collision of hedonism and danger*—the resort’s pleasure culture cannot contain the moral and physical threats unfolding.
Open to guests, but Sovak’s phaser makes it a legally restricted zone (violating Risa’s pacifist code).
The Pleasure Haven lobby, once a site of hedonistic relaxation, becomes the battleground for a high-stakes confrontation. Its deserted state amplifies the tension, as the usual hum of leisure is replaced by the sharp exchanges of Picard, Vash, and the Vorgons. The lobby’s open layout allows for quick movements and sudden materializations, while its cultural symbols—like the Horga'hn shrine—take on a sinister role as hiding places for dangerous artifacts. The space’s transformation from a place of indulgence to a arena of moral and temporal conflict underscores the disruption caused by the Tox Uthat and the Vorgons’ interference.
Tension-filled and charged with urgency. The once-serene lobby is now a pressure cooker of distrust, aggression, and desperate tactics. The air is thick with the weight of the confrontation, as cultural symbols clash with technological threats.
Battleground for the confrontation between Picard, Vash, and the Vorgons. The lobby’s open space allows for quick movements and sudden materializations, while its cultural elements (e.g., the Horga'hn shrine) become pivotal in the action.
Represents the collision of hedonism and duty, as Picard’s forced vacation is hijacked by a temporal conspiracy. The lobby’s transformation from a place of pleasure to a site of moral and technological conflict symbolizes the disruption caused by external forces (the Vorgons) and the artifacts they seek (the Tox Uthat).
Deserted and unrestricted, allowing for unobserved confrontations and sudden materializations by the Vorgons.
The Pleasure Haven lobby, once a site of hedonistic relaxation, becomes the battleground for a high-stakes confrontation. Its deserted state amplifies the tension, as the empty space contrasts with the urgency of the characters' actions. The lobby's cultural symbols, such as the Horga'hn shrine, take on a darker significance as they conceal the Tox Uthat. The location's role is multifaceted: it serves as the physical setting for the climax, a symbolic space where moral and temporal conflicts collide, and a stage for the reversal of power dynamics.
Tension-filled and ominous, with the deserted lobby amplifying the urgency and danger of the confrontation. The cultural symbols and dim lighting create an eerie contrast to the high-stakes action.
Battleground for the climax of the Tox Uthat conflict, where moral and temporal power dynamics are resolved.
Represents the collision of hedonism and danger, where cultural symbols mask hidden threats and moral choices are made under pressure.
Deserted and unrestricted, allowing for the unobserved confrontation between Picard, Vash, and the Vorgons.
The deserted Risan lobby, once a place of hedonistic indulgence, becomes a battleground for a high-stakes confrontation. Its open lanais and wicker furnishings contrast with the tension of the Vorgons’ materialization and the Tox Uthat’s destruction. The lobby’s neutral ground is transformed into a stage for moral and temporal conflicts, where Picard’s authority clashes with the Vorgons’ criminal demands and Vash’s mercenary schemes.
Initially tense and quiet, then chaotic and explosive as the Vorgons materialize and the Uthat is destroyed. The lobby’s hedonistic decor feels ironic amid the life-or-death stakes.
Battleground for the confrontation over the Tox Uthat, where alliances shift, deceptions are exposed, and decisive actions are taken.
Represents the collision of pleasure and duty, hedonism and moral responsibility, and the disruption of temporal order by criminal interference.
Deserted and unrestricted, allowing the Vorgons to materialize unchallenged and the confrontation to unfold without interference.
The Risan Pleasure Haven’s lobby serves as the temporal nexus for the Vorgons’ second attempt to intercept Picard. Its open lanais and tropical vistas contrast sharply with the Vorgons’ predatory intent, creating a tension between Risa’s idyllic veneer and the looming temporal conflict. The lobby’s plush furnishings and sensual cultural symbols (e.g., the Horga’hn) are disrupted by the Vorgons’ materialization, blending hedonism with conspiracy. The space becomes a battleground of ideologies—leisure vs. temporal manipulation—as the Vorgons’ failure to locate Picard exposes their desperation.
Tension-filled with whispered urgency, blending hedonistic vibes with sharp conspiracy.
Temporal nexus and battleground of ideologies (leisure vs. temporal manipulation).
Represents the clash between Risa’s idyllic facade and the Vorgons’ predatory temporal experiment.
Open to public but monitored by the resort’s computer system.
Events at This Location
Everything that happens here
The scene opens in the sterile, functional corridor of the Enterprise, where Picard’s reluctant departure for Risa is framed by the crew’s well-meaning but misguided optimism. Riker’s playful teasing about …
In a high-stakes game of deception and survival, Vash—mid-conversation with Picard—spots Sovak, her relentless Ferengi pursuer, entering the Risan lobby. With the precision of a seasoned operative, she seizes the …
This pivotal event transforms Picard’s reluctant involvement in Vash’s treasure hunt into a high-stakes alliance, while simultaneously introducing the existential threat of the Tox Uthat through the Vorgons’ revelation. The …
This explosive confrontation in the Risa lobby marks the moment when Sovak’s twisted obsession with Vash and Picard’s reluctant entanglement in the Uthat hunt collide with devastating clarity. The scene …
In a high-stakes confrontation within the deserted Risan lobby, Picard outmaneuvers Vash’s deception by exposing her manipulation of Sovak to conceal the Tox Uthat’s true location. His strategic deduction—revealing she …
In a tense, high-stakes confrontation in the deserted Risan lobby, Picard—having outmaneuvered Vash’s deception—exposes the Tox Uthat hidden inside a Horga’hn statue, only for the Vorgons (Ajur and Boratus) to …
In a high-stakes confrontation in the deserted Risan lobby, Picard—having deduced Vash’s deception—retrieves the Tox Uthat from a hidden shrine, only to be ambushed by the Vorgons, Ajur and Boratus, …
The scene reopens the narrative with a chilling temporal echo: the Vorgons (Ajur and Boratus) materialize in the Risan lobby again, their second attempt to intercept Picard revealing the brutal …