The Midnight Hotel
MIDNIGHT HOTEL STAFF
ROOMS
ONE TWO THREE FOUR FIVE SIX SEVEN EIGHT NINE TEN ELEVEN TWELVE THIRTEEN FOURTEEN FIFTEEN SIXTEEN SEVENTEEN EIGHTEEN NINETEEN TWENTY TWENTY-ONE TWENTY-TWO TWENTY-THREE TWENTY-FOUR |
AN OVERVIEW The Midnight Hotel is a magical structure built by hand by Anton Shudder roughly a century ago. In his world it moves location every twelve hours, either manually or automatically depending on its programming. It's highly warded against sieges, particular types of beings (including zombies), and physical and magical internal damage. It also has several internal and manually-activated wards, including ones which disrupt firearms and phone communications. The Hotel’s most important wards detect spikes of strong emotion. Intended to alert Anton when violence may be occurring, they also alert him to general emotional distress. As a result Anton will subtly investigate any highly emotional circumstances within the Hotel, but will rarely interfere unless it appears the rules have been (or will be) broken. The Hotel's workings are primarily magical, but present as modern to anyone using its utilities. (Less so to anyone tinkering.) It has a magically-sustained climate, full plumbing and hot water, and all vital amenities. When the Hotel arrived in Keeliai it did so as a kind of echo; the massive magical presence it had accrued over a century left it with a solid presence outside of time in the same way as a Foreigner’s soul. The Hotel is stuck in a single physical location, but due to the combination of Keeliai's place outside time and space (and the Hotel's magic as a location-shifter), it is capable of accessing all sectors at once. The Hotel essentially takes up unused space within Keeliai, overtaking empty buildings. The bulk of its presence is visible in Central; while its front entrance can be accessed from any sector, its windows and garage door can only be accessed from Central. Outside roof access is not available, as shown by option A in this log. Teleporting directly into or out of the Hotel is impossible due to the wards and its semi-interdimensional nature. Teleporting from room to room within the Hotel is entirely possible, however. Inside roof access is available via pull-down stairs located over the grandfather clock on the third floor. Thanks to the above-mentioned interdimensional nature, the roof cannot be exited via the edge; only the stairs. The roof will show elements of kedanese design rather than the Hotel's European one (since it's borrowing an empty kedanese building). THE RULES The Hotel has two unbreakable rules. One: Anyone committing an act of violence against a patron will face Anton in battle. This includes both non-patrons being violent and patrons acting violently against another patron. Physical violence is the most obvious, but entering a locked room belonging to another patron, theft, or other acts which explicitly ignore safety or consent, count as eviction-worthy actions. (Ordinarily this rule was limited to patrons, but since being in Keeliai Anton has expanded it to all those inside the Hotel due to its use as neutral-ground for gang-members who don't reserve rooms.) Please note: Anyone being evicted will forfeit any items left in their room at the time of eviction. Two: Don't try to get into the Twenty-Fourth Room. This room is locked, sealed and warded, and the only way to enter it is through the key Anton keeps on his person at all times. Attempting to enter is grounds for immediate ejection at minimum. Please warn me if you plan to break either of these rules. Please also assume your character was warned for them upon check-in.
Minor rules include the open carrying of weapons, which is allowed; the prohibition of alcohol (which is more of a guideline to prevent group drinking and thus the risk of brawls); and the prohibition of smoking indoors THE FEATURES The Hotel has several notable features on nearly all floors, not including the rooms themselves. The commons constitute nearly the whole of the ground floor and the hallways, and are public areas in which anyone can move freely. The second floor is comprised primarily of single or twin rooms, while the third floor is evenly distributed between singles and dormitories. NOTE: All images below are rough approximations. Furniture and architectural details, particularly colour discrepancies, shouldn't be considered hard representations of the Hotel interior. The images are to give an idea of basic architecture, space and atmosphere. A) THE LOBBY: The lobby is the main entrance for the Hotel and is where the reception desk is located. The entrance doors are double and unusually large, with seven sigils on either side, one for each sector, to specify destination. There is a public kedanese network console here. The lobby contains the right-hand staircase to the second floor and an overlooking balcony on all side. The staircase can be used in an escalator fashion, or be turned into a ramp, by hitting the sigils on the base and height. [ ✖ ] (a) RECEPTION: The reception desk. This is where Anton keeps his work, the keys, and the manual controls for the Hotel's shift. There is a magical intercom accessible here. Anton can also exchange currencies here. There's also an informal census sheet for newcomers to write their names and languages, and any other details. Hanging over the desk from the balcony above is a kedanese house-guardian—a birdhouse with a peppermint-fragranced candle on the porch and an owl tucked inside to project the nest. It's a good-luck charm meant to help prevent nightmares and ill-will, and no kedan will fight in its view. B) THE OFFICE: This is not open to the public and is usually kept locked. It connects to Anton's room through the bathroom. (b) PRIVATE BATHROOM: Anton’s private bathroom. C) ANTON'S BEDROOM: This is Anton's private room and is not accessible to the public. The door adjoining the lobby is hidden under the stairs, but the room can be accessed through the office. [ ✖ ] D) THE KITCHEN: Part of the commons. During the day the kitchen is open for everyone's use, but when Anton has the time to spare he also cooks for his patrons, frequently leaving public-use frozen meals for those without the time or inclination to cook themselves. There are signs requesting patrons do their own washing-up. The kitchen has indications of having made the shift from fire-based cooking, and having dabbled in gas-based cooking, before Anton finally settled on magically-enhanced appliances. Since the beginning of April, in the evenings the kitchen is reserved for the new walk-in restaurant function. While patrons can still use a specially-marked corner to cook for themselves, from 4-10pm the kedanese cooking staff will take over most of it. (c) INCINERATOR: What happens to the Hotel’s waste. Powered by magic, the incinerator is hot enough to melt metal to slag. It is also one part of the Hotel’s temperature controls. The incinerator is a staff-only appliance. (d) FREEZER: The walk-in freezer is where Anton stores, well, frozens. It is part of the Hotel’s temperature controls. This is a staff-only door, as the fridges have freezers for public use. The pantry area is to the left of it. (e) ‘BOILER’: This is where water generated from the air by sigils is stored. It’s placed between the incinerator and the freezer due to the fact that each of them contribute to the balance of hot and cold temperature changes not only within the plumbing but within the Hotel at large; the ‘boiler’ is, essentially, the fulcrum for the Hotel’s temperature control. Attached to the kitchen through the arches is a dining-area for those who don't see the need for anything special. [ ✖ ] E) THE DINING AREAS: The first dining-area is attached directly to the kitchen and is not much more than two rows of wooden tables and benches. It's a communal area, meant for travellers or those seeking an easy meal. The second dining area is located through the door opposite the kitchen and is more finely furnished, particularly now that the Hotel boasts a walk-in restaurant. Although still a communal area during the day, it's better tailored toward groups and breakfasts, and deliberately planned meals. This area also has a bar-area, though nothing alcoholic is kept there. Instead the bar is used as a secondary preparation area for meals, particularly when the Hotel is full and when the restaurant is open in the evenings. During the day, the second dining-area is also frequently used as a training area. The Hotel provides soft mats to work on. As of March ‘2016’ its space has also been thirded for the garage Anton built in the far corner. [ ✖ ] [ ✖ ] F) THE GARAGE: The garage is a new room built during March ‘2016’ in-game. It has enough room for two cars and will be permanently housing Skulduggery’s Bentley. It also has enough room for four cubicle workspaces and as many storage spaces. (Bladewolf is renting a space for his sword.) The Hotel's only back door is located in the corner of the garage, as a double rising door to allow for vehicles. This door will only exit into Central. ] [ ✖ ] G) THE LAUNDRY: The laundry-room is part of the commons. It is regularly closed, either early in the morning or late at night, for Anton (or his staff) to do the Hotel's laundry. Otherwise, it's open to the public. The laundry boasts four industrial-sized washers and four industrial-sized dryers. Use of them is complementary, but washing-powder can be bought at the desk. [ ✖ ] H) COMMON-ROOM: The main part of the commons. The common-area is the sit-down, with the main fireplace and a secondary stairwell to the second floor (also with escalator and ramp functions). This room is where any trades take place, and there is a dedicated library-exchange in the corner. Current books available include Monster Hunting for Beginners; Monster Hunting for Beginners is Probably Inadvisable; and Seriously, Dude, Stop Monster Hunting. [ ✖ ] [ ✖ ] I) BATHROOM: The bathroom is accessible from all major areas of the commons (lobby, dining-areas and common-area) but is a single room. Its primary features are the toilet facilities, but includes a handful of shower stalls. Appropriately stalled and partitioned, the bathroom is gender- and species-neutral. SECOND-FLOOR ROOMS: The second-floor rooms are primarily twin-rooms. Among the largest in the Hotel, they're for those who require a great deal of space as well as privacy. Though pricier than most other rooms, they're also the nearest to the commons and have their own ensuites. As well as the twins the second-floor has two small, cozy singles with double-beds. These rooms are budget, being tiny and over the stairs, and with minimal facilities. They are kept for staff-members. Finally, Anton has changed two twins into four-person dormitories for groups without much need for space. [ ✖ ] [ ✖ ] [ ✖ ] [ ✖ ] J) BALCONY: The balcony extends around three sides overlooking the lobby, but the area over Anton’s rooms is a small commons with tea and coffee facilities and places to sit. THIRD-FLOOR ROOMS: The third-floor rooms are primarily singles and dormitories. The singles are among the most popular of Anton's rooms, having a double-bed apiece and private facilities. Larger than the singles the floor below, they're nevertheless cosy and private. The dormitories are newly furnished, altered to take the large local population into account. They are among the largest rooms available and can hold up to eight people apiece. They have shared facilities. [ ✖ ] [ ✖ ] (b) THE GRANDFATHER CLOCK: Located beside the stairs leading up to the third-floor, the grandfather clock appears to be a simple teller of time. In fact it is tied to the Hotel's automated location-shifting sequence, and is warded against tampering. [ ✖ ]
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Actually, for the most part he'll be a perfectly well mannered guest. No promises on the booze, and since all the window rooms are gone, he might attempt to take to smoking up on the roof.
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(On that note, please use those talents on Anton.)I haven't considered inside roof access before. Since the Hotel occupies empty buildings to begin with, it should be possible for Luci to use the roof from inside stairs.
Let's say there's a set of pull-down stairs over the grandfather clock on the third floor which allows maintenance access to the roof. The same interdimensional wobbliness which prevents outside roof access will also prevent Luci from outside roof exiting, so he'll always have to exit the roof via the inside stairs, rather than jumping off.
How's that sound to you?
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He might be curious about room twenty-four is warded and sealed off though and ask some questions about it. Devil Hunters, man. They do that.
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There's definitely answers to be had about Room Twenty-Four, if he asks--so long as he doesn't try to get in. XD
Anton actually knew our previous Dante! He was Anton's first staff-hire (security), and gave Anton the Gilgamesh set, if Dante would sense that existing in the Hotel. So if you'd like to thread out Dante's check-in I have a catch-all for the Hotel over here. :3
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It looks like Five is open, if I have the right idea on what a twin means?
As for barter, Drake would be willing to put his assorted abilities up as payment. He can mend clothing/bedding/etc, do apothecary work (limited), stuff like that. Or even just general labor and/or medical work...
(He won't be setting up full kestra'chern stuff anywhere just yet, not until he gets the lay of the land. And he wouldn't be doing that in the hotel, anyway.)
Any of that sound do-able?
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Either way, I'm willing to play out their arrival if that's what you mean!
All that being said, he does forbid smoking inside the Hotel, so if Sanzo makes an issue of that--or tries to sneak smokes inside--that's something we'd need to discuss, because Anton takes Breaking The Rules seriously. There is one character who is allowed to smoke inside, but only because he uses an enchantment to make sure no one else is affected by the smoke.
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So as far as physical work goes: light cleaning duties (he's very good at sweeping), clerical work, minor mending of linens and such, and/or assisting Amberdrake in his work.
Sanzo is an extremely high ranked priest in his canon, for however much that might matter here. He can easily make protective talismans and wards, even with an injured arm. For any interested, he can chant mantras and give out priestly advice even if he doesn't quite buy it himself.
He is also a fantastic singer and not the least bit shy about it, he quite enjoys it. (Seriously his voice actor is a professional singer. Clear example. IC proof he enjoys singing...especially when drunk.)
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Otherwise there's Room Six, which is a twin-room he'd have to share with Casey, or Room Nine, which is a four-person dorm with a kedan and Tim of the batpeople variety. Hotel's a bit full these days. :P
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All done!
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isn't her camping in the woods like the feral batshit elf she ishas an actual bed.She'll probably never admit it, but she's getting a bit creaky in her stumpy years.
If the place needs firewood chopped etc she could definitely do that. If her skills don't have a use then I'd say she's possibly already making money as a guard or bouncer or something similar somewhere so she can pay up properly.
(Also, Anton's wearing color? Drake approves!)
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There isn't a whole lot of firewood on the turtle, and it's probably pretty regulated, so let's go with the straight-up money option; it sounds the most likely.
(It took him long enough to give in, that's for sure.)
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and is gonna suffer a nasty surprise when he learns that in the normal world outside the First Order you gotta pay your billsno subject
There's a single-bed room whose character is on the warning list for AC, and given another day if they don't respond they will have been swept; that's Room 14. I don't want to assume they're gone until the time is up, but if you're willing to wait for another day I'll be able to confirm it.
Otherwise Room 6 is empty, but it is a twin with two beds, so there's a chance Kylo will get a room-mate down the road, if a single-bed room doesn't open up in the interim. If you're happy with that, we can bung him in there and call it done!
(If you would like, at any time, to play out this learning of bills, please let me know; I think it would be hilarious. :3 Either we can establish it on his re-arrival, or I can have Anton chase him up on it, since he would if Kylo hasn't paid in a while.)
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Also, would you like to thread out his check-in? I wasn't sure Anton would talk to Steve directly on his network post unless prompted, because he thinks it's rude to spill his fan everywhere, and I wasn't sure what you had planned with Steve's living situation at that point.
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they'll both hate it (and someone will probably take the floor) but they deserve to suffer
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( brace for impending hotel destruction )
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Until she gets kicked out. :PFor continuity I'm going to say that Rey checked in first, because IIIII don't think Anton would put anyone in with Kylo unless there weren't any other options.
(On that note though, I forgot to say this in the PM to Artemis and apparently I haven't got it written in the Hotel stuff like I thought I did--but when people get evicted Anton considers anything left in their rooms as forfeit, so if there's anything you'd like Rey to keep, either have it on her person at the time of the throw-down or we'll work something else out. o7 )
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She'd be cool with sharing a room or having one on her own. I am cool with whatever. C:
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How about Room Seventeen? It's an eight-person dorm with a large kedanese family and a player character, Midii.
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(Also, d'you know where you were linked to the original page, please? I need to update links if people are getting sent to the wrong place.)
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Edit: provided it isn't warded against half-ghosts.
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Nine is a four-person dorm with one kedan and two PCs (Tim of the batpeople variety and Vincent from CHAPPiE). Twenty is an eight-bed and has six various kedan and a PC (Jackie from the Sleeping Dogs video game).
As for wards: There's only one area warded against ghost-like things and that's Room Twenty-Four, which is a prison cell for ~2000 actually evil and psychopathic ghost things which possess people and then bond with them so they can't be removed. And stay psychopathic. It's warded to keep them in and prevent incursions through the door, but Danny will probably be able to feel the wards from outside the room.
Otherwise, there's nothing inherently warded against ghosts! He won't be able to more through walls from inside the building to outside or vice versa, but that's because of the Hotel's transdimensional qualities rather than because ghost (no one else can teleport in and out either).
Danny will probably be able to move through walls inside the Hotel, but it might not be fun for him because they're so heavily magical. The walls contain wards dictating plumbing, temperature, lights, electrical power, with additional wards against physical and fire damage, wards which passively read emotions so Anton can zoom to places where violence might occur, an activeable ward which turns off guns, a loudspeaker ... there's a lot of complex magical mechanics crammed in there, basically.
I'm open to playing with that if you want to, though. :3
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