Introduction to the Hotel
🛎️ Ding!
You suddenly come to your senses as the chime of a reception bell echoes painfully in your head. Feeling disoriented, you glance about and realize you are… in a hotel lobby? Quite an impressive one, at that—hues of green and gold can be found everywhere, from the lavishly decorated walls to the many potted plants in the space. One thing is for sure; you are no longer "home".
You come to the front desk and try to question what is happening, but the receptionist only smiles and hands you a key with a numbered tag. Only then do they speak. “Welcome to the Vestigium Vereor, dear guest! I hope you will enjoy your stay at this fine establishment!” The way they speak feels off. It feels rehearsed, forced—you can’t pin your finger on it, but feel unsettled all the same.
You vaguely remember… something, before you woke up here. There was someone who you cannot identify in your mind, but you spoke. You signed something, or did something, said something. And then you appeared here.
As you walk down the hallway to your room, you find the hallway shifts beneath your feet. You move faster without intending to, the rooms go by as if it was your will for them to move out of your way as you try to find your room. And suddenly, there it is. You open the door with the key, and push it open to find a black void.
Apprehensively, you step inside—and when you do, you’re hit with a flash of memories. And you hear a voice.
“Ab aeterno. Ab antiquo. Ab initio.
Most have one life, others have many.
But they all crave the same things:
Happiness, understanding,
justice, truth, vindication,
vengeance, knowledge...
Semper memini. Non obliviscamur.
All the same, and yet all so different.
This is no prison. It's a second chance.
Have you really lived your life to the fullest?
Explored your full potential?
Have you done what is right?
Have you been a witness... to the world?
Vigilabimus. Hospita nos.
This is what you wanted, wasn’t it…?
An escape, a break. A chance to redeem yourself.
Welcome… to the Vestigium Vereor.”
The Concept
As penned by a long-forgotten guest.
The Vestigium Vereor is a pocket dimension that resembles an impossibly large Hotel building with plenty of borderline non-Euclidian properties. That is to say, it does not quite obey the laws of physics. Or rather, it only obeys the ones it can take advantage of. In a way, it feels as though the hotel is alive. It exists... somewhere, no one knows where. Certainly not close enough to any worlds to be considered a part of a specific universe, and yet it exists somewhere in that vastness.
The building itself has no exits, speaking strictly from a logical perspective. There are places where it may seem like we’re outside, but being “outside” of the hotel’s bounds is impossible. You may look up and see the sky, but trust me, friend—it’s not real. At least, there are plenty of amenities within the Hotel, each of them hosting little intricacies from specific worlds to appease the guests who would appreciate them. Rooms are added into the structure in the blink of an eye by the will of the Hotel itself, and maps are updated almost immediately to match. Even so, it feels like no one day is the layout fully the same. It’s so strange, and yet it functions. Does it keep tabs on everyone and do what it can to get you to where you want to be?
Is this entity sentient?
The Contract
Should’ve read the fine print, my friend.
The contract, for the Vestigium Vereor, is the thing which binds characters to the setting. The requirements for a character to be contracted are the following:
- Entity has achieved great things, helped others, and/or became a part of history.
- Entity was amidst troubling times, has suffered a great loss, and/or died.
- Entity has been cruel, evil, and/or has done terrible things.
It's up to the writers to interpret how their characters would end up in the Vestigium, given their lives and actions. In short: don't overthink it, anything goes so long as it's logical for the character's background. On that note, the "requirements" to be invited to the Hotel are also not meant to be super specific. "Great loss" can be interpreted subjectively from character to character, for example.
The invitation itself to the Hotel varies from person to person. Keep in mind, the contract does not have to be a literal piece of signed paper either. An action or statement made to the Contract Weaver is more than enough to bring someone into the Hotel.
The contract itself is what forbids anyone from escaping the world. This means that for as long as a character is "contracted", they are unable to travel outside of the dimension. They are also unable to destroy the property within the lived-in spaces.
The Contract’s Edict
You barely let the pen go after signing that contract,
when everything around you goes black.
A voice—no, many of them thunder in your head, all at the same time.
YOU SHALL NOT LEAVE THE VESTIGIUM VEREOR. NE NOS RELINQUAS.
[Your abilities of teleportation & dimensional travel have been voided.]
YOU SHALL NOT DAMAGE THE VESTIGIUM VEREOR. AD NOS PERTINET.
[Your abilities of matter manipulation have been voided.]
YOU SHALL NOT HALT THE PASSAGE OF TIME. ALTERUM OMNE EST PULSUS CORDIS NOSTRI.
[Your time manipulation abilities have been voided.]
YOU SHALL NOT ALTER THIS SPACE. HAEC EST RES NOSTRA, FABULA NOSTRA.
[Your reality warping powers have been voided.]
YOU SHALL NOT PERISH. MORS NON EST RESPONSUM.
[All guests may not die permanently, and will be revived some hours after death.]
You are bound to these rules now. The contract cannot be broken.
The Seven Steps
Your sins are what makes you human, aren’t they?
INVIDEO - ENVY
Recorded Interior:
- Most of this floor takes on the structure of a large, luxurious mall.
- Despite the "theme" of the floor, all of the shops within are legitimate and can be worked at or shopped in. The quality of each shop also varies.
- The mall itself seems to go on forever, though it's common knowledge that tapping on a map screen will give you the option to teleport into different sections of the mall.
Specific Quirks:
- If you walk for long enough, you will begin to find empty store lots and an overall eerie atmosphere. People in the hotel have described those far reaches of the mall as liminal—and there are rumors about people making a home out of those empty storefronts.
Safety Level: ★★★★★★☆☆☆☆
While Invideo has no violent threats, there have been more than enough reports of pickpocketing and overall theft. Keep an eye on your purse at all times, and your hands out of other's pockets.
IRATUS - WRATH
Recorded Interior:
- Iratus is a battle arena, complete with a gym area, a sparring sub arena, a medical bay and a lot of food stands at the top of the bleachers from the main area.
- Those who enter the main area cannot leave it. However, their powers are unlocked fully.
- The bleachers have a sort of invisible shield around them; things can pass through, but not from within. This is to say any chaos ongoing within the arena itself remains contained to the arena—keeping the spectators (and the hotel) safe.
Specific Quirks:
There's only two ways to leave the battleground once entered:
- You win.
- You lose.
Death is not possible in Iratus. At least… not forever. Once someone is killed, they will be transported to the medical bay beneath the arena, where they will be treated by another resident or a staff member until their wounds are restored, and their life returned.
Safety Level: ★★★★★☆☆☆☆☆
Iratus is not entirely safe. However, whether it is or isn't is entirely up to the character. If someone makes the conscious decision to enter the battleground, their own safety is in their hands.
CUPIDITAS - LUST (NSFW)
Recorded Interior:
- Cupiditas takes the form of a vast city, with the guise of a Red Light District.
- Many of the establishments found here are bars, nightclubs, love hotels, and other such adult-oriented entertainment.
- However, there are also other forms of entertainment, such as concert venues and theatres.
Specific Quirks:
- The sun never comes up here, leaving the city under a constant state of nighttime.
- It seems any… activities, which occur in cupiditas do not lead to any sort of conception. Looking after your health is still heavily encouraged, however.
- Characters which are minors or are nsfw-locked may not enter or have threads within Cupiditas.
Safety Level: ★★★★★★★☆☆☆
Cupiditas is fairly safe. Though beware of any criminals who may take advantage of the city’s everlasting night to bother others.
Reminder: Any threads within Cupiditas that have explicit content involved need to be done in the NSFW category.
CUPPEDIA - LUST (SFW)
Recorded Interior:
- Cuppedia is a gigantic library, offering many kinds of outlets for those who are more academically-driven.
- The ceiling is made of glass, allowing those within to have a beautiful view of the night sky overhead.
- There are sections with cubicles, both which have computers and others that are empty for those who wish to write or work without distractions.
Specific Quirks:
- The sun never comes up here, leaving the library’s overhead sights under a constant state of nighttime.
- Rather than lust for others, it seems Cuppedia focuses more on the concept of lusting for knowledge and progress. A lot of ambitious and studious folk are drawn to the library because of it.
- Characters which are minors or are nsfw-locked may enter Cuppedia.
Safety Level: ★★★★★★★★★★
This floor is completely safe and devoid of active threats. Unless you deem papercuts an active threat…
VORAX - GLUTTONY
Recorded Interior:
- Vorax is a vast array of restaurants built in a park-like space. There is a lot of greenery, benches and the like. People come here to enjoy the fresh air as much as they go to look for tasty meals.
- There’s a restaurant for anything and everything. Characters may open their own, or choose one to work at.
- It’s not uncommon for those who do not wish to visit the floor to call for delivery services, running among the guests…
Specific Quirks:
- Many of these restaurants do require you to pay for their food, but there are also many food trucks and establishments that offer meals for free. Though their quality may be dubious at times…
Safety Level: ★★★★★★☆☆☆☆
The restaurant has no physical threats. Just be careful of eating too much. Some have also reported getting food poisoning from the free sections, however…
SUPERBIA - PRIDE
Recorded Interior:
- Superbia is a vast arcade and casino. There are games for people of all ages, though the gambling sections are closed off and only accessible to those who are over 18.
- The arcade has all sorts of games, from digital to analog carnival games. There are tournaments every month or so, offering prices to those who participate and win.
Specific Quirks:
- Guests are not allowed to consume food or drinks around the arcade cabinets. Anyone found handling console controllers with filthy hands will be thrown out of the arcade.
- The games of chance are not rigged, we swear, they’re not rigged! We promise! Play more!
- The prizes offered by the arcade section are not all toys. Some seem to be random items, but beware! They may seem normal but are likely not!
Safety Level: ★★★★★★★★★☆
The arcade and casino are physically safe, just… beware of forming a gambling habit, for your own well-being.
DESIDIOSUS - SLOTH
Recorded Interior:
- Desidiosus is a floor wholly dedicated to relaxation.
- There are many spa facilities within, all surrounded by lush greenery that barely allows the sun to come through. The stone paths are always cool, with a breeze flowing through.
- Part of the floor is simply nature, with natural hot springs and waterfalls for guests to visit and enjoy in their own time.
Specific Quirks:
- Anything you can think of, Desidiosus has it. From indoor pools, to massage rooms and saunas. To hair and nail salons, and everything in between.
- Even guests who aren’t necessarily human will be able to find products and services to accommodate for their more special features.
Safety Level: ★★★★★★★★★★
Desidiosus is safe. It seems the only animals roaming about are part of the establishments (as emotional support animals), with many of them having special tags with their names.
Lore FAQ
Not all mysteries have complicated truths.
What is the level of damage that characters can do to the hotel's interior?
Small scale damage can be inflicted to the Hotel's interior. Your character destroyed a piece of furniture? That's fine, you can play with that IC. However, anything that pertains to breaking through walls, or otherwise compromising the structural integrity of the Hotel isn't allowed since it would go against lore. The hotel is capable of fixing itself at will, after all. (This is also just to prevent people from destroying the hotel with their abilities).
tl;dr Don't try to explode the hotel, it won't work. The banned powers list is only semi-voided in the arena, but everything that happens inside of the arena itself will always be contained within its bounds to prevent loopholes.
Are character abilities nullified in the Hotel?
All of the outright banned abilities are found listed in The Contract's Edict. If your character has any powers that do not fall under any of the categories above, assume that they can use them in the hotel. Please remember that the determining factors for the line between godmodding and courteous roleplay etiquette is defined by you as the player. The powers in the linked post are banned to prevent the setting from being bypassed—not to prevent characters from utilizing their canon abilities because we feel like it.
tl;dr If it's not on the post above, they can use it. Just be mindful (and demure) ; communicate about the use of otherwise powerful abilities/powers IC with your partner(s) and staff if necessary. Communication is key!
What are examples of the Hotel's behavior?
The hotel, as stated above, can fix and shift its interior at will. Some observations done IC are:
- People whose room numbers are quite high often have the hotel's halls physically move, essentially bringing the character closer to their room when they require it very quickly.
- Many of the hotel's floors have semi-random properties. Not all of them are always unrecognizable, but the hotel's reality is not a stable one. Things change, new buildings appear, others disappear. The factors for this are always player/character convenience.
- The hotel has been known to spite and tease guests for bad behavior, such as leaving rude guests trapped in a neverending staircase if they choose not to use the elevator, locking doors, ect.
tl;dr The hotel's paracausal and non-euclidian properties leave a LOT up to player convenience and interpretation. Just have fun with it, but ask questions if you're not super sure about something.
What happens when a character dies in the Hotel?
Death is possible, but never permanent. Typically, when a character dies, they take about five minutes to revive in one of three places:
- Their room or the Lobby, if they die inside of the hotel.
- The Arena's infirmary, if they die inside of Iratus' arena.
It's important to note that characters within the Hotel will not die of old age, but death through sickness and injury is still very much possible, even if it's not permanent. When characters die, they may be restored of whatever wounds or ailments that killed them. How much of the character is reset this way is entirely up to the players and their preferences, as there may be characters with sicknesses or wounds which are big parts of their stories and such. Generally speaking: characters will be restored to a state in which they're not fatally sick or wounded upon revival.
tl;dr Characters cannot die permanently, and may respawn in the Lobby, their rooms, or the Iratus Infirmary depending on where they die to begin with. Old age is not a cause of death. Fatal sickness and wounds are either healed or reset to a point in which the character isn't at risk of death again depending on the writer's preference.