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rabbit_s_hole [2025/11/01 06:07] – [Building Structure] adminrabbit_s_hole [2025/12/15 09:44] (current) – [RABBIT’S HOLE (RH)] admin
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 ====== RABBIT’S HOLE (RH) ====== ====== RABBIT’S HOLE (RH) ======
  
-{{ :rabbit_hole_gg_scenic_2d.png?200|}}+{{:the_rabbits_hole_scenic_2d.png?direct&400|}}
 ===== Overview ===== ===== Overview =====
   * **Location:** Entertainment District, [[firetown|Firetown]]     * **Location:** Entertainment District, [[firetown|Firetown]]  
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 Founded in December 2627 by former cage-fighter Yannis Christensen, the Rabbit’s Hole (“RH”) was a budget shelter for the Entertainment District — a place to crash in an armchair or on a thin mattress when pockets were light and the [[dark_side|Dark Side]] cold could kill. Rumors long held that Yannis fronted for “the Cartel,” whose aim was to sweep unconscious drunks and broke gamblers off the streets. After early complaints and an intervention by the [[settler_s_council|Settler’s Council]] in New Kourou, district venues adopted the “5-K Rule”: before placing any bet, patrons must prove they still hold 5 K — the cost of an 8-hour armchair slot at RH. Founded in December 2627 by former cage-fighter Yannis Christensen, the Rabbit’s Hole (“RH”) was a budget shelter for the Entertainment District — a place to crash in an armchair or on a thin mattress when pockets were light and the [[dark_side|Dark Side]] cold could kill. Rumors long held that Yannis fronted for “the Cartel,” whose aim was to sweep unconscious drunks and broke gamblers off the streets. After early complaints and an intervention by the [[settler_s_council|Settler’s Council]] in New Kourou, district venues adopted the “5-K Rule”: before placing any bet, patrons must prove they still hold 5 K — the cost of an 8-hour armchair slot at RH.
 +
 +After the [[great_war|Great War]] and the founding of the [[federal_confederation|Federal Confederation]] in 2631, the Rabbit’s Hole was closed and dismantled; in the [[the_gamma_age|Gamma Age]], all lodging in Firetown is consolidated under the state-owned [[federal_hostel_saloon_firetown|Federal Hostel and Saloon of Firetown]].
 +
  
 ===== Architectural Significance ===== ===== Architectural Significance =====
-  * **Construction Materials:** Volcanic stone walls faced with salvaged ship plate; timber joists; scrap-alloy doors.  +  * **Construction Materials:** Built from welded cargo containers reinforced with salvaged [[last_frontier|Last Frontier]] hull plates, mining bulkheads, and scrap-alloy door frames. Interior insulation panels and tarp layers reduce heat loss. A rough wooden canopy of reclaimed planks and beams shields the entrance and reception counter from frost and falling ash.
   * **Floors:** Single storey (four-room plan).     * **Floors:** Single storey (four-room plan).  
   * **Design Aesthetic:** Hardwearing and spartan; straight-through sightline from street to dorm doors for quick intake.     * **Design Aesthetic:** Hardwearing and spartan; straight-through sightline from street to dorm doors for quick intake.  
   * **Lighting:** Dormitories: near-dark, torch sconces only. Reception: bright electric overhead array      * **Lighting:** Dormitories: near-dark, torch sconces only. Reception: bright electric overhead array   
-  * **Ventilation / Heat:** Wall vents and a small roof stack; radiant warmth bled from nearby geothermal service lines; no powered HVAC.   +  * **Geothermal Feed Vents:** Insulated steel stacks and vent assemblies integrated into the rear façade, channeling heat and hot water from the [[geothermal_power_plant|Geothermal Power Plant]] to maintain interior temperature 
-  * **Energy Use:** Low—electric only at reception desk; otherwise fire/torch and passive heat.+  * **Air Vents / Heat Recovery Ventilator:** The building's air exchange was managed by a centralized, mechanical ventilation system with a central intake on the exterior of the building. 
 +  * **Power Supply:** [[quantum_fusion_batteries|Quantum Fusion Battery]]
  
 ===== Building Structure ===== ===== Building Structure =====
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   * **Bouncer Shifts:** Three Shifts, turnover at 08:00 / 16:00 / 24:00.     * **Bouncer Shifts:** Three Shifts, turnover at 08:00 / 16:00 / 24:00.  
  
-===== Pricing & Conditions (Beta Age) =====+===== Pricing & Conditions =====
 | **Service** | **Handling / Conditions** | **Price** | | **Service** | **Handling / Conditions** | **Price** |
 | Armchair (Dorm 2), 8 h | Ticketed slot; no blankets; no refunds for ejection | 5 K | | Armchair (Dorm 2), 8 h | Ticketed slot; no blankets; no refunds for ejection | 5 K |
 | Mattress (Dorm 1), 8 h | Thin pallet; shared blankets; no refunds for ejection | 10 K | | Mattress (Dorm 1), 8 h | Thin pallet; shared blankets; no refunds for ejection | 10 K |
-| Facilities | No breakfast; **no showers**; cold wash-basin only | — |+| Secure Locker, 8 h | Behind-counter locker with claim ticket; contents logged; loss requires Butler Bot verification | 5 K | 
 +| Facilities | No breakfast; no showers; cold wash-basin only | — |
  
 ===== Security Measures ===== ===== Security Measures =====
   * **Door Control:** Armed Zark bouncer at the entrance; pat-downs at bouncer’s discretion.     * **Door Control:** Armed Zark bouncer at the entrance; pat-downs at bouncer’s discretion.  
-  * **House Enforcement (Beta Age):** Armed Service Bot with [[guarding_troopers_stun_gun|Guarding Troopers Stun Gun]] stationed near reception.  +  * **House Enforcement:** Armed Service Bot with [[guarding_troopers_stun_gun|Guarding Troopers Stun Gun]] stationed near reception.   
 +  * **Mandatory Weapons Check:** All patrons must surrender all weapons at reception; items are tagged with the patron’s name and stored in a keyed safe behind the counter; claim ticket required for return; refusal = no entry/ejection.   
 +  * **Secure Lockers:** Optional behind-counter lockers available (see Pricing); contents logged by clerk; disputes escalate to the bouncer.  
   * **Cartel Alarm (Unconfirmed):** Escalations reportedly summon cartel “hound dogs” within ~10 minutes.     * **Cartel Alarm (Unconfirmed):** Escalations reportedly summon cartel “hound dogs” within ~10 minutes.  
   * **Theft Mitigation:** Valuables at own risk; random aisle patrols; ejection for pickpocketing.   * **Theft Mitigation:** Valuables at own risk; random aisle patrols; ejection for pickpocketing.
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 **Illegal interactions:** **Illegal interactions:**
-  * Pickpocket sleeping patrons; switch armchair/mattress tickets; start a brawl to cover a robbery.+  * Pickpocket sleeping patrons 
 +  * Switch armchair/mattress tickets  
 +  * Start a brawl to cover a robbery.
  
 ===== Tactical Advice for Dungeon Masters ===== ===== Tactical Advice for Dungeon Masters =====
rabbit_s_hole.1761977264.txt.gz · Last modified: 2025/11/01 06:07 by admin

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