This is an old revision of the document!
Table of Contents
Races | Economy | Buildings & Organizations
RABBIT’S HOLE (RH)
Overview
- Location: Entertainment District, Firetown
- Address: NW Public Services Ring Road 9
- Surroundings: Near the German Imbiss
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 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 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 and the founding of the Federal Confederation in 2631, the Rabbit’s Hole was closed and dismantled; in the Gamma Age, all lodging in Firetown is consolidated under the state-owned Federal Hostel and Saloon of Firetown.
Architectural Significance
- Construction Materials: Built from welded cargo containers reinforced with salvaged 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).
- 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
- Geothermal Feed Vents: Insulated steel stacks and vent assemblies integrated into the rear façade, channeling heat and hot water from the Geothermal Power Plant to maintain interior temperature
- 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 Battery
Building Structure
- Reception & Counter: Open front counter (no door), ledger, deposit box, placards of house rules and the 5-K Rule; wall hooks for coats.
- Dormitory 1 — Mattresses (≈20): Thin mats on raised pallets; shared blanket bin; no privacy screens.
- Dormitory 2 — Armchairs (≈20): Scarred recliners and benches; floor spittoons; sand buckets by the door.
- Rest Room: AuroraSan latrine stalls and a cold wash-basin; no showers.
Look and Feel
Sour sweat, torches guttering, and the warm-metal hiss of the reception lamps. Snores, mutters, and the occasional boot scuffle roll through the dark as bodies steam off a night of Space Beer and bad luck. The counter light is merciless: ink-stained ledger, chipped tin for coins, and a hand-painted sign — “5 K or the street.” No frills, no questions, just eight hours between you and the frost.
Roles and Responsibilities
Staff (≈3 + bots, Beta Age)
- Owner/Manager (Yannis Christensen): Intake, rules, disputes, cashbox.
- Butler Bot (1): Greets arrivals, recites rules, issues pallet/armchair tickets.
- Cleaning Bot (1): Floor sweep, torch service, latrine scrub.
- Bouncer (1, Zark): Armed presence in the doorway; ejects thieves and brawlers.
Public Access, Operating Hours & Operational Rhythm
- Public Access: Adults only; visibly intoxicated still admitted if they can pay.
- Opening Hours: 24/7 intake at reception.
- Bouncer Shifts: Three Shifts, turnover at 08:00 / 16:00 / 24:00.
Pricing & Conditions
| Service | Handling / Conditions | Price |
| 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 |
| 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
- Door Control: Armed Zark bouncer at the entrance; pat-downs at bouncer’s discretion.
- House Enforcement: Armed Service Bot with 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.
- Theft Mitigation: Valuables at own risk; random aisle patrols; ejection for pickpocketing.
Player Interaction Possibilities (Legal and Illegal)
Legal interactions (Beta Age):
- Rent an armchair and check in
- Rent a mattress and check in
- Report sth. at the counter
Illegal interactions:
- Pickpocket sleeping patrons
- Switch armchair/mattress tickets
- Start a brawl to cover a robbery.
Tactical Advice for Dungeon Masters
- Adventure Hook — The Blanket Knife: A patron wakes bleeding from a shallow cut — their belt-pouch is gone, along with three others’ coin. The Zark bouncer swears it’s an inside job and slams the doors. PCs must quietly trace ticket swaps, torch-dark corners, and the cleaner’s sweep pattern before the alleged “Cartel alarm” brings in outside muscle that will make the problem — and witnesses — disappear.
