The Main Hall Building / Landmark in The End of the World | World Anvil

The Main Hall

Written by Hephaestus.


The foyer is raised somewhat above the level of the hall. There are steps leading down, as well as a ramp for certain British robots and other creatures that have difficulty with stairs. From the entry, it's possible to view the entirety of the main hall.

Design

Layout

The main hall is an octagon, with four longer walls separated by four shorter ones and is larger than might be expected. There are tables capable of seating parties of as few as two or as many as twenty individuals scattered around the room. How many the hall can hold is hard to say, certainly there are seats for several hundred, but any attempt to count them always gets confused.   On the long wall opposite the foyer are a number of windows, some of which are used to pass filled mugs of beverages to the servers, while others are where dirty plates and glasses are sent back to the scullery. This wall is decorated with paintings of magnificent vistas from across the multiverse.   The window mentioned by the door guardian is on the short wall just to the right of the bar, as you face it, next to another door, above which a sign reads: "To the Rooms".   Centered on the long right-hand wall is a stage. It's large enough to be comfortable for a good-sized band. Whether or not it's occupied at any time depends upon the availability of talent. Interested performers can ask a staff member about the opportunity to present their skills. The inn itself doesn't pay performers, except with food and drink (and occasionally lodging), but they are allowed to keep any tips collected. Performers are warned that the tastes of the crowd can vary considerably and that the performers will be held liable for any damages caused by customers who are incited to violence by the performance. The use of ethnic jokes and political humor should be strongly reconsidered.   On the short wall to the right of the stage is a hallway leading back into the building. There is a sign above that reads, "Bodily Functions". A steady stream of customers moves in and out of the hallway. From the entry, it's not possible to see what's down the hallway.   The long wall with the Foyer can't be seen without walking into the hall, but when one looks back upon it, the foyer is centered. The wall is covered with numerous flags and banners as described below.   The short wall immediately to the left of the Foyer has an hallway leading down a corridor. The sign above reads, "To the End of the World". The passage leads to a door.   On the long wall to the left, opposite the stage, is a huge hearth in which a great fire burns. The massive logs that fuel the fire are said to be the remains of the trees from Fangorn Forest that were not burned by the orcs of Isengard. Whether or not this is true, those who sit near the hearth will tell you that they feel the weight of great antiquity in the heat.   Finally, the short wall between the hearth and the left of the bar has what appear to be the doors to the kitchen. These doors slide open and closed as staff members approach. If you are nearby when they move, you'll notice a certain audible hiss. The doors do not react to the presence of customers and any who linger in front of them are likely to find themselves escorted away by one of the staff.  

Construction

The walls of the main hall are made of granite blocks. As in the foyer, they appear to have been fitted together without the use of mortar and the seams are very fine.   The floor consists of hard and smooth, but not slippery tiles. They rest adjacent to each other without grout and are arranged in a Penrose pattern with two colors. The colors are dark jewel tones and seem to change on occasion, but attempts to determine patterns for the color changes are never successful. Spilling a drink onto the floor produces only a momentary puddle before the liquid disappears. Wet foodstuff dries quickly into a solid. Food and other debris that falls to the floor will generally disappear while no one is looking, although truly massive messes may be cleaned up by the staff.

Sensory & Appearance

The center of the room is reasonably well-lit, growing dimmer toward the walls. The ceiling is high and is the source of the illumination. It appears to be able to adjust the light between any level from completely dark to blindingly bright and to do so in whatever location, shape, and size is needed. The light is somewhat strange in that the glow from the more brightly lit areas doesn't spread into the dimmer corners.   The sound level in the hall is always just right. There is enough buzz so as not give the impression that a customer is alone. At the same time, the volume is never so loud that it is necessary to shout in order to be heard by companions, no matter how large the party. When a performance is on stage, those seated near the stage can hear it perfectly, while those farther away only notice it faintly in the background.

Denizens

Every first time visitor to the Worlds' End Inn stares at the other customers. It's not possible to avoid it. The regulars don't appreciate it, but they understand it and will tolerate reasonable amounts of gawking. One reason that it's considered acceptable is because all but the most veteran customers still do it on occasion. After all, it's a bit hard not to notice when a table of six-foot-tall black ants with two-handed swords sits next to you.   Virtually any type of being that is small enough to come in through the entrance either has been or will be seen in the inn. The preponderance is bipedal and there seems to be a goodly number who approximate the human form, but that barely scratches the variety who enjoy the hospitality.   Newcomers should be warned that some of the more "interesting" life forms make a game of coming up to those that they don't recognize in the anticipation of setting off phobias or simple nausea. Those who find themselves tormented in this way are advised to summon a member of the staff who will sort out things in a firm, but diplomatic manner.   Creatures that require atmospheres other than oxygen-nitrogen must wear appropriate life-support equipment. This might range from a simple mask to full-body suits, depending upon the chemistry involved. Emission of exhaust gases harmful to oxygen-nitrogen breathers is considered a violation of the house rules and will result in loss of access to the inn.

Contents & Furnishings

Anyone who sits in one of the many chairs will find that it is of exactly the right size to be comfortable for an extended bout of eating, drinking, and conversation. This is true regardless of which chair is picked or what the configuration of the occupant might be. Attempts to move the chairs demonstrate that they will slide freely along the floor, but that they cannot be lifted or overturned.   In the same way, the tables cannot be lifted or shifted by any customer, regardless how large or how numerous. They appear to be made of the same material as the walls and floor and absorb spilled liquids in the same way, although food is left undisturbed. The color of the table will change when a party, whether one or a score, sits at it. The color appears to be dependent in some way upon the overall mood of the group occupying the table and it will subtly change along with the party's mood.

Valuables

A number of banners, flags, and shields hang along the walls. These were presented to the inn by the members of legendary units that have been disbanded, usually by the last members as they said their goodbyes with a raucous farewell at the inn. These are mounted high on the walls to avoid accidental disturbance. It is considered to be a very bad idea to touch one on purpose, as the possibility of one of the members of the unit being present and taking offense cannot be ruled out.

Special Properties

Communications

Eventually, all customers to the Worlds' End Inn will come to realize that they are able to communicate with individuals from other locations, including other species. The more perceptive may note that they are not actually speaking in their own language. The inn has its own language and all who enter the inn are able to speak it as long as they remain within. Those who leave will find themselves with no memory of the language, except that it exists.   Those creatures who are only able to communicate telepathically are informed that direct mental projection or reading into or from the brain(s) of others not of the same species is forbidden in the inn. Violators will be permanently banned. The door guardians can provide appropriate apparatuses to convert telepathy communications into audio and vice versa. Regular customers may bring their own devices, if they prefer.
Environmental Effects
Customers who have spent much time in the Inn have learned to recognize the low rumbling that permeates the floor at intervals. These veterans will invariably pick up their drinks and sip a bit off the top to allow room for sloshing. A few seconds after the rumbling, the entire building with lurch in a random direction for a few seconds. These events are caused by the Inn reconfiguring itself to add new rooms, remove unused ones, or reorder existing facilities.   Newcomers are never informed about these events, as dumping a full mug upon yourself or the exceptionally large and ill-tempered individual next to you is considered a rite of passage.
Connected Rooms

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