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places:player:bingo_hall [2023/11/21 23:33] – created kuhsodasplaces:player:bingo_hall [2023/12/18 02:00] (current) – ported over guide from Main Street Station kuhsodas
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-==== The <GERM> Bingo Hall, Dunbernarding Wing ====+====== The <GERM> Bingo Hall, Dunbernarding Wing ====== 
 + 
 +<WRAP center round important 60%> 
 +This legacy Place description was scraped from the old Enquirer on 21-11-2023 and has not been modified. 
 +</WRAP> 
  
 Location: One klick due north of IC Location: One klick due north of IC
  
-Owned By: <[[GERM]]>+Owned By: <GERM>
 **Dunbernarding Tourist Information** **Dunbernarding Tourist Information**
  
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 Why not speak with one of our friendly call handlers to discuss your special needs, they'll be sure to lend a sympathetic ear! Why not speak with one of our friendly call handlers to discuss your special needs, they'll be sure to lend a sympathetic ear!
  
-NB We cannot accomodate children as pets.+NB We cannot accommodate children as pets.
  
 E&OE E&OE
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 We cannot be held responsible for depressed staff members We cannot be held responsible for depressed staff members
   * ditto   * ditto
 +
 +==== As described in Daphne's Worlds Within, Main Street Station (K5) ====
 +
 +**Accommodations**: not much, and //so// not the point.
 +
 +**History**: Dunbernarding originated in Season One. It began as a mansion on the outskirts of AceHigh belonging to the notorious Uncle Bernard. Because it was a mansion, entrance was by key only. Nonetheless, disturbing rumours drifted out about Bernard's habits, his souped-up zimmer frame, his garden shed, and his private stock of Gentleman's Periodicals.
 +
 +At first in Season Two the Network allowed no dwellings, forcing Dunbernarding to remain an incorporeal concept. Once building permits were finally issued, a new incarnation of Dunbernarding rose according to Bernard's master plan in its present location just north of Improbable Central, contributed to and worked upon by the whole GERM clan. (Note: Mountjoy, Lilith, and the rest of the staff have been around longer than most clan members.)
 +
 +Small at first, the Bingo Hall (as it became known) grew and grew and grew so large that it broke the limits of what had been believed possible, and promptly ceased to exist. The very next day, 'possible' was //redefined to suit//. Since that time this massive complex has been reduced to rubble not just once, but twice, each time rising again larger and more complicated than before. Seems you just can't keep a good reality distortion down.
 +
 +Points of interest: It's all interesting, in a 'wait, how ever did I wind up //here//?' sort of way. If you just wander around at random you will eventually see a great deal of what there is to be seen. Remember that if you get too lost you can always bail back to the map square and start over. This is true in any Place, but the Bingo Hall has a way of making you need it. Here are some highlights to look for... There's a bus tour of an English seaside resort, a maze to escape, a waterfall—and that's just browsing in the Library! You could also visit a farm village, ride in the dumbwaiter, look for the steam traction engine, or try to find Granny knitting in her rocking chair.
 +
 +To tell the truth, the Bingo Hall is showing its age. It's rather a mess, with paint pots and ladders, and there are spots where, like Granny's memory, reality just blanks out and what //should// be there, isn't. All the same, it's a major landmark. You can't claim to know the Island until you've been lost here at least once.
places/player/bingo_hall.1700609609.txt.gz · Last modified: 2023/11/21 23:33 by kuhsodas