TITAN EXPLAINS GHS
LOST WORLD | SOULS | GREGORY | GREGORY HOUSE | GUESTS
Alright, this one is getting split into two sections. One to actually PHYSICALLY describe the Gregory House, inside and out, and the surrounding area. The second part is to explain what it’s LIKE suddenly finding yourself in the Lost World and someone’s first encounter with Gregory in the Gregory House.
GREGORY HOUSE
Location & Description
The Gregory House is what looks like a rather lackluster red brick building with few windows. There's a large set of dark wooden double doors that act as the entrance. The House itself is located in the clearing of a dark forest filled with dead trees. It is always night in the Lost World, and it rather regularly has thunder storms. There is a graveyard about 100 yards from the House. There is a road that leads to the front door and out into the forest, but it leads no where. Literally. All that USUALLY exists in the Lost World is what is described above. The house itself is not bound by the laws of physics or common sense. The inside is eternally changing, though there is roughly always the same layout for basic rooms. The ONE thing that never seems to change is when you enter the Gregory House, you are greeted by a stale, dusty, and outdated lobby. There's cobwebs, there's dusts, and Gregory is ALWAYS there to greet those who wind up in the Lost World. Whether he be reading, or there to open the door for them. The inside is just as dreary. It's dark, there are sometimes distant screams, and there's just.. the smell of old in the air. Most of the rooms have a green door and a gold plaque depicting the number. The only one that doesn't is a solid steel prison cell door. That is the home of Neko Zombie. The common rooms include a dinning room, a bar, a little shop, sitting room/library, as well as anything else that someone might EXPECT from a hotel of this style. Beyond those rooms, the hallways and other locations regularly change. The stairs aren't always in the same place, but should a Guest WISH to go to the exit, it is possible, so long as the other Guests do not block their way.
Guest Arrivals & Stays
When someone first arrives at the Gregory House, they have SOME level of amnesia. Mainly just- how they ended up there. They could be going about their life, they could be walking or traveling, they could be just sleeping, but they will "suddenly" be just on the edge of the forest surrounding the Gregory House and be walking to the doors to enter. At this point, Gregory will offer to take them to their room, and as the joke I like to say, the "scarepy" can begin. Those who have yet to become COMPLETE Lost Souls and are just Wandering will slowly begin to lose touch with what reality they came from. The pace? Well, for RP purposes doesn't matter. I usually don't worry about anyone losing memory of their own lives unless we plot it out. The nature of the Lost World is that the Soul needs to embrace and desire to be there more than in Reality. That doesn't mean that it isn't DANGEROUS for the Guests. There are several in the hotel who CAN cause deadly injuries. If someone were to die before becoming a permanent guest, they stay as an actual soul. Should they have unconsciously embraced and chosen the Lost World over Reality, they become a permanent Guest. And if they WILLINGLY, KNOWINGLY choose the Lost World over Reality, they gain the visage of Gregory. They shift to look like a rat. There are only 3 people who have embraced the Lost World in such a way, being Gregory Mama, James, and the 2nd Guest. That being said, for the most part, both Gregory and any interactions with the other Guests of the Gregory House are more meant to get them to abandon Reality more, it doesn't matter how they feel about the Lost World. That's why anything negative about Reality or a recent arrival's life is free game. Which, leads to how this becomes a rather EXTREME kind of exposure therapy for characters. It's sink or swim. Overcome your flaws, your traumas, your issues with Reality, or never return. THAT is where Gregory as a character shines in interactions.














