Most of this RP will take place in Valhalla, though I'll include some descriptions of the other worlds in case your quests take you there!
*Credits for the descriptions go to Rags and the Riordan Wiki*
Here is just some background about Hotel Valhalla. You should use this to be as accurate as possible in your posts:
The Midgard entrance to Hotel Valhalla is located on Beacon Street in Boston, Massachusetts. From the outside it looks like an eight-story mansion of white-and-gray stone. The double front doors are made from dark heavy wood bound with iron, with a life-size wolf's-head door knocker in the center of each wing. In order to prevent mortals and non-einherjar from trespassing, the hotel's front garden is completely enclosed by a fifteen-foot-tall limestone wall with no entryway. The courtyard area behind the wall is called the Grove of Glasir, where birch trees with leaves of gold grow.
The foyer of Hotel Valhalla was compared to the world's largest hunting lodge – a space twice as big as what the exterior would indicate, with an acre of hardwood floor covered with exotic animal skins. Against the right wall of the lobby, there is a fireplace the size of a bedroom. Over the mantel hangs the stuffed head of a wolf. In the far corner of the room stands an overturned boat's keel, which serves as Helgi's reception desk.
Columns supporting the ceiling are made from rough-hewn tree trunks, and the ceiling itself is lined with spears for rafters. Polished shields gleam on the walls and the entire place seems to be illuminated from every direction. In the middle of the foyer, there is an announcement board displaying the activities for the day.
One of the many lounges in Hotel Valhalla has sofas and fireplaces all around, with various activities such as card games, arcade machines, dice games, and Monopoly. Hunding says the lounge is a "No Impaling" area.
Feast Hall of the Slain
The hotel's dining area is the size of a concert hall, with a hundred doors circling the perimeter. Tiers of long tables curve downwards in a bowl-like manner, until they reach the center of the hall, where the Tree of Laerdar grows. In the tree live immortal animals, each assigned to a particular task. Somewhere high up in the tree lives a stag Eikthrymir, whose horns spray out water that runs down the branches of Laerdar and falls into a pond at its roots.
Unknown floor: Copenhagen Room, where Bikram Yoga to the Death is practiced.
Alfheim is the home of the Light Elves, a land of grace, light, and beauty as the elves themselves are. Located in the sky,itisnotonlyaccessiblebyportal, but also by plane. The Vanir god, Frey, is the known ruler of the land of the elves. It is similar to a heaven of sorts, although it holds a somewhat firm caste system in place, enhanced by the wealthy beating out the poor. Higher class elves are also known to have sprite servants. A firm police system also ensures that no stranger will get past on their watch: so beware, those who enter this world to find themselves at the mercy of the cops if they are by themselves.
Jotunheim is a land of forests and deep valleys, mountains and grim landscapes, and is never rid of the winter that encases it. It is the home of the Jotnar, the giants. The world is separated from Asgard by the river Ifling, and contains several defined territories known to the giants and the gods.
These defined territories are:
Gastropnir: the wall built for the dwelling of giant Mengloo.
Mirmir's Well: the source of Mirmir's, the Jotun's, wisdom.
Thrymheim: home of the giant Thiazi, who tricked Loki into helping kidnap Iounn, which resulted in the giant's death.
Utgard: The capital of Jotunheim, and is the base for the giants. Vimur River: Site of the near-drowning of Thor by a giantess.
One who enters the realm of the Jotnar is most certainly either looking to stir up trouble or to end trouble.
Vanaheim acts as home to the Vanir tribe of deities that are connected with the forces of nature. It is a more wild and natural scene as opposed to being completely civilized. One of its subsections is Folkvanger, which contains the "worthy dead" who were not children of gods, but were taken in when they died because they were seen as worthy. The goddess Freya is said to live here, taking charge of the hall of the worthy dead. Those who enter Vanaheim tend to have a distinct purpose, as Einherjar may be looking for someone that they knew in life.
Nidavellir, the land of the dark elves; better known as the dwarves. These master smith and craftsmen live underneath the ground of the land, creating a mass system of forges. Exquisite metals are curated here, with many of the works of the dwarves adorning the halls they built for themselves. The dwarves view craftsmenship as their greatest technique, and many of the things they create have a story behind them. If one is to ask a dwarf about a certain object, the answer will certainly not be short. If one were to even think of challenging a dwarf to a test of skill, they would most certainly lose. The art of the forge is one learned heavily in this world. Be careful of who you offend.
Helheim acts as the realm in which the goddess Hel is known to reside in. It is thought to be located underground, as well as being cold and dark. A dog is said to guard the gates. Unlike manythink, this afterlife was not as awful as it may appear, as the souls of Helheim are known to eat and work and talk and act like any other in any of the other areas of the afterlife. The appearance of this land is, in fact, rather barren and grim. Those that enter the Halls of Hel are in for an experience, as Hel's cunning ways will trick any into a fearsome situation.
Asgard is the world of the golden halls of the Aesir gods. Located in the sky, it is connected to Midgard by Bifrost Bridge. It is here that Odin resides with such gods as Thor, and it is here that much is decided. The chances of one entering this realm is unlikely, as mortals are generally not allowed, and even the dead such as the Einherjar rarely enter these halls unless they have permission.
Muspelheim is the home of the Eldjötnar, or the fire giants. Ruled by the giant Surr and his consort Sinmara, this is the land that is opposite to that of Niflheim, and together they form the blankness of Ginnungagap. It is said that the sun and the stars originated in this world's fire-filled chasms. For those that enter this world, all they will see all around them is a wasteland of flames.
Midgard is essentially the world as we know it. The main entrance to the mortal world from Valhalla is in Boston. Valkyries, this is where you spend most of your time, whether it be living your usual day-to-day life, or searching for heroes to bring to Valhalla. You may leave whenever you like, but Einherjibe warned: You can die in Midgard, and you will go to Ginningagap. Most Einherji onlyvisit Midgard for quests, but a daring few visit for thrill and recreational purposes. Danger lurks everywhere, and if you die, it is final. Be careful and safe, Einherji.
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