Midnight Clubs
Structure
Most Midnight Clubs are organized into three main areas to cater to specific cursed afflictions.
The first, usually situated underground, serves as a secure space for Werefolk to transform safely. Essentially acting as prisons, these areas offer Werefolk a controlled environment where they can undergo their transformation without posing a threat to others. The presence of animals for them to feed on helps satiate their primal instincts.
The second level is dedicated to those cursed with vampirism. Hosts accompany the vampires, allowing them to feed without resorting to lethal measures. Since these vampires are not feral, having their cravings satisfied, they can exercise self-control and avoid harming the hosts.
The third area accommodates the employees and hosts running the club, featuring a highly trained medical staff due to the nature of their work.
Many Clubs are built with natural barriers in mind, such as being built into the sides of steep cliffs, or on plateaus with sharp drops, to help aid in keeping their patrons safe.
Culture
Rules and Waivers
Midnight Clubs operate under stringent rules, and patrons willingly sign waivers granting the club owners the authority to end their lives if any rules are breached. While very few owners have reported the need to enforce these clauses, the service is generally seen as a charitable endeavor by the cursed individuals who frequent them. Nevertheless, rumors circulate in towns hosting Midnight Clubs, with some speculating that disappearances are linked to cursed individuals seeking refuge in the clubs.Benefits Beyond the Cursed
Beyond their primary function, Midnight Clubs serve as an empowering force for their employees. Many staff members, formerly engaged in precarious professions, find better treatment and improved wages under the employment of club owners. These tax-paying businessmen prioritize the well-being and dignity of their workers, in stark contrast to the exploitative practices of pimps and brothel owners.Global Acceptance and Progressive Nations
Midnight Clubs have gained acceptance, especially in progressive nations like Dunnywild. Here, the clubs serve a dual purpose, acting as havens and research grounds for cursed individuals. Dunnywild Clubs are renowned for their hospitality and inclusivity, attracting non-feral cursed individuals who migrate to the country seeking refuge. These clubs often span vast areas, with Werefolk enjoying acres of land to roam freely and hunt animals during their transformations. Dunnywild Clubs tend to cater specifically to one cursed form, creating specialized communities that thrive out of the public eye. While clubs in other regions may be less opulent, they fulfill the same vital role and are embraced by cursed communities seeking solace and understanding.History
Hundreds of years ago, during a cultural push for granting rights to cursed individuals afflicted with vampirism and lycanthropy, a unique concept emerged: Midnight Clubs. These establishments provide a safe haven for cursed individuals to indulge in their primal urges without endangering the general populace.
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