Passport

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Passports are important items in Minotaur Hotel (Quest) and Minotaur Hotel (Visual Novel). They protective, enchanted documents which allow supernatural beings to appear human.

Description[edit | edit source]

The passports the Master found at the beginning of the story.

Mythicals in Greco-Roman society would sacrifice a bull to the gods and imbue the bones with magical properties. Christians shifted this to sacraments which made crosses the charm of choice.

According to P, as of around 1900, one still needed a priest to make a charm. However, shortly after governments began being the ones who produced them.

In the Prologue, The Master finds four passports belonging to former employees in the Reception Office

Asterion believes that state governments were the ones who issued these documents and registered individuals who used them, causing individuals to occasionally return back to their countries for bureaucratic affairs or war. High-quality documentation from government service or a hefty fee would allow the user to feel human to others and to be remembered by others.

Asterion mentions that passports do not work within the hotel. He also mentions that other objects were charmed as well, like jewelry, in case mythical were separated from their documents. These and standard-quality passports also make individuals easy to forget and go unnoticed, even with friends and loved ones, especially with homemade charms.

In most countries, it is illegal for a Mythical to walk around without a passport.

In Hinterlands I, we see that the passports can even work on other Mythicals, causing their features and voice to become murky and indistinguishable. The user of the passport can use the passport to turn off the effect as well.

Latin America's traditional way of making one involves telling a story around a fire, making an oath with humanity itself, the Oath of Kinship:

You are the salt of the earth, eternal and unrelenting.

Why, then, should you not be our sibling?

You are the night's moon, a city buried in ash.
A secret written on your chest cannot be seen.
You are the salt of the earth, and what is humanity without you?

Hidden, you shall not lose your worth.
You'll not be trampled underfoot.
You shall not die again.

Blessed are you when you become our sibling.
By the gift of humanity none shall persecute you,
neither will they accuse you of unsightly deeds.

You are the light of the world,
hidden from sight and shining regardless.
They'll not see your origin, but will bask in your gift.

You'll not be set apart, and glory will follow your footsteps.
By salt and sea, take my lifethread,
let us swear an oath of kinship.

May humanity afford the bearer of this promise protection in its bosom
much like we have tonight swapped our long-lasting threads.

You shall feast and live as one of our own, bearer of kinship,
and for as long as you carry the proof of this oath none shall see your myth.

By salt and sea, by the Western lands, untie my bundle of humanity
and stretch its thread to this one, so he may enjoy freedom no lesser than mine.

Bearer of humanity, do you pledge this honest oath to mankind
for as long as your chest draws breath?

Trivia[edit | edit source]

  • The passports found by the master in the Visual Novel hail from Brazil, Sweden, The Soviet Union and Manchuria. All versions seen are from before World War II.
  • The Oath of Kinship interpolated language from the Jesus' "Sermon on the Mount", from Matthew 5:10-16

Theories[edit | edit source]

Glamour[edit | edit source]

The way the passports work is remarkably similar to the concept of glamour that appears in British and Irish folklore. In those stories, most magical creatures could not shapeshift entirely on their own, instead they relied on charms constructed by sorcerers and powerful fairies. Such charms were often used by magical creatures to trick humans, or, rarely, as gifts and rewards to humans.