A: Caretaker, Hall
B: Memory
C: Gate
D: Karst
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Δ Guardian
Δ Jamais vu
Δ Ripple
Caretaker: You have a small five meter wide and tall extra dimensional cell within your soul. You may touch a willing souled creature or non souled object to bring it inside. The hall is perfectly safe, though sleeping within it is highly inadvisable. The cell is austere, and dislikes disorder and ostentatious decoration.
You and your charges are considered hosts, those brought into the sanctum from outside are considered guests. Your charges may also bring guests into the dream, though their method of “touching” is far more arduous and conceptual. Untamed dreams do not wish to be tamed, and so may bring in living nightmares.
If a guest eats food that you have not gifted to them with the proper ceremony, they may not return leave unless the exit is located within the land of the dead.
You are trained in the proper rituals of maintenance and organisation. Given a minute's time, you may sort any amount of objects that you can hold into any category which you would be able to sort them in by if given an arbitrarily large amount of time to observe them.
Hall: The hall always faces True North, it has 1 door at the end, and 2x[templates] doors along the sides. You may touch a door in real life to create a copy of the room behind it in the hall. Matter from rooms in the hall may be brought anywhere within the sanctum, but cannot leave further. The size limit of the room is absurd, and so far has not been encountered.
Memory: You have 3 additional rooms, one is Your Room. An office, a dorm, a childhood bedroom, an ever changing hotel, an abandoned classroom you visited every night to hide. This room faces south, it is caring, but will digest new things placed inside. Guests or intruders take d6 true damage every turn they willingly end their turn inside Your Room.
The room to the east is from a past dream.
The room to the west is of a dream not yet had.
The dreams must be tamed, but unlike Your Room, objects taken from the dreams can be kept in the real world. The objects only exist while wielded by those who helped tame the dream. Should they be dropped or stolen, they will reform in the dream.
You may sleep in a dream you have not yet had, so long as you yourself have tamed it.
To tame a dream, a guest must find the dream and survive it for a night. If they sleep within the sanctum, the dream may find them. Your charges are never lucid dreamers themselves by nature.
Gate: You may swap the contents of one the rooms in a door attached to your hall with a real doorway by touching it. The rooms must be approximately the same size. This cannot be undone, and the room you replace is added to the hall.
Karsed: A river runs faintly above your sanctum, you can hear it if you listen carefully. You may choose to flood any of your rooms with the celestial river Teōxihuitl Ilhuicatl atl Tlālticpa. Its waters have the buoyancy and drag of conventional water, but are completely transparent, breathable and do not wet objects, extinguish flames, or transmit heat. Due to this, it is inhabited primarily by insects and aquatic birds, not by fish. Food extracted from the river can be safely eaten by guests and hosts alike.
The celestial river counts as holy water, things extracted from it are of the river, not of the sanctum, and so physically exist.
In addition, if you decide to flood two rooms on opposite sides of the sanctum such that there is a flow, there is a chance each night that a spirit comes to inhabit the sanctum. The spirit is confined to flooded rooms and rooms with entrances. Base chance is 1/100, but it can be turned to a coinflip given the correct rituals, locations and room arrangements. You are not taught these secrets by base, but you know of their existence.
Derinkuyu underground city.
This one is from my hometown.
Δ Guardian: A guest loyal to you must breathe their last breath* within this room, a demon must grow to truly love you, even if it knows this will occur.
The guardian may only leave for 1 minute a day from the room. However, at the start of each full moon, they are reborn within the river, and drift into Your Room. A guardian becomes a partial host, but may not bring others within the sanctum.
Δ Jamais vu: Tame the western dream, then experience what was foretold.
You come to know the dream, you gain access to a new western dream through a hidden entrance with the known dream. This delta may be taken any number of times.
*This is not figurative, lung removal is a valid alternative for immortals. It must be that you will never regain the ability to breathe.
Δ Ripple: Record the changing of the story of a place.
When the place a reflection is based on undergoes conceptually significant change, a room is created attached to it reflecting the new state. Not fulfilling the ritual will still result in the room existing, but it will be unanchored to the sanctum.
Part of the psychic bandwagon.
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