Ajna

From Summoner

Contents

Mirror, Mirror

Ajna is the domain of the complete soul. Ajna is a realm of light and unfettered perception. All are distilled to the essential element, and within these elements, one may see all things as they truly are. However, do not forget - we only see the World as reflected light into our perceptions. Ajna is a frontier of truth, but lies reside here as well - they are brought by the incomplete perceptions of the traveler, and by the demons who reside here.

Landscape

The appearance of Ajna is never the same twice. More so than even Vishuddha, the realm reconfigures itself to the perceptions of those who enter it. One who enters Ajna may feel a brief sensation of darkness, as if their eyes were closed. With a single blink, however, the realm takes shape and a blurred reality quickly focuses.
The Fracture is the first influence on the appearance of Ajna: it is the last "real" place that the traveler witnessed, and Ajna begins as a continuation of that realm. A hallway will continue onward, with a t-section at the end. However, this influence is limited - the Fracture is finite, but Ajna is not. At that t-section, one would see a hallway at either end...with a t-section in the distance. Until a resident of Ajna wills it to be different, this trend can continue unto infinity.
<br. The next influence on Ajna are the trappings that travelers use to identify themselves. As the self is distilled into a manifestation of Ego, those things that have left a supernatural mark upon the soul begin to influence the traveler's perceptions. To return to the example of the hallway, a Sword Noble may begin to find signs of a recent battle - holes in the cheap plaster of the walls, perhaps claw scratches in the doors. Trumps, Arts, symbols, or Alter Selves can have a similar effect on the landscape, and it is a simple truth that the Ajna one traveler sees is different from that of his companions.

These differences are not circumstantial, either. A traveler who is looking for a way out may perceive hundreds of doorways in the endless halls, but knows that only one will open to safety - the rest are locked, empty, or traps. Another traveler, who only seeks out a single person or object within the Kingdom may see no doors at all. Only a dark hallway with a hint of light in the distance, guiding him to his destiny. Someone whose Alter Self is a being of living flame may find smoke seeping through the paths and under the cracks in the doors - open doors may belch flames out at the unsuspecting.

Perhaps the most disturbing aspect - all of these perceptions are correct. While invisible to others, a traveler can open a door that only exists to him, and even drag others through it. Flames that only one traveler perceives will gladly burn the unsuspecting if the one who knows of the flames believes that they will. Due to the nature of the realm, the Storyteller is the ultimate arbiter of what is and what is not. Applying concrete rules to a total perceptual abstraction can present difficulties, after all.

Hazards

The hazards of Ajna are the ones that a traveler brings with them.

The first thing to note is that the traveler is changed by the journey, and becomes an abstraction of herself during the time spent in Ajna. They effectively become demons of the Arcanum they most identify with upon entry into Ajna. Their traits are determined as follows:

A traveler's Power, Finesse, and Resistance are determined by averaging the relevant traits. Intelligence, Strength, and Presence for power, and so on. Afterwards, the player may assign a Skill category to each trait (Physical Skills to power, Mental Skills to Resistance, etc.). For every 8 dots in a skill category, they receive a bonus dot to place in the assigned Attribute. Determine derived traits based on this value.

Every five dots in Merits qualifies the traveler for an appropriate Numen, to Storyteller discretion. Symbols may be translated into Numina or remain as they would, at the player's (not the character's) choice. The traveler retains all of their supernatural powers and has an Id rating equal to their appropriate supernatural trait. (Mortals gain Id 1 for this purpose.) There are no limits to how high traits may go, however, and this Id rating is only used to determine available Essence and for appropriate rolls. Alter selves may be summoned normally, but are otherwise visible in some way - shoulder angels, tattoos, reflections in the traveler's eyes, a wicked awesome lunchbox - the appearance of the traveler is thoroughly abstracted towards their inner nature, and their relationship with the Alter Self is no different.

The hazards come from the character's weaknesses. The Storyteller may take any flaws, derangements, wounds, or other current negative states and turn them into very real environmental dangers. Any active derangements should be made into demons of roughly equal power to the traveler, and the same goes for a traveler's Virtue and Vice. The character's Identity should also have an effect on how generally inhabitable their Ajna truly is.

Powerful travelers have, in the past, chosen to leave parts of themselves within Ajna. How this was done is a mystery, and if the travelers learn how, they may be able to free themselves from a flaw, derangement, disability, or potentially change their Virtue or Vice at will. Regardless, it has been done in the past, and these lingering demons are often terrors to behold. They are incomplete, and they hunger to become part of something whole. Many plot and plan ways to insert themselves into the natures of departing travelers. Be wary.

Thrones

It is unknown if any thrones exist within Ajna - the realm is beyond any sort of mapping, and if these thrones exist, they would only reveal themselves to those who could already perceive their entryways. It is a common theory that the Throne of the Fool resides here - unfettered by expectation and ripe with potential, both for glory and downfalls.

Another possibility is that one can find a doorway into the Unconscious here, and physically enter one's own dreamspace. The results of such an action are unknown.

Ajna and the Summoner

It is distinctly possible to face one's inner demons within Ajna, and it is equally possible to die for your trouble. Identity defines the realm. If the character gains significant insight into their true selves, they may be awarded a free dot of Identity, or even automatically tripped a point of Identity, subject to Storyteller discretion.


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