pocket screwniverse @
eudio

PURPOSE
This strange hotel within a hotel was created by Joseph Kavinsky in a bid to either 'get over' Caleb. It is essentially a private 'pocket dimension' that only the two of them are supposed to have access to, using a small stretch of hallway in an existing luxury suite establishment of downtown Eudio. Due to size limits imposed on his power, however, it is not actually a full universe in and of itself. Instead, it is a tangible illusion based on a central beacon object that 'projects' the reality outward like a fire generates shadow puppets. As a result, the edges of the miniverse are often in a flux. Other individuals with dream, memory, or reality-warping powers might occasionally find themselves wandering in accidentally, or glimpsing this strange space out of time.THE BEACON
In many ways, it exists as a Eudio within Eudio— a temporary escape from one world into another. However, due to the abstraction and flexibility of its borders, and its psychologically messy nature, it is inextricably connected with the world.
Literally a lightbulb in the main bedroom ceiling light. Damage to this light causes a malfunction in the pocket universe. Such damage can be physical, or occur from disruption from magic in Eudio or dream-walkers accidentally coming in.APPEARANCE & AMENITIES
The furniture is both opulent and decidedly strange, full of intense colors and organic shapes, random pieces of vintage mixed in-- riffing off some of the bizarre, modern abstract art aesthetics of Eudio's corporeal architecture, as well as the ludicrous and exaggerated aesthetic of a dream world. The room includes a bed, bathroom, and television. The shows and music available on broadcast are based on Earth, but full of strange little inaccuracies.NITTY GRITTY MECHANICS
To begin with, the space will be confined to the room and a view out of the window at a forest.
TIME & MEMORY
Technically, it's very similar to Eudio itself and canon updates that take place in characters' homeworlds. When Kavinsky or Caleb enter the hotel room, time stops outside. The moment they return, time starts up again. The opposite is also true. Strangely, there's a trick of time within the universe that neither young man is ever functionally absent for more than 24 hours— therefore, one can sit around and wait for the other. Even though the other may not have technically visited for a month, it will feel like only a few hours within the universe. This is the point: Kavinsky wanted a longer-term, more focused relationship, whereas Caleb wanted more love from more people. Later, Kavinsky preferred closure while Caleb wished they could have continued as they had.
This is where the physics of time get tricky and uneven. The main mechanic by which the conflicting timelines are blurred up and reconciled is memory.
After anyone leaves the pocket dimension, their memories become foggy and vague. There is the prominent feeling that the events that occurred there were either from a dream or transpired long, long ago. There is a subtle, almost instinctive urge to accept a sense of finality and nostalgia (for positive experiences) and distasteful relief (for negative experiences). Details of when exactly they went in, what happened, and how they felt, become hard to recall. However, this illusion can be fought off. With enough concentrated effort, the individual can remember events more vividly.
Furthermore, if one stays away for a longer time while the other continues to visit, the one that avoided the universe will find their memories updating gradually as they sleep. The updated memories will have a dream-like quality and will not seem very pertinent.
Memories become clearer during any direct contact in Eudio, especially if they talk about the pocket universe.
Generally speaking, there are no problems while they're avoiding each other in the real world, and have spent roughly the same amount of time in the dimension over the course of 3 months— even if it is proportioned differently. The beacon is able to reconcile that much disparity. But of course there are going to be problems.
SPACE
This dimension is half-dream, half-reality. Individuals with dream powers might accidentally wander in while using their powers.
Much like Platform 9 3/4 in Harry Potter, the door to this hotel can be found only by those who have a key card, in between Room 216 and 217 in the boutique establishment in question. Once one inside the room, there are two doors: the entry/exit, and one that leads to an adjacent room. There is also a window.
However, at least initially, any attempt to leave the room and explore the world (e.g., the window, the spare door) will simply drop the individual back in the middle of the bed, similar to the closed circuit train station that Neo found himself in in the third Matrix film. It's a small world after all.
Thanks to its root in Eudio, no nonconsensual physical harm can occur in the dimension. Efforts to perpetrate violence, etc., without some forewarning and consent result in the eviction of all occupants. Memories of that event will be nightmarish and horrifying.
PLOT
Pending!
