The Inter Eos: The Non-Space Between
Content sealed at your current tier.
The Inter Eos is the metaphysical buffer zone between Dominions — the only pathway from Seattle in the Waking to somewhere like the Spirit World. It is not a place. It is the glue between places.
## The Eos Slip (Time Dilation)
Time does not move linearly in the Inter Eos. Because it exists outside the spin of the Spiral, time "bunches up."
**The ratio is approximately 1:6.** If the team spends 4 hours navigating the Inter Eos to reach a target in the Animate Wilds, a full 24 hours have passed in Federal Way.
This is not a dramatic inconvenience. It is a logistical nightmare. Missing work. Missing school. Rent due. The "quick magical errand" that costs a full day.
## The Anchor Rule
You cannot simply walk into another Dominion. You need an **Anchor** — an object or memory that belongs to the destination.
- To reach the Animate Wilds: a piece of Cold Iron, or a vial of spring water drawn from a specific ley line.
- Without a strong Anchor: you drift. A drifting traveler becomes a permanent resident of the non-space, eventually turning into a **Phantasm**.
## Static Brain (The Psychological Tax)
The Inter Eos lacks sensory input. It is described as a "Grey Fold" or "The White Noise."
Prolonged exposure causes short-term memory to dissolve. Travelers emerge confused, forgetful, in a trance-like state.
This is why the Shepherd House Titans travel in pairs: **one to lead, one to tether the other's memory.** Jet's Boon of Clarity makes her the team's primary anchor against Static Brain. Charlotte opens the way; Jet keeps them whole on the other side.