Differences on Midnight Train, The (was The Midnight Train)
There are many sub-realms in the Oneiros and Temenos directly tied to Paradi City and willworkers who spends a point of mana as he falls asleep can reach the Midnight Train in the Temenos, completely bypassing the Oneiros. It appears in different forms on different events, sometimes as a sleek new diesel engine and sometimes as a late 1800’s steam locomotive. It always pulls two cars though mages who embark find that the interior is much larger and holds many more compartments. The train is staffed by blank faced beings who sometimes adopt the features of people the mage knows in real life. On the train, it’s possible to travel to any part of Paradi City, but you must have a ticket (which the mana spent to call the train pays for). Security checkpoints scan the passing vehicle repeatedly and passengers are expected to behave.
The rooms on the train can become dream scenes all to themselves and in many ways seem to parody the seven classical deadly sins, allowing a mage to learn uncomfortable truths about himself… and, according to some, his enemies as well. There is no daimon on the train to steer the mage to his benefit, however, and while there’s no record of any of the train’s crew ever directly harming anyone, there’s no guarantee of their motives or indeed what they even are for sure.
One room of note, which many mages find if they explore, is the Tomb of the Dead Kings. A large, circular room in one of the cars in which there are ten stone sarcophagi arrayed in a circle loosely corresponding to the Atlantean arcana. The lids are heavy, unmovable, and they seem to resist magic. No one knows who is buried inside them and the writing changes from night to night, sometimes the coffins will be covered in Atlantean runes, sometimes in carved love notes, or sometimes in nonsensical message that seemingly make no sense. Anyone who attempts to open one of the sarcophagi is warned sternly not to by the crew. Rumors hold that any time one is opened, some disaster occurs aboard the train, and the people riding it are never seen again. The train shows up the next night to collect its load of dreamers and continues on, all the coffins back as they were, but no sign of the offender or any of the other passengers that night. Needless to say, other passengers will often take a hand in preventing someone from trying to open a coffin lest the entire voyage be doomed. Who the dead kings are, where they ruled, and why their coffins ride an astral train through the Oneiros and Temenos is unknown.
The train often makes a popular meeting place for mages of distant cabals and is considered a neutral ground. No one prevents passengers from fighting and indeed, provided they don’t try to disrupt the train, no one will move to stop them barring other passengers. There are even dueling rooms in the cars for such purposes. Combat must be properly announced, however, in a formal fashion. All passengers aboard the train are protected by an effect similar to a strength 5 magical shield, for which they need pay no mana. This defense can be voluntarily lowered but few do. Agreeing to a formal duel or combat removes the protection from all involved parties.
The train can also be ridden to several different station in the Temenos, including Metropolis and even the realm of Death. The train will return the next evening to pick up travelers who get off at a stop and to ride its full circuit in the astral takes roughly a week. It is not possible to access the Anima Mundi from the Midnight Train or to revert to the Oneiros. Only the Temenos is accessible this way, and in all cases, such locales mimic features of Paradi City.